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For those of you who have built freestanding homes

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This will be my first freestanding home, and I'd like to ask you how you went about doing it. Did you sketch it out or did you just start throwing up walls and stuff?
Any advice?
I will be using Alinor building materials.

NA PC Looking for Order of the Black Worm RP guild!

This game has way too much stupid "Fall Damage"

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As the title suggest, this game and its "Fall Damage" is very dumb. I can't even go down a flight of stairs in some Battlegrounds without taking "Fall Damage". Just get rid of it - especially in battlegrounds. There is enough damage flying all over the place without having to worry about taking damage every time my character (who apparently has legs made of brittle) has to hop down off some platform to escape a pack of blood thirsty players. Just remove it. It's very stupid.

Instead of a rant, how about a discussion on how we can make faction lock better?

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I'm all for faction loyalty, but more so I was against faction hopping because in a lot of ways it contributes to the lowering of the integrity or 'fair play' of PvP. In the end I have realized that I am more concerned with the balanced competition of each campaign over permanent faction loyalty.

There are plenty of rants about this subject, most are locked. The open ones are 90% people explaining why it needs to be an all or nothing scenario from one perspective or the other. The possible ideas, solutions and compromises seem to be getting lost.

This post is in hopes we can come to some kind of accommodation regarding this issue. Returning to no locks at all isn't going to work for everyone either. For or against faction locks, I'm not sure the subject has to be so black and white.

Also, I do see the issues around faction lock from the hoppers' perspectives and would like to take a look at ways to make the system better for everyone. Here are some suggestions:
  1. Characters are no longer bound to a faction permanently. This actually fits into the overall lore better - you already cross-faction in PvE lore to 'complete' the game, your character should have (in lore theory) good - or at least neutral - standing with all of them.
  2. Characters can pick a faction when they first queue for a campaign (only valid for current campaign, choose a different one next time, if desired). It locks your account to that faction for that campaign. In other words: all your characters are locked to an alliance on a campaign by campaign basis NOT character by character basis which is the status quo. This change would allow for locks but also allow all a player's characters to participate in that campaign under the same banner. Allowing the account to choose a different faction for a different campaign should probably be ok as well. The idea is to protect the integrity of each campaign, one campaign at a time, nothing more.
  3. Add some kind of bonus for remaining with the same faction in consecutive campaigns (or it could be a penalty for switching that disappears when you re-up for a second time with your new faction); strong enough to make faction hopping unattractive but not so OP factions become completely stagnant. While some may hop to the perpetual 'winner', many PvP players and guilds do it for the challenge (and bragging rights) and would be just as likely to hop to the perpetual 'loser' instead. Some (not too frequent) long-term movement would be good for overall balance and competition.
  4. Assume that there will be population imbalances and create scenarios to rectify it. For example 5, 6, 7, 8 and 9:
  5. If after the ~quarter pole (7 days on a 30 day campaign) if you haven't pledged to a faction yet , if you pledge to the current points loser, you gain a small currency and xp/ap bonus for the remainder of the campaign .
  6. If after the ~halfway mark (15 days on a 30 day campaign) if you haven't pledged to a faction yet , if you pledge to the current points loser, you gain a medium currency and xp/ap bonus for the remainder of the campaign.
  7. If after the ~three quarter pole (22 days on a 30 day campaign) if you haven't pledged to a faction yet , if you pledge to the current points loser, you gain a large currency and xp/ap bonus for the remainder of the campaign. Losing side populations dwindle as campaigns go on (except for the alt transmute rush of the last couple days, lol) and there tends to be swings that last many months where one faction just can't get anything going. New players coming in for the gains likely have a higher chance of staying with that faction for next campaign - people like familiarity, especially when they are new at something; over time the pledge bonuses should help even out long-term populations and provide better overall long-term competition.
  8. Identify long term (multiple runs of the same campaign) population growth problems and occasionally offer incentives for switching from consistently high to consistently low pop factions.
  9. Add a Mercenary function as a pledge instead of a specific Alliance for the duration of that campaign. Could have some small bonus to currency and xp/ap gain and would also gain Undaunted faction. Mercenaries would help alleviate off-peak population imbalances by always automatically logging into the current lowest population faction at their time of entry (could be different faction every time they enter the campaign) - this would also ensure fastest queue times for mercs. Good way for new players to test alliances before assigning one, and old players could finally get that Undaunted grind on their alts done - all while helping balance gameplay. Mercs would still only receive one set of tier prizes like any other character.
These are just suggestions with the goal being to have a system that offers incentives instead of hard code (as much as possible) to better distribute and balance population, and promote campaign integrity while offering some freedom. I'm sure these ideas aren't perfect, but, hopefully it's a start and I look forward to further input.

Elsweyr appears to have been rushed - It is concerning.

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In a time where game developers being overworked has become a big and unacceptably common issue, it is concerning to see so many giveaway signs that this game's recent chapter has been rushed.


The giveaway signs mainly relate to the art side of development in particular, here are a few noteworthy examples:

- Insufficient asset production and rushed terrain placement which has led to things such as rock pillars being placed with half of their geometry in the ground (instead of there being multiple sized variants to help with optimisation- something we all know to be another issue with this chapter)

- Assets which have been poorly UV mapped, leading to objects which have sharp and high resolution textures on one part of them and blurry textures on another part (e.g. The walls around the Scar's Edge world boss)

- The barren corridors of Rimmen Necropolis which have outright not gone through the cluttering process- leaving them with no additional details and appearing more empty than many of the delves from the base game.

- Public dungeons also only have a single quest each instead of two like in previous chapters.



What has been provided with the Elsweyr chapter is as good as ever and worthy of praise but it undeniably lacks the polish we once saw with Morrowind and that is a concern for everyone.

The Intrepid Gourmet Bundle Recipes List

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The bundle only contains green recipes required for daily crafting writs.

There are no blue, purple or golden recipes included.
FOOD

MEAT

Fishy Stick
Roast Pig
Chicken Breast
Breton Pork Sausage
Whiterun Cheese-Baked Trout
Venison Pasty
Senchal Curry Fish and Rice
Elinhir Roast Antelope
Hare in Garlic Sauce
Mammoth Snout Pie
Millet-Stuffed Pork Loin
Argoinian Saddle-Cured Rabbit
Lilmoth Garlic Hagfish

FRUIT

Baked Apples
Banana Surprise
Grape Preserves
Pellitine Tomato Rice
Garlic Pumpkin Seeds
Redoran Peppered Melon
Connamon Grape Jelly
Cyrodilic Pumpkin Fritters
Stormhold Baked Bananas
Skyrim Jazbay Crostata
Orcrest Garlic Apple Jelly
Fresh Apples and Eidar Cheese
Firsthold Fruit and Cheese Plate

VEGETABLE

Carrot Soup
Baked Potato
Roast Corn
Alik'r Beets with Goat Cheese
Nibenese Garlic Carrots
Battaglir Chowder
Garlic Mashed Potatoes
Chorrol Corn on the Cob
Jerall View Inn Carrot Cake
Cyrodilic Cornbread
West Weald Corn Chowder
Pickled Carrot Slurry
Hearty Garlic Corn Chowder
BEVERAGES

ALCOHOL

Nut Brown Ale
Red Rye Beer
Golden Lager
Bog-Iron Ale
Mazte
Surilie Syrah Wine
Clarified Syrah Wine
Four-Eye Grog
Lemon Flower Mazte
Eltheric Hooch
Barley Nectar
Gossamer Mazte
Honey Rye
Mermaid Whiskey
Ginger Wheat Beer
Sour Mash
Spiced Mazte
Mulled Wine
Rye-in-Your-Eye
Sorry, Honey Lager
Nereid Wine
Gods-Blind-Me
Comely Wench Whiskey
Arenthian Brandy
Markarth Mead

TEA

Bitterlemon Tea
Treackleberry Tea
Seaflower Tea
Maormer Tea
Spiceberry Chai
Torval Mint Tea
Two-Zephyr Tea
Aetherial Tea
Khenarti's Wings Chai
Muthsera's Remorse

TONICS

Blue Road Marathon
Grandpa's Bedtime Tonic
Sipping Imga Tonic
Hagraven's Tonic

Meteor is terrible in 2019

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TLDR: remove delay on impact from meteor.

Early this morning I fighting this AD group at glade. I’d run into the same necro who kept using meteor. The damage was pathetic because I would just block it.

Now Imagine for a moment that you went to DB or leap someone but they knew your plan a full second before it fired so they blocked in anticipation. What would be the point of slotting those ultimates?

Remove delay on impact from meteor. It’s already expensive and none uses it seriously anymore. Make meteor great again!

The Necromancer class is NOT an Elder Scrolls Necromancer. (Discussion)

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(Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

(I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

You guys need to set 16 Anisotropic Filtering in your respected GPU control panel

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I just did, and it's like getting a free upgrade. I also enabled mfaa, not sure if that did anything but regardless, the game looks incredible now.

Get that option enabled, and have fun.

Is Necromancer Goliath Bash Spam intended?

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Im sure at this point there is no need to inform you of what the Bone Tyrant necromancer skill tree ultimate Pummeling Goliath is capable of. Its not a hard setup. Sword & Board, and some bash damage enchants on your jewelry. Throw your points into stam and slap on hundings or some other damage set and you're ready to go. First of all, before we ask the question of "is this intended?" we must first know of what bone Goliath is capable of. If you get killed
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(not my image. Would of screenshotted my multiple experiences i've had but I dont have screenshot key bound and I forgot to anyway lol)
Your damage recap is going to look a little something like this. All bash and maybe the shield gap closer in there somewhere. Now spamming one attack that does 6k+ damage isnt necessarily broken. Hey if someone wants to spam Wrecking Blow, power to them, but the problem with this ultimate, is that bashes can be done INCREDIBLY fast. Id say about 2 a second. 14k (aoe) damage a second, with not a huge cost behind it? Alright something isnt right here, but there must be a way to avoid this right? Only if you're the fastest person in your group. The S&B gap closer usually covers this though. If you're a mag toon or out of stam from running, one of these bad boys will shut ya down real quick. So obviously you'd want to become tankier so you don't die in 2 seconds right? Nope still dead. Now some of the necromancers defending this ulti, are saying that its "easy to avoid", "only lasts 20 seconds", and "costs a lot". First of all 20 seconds is enough time for the necro to kill you and everyone around you. Remember this ultimate makes the bash AOE. Second of all 230≈(idk exact all passives reduced cost) ultimate is easily reached by a necromancer. Id say they have some of the best ulti gain.
The 55k hp does make a necromancer rather tanky, but not unkillable on its own. But when the necro can slam out all this aoe damage, its nearly impossible to shut it down.

Now id like to ask the question "Is this intended"
Will it be changed?

I've watched a high viewer streamer play the bash necro in Bgs, and he said he said he had reported this is the first week of the Elsweyr pts. Im sure other's might of realized this too. Looking at the ulti tooltip, it says it changes the bash. Who, on the PTS, wouldnt want to play around with this? It should of obviously been known it was broken. Maybe they where too busy changing NBs to realize. This makes me question if it was intended.
I really hope this is NOT intended. Its not fun for people who where one second having a grand old time slapping ye old town nightblade around, only to realize that a necromancer ran in from behind and killed ya all in 2.4 seconds.
Honestly what made me want to post this isnt because I got killed by one of these guys a few times. So far its rather few and far between, and I havent seen a ton of them yet. But after watching that streamer, what made we want to ask this, was because I felt bad for the people killed in the BG.

Here a BIS PvP Gear for OP Sorc

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Use those set
  1. Engin Gardien monster set (head and shoulders)
  2. Lich set (Ligh armor body)
  3. Permafrost set (jewelry and staves)

You cannot die with such a combo

This game need an inspect option to show others gear

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Every good mmo has this option, why not ESO?
Is this because ESO is too casual?

[Class Rep] Templar 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 Templar. 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!

Please help with Monster set for magicka dps

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Hey guys!

So I was listening to some magicka tutorials on YouTube and one thing bothers me. I find that the monster sets they recommend are basically only good for a parsing dummy. I was using Skoria for a long time and I loved it. Then after listening to those darn tutorials I went out and got Zaan grothdar and ilambris. These sets, in my newbie opinion anyway, seem very impractical for things like vet dungeons. the tanks are kiting bosses while I am dodging bad and all that good stuff. Skoria will hit 100 percent of the time while these other sets will likely miss half their procs.

So, am I just bad or is my assessment correct?

Are there any other magicka sets I'm missing?

Thank you in advance

Social banned

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I Have been social banned on 3 different accounts for sending guilds mails. On each account i used a different mass mail addon and each account was only about 20-60 mails in before each was banned. This happened right after store and account maintenance and since all tickets have been ignored (not even a robot response) I am bringing this here. @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BillE any help pushing this along would be helpful. Ticket number 190626-003506 if that helps

Tsaesci Motif returning to the crown store?

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This day last year you could buy the Tsaesci Motif from the Crown Store. Will it return?

Inner FIre is too expensive

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I believe one of the reasons more people don't play as a tank on this game is the role itself is too restrictive when it comes to build options. One small way to help with that would be to make inner fire cheaper to use (and I mean way more cheaper). Currently this move is just too difficult to sustain - especially if the tank is consistently using other magicka-based abilities and there are multiple enemies that need to be taunted.

Are there sets or skills that drain magika?

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Topic title.

So basically, wondering if there are abilities or sets that can completely drain resources from your opponent, for pvp of course.
Sounds like something that could really disrupt some play styles.

Campaign lock

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Can someone explain to me why we cant access the 30 day campaign as a guest on a different alliance? I have half yellow half blue and my yellows are basically useless now apart from the odd battleground or going into the completely dead 7 day campaign. Doesn't this promote playing the game less? I dont understand, surely we should be able to acess the 30 day as a guest on a different alliance and just get no score on lb's. I just want to play on all the characters i spent hours grinding for in a busy campaign is that too much to ask.

My Twin Arches: "Redguard Farrier's Abode"

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Hi guys. I've been working on this house for the last four or so months.

I love the Redguard architecture, and my character is indeed Redguard himself.

To furnish my home, I have mostly crafted or purchased from other players. There is a small amount of furniture from the Crown Store, specifically, most of the food storage from the recent Baker's outfit pack, and a music box. (Sands of the Alik'r)

The home also features four crafting stations, as well as an outfit station. I have tried to follow a conservative approach to housing, and haven't made any custom buildings. I like to work within the original canvas.

It was important for me that this house also accommodate my trusty horse. I now feel that I have everything I need in the courtyard to keep a happy and healthy steed.

Please enjoy:

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