Its locked for some weird reason I want to play in windowed mode but when I go to that it goes to a resolution of like 400x600 and thats tiny as all hell I want to change the resolution to a reasonable resolution but its like its like they dont want me to play the game
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Why can't I change the screen resolution
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Goblin polymorph
Yabba yabba
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Please remove bodies >:(
For the love of this game, can you please FFS do something about this issue??? There have been so many posts about this, and so many players making complaints about it, and yet NOTHING HAS BEEN DONE. This is beyond a joke, why can't you just get your act together and do something about this issue. Absolutely disgusting behaviour on the part of the devs, ignoring this for years and years and refusing to do the right thing
![:( :(]()
![Screenshot_20190420_055514.png]()



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Master Writs should pay out Gold
Is anyone else tired of Master writ reward tickets? i would rather have 3k gold for a reward for submitting a master writ.
or scale the gold reward as the tickets are already scaled.
or scale the gold reward as the tickets are already scaled.
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Class Reps, do you have any insight?...
Prior to update 22, I looked into all skills in the game to see the actual discrepancy in stam and magicka skills. Below is a summary of what I found. Do you (reps) know why ZOS is so heavy on magicka skills for classes? I know some argue it's because there are twice the number of stam weapons than magicka weapons, but when you look at all skills in the game, there's still a large discrepancy between magicka and stam skills. I curious on you thoughts.
Unmorphed Class Skills:
Total Skills: 75
Magicka Skills: 72 (96%)
Stamina Skills: 1 (~1%)
Other Skills: 2 (~3%)
Total Class Skills (Morphed and Unmorphed):
Total Skills: 225
Magicka Skills: 199 (~88%)
Stamina Skills: 18 (~8%)
Other Skills: 7 (~3%)
All in game Skills (Morphed and Unmorphed):
Total Skills: 426
Magicka Skills: 280 (~66%)
Stamina Skills: 130 (~31%)
Other Skills: 16 (~4%)
Unmorphed Class Skills:
Total Skills: 75
Magicka Skills: 72 (96%)
Stamina Skills: 1 (~1%)
Other Skills: 2 (~3%)
Total Class Skills (Morphed and Unmorphed):
Total Skills: 225
Magicka Skills: 199 (~88%)
Stamina Skills: 18 (~8%)
Other Skills: 7 (~3%)
All in game Skills (Morphed and Unmorphed):
Total Skills: 426
Magicka Skills: 280 (~66%)
Stamina Skills: 130 (~31%)
Other Skills: 16 (~4%)
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Stamblade PVP future
As what I saw from todays notes, they remove minor berserk, fracture from surprice and defile from death stroke .
What do you think will be with stamnb next patch according to current view?
What setups do you expect?
How bad is it?
What do you think will be with stamnb next patch according to current view?
What setups do you expect?
How bad is it?
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Gap closer snares
With our speed and immunity nerfs in murkmire and then again with rapids I can’t find any justification for 60% snare from 30% on gap closers which bypasses snare immunity and expedition.
1. Let the gap closer go from x to y
Y being the location of your enemy when you casted skill at x.. don’t snare your enemy at all. If it doesn’t land that’s fine you already get to train after them for far cheaper than it would be to sprint.
If it hits it hits.
2. Alternatively follow the person with your gap closer until it lands but don’t snare them. Besides that’s just more distance gained for you.
3. Cost increase like streak to gap closers.
Gap closers aren’t effective in large scale combat zerg ball v zerg and they aren’t an issue in duels.
Where they will be oppressive is when you are outnumbered and have multiple enemies spamming gap closers onto you which means you will be permanently or an extremely high uptime of 60% slower than your max speed.
This is crippling for anyone solo. Groups that are outnumbered and trying to kite/move
Conveniently nb ambush has minor vul debuff on their gap close and magblade has a stronger dot on lotus fan. So now while you are being spammed by arguably the most effective skill for zerging you’ll also Be taking 8% more damage from everyone’s incoming range.
This doesn’t even include being spam pulled by chains/portal/leash.
Goodbye movement.
Hello is this bob the builder? I need you to build me a house so I can stave off the zerg of thirsty “I am legend” vampires.
(Earthgore)
I’ll upload a clip of the current situation and how oppressive snares and roots are for groups already being bogged down.
1. Let the gap closer go from x to y
Y being the location of your enemy when you casted skill at x.. don’t snare your enemy at all. If it doesn’t land that’s fine you already get to train after them for far cheaper than it would be to sprint.
If it hits it hits.
2. Alternatively follow the person with your gap closer until it lands but don’t snare them. Besides that’s just more distance gained for you.
3. Cost increase like streak to gap closers.
Gap closers aren’t effective in large scale combat zerg ball v zerg and they aren’t an issue in duels.
Where they will be oppressive is when you are outnumbered and have multiple enemies spamming gap closers onto you which means you will be permanently or an extremely high uptime of 60% slower than your max speed.
This is crippling for anyone solo. Groups that are outnumbered and trying to kite/move
Conveniently nb ambush has minor vul debuff on their gap close and magblade has a stronger dot on lotus fan. So now while you are being spammed by arguably the most effective skill for zerging you’ll also Be taking 8% more damage from everyone’s incoming range.
This doesn’t even include being spam pulled by chains/portal/leash.
Goodbye movement.
Hello is this bob the builder? I need you to build me a house so I can stave off the zerg of thirsty “I am legend” vampires.
(Earthgore)
I’ll upload a clip of the current situation and how oppressive snares and roots are for groups already being bogged down.

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Stamblade
Console pleb here. Might be to early to tell but to those that have tested stamblade how much dps are you doing now compared to live? Or about how much dps did you lose? Asking pve wise.
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Werewolves
Werewolves need a buff after bleeds nerf they are seriously under powered now... What's your thoughts
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Kicked from server for spamming
When I havent posted a single message since I logged on that character.
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Serenity PVE guild

Serenity is recruiting!
We are a group of people who enjoy running harder veteran content, dungeons and trials with a passion for Achievement Hunting and Motif farming.
serenity is a welcoming home and community to all experienced players who share our passion and interests.
ABOUT US
Serenity first started out as a group of in-game friends deciding to try and revive a deserted guild. We are not a hard-core guild aiming for scores and perfection, but we still enjoy challenging ourselves and hope to improve both individually and as a group. Our wish is to progress through end-game content while maintaining a friendly and pressure-free atmosphere.
Our focus in PvE content:
- Daily Pledges
- Achievement Hunting
- Motif Farming
- DLC Dungeons
- Veteran Trials
We use discord as our main tool to arrange and run activities. Trial sign ups, guild rules, additional information, chatter and so on can be found at our server. For effective communication joining voice chat (at least to listen in) is mandatory at trials and other possible events. Note that we run mostly veteran content so having at least one character ready for that would be a plus and ease your way into the guild.
https://discord.gg/rPwmHgH
Things we hold in high regard:
- Co-operation and collaboration
- Friendly and helpful atmosphere
- Being active, social and involved
- A desire to improve and learn
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The Game is Broken
Well, we should all just admit it. PvE is completely broken because of the Champion Point System.
In Dungeons, our group consists of 3 DPS and 1 healer. There is no need for a tank. we pull multiple mobs at a time, all the way to a boss and DPS them all down together. Usually 3 or 4 groups of mobs plus the boss mob group. We do this with absolute ease, nobody even comes close to death at any point. It should NOT be like this.
And why is it like this?
>The Champion point System<
They have really messed the game up with that system. At higher CP, the game is too easy. At lower CP the game is just right or a bit difficult depending on the player.
The only way to resolve this is to get rid of the system and replace it with a robust and well thought out Quality of Life system. I envision it like the constellation tree we have now, with many points and traits to improve. Things like improving the quality of rewards we get from dailies and pledges. Increasing the amount of gold mobs drop. Increasing the loot we get from treasure chests., etc..... Any CP points you have accumulated can be spent in the new QoL tree.
Everyone will be on the same level, there will be no power creep, so the difficulty of the game will remain consistent for all players.
Honestly, I love this game, but it is boring me to tears now. I don't want to do any of the new zones because I don't see the point. I can solo almost all of the world bosses and the normal overland mobs are just..... yeah. There is zero challenge anymore.
They should get rid of the CP system, replace it with a robust QoL system and rebalance the mob/dungeon difficulty accordingly.
In Dungeons, our group consists of 3 DPS and 1 healer. There is no need for a tank. we pull multiple mobs at a time, all the way to a boss and DPS them all down together. Usually 3 or 4 groups of mobs plus the boss mob group. We do this with absolute ease, nobody even comes close to death at any point. It should NOT be like this.
And why is it like this?
>The Champion point System<
They have really messed the game up with that system. At higher CP, the game is too easy. At lower CP the game is just right or a bit difficult depending on the player.
The only way to resolve this is to get rid of the system and replace it with a robust and well thought out Quality of Life system. I envision it like the constellation tree we have now, with many points and traits to improve. Things like improving the quality of rewards we get from dailies and pledges. Increasing the amount of gold mobs drop. Increasing the loot we get from treasure chests., etc..... Any CP points you have accumulated can be spent in the new QoL tree.
Everyone will be on the same level, there will be no power creep, so the difficulty of the game will remain consistent for all players.
Honestly, I love this game, but it is boring me to tears now. I don't want to do any of the new zones because I don't see the point. I can solo almost all of the world bosses and the normal overland mobs are just..... yeah. There is zero challenge anymore.
They should get rid of the CP system, replace it with a robust QoL system and rebalance the mob/dungeon difficulty accordingly.
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Official Discussion Thread for "ESO Live: April 26 @ 6PM EDT"
This is the official discussion thread for the article ESO Live: April 26 @ 6PM EDT – The Evolving Home & Combat Team Chat. This week, Systems Designer Cullen Lee will talk about the amazing new home coming with Elsweyr, the Hall of the Lunar Champion, and show off some of its unique, year-long features. We'll also look at some of the submissions in the recent community-run “Create a Cake” housing contest.
Then, Combat Lead Brian Wheeler and Associate Combat Designer Gilliamtherogue will discuss some of the upcoming combat changes on the PTS. They’ll also be answering select questions from this forum thread so if you have any questions about combat changes currently on PTS, the Necromancer, Volundrung, or the upcoming campaign changes, just post them here!
Then, Combat Lead Brian Wheeler and Associate Combat Designer Gilliamtherogue will discuss some of the upcoming combat changes on the PTS. They’ll also be answering select questions from this forum thread so if you have any questions about combat changes currently on PTS, the Necromancer, Volundrung, or the upcoming campaign changes, just post them here!
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Do not add Dungeon Style Pages to Event.
After reading the 5.0.1 patch notes I am thoroughly disappointed at the fact that you are thinking about adding the dungeon pages back, and especially that you can buy them with tickets. When they were first released you made note that they would NEVER be returning and that this would be our only chance to get them. I should have known better though considering your track record...
As someone who is an in-game completionist and collector I spent hours farming each set, my own money to buy each weapon set, and spend endless amounts of keys to get the shoulders. Now you give them away just for fun as part of an event. The amount of them that will be coming into the game will make the pages worthless and not seem as rare to those who have obtained them. Also it is a huge slap in the face for anyone who spent their time and money obtaining them considering they could have just waited a few months and got them the easy way. Once again ZOS caters to the casual player. Please rethink this option
As someone who is an in-game completionist and collector I spent hours farming each set, my own money to buy each weapon set, and spend endless amounts of keys to get the shoulders. Now you give them away just for fun as part of an event. The amount of them that will be coming into the game will make the pages worthless and not seem as rare to those who have obtained them. Also it is a huge slap in the face for anyone who spent their time and money obtaining them considering they could have just waited a few months and got them the easy way. Once again ZOS caters to the casual player. Please rethink this option
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MagSorc PVP Builds?
Most of the MagSorc PVP builds I see run Master Staff. Is that a necessity now? Further, I keep hearing about these famed pet builds but I've yet to see any builds. Would someone mind?
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Encounter Logging
With the release of Elsweyr, we're adding the capability for PC players to export group based encounter logs to a local file, located in the Logs folder within your Elder Scrolls Online document folder. These logs can then be uploaded to https://www.esologs.com/, a website created by one of our community members, https://twitter.com/KihraOfTemerity. Here you can do a deep dive into logged combat events within your group to see things like damage, healing, resource usage, and much more.
To start an encounter log, enter "/encounterlog" into chat (without the quotes). Once you're finished, you can type "/encounterlog" a second time to disable logging. You'll see a system message each time letting you know if you've started logging or stopped it. You will need an account on https://www.esologs.com/ and the uploader available there to view your group's logs.
You may remember that years ago, our addon API unintentionally allowed the ability to show group combat data in real time. While we saw a merit in this as tool, we disabled that capability due to the potential for misuse with having this information readily accessible in the game and in real time. Encounter logging provides a deep look into the same data, but external to the game and not in true real time. We believe these distinctions will swing the balance back towards using a tool like this for constructive purposes rather than nefarious ones. Additionally, we have added a setting located in the Combat settings menu that hides your character name from encounter logs. This means any combat events that are logged while you are present will display anonymously.
Uploading your encounter logs privately will be available on PTS, so please feel free to generate and submit encounter logs for the new Sunspire Trial or any of the dungeons. We'll also be giving an overview of the tool tomorrow on ESO Live, so please post any questions you have that you'd like for us to answer.
To start an encounter log, enter "/encounterlog" into chat (without the quotes). Once you're finished, you can type "/encounterlog" a second time to disable logging. You'll see a system message each time letting you know if you've started logging or stopped it. You will need an account on https://www.esologs.com/ and the uploader available there to view your group's logs.
You may remember that years ago, our addon API unintentionally allowed the ability to show group combat data in real time. While we saw a merit in this as tool, we disabled that capability due to the potential for misuse with having this information readily accessible in the game and in real time. Encounter logging provides a deep look into the same data, but external to the game and not in true real time. We believe these distinctions will swing the balance back towards using a tool like this for constructive purposes rather than nefarious ones. Additionally, we have added a setting located in the Combat settings menu that hides your character name from encounter logs. This means any combat events that are logged while you are present will display anonymously.
Uploading your encounter logs privately will be available on PTS, so please feel free to generate and submit encounter logs for the new Sunspire Trial or any of the dungeons. We'll also be giving an overview of the tool tomorrow on ESO Live, so please post any questions you have that you'd like for us to answer.
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You Decided to Scale Sorcerer's Streak? Why not Pets?
ZOS, I 100% applaud that you are changing more skills to scale off highest stats:
Dragonknight - Inferno
Nightblade - Summon Shade
Sorcerer - Streak
Templar - Cleansing Ritual
Warden - Nature's Grasp
But why did you settle on Streak? A good chunk of the Dadedric Summoning skill line isn't even a consideration for stamina sorcerer. Why not make sorcerer pets scale with highest stats?
Dragonknight - Inferno
Nightblade - Summon Shade
Sorcerer - Streak
Templar - Cleansing Ritual
Warden - Nature's Grasp
But why did you settle on Streak? A good chunk of the Dadedric Summoning skill line isn't even a consideration for stamina sorcerer. Why not make sorcerer pets scale with highest stats?
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Suggestion: Limit Tel Var Stone loot
Hi!
With the Elsweyr Patch, Imperial City will become its own campaign:
This is likely to increase the population in Imperial City for two reasons:
- Instead of four or more instances, there will be only two.
- Currenty, travelling to the Imperial City is quite a hassle (apply for Cyrodil, then teleport to the nearest keep, then run/ride to the sewer entrance, i. e. three loading screens).
A lot of players will want to access the Imperial City for the PvE/quest content, which is quite enjoyable btw. Others will go there to fight each other or prey on PvE players. This will, as we all now, lead to grief and complaints.
So, I have a suggestion to solve this and want to put this up for discussion:
Limit the Tel Var gain from killing other player characters to the amount you currently carry.
Why? This will introduce a fairer risk/reward ratio. Currently, you can enter the Imperial City with 0 Tel Var stones and just prey on others. This carries no risk to loose anything, but all the potential to get a huge payout from others.
The influx of players is, in my opinion, a good opportunity to introduce this change, and will at least limit the potential for conflict without removing the PvP aspect. Want to prey on others? Then show the courage to risk some of your own Tel Var riches.
What do you think?
With the Elsweyr Patch, Imperial City will become its own campaign:
Imperial City is now its own Campaign. The doors in Cyrodiil have been shut down; to get into Imperial City, you simply use the Campaign selection menu. You’ll end up in the Sewers just as if you had entered from Cyrodiil.
This is likely to increase the population in Imperial City for two reasons:
- Instead of four or more instances, there will be only two.
- Currenty, travelling to the Imperial City is quite a hassle (apply for Cyrodil, then teleport to the nearest keep, then run/ride to the sewer entrance, i. e. three loading screens).
A lot of players will want to access the Imperial City for the PvE/quest content, which is quite enjoyable btw. Others will go there to fight each other or prey on PvE players. This will, as we all now, lead to grief and complaints.
So, I have a suggestion to solve this and want to put this up for discussion:
Limit the Tel Var gain from killing other player characters to the amount you currently carry.
Why? This will introduce a fairer risk/reward ratio. Currently, you can enter the Imperial City with 0 Tel Var stones and just prey on others. This carries no risk to loose anything, but all the potential to get a huge payout from others.
The influx of players is, in my opinion, a good opportunity to introduce this change, and will at least limit the potential for conflict without removing the PvP aspect. Want to prey on others? Then show the courage to risk some of your own Tel Var riches.
What do you think?
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ADMIT IT ZOS, YOUR EU SERVER IS A PIECE OF CRAP
what I wrote in the title, nothing else to add.
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Are we going to be back to everyone running nFG1 over and over next week?
It seems like that is going to be the most efficient way to farm the anniversary boxes and Sai motifs.
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