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Favorite mob to fight? (Mob with most interesting/fun animations/mechanics)

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The one that comes to mind first for me are the reworked Hagravens seen in some parts of Wrothgar (I think it was that zone)?

Any of them feel more interesting or engaging to you? Or any particularly dull?

(at base game I would have probably said assassin beetles and trolls for fun, then grievous twilight with IC)

The Yearly Pirate Skeleton [BUG] Post

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As is the yearly tradition (has it been 3 years?!?), this is a post to bring to light the bug with the Pirate Skeleton monster set. When transforming, you get locked out of skills for a split second causing many unwanted deaths.

[rant]
For the love of God, just remove the transformation animation and give the person something else like a glow or aura if there is an problem figuring out how to fix the transformation issue!
[/rant]

See you next year!

Chapter Intros and Choosing your Starting Location

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Elsweyr comes with a new tutorial, and as a result, another chapter introduction quest is cast aside. This is of course a great shame, as like Broken Bonds before it, The Mind Trap is a great little introduction to the Summerset characters and content, which can never be experienced again by anyone who buys the new chapter. New characters are now forced to start in Elsweyr, and so any new players will never experience that great line from a passer-by as you escape the dank ruin near Shimmerene and come face-to-face with a yaghra - "Are ... are those creatures ... newcomers? They're hideous!"

But why?

We have seen from what was done with Soul Shriven in Coldharbour that it is possible to adapt a quest that was intended as a "tutorial" into a quest that serves its other purpose perfectly well alone - as an introduction to the upcoming questline that all characters can play through. We also know from the way the chapters are applied to our accounts that the tutorial you receive is only dependent on what content you own; all possible tutorials, of which there are now four, can be started by new characters, if you have the right content. But that is currently designed so that newer content overrides older stuff automatically.

This then leads to two Quality of Life requests, which will improve the questing options, roleplaying, and replayability for all players:
  1. Allow players to choose their starting location based on the content they own, which will determine which chapter tutorial they get;
  2. Allow players to play through all chapter intro quests by giving each one an in-game starter, like Soul Shriven in Coldharbour.

Choosing your Starting Location
Instead of being forced into the tutorial and starting location for the most recent chapter, players should be given the choice at Character Creation of where they will start. This could be a simple pop-up on clicking the "Create Character" button, before designing your character, which would also determine the location in the background of the character creator. Since the tutorials are based on the Chapters, the simplest method for this would be to list the chapter titles. The pop-up box could say something like:

Select a Chapter
This selection will determine your starting location and tutorial quest - once you have completed the tutorial, you will be free to explore Tamriel, and can start the other chapters from within the Collections interface or by finding the quest-giver in the world.
  • Elsweyr
  • Summerset
  • Morrowind
  • Coldharbour

Chapter Intro Quests
Each chapter intro should be made available to all players, so everyone can experience the introductions to all the available content regardless of when they bought the game or when they created their characters. This would also address the issue of some older characters missing skill points due to not being able to play these quests.

Soul Shriven in Coldharbour already does this - when you first arrive at a major city, a Hooded Figure gives you a quest to meet the Benefactor, and when you get there, you even get to see the original base game intro cutscene before being transported to the Wailing Prison.

Broken Bonds could easily do something similar - when you first arrive at a major city, the drunk Breton Fonten Jodain could appear, enticing you to join him on a voyage to Vvardenfell for new opportunities. You would then need to meet Jodain at the docks of a major city to board your ship. Once you have cast off, the original Morrowind intro cutscene would play, leading you to Firemoth and to the rest of Broken Bonds.

The Mind Trap could be done in the same way - when you first arrive at a major city, you see the adventurers Cainar, Grog, and Miriya discussing Queen Ayrenn's decree to open the borders to Summerset. When you talk to them, they give you a copy of the decree and invite you to join them on an expedition to some ruins on Summerset. Meet them at the docks and set sail. The original Summerset intro cutscene would then play and lead you into the Mind Trap as before.

Bright Moons, Warm Sands (the new Elsweyr tutorial) could be exactly the same - you meet Zamarak in a major city, who invites you to Elsweyr to join the Elsweyr Defense Force against the dragons. You would then need to meet up with the caravan to set off to Anequina, at which point, the Elsweyr intro cutscene would play (guessing here that it involves dragons), and you end up in the Star Haven Adeptorium to continue Bright Moons, Warm Sands.

PC NA latency, login, and connection issues

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https://forums.elderscrollsonline.com/en/discussion/comment/5908994#Comment_5908994

Sadly, I've been kicked out of the PC NA server again (at 11am ADST). As per the forum post above I can't resolve www.elderscrollsonline.com thru Telstra/Optus (the main Australian ISPs). In7e721859l35.png

This time I also ran a tracert to www.elderscrollsonline.com and as you can see it gets lost at the Tokyo Akamai servers. In the past when I've done a tracert the steps thru any Akamai servers are hidden, but the tracert gets there eventually.

mszi553p59vl.png

Can anything be done?

Ping @ZOS_BillE (who replied last time)

(I can access the forums as they're hosted by vanillacommunities.com)

[Edited title for consolidated thread]

compensation ?

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With the queues and the server issues on EU PC, I am hardly playing 30 min que to then unable to play because lag, doesn't make me want to play. I am paying my subscription while im waiting for the server updates and the game to be playable. would compensation be possible ? I am paying for a service that is not working as sold. idea for this maybe not take days off my eso+ while this is on going, and once the fixes are in restart the clock ticking on my paid time? would like others thoughts on this.

Grim focus is now the only skill that double dips in GCD and resources. WTF ZOS?!?

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Now that the skill no longer provides minor berserk, it has introduced a new OP mechanic.
In this OP mechanic, when you activate a skill costing 2700 magicka, nothing happens! Nightblade OP pls nerf.

But seriously, in its current state, grim focus in the only ability that gives no buffs when you activate it, even though you spend resources on it. It only allows to use a build up ability, assassins will, that actually does something.

Be mindful, don't confuse grim focus with assassins will. Assassins will is the equivalent of crystal frag, both abilities require a build up, both are highly telegraphed, both hit like a truck.

But now since grim focus is a redundant wrapper ability, this is the state of assassins will:
  • Requires 1 GCD and 2700 magicka to get a 20s build up window, you run out of time means you spent 2700 for nothing.
  • Requires 5 light attacks, the longest build up of any ability in ESO.
  • Requires 2nd GCD and 1350 Magicka to actually use the ability.
  • Nerfed 8% this patch thanks to the loss of minor berserker.
  • One of the most obvious telegraphs, with the slowest projectile.
  • Blockable, dodgeable, and has a delay at start making it even easier to dodge and block.

As a gist, assassins will is the only ability that requires 2 GCDs, and 4k magicka, a huge buildup and is one of the easiest abilities to avoid, AND it got 8% nerfed this patch.


There is no reason for grim focus to exist in its current state, assassins will should be a standalone ability on its own.
But how will the stacks work? Well ZOS has already demonstrated a solution with the new whip.

Molten Whip (morph): Reworked this ability so it no longer grants a passive bonus to Weapon and Spell Damage while slotted. Instead, this passive grants access to Seething Fury, a 33% damage bonus to your next Molten Whip cast and increase of 125 Weapon and Spell Damage every time you activate an Ardent Flame ability that isn't Molten Whip. This bonus can stack up to 3 times, lasts 5 seconds, and will refresh in duration every time it is applied to you.

A similar solution can be applied to assassins will:
Assassins Will: Every time you cast a light attack on the bar with assassins will slotted, you gain a buff that lasts X seconds and counts light attacks. If you recast a light attack on the bar with assassins will, you refresh the duration of the buff without losing stacks. At 5 stacks, you get the proc for assassins will.

In spirit of removing redundancies this patch, I urge ZOS to remove this new redundancy they have introduced this patch.

I rarely seem to get any Twitch drops anymore.

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It seems I used to get Twitch drop crates much more often. I have "Drops Enabled" channels open nearly entire time during event weekends; 10am Eastern on Friday to 11pm Eastern on Sunday and I seem to only manage 1 crate. Is this normal? It barely seems worth the effort anymore.

Some Feedback and Suggestions on Nightblades

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Just wanting to say a few things about some of the Nightblade changes this patch. Most of it is just wishful thinking, but at least I'll feel like I've said my piece in a reasonably well constructed feedback post!

Relentless/Merciless just feel weird. Why slap a heal on this ability? Doesn't make much sense, especially since you'd need to be in a 7m radius from your target for it to work. Magblades are mostly ranged, why would you augment the heal on the magicka morph? My solution: scrap the heal entirely, then add extra 10 seconds duration to the base ability. And keep the Minor Endurance on Relentless and add Minor Intellect on Merciless. Now the ability would make some more sense, that way you don't do a completely empty cast on the first cast. Or another solution would be to make the ability "auto-refresh" upon firing off an Bow proc in the final 3 seconds of the ability (while keeping the duration at 20 seconds obviously).

The Surprise Attack change... Well, obviously, being a Stamblade main, I'm not happy! However, not so much fromAttacking from a flank or from behind is another one of those things that just pushes Stamblades to one playstyle in PvP, with lots of Cloaking and lots of ganking. Not many people enjoy facing those types of guys.
If ZOS REALLY don't want Surprise Attack to have Major Fracture, then they should just give it a 7.5-8% resistance debuff for 4-5 seconds upon use of the ability. Concealed Weapon should also have the same thing. On raid bosses that would mean a 1365 debuff, which is around what Sharpened and Minor Fracture give. Maces give you 20% just for being slotted and Destruction Staff has a passive where it ignores 10% damage on Destruction abilities. I'd say that its fair that an active ability that just lost Major Fracture would get 7.5% for a short duration.

Then comes the case of Mark Target. Its an absolutely uninteresting ability. It just debuffs ONE opponent. Outside of playing against ONE other Nightblade in PvP it does nothing until you kill that ONE person at which point it gives you a questionable heal. Wow. The other morph is the same, it has very limited uses. Maybe on the 3rd boss in vHoF where you'd put this on one of the adds or on the 3rd boss of vMA where you'd put this on the plant who will die in your AoEs. And then you'd get a pretty big heal and Major Berserk for a few seconds. Seriously, this is very limited. On top of that, no one has enough space on their bars to put this ability on. It just isn't worth sacrificing a skill on your bar for just Major Fracture and a heal when you kill something. Yes, only Major Fracture. Because Major Breach can be obtained through Elemental Drain which you can cast for free and get Minor Magickasteal on top and you can use it on MULTIPLE dudes. So yeah. The only thing interesting about this ability is the 2% Crit Chance you get from slotting it. I mean, it doesn't even proc Minor Savagery from the Hemorrhage passive! So whenever you use this ability, you're literally only gaining Major Resistance Debuffs and nothing else until the target dies.

What to do with this ability? All the other abilities that gives these debuffs are much more useful and less situational (Noxious Breath which is an AoE DoT, Subterranean Assault/Deep Fissure which is monster AoE burst, Puncture which is a taunt and of course Elemental Drain which is massive sustain).
If ZOS intend to keep the Major Resistance debuffs on Mark Target, then the Mark should be:
- Either dealing reasonable extra damage upon each attack against the marked target or buffing your Spell and Weapon Damage against the marked target by 5-7.5% (not stackable with other Nightblades)
- Having a Synergy

At that point, it would be less niche, would finally allow Nightblades to have a Synergy ability in their kit and it would be worth losing a slot for. Unlike the current Mark Target morphs which both require you to kill something for it to do anything, it will be usable on all enemies including bosses and it would offset the fact that you can only place it on one target at a time. The Mark should also put you in combat upon use.

My preferred solution would be the following however:
Swap Veiled Strike and Blur in their skill lines (while at the same time swapping Killer's Blade and Surprise Attack). That nerfs Surprise Attack in following ways: you lose 3% Max Health and you lose Major Resistance buffs on your spammable, since you won't be proccing Shadow Barrier anymore. It literally halves the utility of Surprise Attack and severely diminishes the survivability of Stamblades in PvP, which would force them to build less for damage, to focus a bit more on survivability and force them to use skills like Cloak, Blur and Shadow Image more which will all proc Shadow Barrier and which are also the main defense mechanics of the class. Then keep Major Fracture on Surprise Attack and also add Major Breach to Concealed Weapon while reducing the duration to 5-7 seconds (and also scrapping the extra speed in Cloak from Concealed Weapon which has no use at all in PvE and very limited uses in PvP). The duration of Blur would need to be adjusted to account for the Dark Veil passive.
At this point, you'd still have the issue of Mark Target and Veiled Strike morphs having the same debuffs. And from here on you can scrap all the current features on Mark Target (except the invisibility reveal which should be the base ability) and add all of the above suggestions while also reducing the target's armor by 5%. That would almost make the ability a necessity in raids and would still have many varied uses in PvP.

This is all just wishful thinking most likely, but I find my proposed changes to be much more logical and beneficial to the class overall: All Nightblades are nerfed pretty hard by losing Minor Berserk and by losing the snare on Fear morphs. Stamblades are nerfed by losing the strong defensive Shadow Barrier and Dark Vigor passives proccing on their spammable which reduces survivability and they also see their offensive potential decreased by drastically shortening the duration on Major Fracture from Surprise Attack (which won't be working with Dark Veil either). Magblades are buffed by having Major Breach added to Concealed Weapon which makes for a very strong melee spammable in PvP and in some PvE applications where ranged DPS isn't necessary and also buffed by getting 10% Magicka Recovery from Minor Intellect on Merciless to increase sustain. Mark Target is now a very useful and unique skill which would shine in group play but also have good performance in solo applications, without being mandatory or useless. Blur is moved to a more coherent skill line (since the intent is to have all classes have a Healing, Tanking and Damaging skill lines) and benefits from Shadow Passives which makes the skill more interesting in regard to Shuffle.

PS: About Teleport Strike having Minor Vulnerability: WHY? Its too strong and way too easy to get. 8% more damage upon gap closing is over the top compared to other gap closers.

Necro Feedback: Blastbones & Corpse

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It appears that Blastbones as well including both morphs seemingly desummon (along with any corpse that the class generates) when near / attempting to cross small bodies of water; 4 meters wide or less; like puddles in the general overland world.

Understandably large bodies of water like rivers, lakes / any body of water that slows down movement, or causes the user to swim is normal. It is these random much standing puddles that obstruct BBones' pathway. If these puddles are in its path, it'll vanish, as well of corpse from mender, mage/archer and armor near similar puddles as well larger bodies of water will vanish with in a second after appearing.

Dragon's Bile Mellago - alchemical reagent bugged

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Hello.

I've tried to combine new alchemical reagent - Dragon's Bile Mellago with every other available reagent revealing only 3 of 4 traits on the Dragon's Bile Mellago. Also, the reagent can't be eaten to discover a trait. Double clicking on the reagent does nothing.

Thanks for your time.

New Reagents

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Do we have a confirmed list of the effects for the new alchemy reagents? I have not been able to farm enough to try all combinations yet.

[END GAME] [PVE] VETERAN TRIALS GUILD

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[Full-Time Fills] is recruiting! We're looking for members to fill our roster. We're a newly formed guild but are not new to trials. Although at first we will most likely be progressing content, we have experienced leaders and co founders to help our members complete both veteran Craglorn and DLC trials. Please respond below or private message me for more info or an invite!

PTS Update 22 - Feedback Thread for Dragons

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This is the official feedback thread for Dragons! Specific feedback that the team is looking for includes the following:
  • Were you able to find Dragons in Elsweyr?
  • Did you find one at a distance and chase it down, or just stumble upon one?
  • Did you fight in a group or solo?
  • What do you think the most dangerous things about Dragons are?
  • Is this something you’re looking forward to when Elsweyr launches?
  • Did the loot from Dragons feel satisfying?
  • Did the loot feel varied and useful?
  • What are your thoughts on the new Dragon crafting ingredients, and the new Alchemy effect?
  • Do you have any other general feedback?

PTS Update 22 - Bug Reports for Necromancer

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Please report any issues you run into while testing the Necromancer class in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!

PTS Update 22 - Feedback Thread for Class Balance

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This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
  • Are there any changes you feel are against the spirit of the class?
  • Are you able to weave abilities better or worse in this Update?
  • Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
  • Do you feel we addressed abilities that in the past year have been over or under performing?
  • Do you have any other general feedback?

Zos please reconsider : Earthgore officially being nerfed

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It’s now official they now nerfed earthgore .why ? So now be no incentive to run Vbrf anymore and no decent monster healer sets .

Missing Wrothgar quest

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I seem to be missing one quest in Wrothgar. The map completion graphic shows the only thing missing is a POI, which is the Maelstrom Arena where I have completed the first two challenges.
I have done, and have credit for, both public dungeons, but I did them solo and missed some of the bosses. Could that be it?
The achievements, under Wrothgar Grand Adventurer, shows 39/40 quests. Any clues where I may be missing a quest??

Volendrung and why it needs some changes.

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I like the idea of bringing something new into PvP and I tried the weapon both in the quest and openworld. The problem with the weapon is that it has no healing. If there is no chance to heal with the artifact the one using it has no chance to survive in a real pvp szenario.

PTS Update 22 - Feedback Thread for Elsweyr Main Quest [SPOILERS/NDA CONTENT]

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This is the official feedback thread for the Elsweyr Main Quest. Please note anything beyond the first quest, A Rage of Dragons, is currently under NDA. As such, we ask that you do not share this thread publicly, but simply post your feedback or bug reports here. Thank you!

- The Truth About Factions in ESO -

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This is gonna be a longie. Please bear with me on this.
Otherwise, tl;dr in the end.

I remember the 2nd day of open beta.
Me and my friends got on our lvl1 horses and rode across Auriel's Bow (OG 30 days camp) completley unaware of transits existence, only to realize the scroll gate is shut and we can't steal DC scrolls. Funny story.

Those friends are long gone. Haven't played eso in 4 years.
But I have. I've played this game for 5 years+ now, and I made new friends. Many new friends.
Some are EP mains. Some are DC mains. Some are AD mains. Some play all three regularly.
One Tamriel ensured I'll run into people from all factions and get to play with them all.

And so, I've got quite a few groups of friends, on all factions. And since my only fun in ESO atm is PvP, I've PvPed with all 3.
I even made my PvP guild out of members of all three alliances, knowing we can all pick a side and play together as we wish.
As ESO enabled us to do, and even encouraged - by removing the original faction locks and implementing One Tamriel- causing us to run into all factions in PvE zones, quest with all, do events with all, have trade guilds with mixed factions and queuing us into dungeons with all factions.

And now you tell me I can't play with my friends. I have to choose just one group.
My guild can't keep playing in the main campaign if people main different factions.
We have absolutley no way to keep active as a guild unless people turn against their groups of friends on their main faction and choose to commit to play with just us.

You can tell me we can go to the 7days campaign, but knowing my timezone and the amount of players in Cyro off-primetime, I know it will be dead empty.
It's go loyal or go home. But you can't just be loyal to your friends.


TL;DR:
I boohoo about faction-lock because I will miss my stupid frendz.


Now to the most important thing:
I recently started an online petition asking ZOS to not re-introduce faction lock.
I've gathered a few like minded friends of mine to sign it but I am sure there are so many more people out there who agree with us. So please-
If you agree that faction lock should not be introduced to the game the way it's planned to, please take 5 seconds of your life and sign this petition.
You can use your ingame name or any name you like and it seriously takes no more than a few seconds to do.

https://secure.avaaz.org/en/community_petitions/Zenimax_Online_Studios_Remove_Faction_Lock_From_ESO/details/



A petition and a forum post may not be likely to help our impending doom- but heck if I wont try to stop it anyways, and the same goes for you.
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