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Stealth, Wood Elves and the Breaking of Lore

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There are a few areas of the proposed racial passive changes that cause me some concern, but most of those can be addressed with the adjustment of numbers. The change to the Wood Elves (Bosmer) on the other hand is lore breaking in regards to stealth. I would argue that the only change that you could have made that would be more lore breaking than removing their natural affinity to stealth would be removing their affinity to archery.

The lore of the Elder Scrolls series (including ESO) has the Bosmer being one of the stealthier races in Tamriel and this has consistently been reflected in the racial bonuses. In Skyrim the only races to have a stealth bonus were the Bosmer, Dunmer, Argonian and Khajiit. It is true that in Skyrim the Khajiit's stealth bonus was double that of the Bosmer and it is fully acceptable to have discussion about which race is the stealthiest. It is also worth mentioning that that is both Morrowind and Oblivion that the only races with stealth bonuses were the Bosmer and Khajiit and the Bosmer's stealth bonus was double that of the Khajiit. So a good case could be made for both races.

I understand that before these two races shared the exact same passive and that you wanted to make them more unique. This is a good objective. When I first read through the changes I though it was the difference of the Khajiit going from 3 to 5 meters and the Bosmer remaining at 3 meters and I didn't think much of it, but then on closer inspection I realized it was the difference of 5 meters and 0 meters and that got me looking for my forum login details.

I like the addition of the speed bonus from roll dodge as in the lore the Bosmer have always been very fast as well as agile and acrobatic. Some might object to the 20%, but that is a number argument and I want to look mostly at the lore side of the discussion. The idea of having the Bosmer being accomplished hunters and therefore being able to detect stealthy creatures is a good one. After all the Bosmer don't eat plants so if they were not able to hunt animals they would starve. ESO also has some wonderful quests in Grahtwood regarding the Bosmer and their hunting ability and a special buff when in that zone, so the thought process was a sound one. However, a hunter who cannot mask his presence from his prey is not an expert hunter.

Replacing stealthiness with stealth detection is not a suitable trade given the lore. However it is worse given game play. Stealth is a play style, a viable play style for both PvE and PvP. Stealth detection on the other hand is not, as it has (almost) no practical purpose in PvE. A case can be argued for PvP as there is a need to detect stealthy players. The Bosmer could now be masters at hunting those sneaky Khajiit ready to pounce from the shadows to wreck their entire group. This could be a valid argument if it were not for the lore created for ESO, but the fact that the Bosmer and Khajiit are in the SAME FACTION renders this new ability quite worthless unless the ability to more easily see your own teammates has a much bigger practical purpose than I am imagining. Yes, with the any race any faction option, individual Bosmer and Khajiit could be in opposing factions, but they would most likely be few and unless these characters have compelling backstories as to why they would be fighting in a different faction, they can hardly been seen as cannon. Definitely not worth designing an entire passive around. Yes, other races can still be sneaky and therefore detected in PvP, but once again, given the lore and game play, trading away stealthiness for stealth detection is by far not a fair trade.

The Khajiit's stealth passive was both increased and moved to another passive, freeing up space for a completely new passive. Would it be wrong to suggest that the Bosmer could have stealthiness, stealth detection and the speed boost from dodge roll? I have a feeling that people are going to insist that 20% is too high and if that is lowered then I believe there is even more of a case to have all three be a part of this passive. I would suggest something like: 3 meter reduction to stealth radius, 2 meter stealth detection and the speed boost (even if it was a bit lower - 15%).

Hopefully this feedback is useful and that you will consider my lore-based arguments. Thank you for your time and consideration.

We’re neglecting the most important issue....

Forum changes are needed.

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I have noticed that constructive posts are many times met with a reply that straight out tells the poster if they don't like something about the game they should quit playing it. This has happened to me many times over the years and I see it every day many times on the forums. I don't know about others but many times I just don't post my views or opinions because all I want to do is reply to these jerks and tell them to kiss my ... nevermind LOL. But if I did reply in my own defense many times the reply would be viewed as negative and unconstructive, possibly even pulled or more, getting the discussion locked even. My point here is allowing this type of harassment probably hurts the free flow of ideas that could benefit the game. Perhaps these type of "love it or leave it" posts should be met with the same hammer as my desired reply.

Housing Guild

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I am looking for a Housing guild on pc/na. Really could use some help with decorating and getting some ideas. Thank you!

Race Change: need advice (not about passives or classes)

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So I'd like to change my race... What does an Altmer need to become Argonian? I guess first I shall buy Any Race, Any Allaince?

The second question is appearance. I really like how my Altmer looks now, it took me long to create him. But what will be a result of a race change? I change race to Argonian, play Murkmire story, and than change back to Altmer. Will he be the same? Or will his appearance be a mess?

Out of curiosity, where are the patch notes for this am's maintenace?

Frostvault Walkthrough and Guide (Spoilers)

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I am currently working my way through the dungeons on Vet, and am writing a guide for them. This guide will be edited a multitude of times, so don't expect a finished guide for at least a week.

Brought to you by the guild Twin-Moons Covenant

Frostvault Guide

Add Priority: Skysplitter
Skysplitters are goblin ice mages, and they're main threat comes from an ice comet ability that they will cast on a random player. Kill them as quickly as possible to reduce the amount of ice comets going out, and if killed quick enough the ice comet will be canceled if it spawning on one player.
IceArea1.png
First Boss Icestalker
IceB1.png

Icestalker is the first boss you come across so this troll isn't too difficult to take down. The primary mechanic that is a threat is when he punts a player up into the air, stunning them when they land, and begins repeatedly smashing that player. Another player needs to bash the boss before he smashes the player to death. The stun is unbreakable (currently) even after Icestalker is bashed, so the healer will need to keep that player alive through the other aoe's and adds.

Several adds spawn in, but they are of low threat and can easily be AOE'd down.
IceArea2.png
IceArea3.png

Second Boss Warlord Tsogvin
IceB2.png

Tsogvin is a more mechanically challenged, and some of them we have seen before. The first one is the boss will randomly choose a player and shield charge that player. This is very deadly to unsuspecting DPS or Healers. This is easily blocked and/or dodged though to survive. The second one we've seen before in Fungal Grotto II is a tether between two players, and the two players must simply put enough distance between each other to break the tether and stop the damage from occurring.

The arena will have goblin archers spawn in, that can be chained in by the tank. The archers do have some powerful abilities, including Rapid Fire (the bow ultimate), which cannot be neglected. They can be cleaved down when chained in fortunately.

The boss will periodically jump into the air (he leaves a fire visual effect on the ground from where he jumped from). He'll land at a random location in the arena with a small shield on top of his health. During this mechanic, every player will have an AOE ring around them and the boss will be channeling a fire ability that will hit every player in pulses. Do NOT stack on top of another player when this mechanic is occurring. DPS must break the shield in order to stop the mechanic from occurring (very similar mechanics to vMoL first boss).

Ice tornadoes will spawn at approximately 30% (health percentage still needs confirmation) on the edge of the arena and slowly circle the arena. These are very deadly so avoid them at all cost. During this phase, the boss will still do his jump, but this time he'll always land in the center of the arena and begin channeling a blizzard storm around him. This blizzard will grow larger rather quickly, pushing the players into the path of the ice tornadoes. Simply follow the ice tornadoes to keep ahead of them until the blizzard storm is over. In addition, the boss will cast one more ice tornado on a random player, so this extra tornado has it's own path (that of the player) to add to the chaos.

Vault Protector
IceB3.png
This boss is rather difficult (and had a few glitches that wiped our group). The boss itself is very simple, and we've already seen its mechanics many times. The Centurion has the basic heavy attacks, spinning attack and artillery attack that we seen in Darkshade Caverns I and Volenfell.

The arena mechanics however are lethal. Most notably the laser beams that line the four walls of the arena. These lasers will kill you if you are caught in them. Fortunately the laser beams can be blocked by an obstruction as seen below. In the fight, the obstruction is the boss itself as it is protecting itself from the laser beam with a Dome Barrier. Simply put the barrier between you and the beam's source to survive.

Laser Beam:
IceLaser.png

As the fight continues, according to the boss's health percentages (? Needs confirmation) more lasers will activate during each time the Protector puts up its barrier. This will require more coordination and awareness to dodge each laser as it gets closer.

Several adds will be spawning which will make life increasingly more difficult. The Dwemer Spiders will snare anyone they hit, the Dwemer Spheres will outright kill the DPS if they get caught by a spinning heavy attack, and the smaller sphere things will stun everyone near them if one person touches their AOE.

Tank: Tank the Vault Protector in the center of the room so a laser doesn't cut off the group if it starts in an inconvenient location.
IceArea4.png

Rizzuk Bonechill and Avalanche
IceB4.png

Rizzuk is the only boss that needs to be killed; once killed, his Frost Atronarch will be destroyed.

Rizzuk will occasionally channel an ability that will need to be bashed. If not bashed, this mechanic will start shooting every player in the arena in a rapid fire method, (same as Fang Lair HM mechanic).

Ice Meteor Shower is a mechanic where the boss will teleport to the middle of the arena now place a DoT on each player that will also slow you all down. Eventually each player will be frozen and an ice meteor will crash into each player. You must all have been sufficiently separated, otherwise the stacking impacts will kill any player that were stacked.

Now and then an ice ball will be created by Rizzuk and follow a random player. This player will have a target underneath them. The ice ball doesn't do much damage, and it is unknown on any affects if it is dragged into another mechanic or a boss.

Avalanche, the frost atronarch, is deadly and will be the primary focus of the tank. Avalanche will put down some AOE's around him that even the tank must dodge roll out of since it does significant damage very quickly.

The StoneKeeper
IceB5.png

Rat Maze mechanics:
Ice-Rat-Area.png
The rat maze is first introduced before the final boss fight. Each player will spawn in the map above, each at one of the four arrows seen on the map. You are a mechanical mouse with unique abilities. Each player needs to go to the center pillar that is electrified and spam the first ability on your bar to charge up your ultimate. Then follow the lit path that you spawned at until you get to another orb pillar thing, and use your ultimate. Four of these Orb Pillar Things must be deactivated, one for each player, which is why it is recommended for each player to go their own way for speed.

The rat maze will occur twice throughout the fight.

The Stonekeeper itself is invulnerable until both his arms are destroyed. Much like the Halls of Fabrication Assembly General, one arm has fire and one arm has a spinny blade on it. DPS will need to focus the spin blade first. A Centurion will spawn once an arm is destroyed, and it must be killed as soon as possible. It's heavy attacks will one shot all players through block except the tank, and the tank cannot take that much damage with the other mechanics.

Once both arms are destroyed, and the boss reaches a health percentage, both arm sockets will begin to spout and fire, and the boss will then slowly spin. Do not get caught by this fire! It will kill you practically instantly. This is difficult to do with the spheres that will stun the group if they are touched. The boss will repeat this mechanic until it's next health trigger percentage.

Both arms will regenerate, and then 4 mechanical mice will spawn on the arena. Each player must get to their own mouse quickly, and repeat the Rat Maze. Be warned, traps are now active within the maze. Your mouse will be deactivated if you lose all health, which you can press the second ability to bring yourself back. Any damage taken the Maze will carry to the boss fight when the mechanic is complete. That also means, if you're deactivated when the Maze mechanic is finished, you will be dead once you return to the boss fight.

The fight is more or less "rinse and repeat", since now you repeat the same with destroying the arms. The only difference during this second phase is that there are now spinning blade traps that will apply stacking bleeds if you are hit by hit. Dodge roll through it if you cannot avoid it another way.

After the second Rat Maze phase, the boss will begin spouting out steam at a random player. This steam will push you off the arena, resulting in an instant death.

Tank: Taunt the Stonekeeper, do not worry about taunting the Arms as they will focus you down if the Stonekeeper is taunted anyway. The Stonekeeper itself will shoot you with a firebeam now and then which does not hurt but does stack a DoT on you that the healer must keep you alive through. Dodge the spin blade arm if it attacks you, and tank the fire arm.

PTS Update 21 - Feedback Thread for Depths of Malatar

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This is the official feedback thread for Depths of Malatar. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Do you have any other general feedback?

A big wish regarding Maomer's fish skin & relatively normal skins in general

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Dear ZOS, I hope that you'll read this post.
Whenever you decided to release the datamined Maomer skin, could you please not lock it behind a veteran DLC?

I'm ok to pay crowns, I'm even ok to gamble with your crates (and I have a feeling that a lot of other people have the same feeling). Just, please don't lock it behind a DLC.

Same goes about any future possible vampire masking skin or something more or less normal looking.

This is not a demand, but a humble wish of your cleint who wants to be happy while using your product.

Keep geometry changing spontaneously

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January 21st In Sotha campaign we had AD hitting Glademist several times after they were pushed back several of us began setting out to repair the walls. At one point the walls along the west side were all repaired when something strange happened . I went out of the keep to help chase down some AD folks who were killed and went back to Glademist, upon returning i noticed that the postern platform had been missed in the repairs so i stood outside and repaired it for a minute and when i used the postern door and ported ni for a second i was in the keep and tehn i got a loading screen for a split second or two.

When the load screen was finished i looked up and the postern platform was gone. The door was still there i could use the door but the wall now looked like any other wall peice on the catwalk. No platform whatsoever. it had disappeared. I though ok maybe I'm just losing it and there never was one. All the wall segments on the west side now showed 100% and i figured my work was done so i headed to the inner keep postern. Where i noticed that it was 80% i then started repairing that inner postern, at which point when i hit 100% i got a loading screen again. I then turned around to head back out of the keep and the entire west wall had been reduced to 75% and the postern platform was back.

There was no time for anyone to have seiged the entire west wall of glademist in the 4 minutes my back was turned working on the inner postern.

Is this a known bug? has anyone else observed this?

Racial Passives and the Slippery Slope ZOS is rolling down

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For a very long time Dunmer reigned supreme as the best magicka race because fire damage was so effective because of various buffs like engulfing damaging types like fire enchant and what really sealed its supremacy could be considered destro ult. On the flip side the only race you could play when you wanted to go stam was usually redguard. A few people would force themselves to suffer a bit more and lose sustain for some extra damage by going Khajiit but it was in all the build guides and videos you saw where everyone was basically either a dunmer or a redguard. Tanking and healing on the other hand had a few more acceptable options because none of their passives directly affected total group dps. The race they go with is based on preference and ability to overcome opportunity lost. For tanking Nord imperial lizard all had their strengths that could be weighted against on preference. For healing lizard or breton stuck out as very common picks for people both be just as successful as the other. Im worried ZOS is just worsening the lack of balance between the races.

ZOS like a huge part of their player base was not happy with this. They decided to go in and re-balance races with the intention to follow their mantra - the Elder Scrolls mantra - of play as like and how you like. With that they went in and made sure to give some flare to their races and give it some good ole balance. Unfortunately they failed at this.. miserably. They gutted a few races and gave others things that have no business being a racial passive. The changes they have made is going to result, if left unchanged, in a meta and bis environment where there will be two races at the top of the endgame. Khajiit and Nord.

If youre a dps magicka or stamina you will be a Kitty
If youre a support tank or healer you will be a Nord.

Since the pts has dropped i have kept me eye open for as many parses and tests that i could. End Game Raiding Community discords like TRE make this very easy. From what ive seen Khajiit is doing the best dps for all the magicka races. Khajiits are out dpsing altmers bretons and dunmers alike. Khajiit has typically been seen as a stamina race and it is currently the best option for magicka dps. On the stam side they all doing about the same: Khajiit redguard orc and dunmer. The big difference and final push to say Khajiit is the best for stam is when you introduce any amount of major force which will favor the highest crit chance.

As far as support goes tanking and healing.. there is no argument that can beat ultimate generation from a support role. That will always be the best option because there are few places to gain that. All other stats can be acquired elsewhere and built for when needed. Sustained ult gen however is unique and fits the niche of the support roles to their cores.

This is unacceptable and i promise you if the racials stay as they are that is exactly what the community that endeavors to do the best possible will be stuck with. This is not balance this is a failed attempt at balance and it needs to be readdressed reworked and potentially looked at in a completely different way.




Fortunately ive have a suggestion that can leap us all forward and away from the mess that is balancing races. That is homogenization.. Now the connotation with that is generally negative and i know that i used it to get people uncomfortable so they can realize that they should be because the racial passive system is in dire need of player input.

In short my idea is this:

Give each race some lore friendly passive that does have some combat effectiveness. However that effectiveness needs to be very small and minor to a class/ spec's overall performance. The 3 remaining passives will be treated like a tree system or morph system where the player chooses the benefits (that are BALANCED in each tree) to fit the way they like to play. This also allows people to specialize into a certain spec or branch out into a more hybrid play style.


Here is a rough draft of what i had in mind. Please not that this is just to present the idea values and so on should be considered to be changed. The over all idea though as far as how much of what people should be able to choose in each passive relates to the lovely system ZOS came up with for racial power. Here itll be objectively balanced!


Altmer 2% damage to frost fire shock
Argonian swim speed. disease status resist. 5% healing done
Bosmer reduce stealth detection. 10% increase damage from stealth
Breton 3% reduct cost to mag
Dunmer 5% fire damage
Imperial 1k health
Khajiit 2% spell/ weapon crit
Nord frost resist. 2975 resist spell and physical
Orsimer 6% move speed. 10% reduce sprint cost. 500 heath/ stam
Redguard 1k stam

Racial Passive 1 (Morph into One)
2k stam. 5% stam cost reduction
2k mag. 5% mag cost reduction
2k health. 5% increase healing received

Racial Passive 2 (Morph into One)
258 Weapon Damage
258 Spell Damage
2975 Spell/ Physical Resistance

Racial Passive 3 (Morph into One)
258 Weapon Damage
258 Spell Damage
2975 Spell/ Physical
2k stam
2k mag
2k health
1k stam/ mag
258 stam regen
258 mag regen
129 stam/ mag regen

Curse Eater, deserve a nerf before going to live in the current state?

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Curse Eater

OLD
2 – Adds 1206 Maximum Health
3 – Adds 1096 Maximum Magicka
4 – Adds 129 Magicka Recovery
5 – Reduces the duration of all negative effects applied to you by 20%.
NEW
2 – Adds 1096 Maximum Magicka
3 – Adds 129 Magicka Recovery
4 – Adds 129 Magicka Recovery
5 – When you heal yourself or an ally, remove two negative effects from them. If a negative effect was removed this way, your target restores 150 Magicka. This effect can occur every 2 seconds.

In my opinion this set cannot make it to live in the current state as it will hit, mostly, dots users.
Templars will take a hit in their uniqueness to purge, and i feel it will be too op with cloak users.

My opinion:
Increase the cooldown to 7 seconds.

On patch notes, when a good word needed to be said - This is by far, for me at least, the best patch notes this game have seen in a long time.

Enchants on tanks

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Enchants on one handed weapons will now be half the potency of those placed on two handed weapons.

Does it mean tanks won't be able to apply crusher effectively unless they run with a staff? I think this should apply to the number of weapons actually used on the active bar rather than be bound to the weapon type.

Sorc's and their winged pet

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Ok ZOS please please do something with the sorc's winged pet.

It blocks LOS and in small area's, crafting area's, turn in area's, small bank area's.

You have known this was an issue for what, now going on 5 years ?

Easiest fix, is just make that pos winged pet very small, not the extra large size it currently is.

But come on do something its just re *** oh less, geeeezzzzz.

Expired mail?

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I logged in after three months. I obviously got kicked from the trading guilds meanwhile, and when I checked the tons of mail I got, there are all the expired sales, only... there are no attachments! What's going on? There are pricy motifs! Is it all gone?!

New dungeons better be normal

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And by normal I mean the same difficulty as the old dungeons and some DLC dungeons on the normal setting. I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty. That means only a minority of the player base get to form the tablet and see Abnur Tharne :(

Are tanks now forced to wield 2 handed on back bar?

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Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.

According to this wording crusher will be also halved. Can anyone on PTS confirm? Will tanks now wear 2 handed on the backbar?

Wood Elf (Bosmer) "Useless" Passive

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Really!?!?!?! Stamina ... use bow ... roll = move speed 4 sec -- 1 sec longer than the passive. (Most Bosmer are using a bow!)
Detection area increase --- useless in PvE (and PvP most likely)

They are only race with a totally useless passive no matter what type you like to play.

Filthy Casual: Tales of Woe & Despair with Occasional Triumphant Conquest

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Yesterday’s random normal that was well in progress when I joined; I got the build shakedown and mechanics quiz for falkreath. Turns out, the group in there didn’t know what they were doing. The tank gets one shot and is screaming about 68k damage from what?!#? The 2H, Archer, Mage and Bone Collosus Boss.

I’m not pro, but I know a little bit. I had just ran this a few times the other day...as a tank, but now I’m DPS. The tank is running the Bone Collosus all over the place then dying for whatever reason and getting the rest of the group killed while scurrying to res...

I’m not sure why this chap kept dying and then screaming about it. I told him to block and hold boss in middle and should be fine as it was for me the day before.

There was an aire of animosity in the group and general lack of being coachable, so I had to dip.


As it was apparent there is a need for good tanks in the game, I swapped to my tank. Random daily got wayrest 2.

I don’t know what it is about these groups with max level nightblades but they’ve been terrible lately. I went in to round up the trash, got to other side of the bridge and they’re still fighting the first. Wait wait wait for them to finish it off and catch up....they’re still fighting trash. So I go back over there and healer cops an attitude and rolls out.

I can’t blame him. This DPS is atrocious. 5 minutes into this dungeon and still fighting beginning trash. It’s just rough. Pug life is really bad sometimes. I left too.


I find myself desperately looking for some decent action, put out zone chat: Tank LFG that doesn’t suck. The whispers start coming in. Not all pleasant. I agreed to tank NSO for a guy. He’s still putting group together as I port in and meet up with a couple DPS.

So we start working our way to the first boss. One tank. One healer. A few DPS. We start the fight. I think there was 7 or 8 in group by the time it was done. The leader is still trying to get more people in the group as we charge onward to the rest of the dungeon. The callouts were for kill Overchargers wherever they’re at. Smashed out the rock troll boss, Osara, the ads and the last boss...finished the whole thing with 9 players from craglorn pug in about 45 minutes.

Being real honest here, I’ve done SO a hundred times. It was just something to do today. Some of these guys were commenting about hair on arms standing up they were so excited to beat Osara and get this far in Sanctum and finish the whole thing seamlessly with 9 people and fast. It kind of gave me a tickle.

Yes. Really. There’s still some players out there that haven’t had the luxury of experiencing a decently run trial. Crazy right?

PTS Update 21 - Feedback Thread for Frostvault

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This is the official feedback thread for Frostvault. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Do you have any other general feedback?
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