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You Decided to Scale Sorcerer's Streak? Why not Pets?

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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?

NB Changes v5.0.1: Problem Areas and Potential Solutions

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TL;DR
Problem: grim focus is lacking functionality
Solution: grim focus should grant major brutality/sorcery. Drain power would lose major brutality/sorcery.

Problem: mark target is lacking functionality.
Solution: mark target should grant minor vulnerability instead of major fracture/breach. Teleport strike would lose minor vulnerability.

Problem: lotus fan is overloaded with functionality.
Solution: teleport strike should lose minor vulnerability. Ambush morph should stun the enemy, even if they are a player.

Problem: incapacitating strike is lacking functionality, on account of minor mangle having very limited usefulness.
Solution: incapacitating strike should lose minor mangle, but stun at the base ability cost of 70 ultimate (instead of 120 ultimate)

Problem: veiled strike is granting too much defense and not enough offense for an offensive spammable.
Solution: veiled strike should be moved to the assassination skill tree, and blur should take its place in the shadow skill tree. Surprise attack should be given major fracture, concealed weapon should be given major breach

I understand why ZOS is rebalancing the NB class. I also agree with their stated goals in Update 22 Combat Direction. And, for the most part, they have been pretty good at working toward those goals in their most recent changes. But the class is nowhere near done, in my opinion. There are a few aspects of the class that still need work, and the following is my detailed explanation of why, followed by some potential solutions to how they could be resolved.

Goals of Class Rebalance, According to Update 22 Combat Direction
1. Eliminate redundancy in class toolkit. If one skill grants a certain function (ex/ major expedition), no other skill within the same class should also grant that function.
2. Redistribute skill functionality. Some skills have too much functionality, while others have too little. The goal is to try to balance functionality between individual skills.

The State of the NB Class as of v5.0.1
1. Redundancy has been resolved. With the removal of fracture from surprise attack, expedition from cripple and double take, and maim from mass hysteria, there are no more instances of multiple NB class skills granting the same function.
2. Functionality between class skills is still not balanced. Some issues of overloaded functionality have been resolved (ex/ surprise attack losing major fracture, incapacitating strike losing major defile, grim focus losing minor berserk and minor endurance), but others still exist (or in some cases have been introduced). Other skills have gained much needed functionality (double take receiving snare removal and immunity), but some others are still underwhelming. I will address these individual cases in detail, which brings me to:

Problem Areas within the NB Class as of v5.0.1
1. Grim Focus and it's morphs is lacking functionality. With the removal of berserk and endurance, this skill is now the only skill in the game (accross all classes) that does not give anything back to the user upon the initial cast. 100% of the functionality of this skill is reliant on the user activating the ability (for resource cost), successfully landing 5 light attacks on an enemy, and then activating the ability again (for more resource cost). To gain the benefit of this skill, the user must sacrifice 2 GCD and also deplete their resources twice, all the while adhering to the skill's complex conditional of landing 5 successful light attacks. No other skill in the game does this. Its an empty skill. Relative to the cost and functionality of other skills in the NB toolkit, this one is severely lacking.
2. Mark Target and its morphs is still lacking functionality. To bump up the relative functionality of Mark Target, major fracture was removed from surprise attack, leaving Mark as the only armor debuff in the NB toolkit. This, however, does not increase the value of the skill on its own, especially when compared to similar skills like elemental drain. Both of these skills provide a major debuff to the enemy's armor, can be used at range, and have similar durations. Mark target costs resources though, where elemental drain does not. Mark target can be applied to only one target, while elemental drain can be applied to many. Mark target's additional functionality (a heal when the marked target dies) relies on a conditional, while elemental drain's magicka steal does not. For the added inconvenience Mark Target brings in comparison to elemental drain, it's benefit is extremely underwhelming.
3. Lotus Fan (morph of Teleport Strike) is overloaded in functionality. This skill acts as a gap closer, applies minor vulnerability to the enemy, snares the enemy, and provides a very strong AoE DoT. Compare this to cripple, which is only a single target DoT and immobilize (half of what Lotus Fan is), and the imbalance in functionality becomes clear.
4. Incapacitating Strike is lacking functionality. Right now, minor mangle is being applied after the damage portion of incapacitating strike. In PvP, this means that after using incap on an enemy, mangle is reducing their max hp by 10%, but this 10% of their hp has already been lost due to the damage of incap itself or the damage of other skills used before incap in combo. It is contributing nothing in PvP. In PvE, mangle can be useful for eliminating potentially millions of hp from enemy bosses. But this is only the case with 100% uptime, and this is not achievable given the ultimate cost and short duration of mangle provided by incapacitating strike. Minor mangle is adding virtually nothing to the skill, leaving the only difference between Incapacitating Strike and the base skill, Death Stroke, to be that for increased ultimate cost the ability stuns the enemy. Compare this to the other morph, soul harvest, which gains major defile and also ultimate generation for killing enemies and incap becomes extremely underwhelming. If you compare incap to dawn breaker (which costs only 5 ultimate more), the skill becomes even more underwhelming. Dawn breaker does everything incap does (for a similar cost), but acts as an AoE when incap is single target. The DoT of DB offsets the 20% damage increase of incap. Incapacitating Strike is definitely lacking, especially considering how it is an ultimate ability.
5. Veiled Strike has enough functionality, but it's focus should shift away from defense and toward offense. As a spammable attack, this skill should be used primarily for its offensive capabilities. But as a skill in the shadow tree, it is currently granting the user defensive bonuses in major ward and resolve on account of the shadow barrier passive. With the boost to power extraction's tooltip damage and the removal of fracture from surprise attack, this single target spammable is just barely ahead of the NB AoE spammable in terms of damage output. I find myself primarily using this ability for access to major ward and resolve. This skill should be more oriented toward offense, and not defense.

Potential Solutions
1. Grim Focus and it's morphs should grant major brutality/sorcery. Providing these major buffs would distribute much needed functionality to this skill, while at the same time keeping the overall power of the NB class unchanged because they already have access to these through other skills. To resolve potential redundancy issues, major brutality/sorcery should be removed from drain power and its morphs (which provide enough functionality on their own without these buffs).
2. Mark Target and it's morphs should apply minor vulnerability instead of major fracture and breach. This would provide a very powerful debuff that is capable of stacking with outside sources of fracture and breach, and make the skill a lot more valuable in group play, while keeping almost exactly the same value in solo play. To resolve redundancy issues, minor vulnerability should be removed from Teleport Strike and it's morphs, which brings me to:
3. Teleport Strike should no longer provide minor vulnerability, and the Ambush morph should stun the enemy (even if it is an enemy player). This change would remove some of the functionality from the currently overloaded Lotus Fan, while at the same time keeping the Ambush morph up to speed. The removal of minor vulnerability on this ability opens up the door for minor vulnerability on mark target as well.
4. Incapacitating strike should lose minor mangle and instead stun the enemy at 70 ultimate (the base cost of the ability) instead of 120 ultimate. The loss of mangle wouldn't hurt the skill much (uselessness of mangle outlined above), but it would allow for the price of the stun to be dropped down to the base ability cost in compensation. This way, in comparison to the base skill death stroke, incapacitating strike would flat out gain a stun (without the conditional of a higher cost) which would allow it to compete with soul harvest's major defile and ultimate generation. It would also differentiate it from Dawn breaker, allowing it to be a cheaper, single target alternative.
5. Veiled strike and it's morphs should be moved to the assassination skill tree, and blur and it's morphs should be moved to the shadow skill tree. Then, surprise attack could provide major fracture and concealed weapon could provide major breach. Having major fracture on surprise attack was too strong because, as a shadow skill, surprise attack was also granting the user major ward/resolve on account of the shadow barrier passive. Moving this skill out of the shadow tree would eliminate this defensive bonus, and allow the skill to keep its major armor debuff, emphasizing its offensive capability and highlighting the high risk/high reward playstyle of the NB class. Removing the major resistances from the main spammable attack would force NB to periodically go on the defensive as opposed to continuously attacking, emphasizing their bursty nature. I highly doubt this change has any chance of being implemented, but that's not going to stop me from posting it here as I feel it's the right direction to take the class.


The Effects of these Changes
In PvP, adopting these changes together wouldn't affect the overall power of the NB class, but it would make NB combat flow so much smoother. Right now, NB have too much of a "spin up time" on buffing themselves and debuffing enemy targets to gain maximum damage potential. They are expected to mark the target (for fracture/breach), then open with incap strike (for mangle), or with ambush (for vulnerability), or with drain power (for brutality/sorcery). Placing brutality/sorcery on Grim Focus instead of drain power and minor vulnerability on mark target instead of teleport strike both work toward streamlining the buffing/debuffing process and put less pressure on NB to open up a fight with a specific moveset. By condensing their buffs and debuff into two skills outside of their spammable (grim focus and mark target), it allows for a shorter time and resource investment to reach max damage potential and makes it easier to retain that potential while switching targets. It would also eliminate the opportunity cost of opening up with a specific skill instead of another. I believe these changes would drastically help the flow of NB combat, while both increasing balance between the abilities in the NB toolkit and also maintaining balance between NB and other classes.
On the PvE side of things, these changes would be a drastic boost to NB group utility. Letting mark target grant minor vulnerability would help open the door to NB in support roles (tank/healer). Right now, most healers are running infallible aether for reliable uptime on minor vulnerability. Putting a reliable source of minor vulnerability in the NB toolkit (without the drawback of gap closing to the target) would allow healers to forego infallible aether, and instead wear a different utility set. They still probably wouldn't be 100% meta, but it would definitely boost their competitiveness and finally give the NB class a near-exclusive class buff to bring to the table in group play.

Please Explain This Battleground Score

For all the people who say Pet Sorcerer isn´t broken.....

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This pet sorc video I just watched had the most broken footage I have ever seen, he is able to take on a huge amount of enemy players with little to zero difficulity. Why has zenimax not fixed this? It is clearly overperforming. No player should be able to take on 10 people and win by himself. As much as I have enjoyed his content and think he is a funny guy - this is just not fair. I think he is a skilled player but he should not be quite this effective.


Link to Video : image

Blazing Shield PvP Performance

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So they fixed a bug with this skill and I was wondering if anybody has tried it now.

Should I build for 100% health?

Maybe resistances since it does damage based on damage taken.

I ran one for a week right before they nerfed it way back. Joust looking for insight

Arctic Blast Discussion.

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This ability has had a rough time seeing gameplay after it was changed to a projectile stun. The AoE frost was good for applying chilled to groups and was a good choice for tanks.

Because we will likely not get the original back I feel like we should discuss what can be done to make this ability more competitive. To do this I am going to bring up the biggest pain points of the ability.

Damage/Heal
This ability currently does no damage, so it doesn’t have any use to a PvE player, likewise the heal is generally to small for any normal build (anything other then a healthden) to utilize.

Assuming 20k health you are looking at 3,000 initial with 600 ticks. Cut those in half for PvP players.

This leads to 9000 heal over 10 seconds (3000 initial + (600*10 ticks)

To combat this I think the heal should remain, but instead should work as a % of current health.

I propose it have the mechanics as follows.

When activated you heal for 4 values over a 4 second duration with ticks occurring every 1 second.

10%, 30%, 50%, and last 75%

On a 20k bar with 10k as current health it would be as follows (pvp in parentheses)

2000(1000), 2400(1200), 2800(1400), 2100(1050).

These values allow for 9300(4650) over a 4 second duration. Which I feel makes it more reasonable to the 9,000 over 10.

I am aware that this also means at lower health values the heal will be more potent but to prevent wardens from avoiding executes I made the first 2 heal ticks significantly weaker then the final 2.

Now before I get the posts about spamming it let’s get to the next part of this.

Utility

Currently the utility this ability offers is a stun that can be blocked, dodged, and reflected. (Source: https://forums.elderscrollsonline.com/en/discussion/443822/arctic-blast-interactions-reflect-block-dodge-roll)

I feel this is restrictive because of the interaction with how necessary as stun is in a wardens kit.

I propose a new idea that works as follows

Shoot a projectile at an enemy, this projectile can be dodged but not blocked or reflected. It puts an icy chill into the enemy applying a snare that gradually increases every second (starting a 10% and ending at 40%), at the end of the snare the enemy is stunned for 3 seconds.

This allows some counter play as it gives a 4 second window for people to prepare for the stun, while also not copying petrify and allowing warden to have a unique class stun. I also recommend this ability only be allowed to be active on one person at a time to prevent stacking the heal.


Recap/TLDR
So all together the tooltip would read as follows

Shoot an projectile at an enemy. When the enemy is hit heal for 10,30,50,75 % of current missing health every second over 4 seconds. During this duration the enemy is hit with a snare that increases in potency as the duration continues, starting at 10% and ending at 40%. At the end of the 4 second duration the enemy is stunned for 3 seconds. This ability can not be blocked or reflected.

Please feel free to engage in discussion and criticism. If you would like feel free to link me using @.

Edit: changed a few typos and added a bolder sentence about spamming.

Question About Quests

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Hello, is the game making use of Radiant AI or some other form of personalized quests system?

Deadly Strike with 7th Legion vs Spriggan - StamDK dilemma

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Ok, here's my dilemma...

I have these 3 sets fully available, axes, daggers, armors, impens, golden..... (except Sprig/Deadly rings, those are purple)

And I'm having a hard time picking the best combination for my DW/2H stamDk....... IMHO, these 3 works fine, and I really like Deadly Strikes as I'm a DoT build DK wearing Valkyn Skoria...

What do you guys think/prefer?
1. Deadly Strike med armor - 7th Leg jewel/weps.
2. Deadly Strike med armor - Spriggan jewel/weps. (essentially same as Sprig med armor + DS jewel/weps)
3. 7th Leg heavy armor -Deadly Strike jewel/weps.

Now, I also have Troll King monster set, and using option #3 with Troll King is my tankish build. less damage but pop a Vigor and u'll laugh in middle of Alessia Bridge zerg....

As for pro and cons,
#1 has a good balance of DoT and survivability. #2 has highest DPS and I feel a bit squishy. #3 seems very meta, but I'm not enjoying having to proc 7th leg a few times before I can max my wep damage...... I need more burst!

Thoughts??

Master Writs should pay out Gold

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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.

Can I just say...

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... how grateful I am for the Housing section of the forums?

There's so much toxicity out in the other sections. When my blood pressure rises from watching people bait each other, hurl insults, argue PvP v PvE... I can always come in here and enjoy the calm, creative, and supportive community that is centered around housing.

You guys rock. Thank you for always having beautiful things to share and expressing your frustrations (ex: item cap) in a civilized fashion.

PTS Update 22 - Feedback Thread for Guild Finder

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This is the official feedback thread for the Guild Finder system. Specific feedback that the team is looking for includes the following:
  • Guild Listing (Guild Leaders)
    • Did you encounter any issues listing your guild?
    • Do you feel like you can effectively advertise your guild with the listing features provided?
    • Are there any additional ways you would like to advertise your guild?
    • If you received any applications:
      • Is there any additional information you’d like to see about the applicant?
      • Did you encounter any issues with responding to applications?
    • Did you test what happens when an applicant is blacklisted?
  • Guild Finder (applicants)
    • Did you feel like you can effectively find the types of guilds you'd look for on the Live servers?
    • Are there any additional kinds of guilds you'd like to find?
    • Did any of the results not make sense based on your filters?
    • Did you have any issues filling out an application?
  • Do you have any other general feedback?

Resto Ult vs Perma Frost

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So if Resto looses major protection than Permafrost should too right?

Permafrost does damage, stun, snare, major protection, and it's undodgable!'

Why should resto ult be the only victim?

Guild history saves only 5 days instead of 10 days?

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Hello,

today after testing some stuff with my guild related addons, ATT, AGS and donation tracker, I recognized the [E] button for extending the guild history after 26th (5days ago) is missing. Seemingly i cant load odler sales and donation data than 5 days.

Is this intentional? All my addons are set to off, blank, vanilla. I cant believe this. Does ZOS staff has so low clue about the ingame stuff and how guilds make their maths and balanaces, that they changed the guild history to 5 days, not even 7 days. Is this serious? Is this a bug?

Is this a joke, how could you?

Console Improvement Thread

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Hello! :smiley:

For increased visibility, would any console players be willing to share their wish list here for making ESO better on Playstation/Xbox?

I am aware of poor performance on some platforms, which is definitely on point!

But what about other things? Like building in some kind of gear/ability bar saving feature that PC players get with add-ons? Etc?

What are the biggest pain points?

Toilets In Tamriel

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There are none! Not the fancy ones at least.

Are you tired of peeing behind the bushes, only to have a mudcrab bite your precious bits? Doing those long Veteran Dungeons and not finding a place to relieve yourself so you just tell your team you'll be right back, and there you are, crouching in a corner.

Well, fear no more citizens! I have build one. And, it is functional.

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vMA token / fragment system

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Can we please atleast have token or fragment system for vMA the rng there is absolute horrendous it's no fun wasting 1 hr everyday just to grind weapon of your choice.

Tamriel Women Unite are recruiting ^_^ Welcome! PC / EU / Social / PvX

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TWU-framsida.jpg
Welcome to Tamriel Women Unite!

Tamriel Women Unite is a social guild for women and enbys who like to have fun, learn, grow and play Elder Scrolls Online together!

We hang out in the game chat and our discord. Together we do fun and carefree events in game like world map runs where we explore the beautiful environments of Tamriel; dungeon crawls where we learn mechanics; fishing trips; housing tours; and even veteran trials! If you have questions about PvP, builds, dungeons, housing, beginner tips, or want to share stories about your adventures we’ve got your back in our different discord channels. Here you can also see our upcoming events, and get the latest news about the Elder Scrolls Online!

Do you enjoy streaming? Or would you like to try it some time? We have a twitch channel as well that you can use if you want to!

No matter if you are completely new to the game or an old eso veteran, we are a community for everyone that loves growing together.

Interested in joining? Join our facebook group or message @perdita ingame!

Welcome to our guild!

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[PC] [EU] Blood Pact Bandits [PvP | Social]

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The Blood Pact Bandits is a new PvP Guild for the Ebonheart Pact!
I hopes to create an environment were everyone in the guild can have fun in Cyrodiil no matter of skill or level.
As we have few members it may start slow but we hope to grow and bring our starting member with us!

Also just because we are a primarily PvP guild we are also secondarily a social guild so you can do always ask for help with PvE content.

Our requirements:
- Technically you only need to be level 10 as we are interested in fun.
- You need to be able to have a laugh and have fun but also be able to take it seriously.

If you are interested in joining the guild or just finding out more information you can either write below or mail @VordtOfBorealValley in game.

My ESO Financial History To Date (it's four digits..)

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I don't know why I decided this would be an idea, let alone a good one, but I went into my Xbox Live order history to tally up all the money I've paid into The Elder Scrolls: Online since purchasing the game back in August of 2015. It's, really staggering, bit depressing, and enlightening, even when granted these were spread out over the last almost four years of playing. I even broke it down. Starting with the major content purchases, the Base Game up to pre-ordering Elsweyr. These amounts are in USD and all but the Xbox Live gold are before Tax, and all lesser content packs such as the Dark Brotherhood, Thieve's Guild etc were purchased via Crowns.

Base Game: $59.99
Morrowind Upgrade: $39.99
Summerset Upgrade: $29.99
Elsweyr Collectors Upgrade: $49.99

Major Content Sub Total: $179.96

It's interesting to note Summerset was $10 cheaper than Morrowind.

Now onto the purchases that actually made the wallet cry.

Crown Packs Sub Total: $1,426.40
ESO Plus Subscription Sub Total TD: $338.81
Xbox Live Gold Total TD: $261.08

GRAND TOTAL TD: $2,206.25

To put into perspective, that's about $400ish more than my monthly income, spent over the last 3 years, 8 months of playing. When viewed like that, the in-the-moment costs don't seem like much at all. Adding it all together however, by far, makes this my most expensive hobby I've ever had in my life.....and I don't believe I'm gonna stop before the Servers die first.

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So then, how much have you guys bled into-I mean supported our favorite game?

Do not add Dungeon Style Pages to Event.

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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
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