Nor does it register on the map that the boss has been killed (black icon turning white)
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Nightmare Plateau world boss in Northern Elsweyr gives no achievement
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Warden or DK PVE Tank(Update 22)?
Hopefully, Warden doesn't get nerfed to the point where DK is on top again.
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Show off your Necros!
Time to Show off your Necromancers! Be it Tankro, Stamcro, Magcro, Hybricro, Healcro! Doesn't matter if Costume or Outfit/Motif.
![lRdcWBT.png?1]()
Going for more Wild/Wilderness + Bones (Just need Elder Argonian Hands, Feet and Legs to complete look)

Going for more Wild/Wilderness + Bones (Just need Elder Argonian Hands, Feet and Legs to complete look)



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ZOS, new ride animations, you don't ride a camel like a horse. . .
title.
I like the idea of some of the other mounts, but then you ride most of them like a horse, this looks silly and out of place a lot of the time.
also some mounts in general need better animations done, for instance elks sharing horse animations (that was a bummer) and bears flail all over the place.
if your going to try and make so much money of mount skins, could you at least spend a little time to make the rigging and animations better. I end up on a senche lion more often then not because it has a very smooth and fitting set of animations. a lot of other mounts are just comical.
I like the idea of some of the other mounts, but then you ride most of them like a horse, this looks silly and out of place a lot of the time.
also some mounts in general need better animations done, for instance elks sharing horse animations (that was a bummer) and bears flail all over the place.
if your going to try and make so much money of mount skins, could you at least spend a little time to make the rigging and animations better. I end up on a senche lion more often then not because it has a very smooth and fitting set of animations. a lot of other mounts are just comical.
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lvling as a tank?
looking to lvl up a tank for just PVE content since I have always liked tanking in other games. however hows tanking in this game and how fast can you level as one? you probably get instant ques for dungeons so should i just spam those non stop all day? or should i also quest? what do people usually do when trying to level as a tank?
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New player
Hi all new to ESO on Xbox Benn playing Skyrim games for years played ESO when it first came out on the PS4 years ago but then I had kids and haven't touched it in years.
Decided to get back into it on Xbox.
Looking for friendly people to quest with and level up with a guild that helps newcomers level would be amazing I play at weird times for EU servers .
I am Australian based so the times don't line up.
Hit me up anytime would love to meat new people
Xbox GT Belly2504
Decided to get back into it on Xbox.
Looking for friendly people to quest with and level up with a guild that helps newcomers level would be amazing I play at weird times for EU servers .
I am Australian based so the times don't line up.
Hit me up anytime would love to meat new people
Xbox GT Belly2504
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[Discussion] Questing and overland PVE content in general needs a serious change - my two cents
First things first, I think that ESO triumphs over other MMOs in terms if its questing content. Stories and experiences are weaved in a very organic way, leading you to become attached to the characters and stories, making questing a very engaging experience.
Quests excel in their stories, but unfortunately, while they do storytelling well, I believe it is the only thing they do well. In terms of gameplay or combat, they fall short.
This isn't due to underdeveloped game mechanics, or subpar level design, but to the lack of difficulty. ALL overland mobs, save world bosses, can be killed in a manner of seconds by even sub-level 50 characters. When questlines are built around killing bad guys that have been built up to be ultra powerful, it feels anticlimactic when I can kill a boss in under 10 seconds just by spamming warden birds.
This anti-climax becomes even more apparent with end-of-campaign bosses, like Nocturnal in Summerset for example. There was such a grand set up, and really cool visuals, but no difficulty or engagement to complement the great aspects. Although I haven't played Elsweyr, I would assume it will be largely similar.
The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?
So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help. Make it so that roll dodging, blocking, and interruptions are vital for survival. It would attract the more hardcore crowd, and keep people engaged due to another level of demand from the user. Killing a boss at the end of a quest would be truly earned. Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.
Some might be concerned that this would 'split the playerbase', but doesn't normal questing 'split the playerbase' anyway? And it's not like people aren't gonna do trials or dungeons anymore, this just gives players another difficult PvE avenue to pursue. Plus, with more and more people joining the game, the whole concenpt of 'splitting the playerbase' is becoming less and less relevant, imo.
I love ESO and its quests, but I can't help thinking that they fall short at times. I just want a fantastic gameplay experience to complement the fantastic stories being told, instead of just a mediocre gameplay experience.
Quests excel in their stories, but unfortunately, while they do storytelling well, I believe it is the only thing they do well. In terms of gameplay or combat, they fall short.
This isn't due to underdeveloped game mechanics, or subpar level design, but to the lack of difficulty. ALL overland mobs, save world bosses, can be killed in a manner of seconds by even sub-level 50 characters. When questlines are built around killing bad guys that have been built up to be ultra powerful, it feels anticlimactic when I can kill a boss in under 10 seconds just by spamming warden birds.
This anti-climax becomes even more apparent with end-of-campaign bosses, like Nocturnal in Summerset for example. There was such a grand set up, and really cool visuals, but no difficulty or engagement to complement the great aspects. Although I haven't played Elsweyr, I would assume it will be largely similar.
The lack of difficulty also restricts the potential amount of players interested in questing. Given that the only value they provide is that of story and lore, this severely limits the number of people who actually do quests. Many people in my guild, for example, don't bother with quests, due to having zero interest in lore. Given that half of yearly updated are dedicated to giving quest content, this seems paradoxical. Why would ZOS not want to expand content for all audiences?
So what's the solution? I'm not a game designer by any means, but I really think that having a toggleable difficulty increase (and no, taking off all gear and CP doesn't work in this regard) - maybe to be that of the level of vMA would really help. Make it so that roll dodging, blocking, and interruptions are vital for survival. It would attract the more hardcore crowd, and keep people engaged due to another level of demand from the user. Killing a boss at the end of a quest would be truly earned. Introducing exclusive rewards for these 'veteran quests' would also go a long way, in order to reward players for their efforts. Maybe outfits, currency, mounts, something along those lines. That would make sure that players are consistently questing in order to obtain these rewards.
Some might be concerned that this would 'split the playerbase', but doesn't normal questing 'split the playerbase' anyway? And it's not like people aren't gonna do trials or dungeons anymore, this just gives players another difficult PvE avenue to pursue. Plus, with more and more people joining the game, the whole concenpt of 'splitting the playerbase' is becoming less and less relevant, imo.
I love ESO and its quests, but I can't help thinking that they fall short at times. I just want a fantastic gameplay experience to complement the fantastic stories being told, instead of just a mediocre gameplay experience.
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Why we can't move with a torch?
Hi,
Burning torch is part of an encore in elder scrolls online, but I think we should be able to move with it for a better roleplay experience in caves or during night.
What do you think?
+ in 1st person, we should see more of your arms. Now we only see the burning part of the torch.
Thank you
Burning torch is part of an encore in elder scrolls online, but I think we should be able to move with it for a better roleplay experience in caves or during night.
What do you think?
+ in 1st person, we should see more of your arms. Now we only see the burning part of the torch.
Thank you
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Elsweyr, two (immersive) issues so far (no spoiler)
1.The palace of Rimmen, if you haven't advanced into the main quest line, you can enter, and there will be absolutely no one in there
2.Riverhold, the biggest building it has is not enterable.
^I just got into Elsweyr so I don't want to draw the conclusion just yet, but these two first points give a little feeling that Elsweyr was done in a hurry
2.Riverhold, the biggest building it has is not enterable.
^I just got into Elsweyr so I don't want to draw the conclusion just yet, but these two first points give a little feeling that Elsweyr was done in a hurry
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Replacement for Shissu's Guild tools?
It appears support has died out for this guild and I was wondering if anybody had any suggestions for replacement addon's?
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Let's talk about Eye of Nahviintaas.
TL;DR: The set has bad stats compared to other competitive sets. I propose changing it to still promote group play while staying competitive.
I am only doing the comparison in trials, as it's a trial set. Now the math for four man content still comes out at Eye of of Nahviintaas being worse off.
Eye of of Nahviintaas is the new support set dropping in the new trial Sunspire,
Just like the cloudrest sets, the set comes in a perfected and non-perfected version
(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon,Trial, and Arena Monsters by 5%.
(4 items) Adds 1096 Maximum Magicka
(5 items) When an ally activates one of your synergies, you and the ally who activated the synergy get 12% cost reduction for non-Ultimate abilities for 3 seconds. This effect can occur every 6 seconds per target.
Link eso-sets.com/set/eye-of-nahviintaas
Now I want to first mention the positives about the set.
Here are a few positives.
The set is light armour, and the set bonuses are great for a healer.
The set is the first sustain support set to benefit both stamina and magicka characters.
It promotes group play more than any healer support set in the game.
Now 12% cost reduction for 3 seconds is not very great design. First off most likely you will only get the buff for two global cooldowns so you have already lost 1/3 of the effect. Secondly half the sustain gain goes to the healer all the time, now whether or not healers need help sustain is not what I want to discuss in this thread. But I argue that half the proc always going on the healer is bad design.
Now my biggest issue with this set, there are already sustain sets out there, with percentage cost reduction. Worm Cult and Hircine
Let's compare it to Worm Cult and Hircine. These both have permanent 4% cost reduction for magicka and stamina respectively
Looking at Eye of of Nahviintaas it gives people 12 reduction for 3 seconds at a maximum uptime of 50%. Now quick maths and we find out that 12/4 is 3, this means that the proc is 3 times as powerful as the other sets. So this means you need ⅓ of the uptime.
So to be competitive with Worm or Hircine you need 33% uptime on all your dd’s. To reach 33% uptime you will need to systematically provide 3 different synergy cooldown to your dd’s as synergies have an internal 20 seconds cooldown, and you need a proc every 9 seconds.
Another issue is you not being the only source of synergies. To even have a slight chance of reaching even close to competitive uptimes you will need to stack this set on both your healers. But then to be competitive you need to reach a ⅔ uptime or 66% on every one of your dd’s. Now this is impossible due to the internal cooldown of the set let alone just how hard that would be.
For anyone thinking, but it’s great for 50/50 split groups, Not really, you’re looking to be better off with just putting both Hircine and Worm on. If it’s a 50/50 split group two healers wearing Eye of of Nahviintaas needs to reach 33% uptime to be competitive, this means that two healers wearing Hircine and Worm are better off than two healers stacking two Eye of of Nahviintaas. Now this can be debated, but in the end it’s a very neice set design for a trial set in the newest trial. One thing to point out is that a hybrid damage dealer setup is not common in the sort of groups that can reach this uptime.
Now I propose this set is completely redone as the ideas behind it are great. Have a set that can give sustain to a potentialy hybrid group, and have it tied to group play like synergies. But we need a set that is not hindered too much by another person in the group throwing synergies as well. Now i spent almost a week thinking about this. And i came up with an idea.
Now why not make it a major buff so it does not stack, make it proc on the synergy activator and the two most nearby allies gets the cost reduction “like major slayer”. Make it 10% for 6 seconds, and have an internal cooldown of 6 seconds as well. “Giving it a potential 100% uptime”.
Now at 100% uptime this set gives your group a total of 2.5% average cost reduction, (3/12*10) = 2.5.
If we look at Worm and Hircine, even if these sets only benefit the dd’s in your group the average cost reduction comes out at 2.66%. (8/12*4) = 2.6
Now this won't make the set the greatest set of all time. Or even better than something like Worm Cult or Hircine. But at least it makes it somewhat competitive and worthwhile trying out. This also fixes every major problem the set has, a very short duration and the other healer potentially screwing over your uptime. If you read the entre thing have a great day![:smile: :smile:]()
I am only doing the comparison in trials, as it's a trial set. Now the math for four man content still comes out at Eye of of Nahviintaas being worse off.
Eye of of Nahviintaas is the new support set dropping in the new trial Sunspire,
Just like the cloudrest sets, the set comes in a perfected and non-perfected version
(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon,Trial, and Arena Monsters by 5%.
(4 items) Adds 1096 Maximum Magicka
(5 items) When an ally activates one of your synergies, you and the ally who activated the synergy get 12% cost reduction for non-Ultimate abilities for 3 seconds. This effect can occur every 6 seconds per target.
Link eso-sets.com/set/eye-of-nahviintaas
Now I want to first mention the positives about the set.
Here are a few positives.
The set is light armour, and the set bonuses are great for a healer.
The set is the first sustain support set to benefit both stamina and magicka characters.
It promotes group play more than any healer support set in the game.
Now 12% cost reduction for 3 seconds is not very great design. First off most likely you will only get the buff for two global cooldowns so you have already lost 1/3 of the effect. Secondly half the sustain gain goes to the healer all the time, now whether or not healers need help sustain is not what I want to discuss in this thread. But I argue that half the proc always going on the healer is bad design.
Now my biggest issue with this set, there are already sustain sets out there, with percentage cost reduction. Worm Cult and Hircine
Let's compare it to Worm Cult and Hircine. These both have permanent 4% cost reduction for magicka and stamina respectively
Looking at Eye of of Nahviintaas it gives people 12 reduction for 3 seconds at a maximum uptime of 50%. Now quick maths and we find out that 12/4 is 3, this means that the proc is 3 times as powerful as the other sets. So this means you need ⅓ of the uptime.
So to be competitive with Worm or Hircine you need 33% uptime on all your dd’s. To reach 33% uptime you will need to systematically provide 3 different synergy cooldown to your dd’s as synergies have an internal 20 seconds cooldown, and you need a proc every 9 seconds.
Another issue is you not being the only source of synergies. To even have a slight chance of reaching even close to competitive uptimes you will need to stack this set on both your healers. But then to be competitive you need to reach a ⅔ uptime or 66% on every one of your dd’s. Now this is impossible due to the internal cooldown of the set let alone just how hard that would be.
For anyone thinking, but it’s great for 50/50 split groups, Not really, you’re looking to be better off with just putting both Hircine and Worm on. If it’s a 50/50 split group two healers wearing Eye of of Nahviintaas needs to reach 33% uptime to be competitive, this means that two healers wearing Hircine and Worm are better off than two healers stacking two Eye of of Nahviintaas. Now this can be debated, but in the end it’s a very neice set design for a trial set in the newest trial. One thing to point out is that a hybrid damage dealer setup is not common in the sort of groups that can reach this uptime.
Now I propose this set is completely redone as the ideas behind it are great. Have a set that can give sustain to a potentialy hybrid group, and have it tied to group play like synergies. But we need a set that is not hindered too much by another person in the group throwing synergies as well. Now i spent almost a week thinking about this. And i came up with an idea.
Now why not make it a major buff so it does not stack, make it proc on the synergy activator and the two most nearby allies gets the cost reduction “like major slayer”. Make it 10% for 6 seconds, and have an internal cooldown of 6 seconds as well. “Giving it a potential 100% uptime”.
Now at 100% uptime this set gives your group a total of 2.5% average cost reduction, (3/12*10) = 2.5.
If we look at Worm and Hircine, even if these sets only benefit the dd’s in your group the average cost reduction comes out at 2.66%. (8/12*4) = 2.6
Now this won't make the set the greatest set of all time. Or even better than something like Worm Cult or Hircine. But at least it makes it somewhat competitive and worthwhile trying out. This also fixes every major problem the set has, a very short duration and the other healer potentially screwing over your uptime. If you read the entre thing have a great day

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What are best names you seen for nercomancer?
Any interesting ones?
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Zerg buster?
First off this assumes a lot, but how effective would shield breaker and putting cp into shattering blows be against zergs if you were using seige? Would the extra damage proc at all, or is it only direct attacks?
Asking for a friend..
Asking for a friend..
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Shadowy Disguise skill now lasts 1 second??
So unless im mistaken its only this last update that made it 1 second? I had Shadowy Disguise IV and if I remember right it would last around 5 seconds for me (i think i had a passive to make it longer?). Because of the invisibility I would use it on my thief to avoid guards and enemies for stealth missions for the thieves guild and dark brotherhood. Why was it nerfed to 1 second? Even with the critical, it still made the skill go from a useful one in combat in and pve world exploring change to almost useless unless you want a short critical boost? Before you could use to escape enemies or use the time to heal but now that is not an option as its only 1 second
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Magblade or Magcro? Could use some help
Hi all, I've recently returned to the game with Elsweyr and I'm so utterly torn between what to adventure and play going forward! Some things to note so far: I have a lvl 50 magsorc from when I played last, I have CP 128, I think a lot has changed since I last played and I'm still very green/new to the game particularly end game stuff. What I really want is something well rounded, something that a newbie with fluctuating latency can have fun in, in casual BGs, dungeons and out in solo world stuff.
So I tried out Magcro first, got it up to lvl 30, it feels kinda underwhelming, I feel like I can't really do much inbetween waiting for Stalking Blastbones etc. I dunno, it just feels really weak in terms of damage in my hands? After that I remembered how much I loved the idea of Magblade, the theme etc. all seems very cool, I played it for a while, not gotten the most important abilities yet but again same problem, I feel like I do almost nothing in BGs and dungeons, I also read on the forums that they have been apparantly gutted now?
So here's my problem, I dunno what to play, Magcro or Magblade for casual BGs, solo world content and occasional dungeons? Is it possible to make Magblade even work in the hands of someone more new? What's least complicated? Is there a way I can make Magcro's damage a little more impressive leveling and etc? Any thoughts from those already at max level? Between the two which is easier/bigger damage?
So I tried out Magcro first, got it up to lvl 30, it feels kinda underwhelming, I feel like I can't really do much inbetween waiting for Stalking Blastbones etc. I dunno, it just feels really weak in terms of damage in my hands? After that I remembered how much I loved the idea of Magblade, the theme etc. all seems very cool, I played it for a while, not gotten the most important abilities yet but again same problem, I feel like I do almost nothing in BGs and dungeons, I also read on the forums that they have been apparantly gutted now?
So here's my problem, I dunno what to play, Magcro or Magblade for casual BGs, solo world content and occasional dungeons? Is it possible to make Magblade even work in the hands of someone more new? What's least complicated? Is there a way I can make Magcro's damage a little more impressive leveling and etc? Any thoughts from those already at max level? Between the two which is easier/bigger damage?
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7K Necro Bash... Is this for real?
https://imgur.com/xfIIXbq
This seems kind of overpowered. The guy was just going around deleting people in 2 seconds with this bash.
This seems kind of overpowered. The guy was just going around deleting people in 2 seconds with this bash.

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After Elsweyr update (5.0.5) weird fonts on mac?
I'm having weird font issue like this one, and those dots on letters are moving ![:/ :/]()
![kt90xe11qyz0.png]()
![8ojb9zsherft.png]()



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Occasional temporary freezes
Does anyone else have this issue?
I will be in a fight and suddenly the game will freeze up, just for a few moments. Everything will stop and then suddenly boom, back in the present.
It appears to happen randomly but usually in a wide open area with lots of activity, like in Rimmen or during a dragon fight.
I will be in a fight and suddenly the game will freeze up, just for a few moments. Everything will stop and then suddenly boom, back in the present.
It appears to happen randomly but usually in a wide open area with lots of activity, like in Rimmen or during a dragon fight.
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Please remove the "criminal act" from necromancy skills...
I try to do questing, BOUNTY.
I try to duel in normal dueling locations, BOUNTY.
I'm fighting in the woods and a merchant walks by, BOUNTY.
Seriously, this is so annoying and I have lost like 10k gold in this first week alone paying these bounties off.
I try to duel in normal dueling locations, BOUNTY.
I'm fighting in the woods and a merchant walks by, BOUNTY.
Seriously, this is so annoying and I have lost like 10k gold in this first week alone paying these bounties off.
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Templar Radiant Glory - Channel does not stop after kill
I'm not sure if this is all channel attacks. But after update when using Radiant Glory or other morph, if you kill the enemy the channel continues but with no animation just a glowing hand. The only way to stop it I found is to block or dodge roll. Before update after the enemy was killed the attack would stop, sometimes it would bug and continue but at least their was the beam still going.
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