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Crown store greed.

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I played Guild Wars 2 on launch. LOVED the game. LOVED my Asura. I quit after 4 months due to the cash shop draining my wallet.

I played SWTOR at launch. Game was fun, but quit because of bugs/balance. Went back 2 years later and loved the game. Loved their housing, loved the character customizations with armor (being able to transmog slots individually). I subscribed with a monthly sub. I quit after 3 months because of the crown shop draining my wallet.

I played WOW since 2004. When I did not play wow I was playing the above mentioned games (or Warhammer RIP). Of course I subbed to wow and did so for the vast majority of the 12 years I played. I stopped playing a couple months ago, although the last two expansions have been a love hate affair. I never felt they were abusing my wallet, so I gave them tons of money.

I started ESO about 5-6 weeks ago. I am LOVING the game. Housing could use more utility. Mounts and non combat pets could have offerings in game but overall I am enjoying ESO....for now.

I am fully willing to pay for a a game, even monthly as I have done for 12 years in another game, but the crown store greed not only turns me off completely but it has always resulted in me quitting a game.

I went to school for design. So, my perspective might be a bit different than the general player. When I study crown offerings, limited time items, and their overall cost It is obvious to me the psychological component in your design or approach to offering this content. It is designed to force the players hand into expensive purchases on a relatively short timer.

Bean counters have on MANY occasions destroyed games. I see that your European servers are dying down. It cant be due to content, this game has tons of content. Europeans are often more skeptical than Americans, I have to wonder if the crown store greed is a result of you losing customers. I know that why I often quit games like this with cash shops.

Value or a "good deal" is the secret into keeping people around. If I feel like I am getting my moneys worth I will never have buyers remorse but your crown offerings are extremely expensive for digital content and I am starting to regret playing this game. My GF and I intend on getting Morrowind for Christmas, but if I keep down this path of observation on how greedy you are with crown content it will surely end in a fight with my GF who loves this game as well and has no intention of quitting.

Depending on the crown package one buys determines their value, but I average it to 1 USD per 100 crowns. So a 2500 crown horse is $25.00 USD. a 500 crown item is $5.00 USD etc.

I purchased the adept pack. THAT was a good value and completely worth the money. The Clockwork house...is a joke of a price, as are most of the homes and mounts (ESP mounts).

I would not have as much of an issue if you offered this content in game, but its only accessible through the crown store. Which is starting to feel like if I want to customize a game that is traditionally popular with role playing, I have to empty my wallet at the rate of about 75 dollars a month.


I guess my question is. Is it your intent to limit your income by charging stupid prices for digital content that are a terrible value in and of tehmselves? It would seem to me that eliminating scam crates (which of yours are the worst in regards to drop %) and offering the content you make to be accessable full time, or maybe seasona (winter, spring, summer, fall) I know your design behind this is to force the customers hand with "limited time" offerings so you get their cash fast, but is this not shortsighted due to the fact that for the other 95% of the year you are missing out on selling this stuff to new players?

Look I get it. A company needs to make a profit. But what is more important to you. Gouging your current customers until they say they have had enough and quit which results in you preying on new blood, or maintaining a healthy relationship with your customer base which grows your customer base organically because of happy clientele?

Frankly I don't know why I am posting this. I know it will fall on deaf ears. I have to imagine you are completely aware of what you are doing and that its all done by design with intent. I guess for me this is some kind of catharisis that I may reflect on for when the crown store takes its toll and I once again leave a game due to greed.

(Take note of the mistakes made by EA recently and learn from it).





Rapid Regeneration?

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Been hearing a lot about rapid regen only healing one ally of lowest health, which means you may occasionally not get your own heal. I do not have pts and was curious if this is true or not. The way I read it on the p notes was you still get a self heal and only one other player healed, instead of two other players (like it was before). I would appreciate some feedback on this before I get too excited for this new "magic vigor" because this ability would solve a lot of problems for non pet sorcs. Thank you and I appreciate your attention.

undo bug

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Has anyone had this happen on the PTS yet? I havent been able to find any post where zos acknowledges that they know about it. And i didnt see anything in the patch notes about it. Its not priority number one but its an annoying bug that gets me killed on a daily basis so im curious if there is a fix in its future, since it has been happening since before wrathstone.

And to clarify, what i mean is the bug where you use undo and it eats your ult and gives you nothing but aggravation. It can also stick you into walls but thats another story.,

Nerf to Pirate skeleton but not Bloodspawn?

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Why not?
It is being used by the most broken builds. Nerf this one too.
No complaining about Pirate Skeleton from me.

Buying completed skill trees makes the under-level-50 PvP campaign pay-to-win

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Personally, I think it is real-wrong to allow players to use real money to buy skyshard skill points and completed skill trees. But it's in the game or soon will be, so it is a done-deal. However, Dear ZOS, please consider adding a "flag" to characters such that if a player buys skyshard skill points or any completed skill tree at the Crown Store that character CANNOT enter the under-level-50 PvP campaign. Being able to use a credit card to buy skill points and completed skill trees for a new character clearly makes the under-level-50 campaign Pay-to-Win. There are some players who spend most of their game-time in that campaign and won't mind spending the real money to dominate other (poorer) players. I have enjoyed playing this campaign in the past; but I shudder to think how this campaign will play with big-spenders able to buy advanced character abilities for their new characters. I am very sad to see the game go down this path.

Suggestion: Missing Weapon Roles

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Like many other people here, there a lot of missing weapon types that i'd like to see added to the game (spears, crossbows, flexible weapons like flails or whips, javelins) and it would be cool to see those in later chapters, but what I'd really like to see is some of the missing play styles filled mechanically, rather than just new graphics.

Specifically I personally really wish there was a stamina based option to heal your group, but there are several other play styles that aren't represented currently in the game. Such as magicka based melee weapon, a one handed magicka option, or a ranged stamina based tanking weapon. Some of those would obviously need some new weapon types and/or skill lines, but I think there is an obvious where some of those mechanics could be inserted into the existing skill trees.

Specifically, the "One Hand and Shield" skill line is the only existing line where you can equip multiple weapons types which have no effect on gameplay at all. In the dual wield line, two handed line, and destruction staff line changing your weapon has a passive effect on your play style, and I think adding that diversity into the one handed shield line would be a great way to cover some play styles that don't currently exist in the game.

Because my personal preference would be for a stamina based healing item, I would like to see one of the weapon types (mace?) change some of the active skills to provide some healing. Perhaps low slash could apply minor lifesteal instead of maim, or charge could target an ally and apply a damage shield.

Or for those into the melee magicka role perhaps the dagger could allow the abilities to scale on spell stats instead of weapon stats. Or perhaps the dagger could become a thrown weapon to allow for ranged stamina tanking (though I think a javelin and shield would be better for that).

What do you guys think? Are there other missing combat roles I didn't think of? Would the tanking role of the 1 handed and shield line be too adversely effected if one of the weapon types changed your role?

Why hasn’t Goliath bash been adjusted on console!?

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PC had an update where Goliath pummeling bash was adjusted two weeks ago.
Console recently had an update this Monday yet no mention of this fix.
Not to mention Xbox had a 15 Gb update with almost nothing.
So I ask, why in the hell must we deal with this brokenly absurd ultímate longer? How much longer will we have to wait? Because it’s ridiculous how You don’t even put the change in Monday’s patch notes yet PC has had it for two weeks.
I understand it takes about two weeks for these updates to be processed through console... but it’s been two weeks and we haven’t got crap.
@ZOS_GinaBruno

Any other games lag as bad as ESO ?

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PC - EU - No CP

Cant play for love nor money today, cant swap bar, can't doge, getting CC'd 3 times in a row, hammering the same skil 20 times and it still wont fire.
Its so bad and, now i've logged out cuz' its done my head in.

Anyone know of any other games / "premium games" that Lag like this? i mean, this is seriously detrimental to the health of the game and i've never seen anything like it,
Is this an acceptable standard ?

If i didn't have so many achievements and rl money invested into this server i would move to NA.

Is there something wrong with DKs tooltips or are they this pathetically weak?

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Okay, so I have created lots of characters in this game. I’ve got a Magplar, Magwarden, Magblade, Magcro, Magsorc, Stamwarden, and Stamsorc. And now I’m trying to create a MagDK. I’ve only put a couple hours into him, so MagDK is currently very low level (level 11). But I just feel like there’s something wrong here. The tooltips on his abilities are just unbelievably low. And I’m not comparing his tooltips to tooltips of fully decked out characters I’ve got. I mean in comparison to other characters I’ve leveled this early. It honestly looks like a MagDK is only about half as strong as every other Magicka class in the game. Is there something wrong with the tooltip or are they really just this weak?

The tooltip on the class AOE DoTs (such as Fiery Breath and Volatile Armor—I am not sure what Eruption looks like in terms of damage) is notably lower than I’m used to seeing on any other class AOE DoT.

The tooltip on the class single-target DoTs seems low too. Inferno’s overall damage per second seems to only be about half that of abilities like Vampire’s Bane (yes, Inferno lasts longer and is cheaper, but still). I won’t complain here about Burning Embers because, while it’s damage is a bit low, it’s super cheap and has an amazing heal—it seems like the best ability a MagDK has.

Obsidian Shield literally only provides a damage shield that is 8% of your health, with a base cost of 4050 Magicka. It’s obviously useless in solo content.

Dragon Blood seems like a shockingly weak heal unless you’re literally basically at zero health or are a health-based tank. Maybe Coagulated Blood is better?

And so many of the other abilities are just insanely expensive. 8 of the 10 class abilities in the Draconic Power and Earthen Heart skill lines have base costs over 4000 Magicka. And while some seem good, it just feels like other classes have similarly good abilities for cheaper.

What’s the deal here? I’m sure I’m wrong and missing something. I want to level this guy up and use him as a tank. But it just feels like the process of leveling him will be super painful.



ZOS Request : Turn stonefist into an execute

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Can be melee.

Stam morph deals poison damage
Mag morph deals fire damage

Disappearing housing items

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I recently had my blacksmithing station go missing from my Elsweyr Lunar Champion home, shortly after I re-arranged all of my stations through the housing menu. A Murkmire derelict kiln located right next to it also disappeared and neither item has returned. I cannot "retrieve" the items through the housing menu either, they're not listed (although all my other stations are listed). It's as if they never existed. Has anyone else ever had an item go missing or disappear like that?

Do you like Cast times?

Guild History no longer updates after Console patch

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None of my five guilds have had Guild Roster histories updated after the July 15 patch on PS4 NA.

Three of these guilds are trading guilds. Roster History is the only method to record payment of dues and donations. Without a Roster History that is updated every few minutes, it is not possible to maintain an accurate record in-game.

Rather than using teams of volunteers to help with accounting, GMs or thier designee will be forced to use pencil and paper.

This is a problem. 'Infuriating' is an adjective that leaps to mind.

Note that logging out, closing the game, and relog appears to download the most recent transactions into Roster History.

Pirate Skeleton Nerf officially makes this the best patch this game has seen.

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Pirate Skeleton:
Reduced the duration of the proc from this set to 10 seconds from 12 seconds.
Increased the cooldown to 20 seconds from 15 seconds.
The Minor Defile is now Major Defile.

Hats off ZOS and Gilliam, good players all wondered how pirate somehow escaped nerfs and consistently said if it were to be nerfed this patch would be the greatest one this game has seen balance wise.

Official Discussion Thread for "Battle Deadly Vampires & Stop a Terrible Ritual in Moongrave Fane"


How much speed bonus do you have / aim for?

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Just curious, what everybodys standard are, since all the nerfs to speed? Are you satisfied with regular speed and then just major expedition on/off?

I mainly play BG’s where mobility truly is king. And i like the playstyle. So i often aim for very high to extreme speeds. My current build is a StamNB with 93% speed bonus. Could take it to cap with minor expedition just for the laugh. That is also the most i have ever achieved to date. Friggin fun.

Anyways, just curious what you guys feel is the “meta” for speed?

[Werewolf Scalebreaker feedback] - "Why most of the changes are unjustified and needs tweaking"

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This thread will put more focus on the Berserker morph and also more focus towards PvP
To start of this topic I´ll begin by quoting @jediodyn_ESO who did a nice summary of his/her view of the changes made to werewolf on the Scalebreaker PTS:
New patch nerfs the crud out of BOTH morphs.
Berserker gets a TON less damage.

Here let me break it down:
Resistances apply to all bleeds = dmg nerf
17% dmg reduction to light & heavy attacks
Cost increase (big) + damage reduction (small) on claws - damage change would be ok if not for the increased cost.
17% damage reduction on howl of agony with a (lol) %3 increase to a feared target
Fear nerfed and now has a shorter range than light attacks. (ridiculous)
Huge cost increases means needing more sustain so.. less defense and/or offense.

Also:
Slap in the face 1% cost reduction to pounce
Healing ridiculously gutted - huge cost increase and less healing

+25% bleed damage doesn’t compensate for all that lost damage and increased cost. Also, all other bleeds also had a face damage increase but take an overall damage decrease due to resistance... so overall less damage.

Make no mistake, both morphs are getting neutered. WW fall 2019- roleplayers only.

Hircine´s Fortitude:
I personally think it´s the right call to reduce the effectiveness of this skill since it was overperforming in PvP. No other heal in the game comes remotely close to such a potent heal. What I don´t agree with is how the nerf is done. Reducing the healing or increasing the cost would´ve been a good move, but both at the same time is way overkill. My suggestion is to lower the potency of the heal, but leave the cost as it is.

Increased cost of werewolf skills (not including Hircine´s Fortitude):
Not as big of a deal if you ask me, people will survive and adapt.

Pack-Leader morph
This morph is utterly useless at this point. The morph offers 0 damage output and in terms of utility, the snare and minor maim from the direwolves are not good enough as a compensation.

Werewolf damage output
This section is what´s going to make up the majority of this post, since it´s the most concerning one. Ever since Summerset launched, werewolfs has lost more and more damage each new patch.
In Summerset, werewolfs never got the buffs to light-& heavy attacks (new system where your max resource contributed more to your LA/HA damage) as everyone else got. Adding some bugs that occurred at the same time, this ended up with a 15-20% damage loss to werewolfs light-& heavy attacks (while everyone else that wasn´t a werewolf saw a buff of 15-20 % to their light-& heavy attacks)

In Wolfhunter, werewolfs lost the unique weapon damage modifier from Hircine´s Rage, resulting in even less damage output. As compensation, werewolf received increased survivability through the new Hircine´s Fortitude and it scaling from max HP.

We all remember Murkmire with the bugged enchants and werewolf bleeds proccing them. I´ll leave them out of this context however, since I don´t believe in balancing something after how something that is considered a bug performs.

In Elsweyr, werewolfs lost their ability to refresh the light attack (LA) bleed upon each new light attack. On top of this, the bleed duration was reduced to 4 seconds, down from 8. The damage tooltip remained unchanged however. From a PvP perspective, this was a small buff to the berserker morph since the pressure was a lot more frontloaded than before, and more experienced werewolf players would make good use of this (aka lowering the floor, raising the ceiling). From a PvE/Pack-Leader perspective, it was a noticeable damage nerf, since the bleed damage on the Pack-Leader morph was nerfed at the same time.

As you can see, werewolf has lost damage over quite sometime. And now ZOS decides to reduce damage even more. Which in my opinion is a death-sentence for them in PvP. With bleeds not ignoring resistance anymore, the berserker bleed has taken up to a 60% damage nerf in PvP. On top of that you further reduce the damage on most of our skills and light attacks. Werewolf has always been a tool to deal with very tanky and durable targets and has the last 2-3 patches been a soft counter to the "tank-meta" that people despise so much. Why would I pick a 255-300 (depending on what class you play) cost ultimate that doesn´t give me any edge over my opponent?

Werewolf should be focused around high damage output, and I don´t see it as a problem with them having "a bit over the top" damage output, as long as their tankiness/survivability ain´t too overkill. As it stands with the current PTS notes, werewolf doesn´t have any of these things. They don´t have the damage output to apply high single target pressure (especially with vigor being overbuffed) and they don´t have enough survivability to withstand longer fights due to the changes to Hircine´s Fortitude. I´m fine with making a choice between damage and survivability, but at the moment I can´t choose neither one of them.

My proposals:

* The werewolf bleed continues to ignore physical resistance as a unique mechanic (it´s an ultimate after all), but remove the extra 25% damage bonus to the berserker bleed that was added with Scalebreaker PTS.

* Hircine´s Fortitude gets reduced in potency, but doesn´t get any cost increase.

* Remove the direwolves from the pack-leader morph (so no snare or maim from this morph anymore). The Pack-Leader morph is now a utility morph that boosts the performance of other werewolfs in the group. For each werewolf in the group (pack-leader included) the cost of werewolf skills are reduced by 3% (up to a maximum of 12%) and damage done increased by 2% for each werewolf in the group (up to a maximum of 8%). These %-numbers are just examples and can be tweaked. This way, the pack-leader morph becomes a utility morph that focuses around group play.

* Undo the damage nerf to Howl of Agony and Light-& Heavy attack damage. If not, reduce the damage nerf so werewolf doesn´t hit like a wet noodle in PvP.

@ZOS_GinaBruno
@ZOS_BrianWheeler
@ZOS_Gilliam
@Masel @Alcast (tagging some of the class-reps just in case ^^)

Overall poll like/dont like

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Lets vote guys for last 3-4 game patches/changes/nerfs. Murkmire + Wrathstone + Elsweyr + upcoming...

Changes I would like to see for Nightblades

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1) Remove Silence from Incap, and give it Major Defile instead at base cost. No special effect at 120 Ult.

2) Remove the 5% armor penetration debuff, and replace it with minor fracture instead. Have it apply at all times regardless of angle.

3) Change the assassination passive so that it benefits non-gankers. Getting the jump on your opponent is enough of an advantage as it is, you don't need an additional 10% WD and SD on top of it.

What CONCERNS you about the proposed healing changes?

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I believe we are turning a multifaceted discussion into a binary one.

This poll is my attempt to help quantify our community's opinions regarding the proposed healing changes. (At least, the ones that read the forums.)

There will be a what CONCERNS you and a what EXCITES you version of this poll.
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