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5.0.4 Incapacitating Strike

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I want the idea of Silence on Incap to be completely scratched and for Zenimax to work on Incap throughout the last week of PTS again, why you ask?

Because Incap at 120ult stunned before and that was something that was supposed to stay on incap in the first place.
Silence came with the removal of Stun because it was considered strong enough...

Now Zenimax made the Silence work like a stun which doesn't even completely disable characters like a classical stun would, so on paper it's just a *** stun :neutral:
Stamina characters don't even have to break it free resulting in giving them free CC immunity and Magicka characters can dodge roll before any follow up damage happens and break free then...

I never liked the idea of Incap having two effects depending on the cost, now I will have to avoid using Incap at 120 ult due to me not wanting to give my enemy free CC immunity...
Ultimatively can we just remove the Silence from Incap and let it be?
Thanks.

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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!

What game type do you play for fun?

Uppercut change is a mistake

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I really think this is a terrible idea for a couple reasons. First up is that I am a stam sorc main and this is going to be another indirect nerf to one of the very few playstyles stam sorc has. Stam sorc is in need of some buffs that seem to never come, especially a real damage skill. In fact we seem to get indirectly nerfed more often than not. Using uppercut in rapid succession is not possible, most of the time. Player movement cancels this ability most of the time. And since we have no class spam-able uppercut is what we have on a 2h build.

The second is pretty similar to what i just wrote. You cannot use this ability, reliably, in rapid succession like you can with something like snipe. You cannot.There is no 6% damage increase. Just a 14% damage nerf. The abilities are as different as night and day, except for the cast time. And testing in duels i got the same results as I thought i would. You cannot reliably spam it, on certain classes like stam sorc you have no reliable ability to spam with it, and a 14% damage loss is huge.

Please for once can we try to just give the ability its tiny little buff and not nerf it? Maybe throw it on the PTS with the post global removed but the damage the same? It is a mistake..

Uppercut: Reduced the damage dealt from this ability and its morphs by 14% to make up for the removal of the post global noted above. Note this will result in a 6% overall DPS increase when used in quick succession.

Post global cooldown
Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.

@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GregoryV @ZOS_Gilliam @ZOS_GregoryV @ZOS_RichLambert

Make one of the malevolent offering morphs a self heal.

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Mag nb self healing is some of the worst in the game.

Rending Slashes' direct damage needs a damage increase to be in line with other DOTs.

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Lets compare some ability tooltips here. These are taken with approximately 4800 weapon damage, 32.8k stamina and with the Slimecraw set.

(And remember that the PTS rending slashes has its initial bleed damage tick delayed so you can no longer spam it and have those bleed ticks happening. The main reason why it is used in PVP now in live is because you can spam it and get those bleed ticks between each use. Its snare is also often made redundant especially in group situations (which is what the majority of PVP takes place) where AOE snares are a lot more effective, and its increased PTS DOT damage is countered by its increase of the PTS DOT duration. And these new AOE buffs will not stop these DOTS from being used as a potential spammable).

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(I'm also on a DK so its important to take into account the 2m extra range on rending slashes and claw)

RS compared to Carve:

Carves direct damage portion does about 31% more damage than rending slashes direct damage.
Carve is a 7m AOE cone, rending is a single target 5m ability.
The difference in DOT damage is marginal. The carve DOT can also be applied to multiple targets at once unlike rending slashes. Carve DOT is also bleed damage!
Carve can be greatly boosted by the masters weapon; it has far more DPS potential than a masters dual wield rendings would ever have.
Rending slashes is cheaper...and it also gives a 4 second snare for a 10 second DOT, its only real positives compared to carve.

RS compared to Obnoxious Breath:

Noxious does about 34% more damage than rendings if you compare the direct damage portions.
Noxious is a 10m AOE cone, rending is a single target 5m ability.
Rendings DOT damage is about 20% more than Noxious, but the Noxious DOT can be applied to multiple targets at once. The Noxious dot is also poison; so while It can be mitigated, it is able to proc poison status effects which can increase the damage.
Noxious gives major fracture to all targets hit.
The snare from rendings is only a little better than the Ardent flame passive snare you can proc with noxious.
Noxious is cheaper with DK passives.

RS compared to Venomous Claw:

Rendings does 15% more damage than claw when you compare both the direct damage portions.
Claws tooltip DOT is about 9% more than rendings, but when you consider the fact that its damage increases with every tick, Claw begins to do noticeably more damage than rendings. It usually ends up being about being 30% more DOT damage after a full DOT duration (at least in my case).
Claw is less than half the costs of rendings after DK passives.
The snare from rendings is only a little better than the Ardent flame passive snare you can proc with claw.

My proposal is to increase the direct damage portion of rending slashes where the sum of both those direct hits is about the same as Carves direct damage. Rendings has not only taken a big hit due to the delayed initial bleed tick, but it also made noticeably weaker compared to other newly buffed abilities. This way If rendings were to do the same amount of direct damage as carve, the difference is that rendings would be cheaper and provide a snare, but carve is an AOE with greater range (except for DKS) that is able to effect multiple targets at once. It is important to take into account that the target may have major evasion which can reduce carves damage, but AOEs also cannot be dodged and they are useful for taking NBs out of stealth as well.

Noxious direct damage would be a little more, but it also gives major fracture and is a DOT with 10m cone range. Its DOT is a little weaker, but against multiple targets Noxious has greater damage potential than rendings.

Rendings would do about 50% more damage than claw when it comes to the direct damage portion, but claws DOT is also a good amount stronger, also procs a snare, can proc poison status effects, and is less than half the cost as well.

Edit: Grammar. And forgot to add the snare when comparing rendings to carve.

Warden vs Necromancer, battle of the DLC classes

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as of right now, the final patch of PTS, what do you feel is the superior DLC class?
-theme
-identity
-abilities
-damage
-healing
-ease of use
-particle effects
-versatility
-etc.

it can be any reason, all reasons, etc. but what do you feel is the better DLC class as of now, and why if you don't mind posting your thoughts?

[PC EU] Nexus Trading is back- Trading, Social & New Player friendly guild

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nexus%20logo.png
Nexus Trading is back!
We are a social guild mainly focused on trading and helping fellow guild members out in all aspects of the game.
As we are a trading guild, we do have a minimum sales of 5k a week. But if you can't sell enough, you can donate 5k in the guild bank and at the same time you participate in the lottery (Win-win, if i do say so myself!)

What we can offer you:
  • Guild Trader in Sentinel!
  • Guild House with Transmutation Station, Training Dummy, Outfit Station & other crafting stations
  • Guild Activities includes trading, weekly lottery & there are always members willing to do dungeons/pledges with you

If you are interested in joining in on the fun, feel free to leave a message here or whisper @JPS2K5 , @Valis201 or @mimisapje for an invite!
Or drop by on our discord: https://discord.gg/9W6MWH


Character sheets are out dated and do not show all of the character stats

Buff magblade please

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Please zos I’m begging you to give magblade a good self heal using one of the malevolent offering morphs they desperately need a buff. Magblades are the weakest class and deserve something so please zos 🙏

Good Job ZoS, you made me buy the new Chapter

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After i saw that the stamina Necro avoided the Nerf hammer this last week of PTS, I bought the new Chapter only for the opasf stamina necromancer in PvP,
I know it will get the NerfHammer after a month, however it is worth it to annihilate a whole freaking zerg in a few seconds when fighting in close quarters, even if it lasts for a few weeks.
The P2W is real, everyone with the Stam Necro will Git GuD instantly ^^

Magblade nerfs

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Magblade survivability was already bad. Then you nerfed an already disabled class by removing its damage (minor berserk) and giving it a bad migitation buff? How is that logical? Magblades needed heals to survive.

I also didn't notice much about the changes to cripple cos I was testing a different build on the pts. The major expedition nerf from cripple was totally uncalled for. It hurt the class in so many ways knowing magblade already had really bad mobility. I'd understand if you had any legit reasons of nerfing cripple but none. Do you guys just make major class changed on a whimp?

Some people will say magblade has good mobility cos of shade. But shade has been bugged for ages now and it's very unreliable.

Cripple was the only good gap closer magblades had, and you took that away. Now how do we execute our burst from range? Lotus fan has been buffed by only an idiot would use lotus fan on a pure ranged destro/resto build.

I want to take a moment to applaud for your brilliant insight. I guess the nerfs to a dead class makes sense since you had the brains to give silence to incap. Thanks again for the lovely game with a biased excuse of class balancing by killing bad classes and buffing good classes more.

I hope someday the devs realize the game isn't just for them but for the entire community. So buffing their own main classes and nerfing already bad classes isn't a good thing.

Is Max hp bonus really necessary for PvE DD?

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I just started using Max Resource + Recovery food on my DDs, noticed a nice damage & sustain boost and don't feel like my survivability took a hit at all.

Theorycraft - Necro Race

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Hey guys, whats up?
For people who had / have the opportunity to play at test realm with the necro class, and theorycrafters in general, what do you think will be the best races for necros (magicka and stam)?
Let the craft begin!

Please help! What to buy

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I purchased the IMPERIAL edition when ESO first came out, its just the base game. I want the 3 new Chapters.

What do you think is best to buy?

1. Elsweyer digital CE upgrade + Summerset digital CE upgrade + crown store Morrowind.

2. Elsweyer Digital CE with base game (comes with Morrowind CE & Summerset CE)

3. Another way to get the 3 of them.


Splitting the offense/defense morphs of Resto Ult is fine — but here's a more sensible way to do it.

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Offensive morph: Grants Major Force (identical to PTS 5.0.0)

Defensive morph: Grants Major Protection

Separating the offensive and defensive functions of the skill is a reasonable proposition—it was indeed a little overloaded that Resto ult could do both, helping you recover from burst and immediately swing into a brutal offensive window with buffed crits. But the current iteration of Life Giver (the defensive morph) is trash—the added effects are gimmicky and impractical. Major Protection was the core defensive aspect of the skill.

If the design philosophy underlying this change was to clearly delineate the offensive & defensive morphs of the skill, then there shouldn't be any reason why this can't be done.

Bear in mind that Resto only affects 1 target per tick, so it could conceivably buff a group of 5, although it would take a full 5 seconds to do so, one at a time, before which several group members might be vulnerable. Or it might exclusively get hogged by a single player who's getting heavily focused and/or unable to heal themselves—thereby depriving others of the accompanying buffs.

To put things in perspective, you have ults like Permafrost giving Major Protection to EVERY ally in its AoE. Plus an unavoidable snare. And stun. While dealing 2/3rds the damage of a Destro ult. And as icing on the cake, also lasts 3 seconds longer than a Resto. So much for not wanting an ult to do both.

You could argue that Permafrost costs significantly more at 200 ult points, compared to Resto's 125, which is valid. If cost and perceived spammability is the issue, then increase the cost of Resto correspondingly so it can't be "spammed", instead of removing crucial functionality.

In summary:
  • Keep one morph for providing Major Force (as it exists on PTS 5.0.0), and move Major Protection to the other morph.
  • If this is insufficient, increase the ult cost slightly.
  • If this is STILL insufficient, reduce the duration of Major Protection granted by each tick (we're really reaming the skill at this point, but it's an option). —credits for this suggestion go to @Solariken

Anything besides the trash-heap that is the current Life Giver morph.

Sotha Sil (EU PC)

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Since I just moved here from Kyne where our forum thread was always an entertaining read, I was pretty disapointed not to find similar thread for this campaign, just a couple of disjointed QQs. And so im starting one :)
This is to be a big cross-alliance chat, full of salt, drama and unlikely friendships!


And so, I'll start with few observations, from a point of expereinced PvPer, but newcomer in SS, EP side.
Current population during active hours seem to be into EP's favour, which is a bit unfortunate for a guy joining, since its always more fun to play underpopulated faction. Still I like that other 2 factions are active enough to not let EP dominate but instead keep pushing back and keep PvP going!

Campaign seems a bit worse in regards to nightcapping. What amazes me tho, is that it seem to be going on on all 3 alliances roughly in the same amount. EP capping few days at the end of evening, others later at night and in the morning.. Altough I'll never understand ppl taking scrolls from NPCs at 4am, i must say: if it doesnt kill the PvP enjoyment at primetime, go slaughter those NPCs! Show them who's best! :P

And finally, since im moving here along with a guild, Im interested to find out names and activity of other guilds playing in SS :) Ive met some EP ones alrdy but im interested in knowing what DC and AD groups we will be fighting.. so far we have seen a couple of good ones, and we are very much looking forward to wiping you after we settle in! :D




Why would someone begin necromancy?

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I want to write a backstory to my necro character, but I can't think of any original reason for him to learn necromancy in the first place. Yes, evil without a reason is a trope, but I dont want to go down that route as I want to make him switch to the good side, well, at least his intentions.
If you played Dragon Age 3, you'd know necromancy there seemed okay with people, even when you claimed to be the one sent by the Andraste(their prophet). They defended it saying you are only using lurking souls of already long gone bodies, doing no harm to anyone.

Got any ideas how I can fit something like this to ESO lore?

Edit: He'll be an Orc. My main is a breton healer. I'm also thinking of having them cross paths, rivalry, friendship etc.

Places you most want to see next

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So now that Elseweyr is coming, we'll be able to go to every race's homeland (at least 2 zones per race). What provinces are you most looking forward to next? Whiterun in the 2nd era? More of the Alik'r Desert? Perhaps the eastern Telvannis Coast? Or maybe even the inner swamp of Black Marsh?

Transmutation Crystals needs management improvement

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As we all know by now there's a couple of pretty big pain points with managing our transmutation crystals. Some of the big ones are:
* Not being able to carry enough crystals (200 for ESO+, and 100(?) for non plus).
* If you have the maximum amount of crystals you can carry, you can still loot a geode with the result of crystals vanishing. This is extremely annoying, and goes against how other containers work (if you have the max amount of items in your bag, you simply cannot take out an item from a container).
* People are hoarding up on geodes and/or rewards of the worthy for the sole purpose of saving up crystals, which in the end will be the same result as having a higher crystal capacity, function wise, but clogging up inventory space in the process.
* Methods for turning crystals into gold are pretty widespread (transmute a weapon to nirnhoned, deconstruct the weapon, sell the potent nirncrux). This cannot be intended (but with the current situation I sure not hope they will disable the possibility to gain trait material from deconstructing transmuted items).

These are the ones I know on top of my head, but I'm sure there are a lot more issues regarding transmutation crystals. If you know more issues, have suggestions or propositions of change, or simply just disagree with me, please leave a comment, because this issue is getting pretty annoying.
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