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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?

What If They Made a Cyrodiil ONLY Shard..

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Think about it, all progression is done in Cyrodiil. Leveling up would actually be an accomplishment, PVE would actually be interesting always having to watch your back. Guilds would hold and protect dungeons to level up in, Quest towns would be crazy hotspots that alliances defended. Holding keeps would be a bigger deal, especially around PVE mobs.
You would have to actually make tough choices with limited Shy shards, That would also make alliance ranks mean so much more gaining those limited skill points...

Just always thought Cyrodiil would be much more interesting if you could choose a shard where that was the only place your character could advance while always being vulnerable.

Do not play a magicka character in pvp for this reason

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Ball groups in pvp are using more and more sorcerers in their groups to use negate therefore I'm am not able to use magicka abilities when my health goes down and magicka players don't have a heal over time like vigor. How should I fight a ball group as a solo player when I get ulti dumped and my abilities do not work and I can't heal myself because I'm negated and when I move out of the negate there's another negate! Now add to this the snares problem and it's worst for magicka players because they don't have that much stamina recovery. Seriously how do you expect a magicka player to fight a million people when magicka abilities do not work? Time to play hybrid I guess.

Are the Cinder Storm Changes actually useful?

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Ash Cloud: Increased healing of this ability by approximately 15%.

Cinder Storm (morph): Increased healing of this ability by approximately 4%.



I am looking at this and doesn't seem to address real issues of radius or lack of synergy, so wondering if anyone see a different point of view on the subject? How is this change helpful?

Magblade buffed even more?

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I'll disregard the Double Take change, as some would think it's a buff and others will say it's a nerf. I personally think it doesn't matter, since Double Take is mainly used for major evasion. Even so, I still see people wanting more? Enough is enough; I main a magblade and with the Merciless Resolve buffs and Debilitate I will be indestructible.

Engine Guardian, Glass style and aestetic

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1. Noone will deny that aestetic look of your armor/weapon/char is something that make game a bit more enjoyable. Sadly, loading on pts I saw pretty terrible change of Engine Guardian shoulders. It doesn't listed in items that for some reason look different from live versions, making me believe it intended change.
And this change is utterly terrible from female char PoV:
Currently on live shoulder tine and compact shoulder, synergizing with several armor styles. It making it look perfect on female char. However on pts - shoulder is increased in size almost 2 times, transforming it into huge bulwark on your shoulder. That making it look weird on female. Was it done coz fix of personalities , there is no point to ruin it perfect aestetic look for female.
I demand make It back to look twice smaller.
You can see on screen below how disproportional it became on female char.
y9a28t905g8p.png

2. Not to mention and old cosmetic bug with it's effect that exists for more than year. https://forums.elderscrollsonline.com/en/discussion/303160/engine-guardian-visual-bug#latest

3. Glass chests - have place in list of styles that got weird bug, but making side flips to be bound to legs made this style to look even more perfect. When flips not jiggling during walk/run/ jumps but being straight on legs increasing solidify look of armor as some sort of futuristic battlesuit where all pieces attached to each other.
I asking to keep this probably unintended change coz it making style even better.

@ZOS_GinaBruno @ZOS_JessicaFolsom

How to Improve Dragon Knight Healers in gameplay

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Of all the classes as Healers, I believe dragon knight is behind others by a wide margin.

* The lack class identity
* The overlap with tank utility often times
* The shields between tank/ healer dks overlap
* Shattering rocks, could be such a fun skill and really make the dk identity of healer who guards allies by having emeny heal you instead of damage you but this doesn't work well in pve fights since most mobs are immune when it could be useful



Suggestions

* Give Cinder storm a synergy and increase range, but decrease the snare so it less the further you to the edge of the radius of the skill
* Take volcano and rocky identity and give cinder storm a more fitting animation
* Have minor and major shields where minor only reduces a percent of the damage.
* Cauterize have it heal the lowest ally near the skill or something. Make it less random
* Can obsidian share do a knock down instead of stun? This would give it flavor of stopping enemies from hurting allieswith rocks.


What do you guys think?

[Class Rep] Dragonknight Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Dragonknight. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

More meta questions!

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On posts about various changes to classes, i see people arguing that it doesn't matter that X class/role lost some buff/debuff because it's the other class/role who's supposed to be giving it to the team.

So... wich buffs/debuffs are "absolutly necessary" and wich are just nice to have. Any that are useless in most content? ( I'm guessing beserk is more usefull then expedition)

Any of those are pretty much always expected to be given by some class or roles? For exemple, I think i remember hearing that tanks are suppose to give fracture/breach?

Whirling Blades

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Whirling Blades should lose 50% damage bonus and revert the range from 6m back to 5m. Add the reduced cost back to this morph.

As for the people asking why, base ability got 50% damage boost, cost reduction and 1m range boost. Steel Tornado lost its execution. Whirling Blades now has execution but lost eveything else.

Inshort, Steel Tornado now does 50% more damage all the time, hits wider with reduced cost where as Whirling Blades hits as hard as Steel Tornado WITH execution on top of it but with less range.

New PvP mode

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I noticed that world pvp tends to be better before people get on after school/work, and small groups battle it out, these battles seem to be more fun and engaging, then the larger amount of players at night. Instead of say a need map, why not a new smaller world pvp?
Say a small map with objectives, no siege, keeps have no doors or outter walls or lumberyards no resources , a elite npc of the holding side guards a flag that controls the keep, elite needs took down to capture the keep.
Remove quick travel and choosing a respawn point, you always respawn at the nearest point based on control of the keep even if keep is under attack respawn point is nearby and not directly in it, various other objectives and control point such as outposts and camps, same setup elite npc guards flags, outposts near and stuff will buff the nearby keep with a defender buff for say a couple meters ok well gameplay ideas for it is too long to write.
The map should be lets say gold coast size
No campaign system, instead activity based queuing, mode would be dynamically controlled, with say a 50 players per faction, dynamically scalled instance, the mode would beeasy to auto manage, as new instances could be added/and removed to account for players at the current time, when close to population limits a new instance would start or via verisa.

Anywho Im just rambling here, the goal is a smaller, efficient world pvp, wouldnt lag due to being auto managed, battles would be better ,zergs would still be possible persay but risky, since the map would be smaller a player on a team to say see a group trying to cap the keep and since a elite keep npc comander guards the flag its riskier yet do able, hell a tactical player could defend a keep by attacking while enemy group was taking down the elite, or if the enemy caping group is good they could manage the dpsing the commander and take on some defenders till the commander is down.
You objectives and control.
I have alot of ideas for smaller map pvp, I cannot write them all, it would rely on more thinking and actual pvp, simple yet complex do to player tactics, one reason for the zerging in current pvp due to its design is the map is too big, keeps are overbuilt and the building element, walls, bridges all that garbage shouldnt belong in any pvp mode, the whole over complex systems ruins pvp itself no reason not to zerg as its the counter to the bad design.
Over complexity leads to less actual pvp making zerging the only winning option hence it ironically created a less complex outcome!

Easiest And Most Forgiving Veteran Dungeon?

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Hi All!

I'm at CP330 on my stam DPS Templar and want to dip my toe into a veteran dungeon. Which is the easiest and most forgiving for me to brush up on my mechanics ahead of time and not make a complete fool of myself? I have made my build based on metas, got most of the crafted sets I needed, practiced my rotation in PVE and PVP.... I just want a dungeon to see how "ready" I am.

What would you suggest?

Regarding the Combat Log System

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I hope you realize ZoS, that step you going to take is taking this game to completely different direction. Now you can see whole groups sets and damage and healing and even action bar skills! Good bye non meta builds or get laughed at. And even if someone has "anonymous" switched on, you see his same stats and dps and healing. So its very easy to figure out who this/these anonymouses are in group.

I do not think it is a good step that people can stalk your stats like in WoW, UNLESS you post it youself of course. Now when I post the log to internet site, I see everyones stuff on my raid group on PTS for example.

If something, this will make pve even more toxic 100% sure.

Battlegrounds "waiting for players" bug: a suggestion

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Last night, I queued into one BG that went smoothly. Then I queued again, and the instance never filled up. Other players left, new ones came in, but it never stopped "Waiting for players". I left, waited for my penalty to end, queued again, and encountered the same problem -- for all I know I ended up in the same bugged instance.

This bug is well-documented. I thought it had been dealt with until last night. I'm posting to suggest a way to mitigate the problem: enable players in a Battlegrounds instance to dissolve it. Add an option to initiate a vote in across all three teams. If a majority of players in each team votes in favour of dissolving the instance, everyone is kicked without getting the deserter's penalty.

Maybe only enable this if still waiting for players 90 seconds in. If the queue is going to fail, it might as well fail gracefully.

To you PvE players playing in Cyrodiil this week

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I',m sorry. I'm sorry for the griefing you had to endure to get your rewards. I truly am.
I've witnessed first hand how bad pvp can get if not managed proprerly.
This week should never have included town quest for rewards, only the normal main base quests should have had rewards, that way people could get rewarded for doing actual pvp, maybe learning a bit in the process, instead of being victim to the griefing that takes place at the towns now.
I sincerely hope you will come back to Cyrodiil, there are many awesome players to meet and learn from :)

Ignore the l2p and 'you-in-pvp'nao'so-anything-goes' muppets - they will comment here ;)

I hope to see you in Cyrodiil :D

Until when will the PTS be up?

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Sorry for opening a thread for this, but can't find the answer and would love to know this to organize my times.
Thanks!

PTS Update 22 - Feedback Thread for Item Sets & General Itemization

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This is the official feedback thread for the new item sets and general itemization improvements. Specific feedback that the team is looking for includes the following:
  • Were there any sets you felt were under powered compared to current offerings in the live game?
  • Would you qualify any sets from this patch as "game breaking"? If so, why?
  • Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?
  • Do you have any other general feedback?

This is what participation trophies lead to.

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This guy sat at the spawn the first 5 minutes of the game. Then he started feeding kills so he wouldn't get removed. As you can see, 0 dmg and 0 healing. This behavior is the result of people getting participation rewards, like the daily that just requires you to "play" 5 bgs, and the gear/ap you get for just completing a bg.

BTW, how come this game doesn't have an in-game report system?

7c8WGH5.jpg

SworD CoasT Traders [High-Traffic Trading Guild with no reqs]

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ivcDaAfgzxH0xK9p65HQ3T2owT2dV6Qo0UxywnawFtG30_Yf4Xr6X9gwdXJdfgfc4zTxsfEsfhiLvqdSqpzf6Rtxq2f9qrDIT8rSkhVN22jlVIvyNQgYZxAgpQf8nUeC51TBMrDMMYJkVsURs4hAgDGNpRfB0bqRveEzkQr214WUGDFYAtmOnv9knhWXYLhQ_rSab0nZ1OdKbNdPgfdLSjNcCq7JBDPJQLWqjSYTHymtDKGlfzfxI5jpNNh-ike0jcPh7qi6pqLtJ9AA12imOhhTGA_85TcN2GhYtdeOdaav_otAI3YqE7nylnTdlAFl5ojDEOKl7to35purQXLK3U5uEoClpjjCHPcDlniZ1GVCclg7K_zNRI7XOpuIOOteguYhUvDdsPfEw98Y_LWXr5yqv_cAdz7kAVzFwXUlIdwpFguiwkA5SGtgHrhE-7VTZmX622PRzvIsgHUg_LzjOQL7B0B1JSRS5W4NNNa4QI_KZLNBKO32_R2a0sAVAC2MZkhUR7UJ0sUo8PkSs6q1J0eopCVCad828CKHjkSejC3l5FPiN4P_CNk4opa0C-cMConOGA4pHA0yHLoGKXwPjXLuRmUwWbWvyyqsbLOavVNi4pj_DnVtBZmsOnHA-4pAiUOE1oFVjXg0zmPwkBPlI0eIs5y0cVAZ=w1280-h288-no
Hear ye, Everyone! :)
Welcome to the SWORD COAST TRADERS Trading Guild!

A new page in Tamrielic Trading! Sword Coast Traders prime principles:
- No requirements;
- Top, high-traffic trader, next to Vivec Trade Market, in Vvardenfell!;
- No raffles, no lotteries, no auctions, none of that bosh;
- No fees, no minimum sales quotas, none of these limits;
- Pure trading;
- Donations appreciated, sell more to get promoted;
- Helping community of 470-500 players;
- it IS a trading guild. So, selling, and filling up the guildstore slots, and showing up online on the regular basis is optative.

If you're in the mood for all the mentioned above,
1 leave a comment here noting your ID-name
or
2 Contact @BigRedRobe or @HoodedSage or @latinalion ingame!

(The roster is almost full! Yet, if you are serious about joining us, leave a note. You'll be invited as soon as there is a vacancy ) :#

Volundrung

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