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Is the ps4 na server fixed?


Connection timeout when swapping characters

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As per title and then cannot log back in, been happening a lot since patch 21 went live.

Nightblade Still Over Performing

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I'm not sure why nightblade class in general has not recieved a proper nerft. I play for pvp and pve, and I can say that this class does not compare to other classes in any way ahape or form, no matter what race you choose to play with. In PVP, I killed numerous people just by crit incap ulti, and manage to kill lots of 50k+ hp player in 4-5hits, with great sustain and surviavbility. Almost never run out of magicka/ stamina for both pvp & pve, and when about to die, just cloak ouy my way in pvp. Alway has problems sustaining on both my dragonknight and sorcerer. Currently when I play BG, 50% of the players are NB, 50% other classes. It's simply not right to equip a class with high dmg abilities/buffs/debuff/crowd control, for such a low cost. Suprise attack is spamble and high dmg and still gives major fracture. Veild blade make you moove 25% faster in cloak to run away, cheap minor beserk with high dmg bonus and either snare or minor endurance. Stun from fear and minor maim, also minor mai from ghosts, cheap major facture and breach for ganking from mark cheap ulti for stun/ulti regen/major defiler. Or a bit costy ulti for massive heal and major vitality/ high dmg and stun. Also, there is the unreasonable 10% crit dmg, like it was not doing high dmg already. This class should be reworked for nerfs big time. If I missed something and made a mistake, please let me know

Transmute Stones: Available for Tel Var?

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The flow of transmute stones is SOOOOOO slow. I love buildcraft in this game but transmute stones are a major bottleneck. I'm mostly ok with a time-gate mechanic as it exists, but it would be really nice to have a way to go pick up an extra stone or two when you really need it.

How about available for Tel Var purchase?

Make them expensive, I don't care, I'd just like to have SOME way to acquire stones that I can kind of control.

What do you guys think?

craftstore messing up my bags

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couldnt see items that were in there. disabling it made all things show up.

Queen Ayrenn needs a beauty surgery

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I don't know guys... I always thought that the Queen looks actually pretty good for a highelf. Well, I did not see her that close to that point. Something is very off......

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Tharn's age/relationship --- something is wrong here

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@ZOS_GinaBruno @ZOS_LeamonTuttle

In meet the character: Clivia Tharn,
https://www.elderscrollsonline.com/en-us/news/post/25429
Septima refer to Clivia and Euraxia as "sisters", say things like "Back when we were all studying different parts of Father's curriculum for world domination", "my sisters"
tho in game there are clear indications that Abnur refers Euraxia as his half-sister,
and the way Septima is mentioned in <<Chancellor Abnur Tharn Answers Your Questions 2>> (https://en.uesp.net/wiki/Lore:Chancellor_Abnur_Tharn_Answers_Your_Questions_2)
"Does Septima hold the interests of those in Cyrodiil at heart as she wages war, or does your daughter, Clivia?" Says Septima is NOT Abnur's daughter

Now this is broken in any way you explain things

Case 1.They are sisters. Aka they are all Abnur's daughters, and when the letter of Meet the Characters take place, Septima was 13, Clivia 7.5 and Euraxia 6. Now consider Emeric (born in 521) was around the same age as Septima (give it a 5 year leeway), Septima is born between 516 to 526, making the event mentioned in letter around 529-539, making Clivia born around 521-531, and euraxia 523-533. Making it that by the time Abnur Tharn is 164 in 582 (where ESO took place), Septima 66-76 years old, Clivia 60-70 years old, Euraxia 59-69 years old

So what does it broke? Varen, born in 536, became emperor in 573 (37 years old), married Clivia, who is 51-61 years old?
And Abnur, still able to reproduce at age 95 minimium?
And Abnur didn't even bother to mention that you kill his grandson Javad? (Well, if Tharns age and reproduce like this he probably has an army of grandsons, that's for sure)

Now this can still be explain by that magically slowed aging making Abnur and Clivia still able to produce children (no emperor would knowingly marry a infertile woman)
BUT, case 1 is very likely to be not true, since everywhere else Septima and Euraxia are not referred as Abnur's daughter, as listed above

So Case 2, Septima is a niece or sister of Abnur (basically taken out of consideration), and Euraxia is Abnur's half-sister
What does it break? Firstly the letter in Meet the character is completely broken
Secondly, this means that there is a old monster Tharn, still alive and kicking at age 110 minimum (that is assuming he had Abnur at age 15) and still able to get a new child? And that means he would be 179 years old at ESO time, so maybe he is even alive?

In either cases something needs to fixed there, either their relationships or their ages, or something about Tharn's aging secret need to be shown in the lore

Missing 3 Skill Points from Passive Revamp

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Is anyone else missing skill points?
This is the case for me account wide on all characters.

Wraithstone performance downgrade

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It's very simple, ever since the wraithstone update performance on PC-EU has gone down
  • Load Times have increased from 10-20 seconds to 2+ mins
  • Adverage latency has gone from 90-110 to 150-200
  • FPS has gone from 120+ to barely 35+
  • NPCs take upwards of 2 minuets to appear
  • PvP even in battlegrounds is literally impossible
  • Vendoring anything has gone from basically instant per item to ~2 seconds per item
  • Just standing still watching other players walk around they are teleporting left, right and bloody center
  • joining a group now takes 5+ minuets of waiting

Gave it a short while to see if the issues would smooth out, but alas they have not
so @ZOS_GinaBruno can we get a statement on what..exactly has happened in regards to the server..I mean, did the data center flood? is there heavy snow? are they now using windows 8 on the server?

Everybody I have asked in game has reported similar issues, so what about you lot? anything happened there?

Frostvault Walkthrough and Guide (Spoilers)

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I have completed both dungeons on the PTS and am currently working on a guide and walkthrough for all players struggling with any of the mechanics.

Brought to you by the guild Twin-Moons Covenant

See Depths of Malatar Guide

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.
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First Boss Icestalker
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Icestalker is an armored frost troll boss who has many common troll abilities, including throwing a projectile and ground slam that sends out ripples through the ground in a frontal cone. Icestalker will occasionally pounce on a player, that stuns and damages everyone nearby.

Upper Punch 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.

The boss on occasion uses a large aoe around itself that knocks back all players, stunning them briefly.

Adds spawn in a health percentage triggers, so if they become too overwhelming, begin focusing them down. Ice wraith's heavy attacks will knockback and stun a player that they hit if not blocked. Ice Spiders are not much of a threat other than additional damage. Note: Icestalker's abilities will kill the adds, so it is recommend to NOT kite any adds when they attack DPS or healers.
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Second Boss Warlord Tsogvin
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Tsogvin will occasionally turn toward a player and then shield charge them. This must be blocked or dodged otherwise it will outright kill DPS and healers.

Another basic mechanic is a tether that will be placed on two random players, and the players must separate from each other to break the tether and stop the damage from hitting both players. Very similar to a Fungal Grotto II mechanic.

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 35% (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.

Adds: 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.

Vault Protector
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This Centurion Boss has very simple Centurion abilities that we've already seen, such as the heavy attack, spin attack and artillery attack that we see in Darkshade Caverns I and Volenfell. The boss only has one additional mechanic which is he will protect himself from an arena mechanic with a Dome Barrier.

Tank is highly recommended to hold the boss in the center of the room for the Sear Ray Trap mechanic.

The Searing Ray Trap mechanic is by far the deadliest mechanic in this fight as they were will outright kill any player. When the fight begins, the Protector will put up a Barrier around himself when the Ray Trap is activated and all the players need to put themselves on the other side of that Barrier that the laser is being produced from. The laser can be seen in use below. It is very important to not stand within the Protector's Barrier, as that will also kill you.

Searing Ray Trap:
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The Searing Ray Laser can be dodge rolled through, but this has not always worked and it is recommended to follow the mechanic. At certain health percentages, more Searing Ray Traps will activate. They activate at staggered times, allowing players time to get around the barrier as needed to survive. You will want to burn the boss down as quickly as possible, especially once all four Traps are activating in a single phase.

Adds:

Several Dwemer Spiders and Dwemer Spheres will spawn in. The Spiders will snare you, making it difficult to get behind the barrier and the Dwemer Spheres cause significant damage. They cannot be chained in but it is recommended to taunt them.

Rolling Dwemer Spheres that will not unravel will spawn in and have an aoe around them, and have the appearance of being electrified. These spheres will travel in a straight line across the room, and if a player enters the aoe around them, the sphere will explode, stunning all players nearby.
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Rizzuk Bonechill and Avalanche
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Rizzuk is the only boss that needs to be killed; once killed, his Frost Atronarch will be destroyed.

Avalanche has a lot of AOE abilities and needs to be the tank's primary focus. An AOE will be planted at the Atronarch's feet that will cause several ice pillars to sprout up on the edge of that AOE. This acts as an ice prison, that the tank must stay in and survive until the AOE fades. (Unknown if it's supposed to be the donut ice AOE, seen on other enemies such as Galenwe in Cloudrest.)

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. Healer needs to make sure everyone is topped off before frozen.

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. Other players have gotten in the path, and still took similar damage.

At the entrance of the arena spawns a spinning ice storm. It's effects are unknown as my group always avoided them but it is believed to be part of one of the mechanics. Believed to cause heavy damage. More ice storms will appear as fight progresses, but they're easy to avoid.

The StoneKeeper
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Rat Maze mechanics:
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Skeevatron Rat Maze is introduced before the boss fight begins, giving the group a chance to experience the mechanic. You will spawn on the map above as a Skeevatron, each player at one of the arrows seen on the center of the map, with unique Skeevatron abilities. Several of these abilities affect your allies, however this is rarely needed as you all should be going your separate ways.
Charge your ultimate once you spawn into the Rat Maze by going to the electric pillar (blue dot on the map) and spamming your first ability. Follow the pulsing lights going down the path you spawned at to a Shock Conveyor, and use your ultimate on that to deactivate it. This must be completed on four separate Shock Conveyors, one for each player. It is quickest for each player to follow their own path.

The rat maze will occur twice throughout the fight.

Phase One: Unique to phase one is the Rolling Spheres from the Vault Protector fight will be spawning at the edge of the arena and slowly rolling toward the boss. These will stun anyone near them if their AOE is touched similar to the Vault Protector fight. These can be deadly during the Fire Spin attack from the Stonekeeper.

The Stonekeeper itself is invulnerable until both his Gauntlets (aka, arms) are destroyed. The tank only needs to taunt the Stonekeeper, and that will keep the aggro of both its arm. The Stonekeeper will fire a laser at the tank, and each hit will apply a stack of a DoT on the tank. The longer it takes the DPS to destroy the Gauntlets, the greater the threat is from this DoT.
Note: Another player can place themselves between the Stonekeeper and the Tank to take a shared part of the damage. And possibly take the stacking DoT's while standing between (more confirmation needed).

The Stonekeeper's right arm is the Rotary Blade Gauntlet, and its left arm is Flame Bellows Gauntlet The tank is highly recommended to AVOID the Rotary Blade Gauntlet attack; one dodge roll will avoid all its damage and the attack will be over quickly. If not avoided, it does significant damage over a short time and believed to place a bleed DoT on the tank. Tank the Flames Bellows Gauntlet as it's damage is not nearly as much of a threat.

The DPS will need to focus down the Rotary Blade Gauntlet first! Once a Gauntlet is destroyed, a Centurion will spawn in. The Tank MUST taunt this Centurion and block all its heavy attacks, and the DPS need to kill the Centurion quickly before moving onto the second Gauntlet. Once the second gauntlet is destroyed, another Centurion will spawn that needs to be focused down.
Note: Centurion heavy attack can be dodged with a dodge roll.

Fire Spin: When both Gauntlets are destroyed, the Stonekeeper will then begin to spout flames out from his arm sockets and slowly spin in a circle. The group must keep ahead of these flames! If a Centurion is alive during this attack, the Tank needs to keep taunt of it and Block or Dodge Roll all its heavy attacks. It WILL one shot you if you do not block or dodge its heavy attack. Be careful of the phase unique mechanic during this attack!

Once the boss reaches a health percentage, both arms will regenerate and 4 Skeevatrons will appear on the arena. Each player goes to one and uses a synergy to complete the Rat Maze mechanic. Blade and Flame Traps are now active so use caution when traveling through the maze. Do not attempt to go through any trap until that trap deactivates.
Hint: A player can "resurrect" another Skeevatron if a player is killed by the traps, but must be near that player in order to get them back up.
Hint: Any damage on a Skeevatron will transfer to your character, including if your dead as a Skeevatron. Revive a Skeevatron before finishing the mechanic otherwise risk reviving the player while fighting the boss.

Phase two is the most dangerous as rotary blade traps will begin activating on the arena. The rotary blade traps replace the Rolling Spheres, but are far deadlier. These traps will likely kill any DPS or Healer caught in them. If a player survives then they will have had a stacking bleed DoT place on them for each time they were hit by the rotary blade traps. There are two tracks on the arena, so it is advised to call out if you see a rotary trap spawning on the inner or outer track so the tank can adjust properly. Destroy one arm, then kill the Centurion as you did before. Then kill the second, and kill the Centurion as before.

Destroy the arms again, survive the centurions and flaming spin until once again you enter the Rat Maze. No new mechanics when entering the Rat Maze for the second time. (NOTE: Second rat maze phase was removed in one of the pre-live patches. After the first rat maze, then kill the arms and the centurions then just burn down the boss.)

Phase three has a deadly but easy to handle mechanic which is a steam gust, a conal AOE, that comes out from the Stonekeeper. While it does not do very much damage, it will knock players back that will likely result in them falling off the arena or onto one of the fire platforms that will instantly kill a player. The tank may survive a knockback, but if an ill-timed heavy attack from a Centurion follows up, then the Tank will die.

Again focus the Rotary Gauntlet first, kill the Centurion, then focus the Flame Bellows Gauntlet, then kill the Centurion. After the final Centurion is killed, burn the boss down as quickly as possible.

This game is too good

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For ppl to be crying about every little hiccup everytime a patch comes along. Adapt.

Alright, something needs to be done about SnB

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I don't know if anyone has noticed, but the number of "DPS Tanks" in PvP is getting out of control. It should not be possible to hit a 10k heroic slash tooltip with above capped resistances, especially considering all the other utility it provides. Quite frankly, HS is overloaded.

My suggestion is simple: Remove, or significantly reduce the damage portion of this skill, as well as puncture. They were made to be utility abilities for tanks, not to outdamage a medium armor build smashing you with dizzying swing.
Tanks do not need to be dealing the amount of damage they do while also having the gift of immortality. I'd go further to also reduce the damage of bash (interrupt, not the SnB skill).

Please note, I'm just asking for the damage part to be taken away. So this should not affect PvE as the utility of these skills are completely left in place. In fact, with the damage part completely nerfed you could make up for it by reducing the cost of the skill by 3-5%

There needs to be a currency for trials where after the 500th time you can trade for something else.

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doing nMoL constantly for the 5th day in a row only to get 2 inferno alkosh staves is sorta ruining the game for me :s

Nightblade Shadow Barrier passive duration

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The Shadow Barrier passive duration is currently under powered when compared to other sources of Major Ward/Major Resolve in the game.
These are some notable sources of those buffs..
Dragon Knight: Hardened/Volatile Armor = 20 seconds.
Templar: Channeled/Restoring Focus = 20 seconds.
Sorcerer: Boundless Storm = 23 seconds.
Warden: Frost Cloak(and morphs) = 21 seconds
Mages Guild: Balance = 20 seconds(24 seconds with everlasting magic passive)
Heavy Armor Skills: Immovable and morphs = 23 seconds. (Unstoppable morph with 7 pieces of heavy armor worn = 31.5 seconds)
Monster set: Mighty Chudan = Permanent while set is worn.
Alchemy potions: Essence of armor = 36.6 seconds. Essence of spell protection = 36.6 seconds.

Now that we have some background info lets look at the Nightblade Shadow Barrier passive.
Shadow Barrier: Casting a Shadow ability grants you Major Resolve and Major Ward for 6 seconds, increasing Physical and Spell Resistance by 5280. This duration is increased by 25% for each piece of Heavy Armor equipped.
Shadow Barrier + 7 pieces of heavy armor worn = 16.5 seconds.

The way the math works out currently the shadow barrier passive is the weakest source of Major Ward/Resolve in the game. The short duration is a large annoyance for nightblade tanks.
I propose that the nightblade passive be changed to something like this. "Shadow Barrier: Casting a Shadow ability grants you Major Resolve and Major Ward for (8 seconds), increasing physical and spell resistance by 5280. This duration is increased by 25% for each piece of Heavy armor equipped.
This minor change would make it so Nightblade tanks would gain Major Resolve/Ward for 22 seconds while wearing 7 pieces of heavy armor.
I feel that this would be a nice quality of life change for Nightblade tanks and bring their buffs more in-line with all other sources of the same buffs in the game.

Race changes for the layman

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Hi guys, I was hoping someone could give me, or link me to, a cheat-sheet for the racial changes.

I've done a quick forum search but as these are organised chronologically most of what I can see are complaints about the race change token. Other posts seem to list graphs that I'm afraid I lack the intelligence to understand.

This is more out of curiosity as I'm not going to change my main's race. But I have a few alts I can about less so would probably prefer to chase meta.

In short -what races are best suited to which type of classes now?

Thanks!

Minion Help Please!! **Question about auto updating**

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Ok so here's what I want to do.. say for example I already have master recipe list from minion. But that addon requires two libs to be installed separately and installed into master recipe list manually. What I want to know is this... is there a way to individually set auto update to install the two libs in master recipe list addon folder.. or do I have to keep installing them into the addon every time those two libs get updated in minion. Anyone know? please get back to me if it's possible or not.

Xbox NA - Infinite Long Load Screens

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No delays to log in after update, and all seemed well until an hour ago.

Now experiencing the following:
Unable to log in, where loading times out, gets disconnected, or it tells me that I'm already logged in

Merethic Collection - Find lost treasures, bugged?

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Ok so ive done the public dungeon in greenshade, and picked up a quest from a quest giver inside, part of the merethic collection - find the lost treasures, the quest markers send me back to Marbruk but its impossible to reach where the quest markers show?

Am i missing something or is it bugged?

Switch to PC

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So I have an account on PC but I mainly play on PS4, is it worth switching if I will still only play with a controller?

Or will I be so disadvantaged that it's not worth losing progression on console?

Ritual of Rebirth costs too much

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Not much here, and like the title suggest. Been trying to use this spell as a substitute for breath of life since in theory anyway it could be used as a radial burst heal to keep party members who are intelligent enough to stay inside the healer's area of effect and whether or not they are behind you. But the spell is just so damn expensive.

Since the developers were cruel to Templars and attached a directional targeting limitation on breath of life I believe they should consider significantly reducing the cost of this spell so it might be used as a substitute to effectively heal allies who are both in front and behind the Templar.
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