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My biased opinion on PvE for the Morrowind Patch

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I was asked to post this discussion over on the PTS section of the forum so that those who did not have access to the beta could read this post.

This post has taken me a little while to compose. I freely admit that I am biased, frustrated, and a little pissed off at the changes that have been included in the PTS and the recent ESO Live. I have taken my time in composing this post in order to provide actual constructive feedback instead of an expletive laden rant. As much as I do not like the changes, it would not help the situation to rant about the changes without providing a rational argument against the changes or propose changes that I believe could improve the upcoming Morrowind chapter. This post is not meant to bash the developers. This post will include both positives and negatives regarding the patch and the implications of the upcoming patch. This post will be centered around PvE and not PvP because I am the guildmaster for a top raiding guild on PC-NA and I do not PvP on a regular basis. I apologize in advance for the length of this post. I do care about this game and I would not take the time to write this out if I did not care about the game.

The first matter I would like to discuss is the current state of PvE on the current live server. The main reason why I am bringing up the live server is to create a baseline for us to contrast the changes made on the Morrowind PTS. Currently on the live server, PvE is flourishing. This is due to Homestead patch allowing greater access to veteran trials and dungeons. This was accomplished by making it easier for newer players to reach the dps requirement for veteran content. This allowed more players to complete and experience the content that is currently within ESO. This also allowed raid groups on the cusp of completing vMoL or vMoL HM to complete the content. This has expanded the number of people within the PvE community and has created an environment where more people are progressing to the "elite" level. There has been an increase in the number of raiding guilds and an increase in the number of guilds interested in "pushing" scores for raids. This has been healthy for the game because it pushes players to improve and makes the content enjoyable for those who run the content repeatedly. There has been an increase of "middle tier" PvE guilds as well. These guilds help players clear their first vet trials and give them an environment that encourages them to progress towards clearing vMoL and other difficult content. These guilds allow players to make mistakes and learn mechanics and rotations. For healers and tanks, they learn how to manage resources, buffs, and positioning. The increase in the number of these guilds points to an increase of interest in Trials and PvE Content.

Sustain on the live server is highly dependent upon group cohesiveness and buff uptimes. The current top groups are able to sustain indefinitely on the live server because they have learned that the individual is not greater than the sum of the group's parts. This means that dps will pop orbs even when they do not need the resources because it gives sustain to the other members of the groups. The healers has spent countless hours learning how to maintain ele drain, send out orbs, combat prayer, and keep heals up while following mechanics. These players have learned how to act and move as a group. You can not remove any of these players from these groups and place them into a group of new players without them having sustain issues. Sustain on the live server is dependent upon a high uptime of ele drain and orbs being popped regardless of ones need for magicka. You can not simply sustain on the live server with the current meta builds without those two things. Currently the system does work well because it rewards the experienced players for working as a team and allows newer support players to have something to improve upon. It allows progression to be made and players to improve. Another side effect of this method of sustain is that the top players put out builds and videos meant for the more experienced groups that can sustain. This is a double edged sword because it allows people to have a roadmap towards posting the top level numbers but does not explain to them the reason why they are able to sustain enough to pull those numbers.

Another misunderstanding is that the top tier groups are able to pull these high numbers due to having unlimited resources. This is false. The reason why the top tier groups are able to pull higher dps parses and complete content quickly is multifaceted and complex. Yes sustain does factor into this but it is not the sole contributing factor to it. These groups have mastered the mechanics, understand positioning, maintain buff uptimes, and are composed to maximize efficiency. These groups have put in enough effort to learn the timing of certain attacks, spawns time and locations of adds, positioning and timing of movements, and how to direct and time their attacks in the most efficient method possible. For instance in vMoL HM, melee dps know where to stand so that their Wall of Elements hits Rakkhat and assassins at the same time. They also know exactly how long to stay at a pad and dps before moving to the next pad. These groups have also taken the time to learn how to position things in the most optimal way. An example of this is vHRC HM. When the fight first starts, the goal is to destroy the gargoyle statues with shield throws so that the gargoyles do not spawn in. Most tanks face the gargoyles in towards the group so that the shield throw is guaranteed to hit the gargoyles. The downside to this strategy is that melee dps have to stand further back so that they do not die to the Warrior's channeled swipes. In my groups, I have learned the timing of the channeled swipes and only turn the boss into the group for shield throws when the boss will not do a channeled swipes. This allows the melee dps to parse normally without fear of dying. Another reason why dps numbers are higher in top groups is the group's ability to maintain buffs and debuffs. Healers are able to maintain a wide variety of buffs and synergies. Healers are able to keep up combat prayer for 8% more damage for the dps, ele drain not only for the sustain but the major breech on certain adds, mini mages in vAA, orbs, shards, and cleansing rituals are used for sustain and for tanks to keep up Alkosh on the bosses and mobs. Specific classes also bring certain buffs for the rest of the group as well. Templars give minor sorcery and DKs use engulfing flames because it is a decent dot and also it increases flame damage for the entire groups as well. Individuals have also spent countless hours perfecting their rotations so that they hit them flawlessly and do not miss weaves as well.

Now for my thoughts on the changes that are included on the PTS. There are some wonderful changes and some horrible changes. The CP system has been reworked beautifully. It will allow some diversity in CP setups for builds and forces people to use their brains for CP allocations in the red tree for trials. Cost reduction did need to leave the CP system and I am glad that it is gone. The reaction to the CP rework has been extremely positive. Halls of Fabrication is designed extremely well and is a nice change of pace because it is a different style of trial than the Craglorn trials. Unfortunately there have been some less than stellar changes as well. The change in block cost timing was needed for PvP but will make it harder on newer tanks learning content in PvE. New tanks notoriously struggle with the Warrior in vHRC because they struggle to tell the difference between his channeled sweeps and his light attacks. Currently on live, new tanks are told just to hold block to observe and then you can start branching out. With the new changes, they will probably die more frequently because they make a mistake and confuse his attacks. Yes this will force tanks to "learn to play" but there is another issue that may present itself. New tanks may not get many opportunities to learn because most groups will want experienced tanks because they may not want to wipe repeatedly until the tanks figures things out. Yes there will be groups willing to let them learn but there might be less of them than what is currently on live. The Ele drain nerf was unnecessary. A 25% nerf was not needed because groups can not sustain the current live meta builds on ele drain alone. Ele drain is a great sustain tool for newer groups to rely on and to grow with. With the changes to Ele drain, newer groups will have a more difficult time sustaining builds. The changes to orbs and shards also seem to be contradictory. ZOS stated that they did not want one class to be mandatory for certain roles in raids but the shard changes made it even worse this patch. There WILL be at least one templar healer in each group because they will have access to the one skill that can restore both stamina AND magicka for tanks. A templar dps will not take the Luminous Shard morph because it is a loss of dps. This means that is will fall on a healer to run the skill because a tank uses both resource pools.

For the top groups they will find out ways to get around the sustain changes but it will have impacts throughout the PvE community. The top groups will figure out the most efficient method to pull high dps numbers. So far the highest numbers have come from heavy attack builds and the "elite" will transition to the builds with the highest dps output. ZOS has stated numerous times that they want fun and fast paced content. The issue is that the "elite" dps feel like heavy attack builds lead to slow and boring content. This has had a profound impact on the current "elite" players and their feelings towards Morrowind. Many people within the top "1%' of PvE feel like the developers are out of touch and are not listening. I have had numerous players state that they will not play Morrowind if they changes go live and others state that they will not raid and will only PvP. So far, 6 out of the 50 or so "raiders" that I have spoken with have stated that they will continue to raid at the same pace that they currently raid. Another 30 have either started looking for another game or have stated that they have no desire to play ESO if they changes go live. Yes, it is natural for there to be some turnover within the PvE ranks but there is an issue if there is a mass exodus of the top players. Newer players look for the "elite" on Youtube to learn what builds they should run, what the hard content looks like, and advice on how to improve. With substantially less "elite" raiders around less Youtube content gets created, there is less interest in PvE, and the skill of players is lowered.

The current trials will also suffer from these changes. Halls of Fabrication is designed so that there are burn phases and regeneration phases. The current trials on live do not have these phases and are designed differently. They are designed for consistent dps and most have hard or soft dps checks in them. In vMoL, Zhaj'hassa has a few different dps checks. The first dps check is dependent upon a group being able to burn through his shields. The second dps check is a hard dps check where you MUST kill him in a certain time period or there will no longer be any pillars that spawn in. In Hel Ra, there are no hard dps checks but there are numerous soft dps checks. Yokeda Rok’dun keeps spawning in welwas until he dies. The more welwas that spawn in, the harder it is for the tank to survive and the more the healer ignores the group to keep the tank alive. As the fight goes on, there is less time for the tank and healer to regenerate resources until they either kill the boss or are unable to sustain any longer. The Warrior has a soft enrage mechanic that spawns in numerous adds that usually results in a group wipe. AA has Valeriel that requires a certain dps level to burn the adds or the group will wipe and the Mage requires a certain amount of dps to keep up with the mini mages and to make it through execute. Sanctum has soft enrages on the Manti and Stonebreaker. Those enrages must be burned through before they wipe the group. The concern is that new groups will be unable to clear the older content because they will be unable to put up enough sustained dps to clear the content and there will be less groups clearing content.

To summarize, I am concerned that the changes will cause a decrease in the population for PvE trials content. Also I am concerned about a mass exodus of players from the "elite" level. I want ESO to succeed and for this game to continue to grow. I would like to invite @ZOS_RichLambert , Eric Wrobel, and any other developers to raid with myself and What Mechanics so that they can explain their thought process to us regarding the changes. I can stream it, if you would like, and the community can have an opportunity to ask questions that are not preselected for ESO Live. I feel like this would be a fantastic opportunity for the developers to interact with the community in a way that builds trust and shows a willingness to work with the community to improve the game.

Snowflakes United - PVE/Trials Guild

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{Snowflakes United} is a PVE guild focusing on trials. If you are new to trials and want to learn or a seasoned vet just looking for a place to run, message us today. Our core is strong and looking to build in preparation for the release of Morrowind and the new trial. CP 300+ and discord mandatory. Message me for details today!

Come join the fun! Evening/night EST raid times. Core team up and running.

Cleared: vMoL, vSO+HM, vHRC, vAA

Our founding members are experienced in all classes/builds and all trials. If you want to learn and get that gear everyone is searching for come be special with the rest of us.

@birch44 in game for more information.



LOGIN QUEUE WTF??!

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ARE YOU KIDDING ME?

You have been placed in a queue to log in.
Thank you for your patience.

Approximate Wait Time: 30 sec

14 minutes later................STILL IN A '30 sec' QUEUE!! And I got RANDOMLY kicked out of the game???
RIP emperor, rip 180 PVP QUEUE.
RIP LOADING SCREENS

RIP ESO

[Edited to remove profanity]

Vanguard's Challenge Set

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Does anyone else see this set as being a real issue? This is just speculation of course but what I see right now are duos/small groups running around Cyrodiil with a very tanky build using ranged taunts and tremorscale to activate the 5th trait and then a high damage/gank builds going in for the kill with high defenses thanks to the 5th trait. Add a healer to that group and you're looking at a very, very cancerous setup. It also doesn't state any kind of cooldown so this could potentially be recast every 15 seconds? CP/Class changes or not there are still going to be very, very tanky builds that can take a lot of hits. And I just see this set as being used to further encourage spam/gank groups who like to sit at resources and outnumber people. Now they'll have the added advantage of all their glass canon builds receiving 50% less damage. The tactic with such groups is always to go for their healers/dds first, this set derails the only real defense you have against these groups whose players tend to go down like a sack of rocks if evenly matched. Nevermind what talented players will do with it.

Haderus EU

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lol campaign finally got fun and is full of smallscale pros and even a werewolf pack (shaggy - it wasn't me), i think we should have a thread but seems the mature players are here n they prefer no salt, popcorn or tea-bags. lets keep it all love on thread and comment on how well we killed each other.

like last night DC pushed back to ales with solo emp then we bounced back n smashed up the map again. was nice recovery. don't big it up too much though or we will get zergs here (*note to self).

What's most interesting thing that happened to you this week in ESO 5/1/2017 to 5/7/2017

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Lets make forums more likely! What's the most interesting things that happened to you this week in eso!

As a group we prayed in front of the chests in nMOL and I sacifced a goat.

We got inferno and lighting sharpened moondancer staff and I got a precise resto staff of twilight remedy all in the same group.

SO I asked myself was it the goat or should I /pray before chests?

Who knows the game better?

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I read many detailed post on improving the performance of the game by players. And they really know there stuff. Also I read and watch articles by the developers who have spent hours looking at the empirical data . So who knows the game better?

NA "All things True about True Flame"

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So Monday night was our first real raid night back on True Flame. I have to say it was nice to be back. The fights well are definitely more large scale in that numbers are always 24+. I'm not complaining because I think that is exactly what ZOS intended. We saw some old faces and some new ones and enjoyed ourselves tremendously. I wanted to thank all the players that welcomed us back to TF last night, it is good to be home. As many of you all know resource management is critical or at least will be by June and none of the changes are as dramatic as the twitch players are leading on about. From what I have seen several of the key elements of meta's are changing for the better. Yeah things will be tough no doubt at first especially if you are not prepared. But overall the world is not coming to an end and PVP will continue as it always has. Please enjoy the videos, I hear Meteor Monday is back.

[url="http://https://www.youtube.com/channel/UCVMQcWVdavlDEH-AoUXceAA"]You Tube link

[/url]

EU Trueflame SERVER CRASH again again again..

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Just one and a half hour after maintanance the server crashes
And yesterday the server crashed twice within 1 hour

WHAT IS THIS???????????????

What's the point of housing?

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Did I miss something? What's the appeal of having a house in ESO? Does this affect your stats, or is this just a role playing thing?

Mobile Version of Forums Needs fix

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With the current state of the forums on the mobile version you cannot see if a dev has posted in a thread and they is no dev tracker under options
Screenshot_20170504-213718

Getting back into it

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Not sure if this is the right place for this post or not.
So i stopped playing about a year and a half ago. Ive started playing again and have gotten to cp144, i am currently playing around making my character kind of a tank but also with decent dps. Any tips or build references would be appreciated.
My character is a dark elf dk vampire currently playing 2h/dw stam based however my dw ability bar has no dw skills on it atm as it gets used to keep me alive. Id like to keep 2h but dw is just there to complete the second set of armor really, I should also mention that i have no interest in pvp and am looking to find some thing i can do the pve content with.
Thanks

The cost of redguard furniture recipes

Sorry, guys. I guess I'm the reason for the nerfs

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Feel real bad about this but I made my Templar some new gear. He's level 42. But nothing real fancy since I don't have more than four traits learned on pieces. That's only clothing too so just a dropped staff. Anyways, I thought I would go walk into Splindeclutch (1 since I have no idea what 2 means) to finish that Undaunted initiate quest on him. Seen the little arrow, so I had to check it out. A new quest. So, I went in deeper. Spiders, spiders and more spiders. Before I knew it, I was at the final boss for the quest and dungeon. Now on the way, I did die about four times. Most the time I had no idea I was fighting a boss like the non-spider people. To make a long story short, I got to boss and killed her (Whisper?). I did die once but that was because I had to get the door. And it did take forever. A really long time. But that heavy attack sure came in handy. It was mostly shield, heal, heavy attack and throw a Nova when available.

So, I guess I'm the problem they're nerfing us. I soloed a group dungeon. It really felt like a public dungeon with just more trash mobs. I broke ESO and I'm sorry.

I kinda liked it though. Why didn't they just make these group dungeons and extra hard solo dungeons since it has a number.

Sorry. Truly.

Please Nerf Fishing

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Fisherpeople as it stands are way overpowered.

They can endlessly cast their line without consequences or thought. This makes for boring and simplistic game play.

I recommend implementing resources that are required in order to cast. These resources would allow one cast every five or so minutes. That way it would force the player to utilize fishing gear with recovery glyphs in order to cast more frequently.

Implementing this resource system would enhance the economy and gameplay in general by encouraging players to grind for BIS fishing gear or buy similar but ultimately weaker gear from a crafter.

Thoughts?

ESO PvP is pay to win.

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Mount speed and stamina being sold in ingame shop being the main offenders. On the map the size of Cyrodiil it is massive advantage being able to maneuver and travel quickly, as well as not being locked into knocked down animation when ganked while riding mount.Now this would be fine if people were able to earn ingame shop currency while playing the game like in GW2, sadly that is not possible.What is also not possible is to pay mount upgrades with gold without being constricted with once per day upgrade policy. This is something you can only see in worst of F2P games and i have no clue how did they manage to put this in the game without massive backlash especially from PvP players.

Joy's thoughts on Templars in Morrowind: they just aren't fun anymore

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While I can empathize with the frustrations many Templars have articulated on these forums, I'm not sure I agree with the more passion-driven conclusions. Looking at things objectively, do we really want to argue there isn't a point in running templar healers? Or that we somehow have a better grasp of the issue than ZoS did after months and months of internal testing?

I hate to say this, but there is a point in bringing a templar healer: they heal and will be able to do the job effectively once Morrowind drops.

It's obvious ZoS wants to limit resource sustain to a degree that prompts us to reevaluate our (perceived) lazy habits of just building for max damage. If Templars kept their exclusive hold on group resource generation, they would circumvent the entire basis of this goal that ZoS deems important. I don;t mean to be the bearer of bad news, but I highly doubt we are getting Repentance back and Shards on a separate cooldown would make Templars double the group sustainers as those classes that relied on Orbs.

ZoS will never admit this, but I'll tell you straight up: major mending is gone because of CP PvP. I play it every night and I heard Rich Lambert on ESO Live. This was as predictable to me as the sun rising in the East. I do think Wardens will have a very high up-time on Major Mending, but I suspect ZoS's adjustment will be more about scaling that back than restoring it for Templars.

Now reading this, you might think I agree with ZoS's direction. I don't. I hate it. But it is what it is. They are convinced that resource management in the game is trivial and that has damaged the integrity of the combat system. The changes they made in the patch notes are consistent with this goal and ZoS can't just revert it because we Templars are worried about becoming obsolete when nobody has played a Warden on the Live server yet.

If you really want Zos to reevaluate the changes they have made, you are going to have to convince them that ramifications of this patch are going to be detrimental to gameplay or the overall health of the franchise. This is going to be a tough sell. Because as much as people have voiced their displeasure over the patch notes, most of those very same people sympathize with Zos's overall goals. I've been on the PTS. Zos can compare my vMA score on Live (490,000) and my vMA score on PTS (420,000) and that would suggest that their goals are indeed being met since I can still complete the content and still get a decent score. I've have been in the new Trial and in just a few days, the bosses are getting killed with Templars healing. This is going to be a *really* tough sell.

All that being said, I do have a concern that I very much would like to hear ZoS's answer. Because I have seen nothing in the Patch Notes, any developer comment, or anywhere that allays my concerns:

It is clear as day to me and everyone else whose main was a Templar from Launch that what made the class distinctive from the others is gone.
  • Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
  • Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
  • Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
  • Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
  • Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
  • The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
  • Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
  • I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
  • The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
  • The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
  • Breath of Life once had an additional heal and no targeting restrictions.
  • Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
  • Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
  • Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
  • Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
  • Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.

It's enough to make a Templar cry.

Now, I'm not claiming the class is nerfed because it's not. It's not so much the power that has been sucked from my class but its soul. Each and every one of those once unique powers that differentiated my class from the others has been taken away because generic, bland, and flat power has been acquired elsewhere in the form of gear, the natural "Power Creep" that accompanies progression games, and especially the Champion System. In effect ZoS has been robbing Peter to pay Paul.

All classes have had to contend with this. Dragonknights more so than us. Sorcerers to a lesser degree. Nightblades I cannot say because I did not play one at launch.

Zos can quantify power so it thinks as long as the classes are roughly equivalent that all is OK. Well ZoS, you can't quantify fun. I'm telling you right now that I do not enjoy that the uniqueness of my class has been torn asunder just to be replaced by the homogenized generic +X% boosts in its stead. What had once made it fun to play a Templar no longer exists.

Here's the thing. I know I have the Healing Ritual spell. I didn’t need to be reminded about it and I most certainly could have done without ZoS dubbing it a “faster healing spammable ability.” It is a terrible spell that is in every way inferior to Healing Springs and in no way fast. What we are going to do is spam Healing Springs just like every other class. We will still use Shards, but it now supports the group just like every other class. I suppose we could use Restoring Aura, but why bother since it provides the same debuff as Elemental Drain and thus its effect is just like every other class. We no longer can reward the success our group with a Repentance stamina refill just like every other class. And please don't tell me it's free; my group has to kill enemies and I actually have to activate the skill with a global cooldown. It is the very last game mechanic in ESO that legitimately rewards one group of players for defeating another. Yes I have Purifying Ritual but everyone has access Purge. Yes I have Breath of Life, but you don’t even need to look to the Warden for other burst heals because there is multi-directional Twilight Matriarch and Steadfast Ward. You can argue that BoL is better, and maybe it is. Who cares? The point here is not that Templars healer can’t do the job or that they are gimped or weaker than other healers. Rather what interesting, compelling, and distinctive function doesa Templar provide a group? That’s gone. Gone the way of the stun from Blazing Spear, the unique CC from Blinding Flashes, the counter-play potential of Eclipse, the viability of Sun Shield, the resource return mechanic of Restoring Spirit, the zerg-fighting potential of Repentance. The Templar body functions, but its soul is no longer there.

And for what? All to reign in that bland generic power that comes from ZoS’s buff system and especially the flat percentage boosts everyone gets from the Champion System. There is so much power beyond our class skill-lines and passives such that ZoS has been forced to strip away our classes in order to maintain some semblance of control. Why do you think every patch update since the Imperial City has been page after page of nerfs? Why do you think ZoS has gone away from its “100% commitment” that PvP and PvE would governed by the same rules? Ask anyone who plays on Azura's Star who has been hit with a siege weapon, inflicted with a resource draining poison, or fought someone with the TrollKing monster set if ESO is "a single unified game where mechanics and abilities work consistently." Remember when we wrote over 80 pages of Templar feedback on the PTS made fun of Eric Wrobel and his Templar "house"? Well, as it turns out Templar Houses were indeed mighty in spite of the nerfs. This is the conundrum the developers must strain their brain on every patch: even when they nerf us, we become relatively stronger.

That’s the problem ZoS. It’s not that Templars are weak, or useless, or over-nerfed, or can’t compete with Wardens. Rather it is clear as day to anyone who has played and cared about a Templar since launch that the essence of what once made the class distinctive and fun is dead. The soulless husks we play now still have more than adequate power to fulfill whatever role is called on them, but there is no compelling game-play reason to use them as the direction you have taken the game has eliminated unique class functions in favor of generic power boosts available to everyone. That’s a terrible change. We are all pretty much the same. It’s boring. I don’t think you ever should have allowed the Champion System to steal the power inherent in our classes. Because you will never ever convince me that some +X major bonus to stamina available to everyone is as awesome, rewarding, stimulating, or fun as the Repentance skill.

I want the soul back on my templar. And it pains me you cannot grant that because of the direction you took ESO.

vMA first completion

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I dabbled with it in the past but couldn't stomach the idea of RNG. Well, the past couple of months I have grown bored to death of PvP... lookin very much forward to BG's.

Anyways, I decided that since I am bored of PvP, I will finally devote some real time to vMA. Took me a bit of time coming up with a build and then figuring out the mechanics... but pretty cool feeling after beating the last stage.

So I get lucky and I get a Sharpened Bow. I was pretty stoked about that seeing as I mostly play Stamina builds. Then, after I turned it gold, I wanted to test the damage out... this is when I noticed a new sound effect with Barrage... at first I thought I must be crazy... hearing this Thunder sound effect when launching Barrage... but then I thought... wait... is this a new sound effect? So I take off the bow and put on my other non vMA bow... no thunder sound... I put the vMA sharpened bow back on and BOOM! There is the Thunder again when launching Barrage...

REALLY? I know I might be in a minority here but honestly hearing that sound effect every time I launch Barrage is way way cool!

So not only am I rewarded for my first vMA completion with a Sharpened Bow, but I also get this new sound effect for Barrage... haha! very cool!

Afking By Dolem's While Doing Homework -> Is It Against ToS?

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So as the title says, if I sit by my laptop to do some math homework, but move my mouse every 5 minutes or so to keep from being logged out, while I'm in a dolem party, is that considered against the ToS/will I get suspended or ban? I see a lot of people doing it, and I really wanna level, but at the same time do my homework... Just seems convenient to me, so I'm wondering if it's okay.

My trials wishlist for balance

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Balance: a condition in which different elements are equal or in the correct proportions.

Since I am not a fan of just saying "GG ZOS JUST BALANCE" and literally offer 0 balance solutions, here is my trials balance wish list for each of the existing trials on live.

Overall goal: reduce dramatically all DPS requirements for all trials and all "GGWP" mechanics. Increase difficulty of wave pulls dramatically. increase individual player responsibility. Increase individual non-boss mob impact on group. Increase invidual player impact on non-boss mob.

Global Balance Changes - Changes designed to affect the entire game.
Reduce mob HP by ~12%. The sustain nerfs would make dealing with some time based mechanics near impossible. This is designed to assauge that issue
Reduce mob damage by ~20%. We aren't doing anything but reducing the ridiculous burst 1 shots, we will be compensating the damage elsewhere to promote player situational awareness.
Reduce mob max mitigation by 40% (mob max mit 30%). I'm sick of sharpened & penetration everything with no exception. Also, you raise the floor with zero affect on the ceiling.
Reduce mob CC immunity to 5 seconds. Chains should not provide CC immunity (nor should they ministun NPCs). Also, remove CC immunity from a lot of the mobs.
Rework mob threat tables to something like the following - Taunt = infinite threat generation. S&B's S&B passive increase threat generation by 300%. Melee physical damage 150%. Stam should undeniably have an easier job to retain threat (without taunts) on ancillary targets outside of a tank's reach or capabilities. MAKE BERSERKERS GREAT AGAIN...or exist.
Rework NPC major defile to a 50% healing debuff, 75% shield suppression and 100% health recovery debuff.

Veteran Aetherian Archive -
Overcharger
- Reduce overcharge thingy damage by an additional 5%. This is potent and has the potential to kill a player outright on live in a matter of seconds before they can react.
- Double the amount of call lightning's hitting the ground. This + the lightning should be the big kill mechanic on, ahem, wave pulls. The amount of overcharges hitting the ground will disuade players from AFK DPSing as well as spreading out and requiring additional healing capabilities from the team.

Chainspinner
- The AOE should be around the chain spinner, not the ground. Have it snare for 2 seconds and then immobilize after that time, like the one from Dota 2 Crystal Maiden aghs ult, I mean Warden Sleet Storm.

Nullifiers
- Should negate. This + chain spinner immobilize + overcharger AOE should amount to a significant amount of GET REKT for players who have no experience in keeping themselves alive, as well as punishing people in a zergball formation. So now mobs have synergy with eachother.

Valariel
- Increase time during adds phase by 10-15 seconds. Reducing the "GGWP" mechanic allowing lesser effective groups to not get GGWP'd. A full up team with moderate DPS should only fail this mechanic because teamates are dead.
- Make Frost Breath a significantly larger cone, increase attack windup time by 1/2 a second and slightly decrease frequency. Make attack random direction. This + Rain of Wisps should be the kill mechanic for Valariel, putting stress on DPS to mitigate through it & Rain of Wisps. Groups should fail specifically because of inability to rez or mitigate Frost breath AOE appropriately.

The Mage
- Have axes spawn at specific HP marks. 90-70-50-40-30. This is to ensure that tanks build up to their maximum tanking capabilities on known timers to ensure a slow team that is doing everything correctly with the exception of 70K AOE SCAMP AND DESTRO ULTI MEGAPOWER DPS requirements. Fight increases in difficulty as the HP bar decreases, not because lol time. Also helps alleviate issues with struggling tanks, wherein the group can request a DPS or healer taunt a numerically ordered axe at a specific time. WE @ ZOS PROMOTE PLANNING.
- Conjured Image should link at random one individual player, siphoning 10% of their health and doing that damage to the group, increasing in intervals of 5% every 2 seconds. Snare the player but offer the linked player immunity to mines & black holes while linked. The linked player should get a massive DPS buff the encourage less AFK DPS and more situational awareness and tactical employment. Tank/Healer getting linked obviously encourages a groupwide burn on the Conjured Image.
- Slightly increase the frequency of the Single Target fist punch attack of the storm atro. Decrease the animation time. A loose atro on an unexpecting target should be "HELLO GARBAGE TANK TAUNT PLS" level of panic.

Veteran Hel Ra Citadel -
Destroyer
- Reduce wrecking blow animation by like half. Also, I personally would like it to spam wrecking blow if the first one is not mitgated. Infact remove all abilities this mob does except wrecking blow. And then add leap for 17k+ for old time's sake and rename it 1.7 stam DK. But we'll settle for the initial request.
- Decrease it's channel time by a second.

War Priest
- Increase potency of the AOE heal circle by 100%. I feel this mob serves no real purpose in the trial outside of extending the fight by a few seconds. Make us players deal with it specifically.
- Make the reverb instant, inflicting major defile. Big ass debuff that requires purging. Increase frequency by 50%.

Gargoyles
- Decrease scaling of gargoyle Ground Quake by 15%.

RaKotwotututoautaughoudasf 1st Boss VHRC
- Decrease maximum amount of windclouds by 2. Make windclouds tether to players ALA rakkhat tether bubbles.
- Make spin2win phase reflect projectiles like Nyzchaleftorright, the Orsinium WB.

The Warrior
- Decouple the Thousand Cuts audio queue from the actual animation. The Thousand Cuts attack should occur AFTER the completion of the audio cue.
- Adds no longer timed. 80-60-40. The 40% zerg is the "soft burn" - their overall reduced damage from the global dmg reduction should help alleviate the incoming damage and allow for a proper boss burn to 35% with a mild group. Allow players in mild groups to build up resources and ult to deal with add phases.
- Reduce damage of Starfall by 50%. Double frequency. Add one more full cleave/thousand cuts rotation between starfalls to align with potion cooldown. This is a direct buff to argonian.

Veteran Sanctum Ophidia -
Overcharger
- Same as AA.

War Priest
- Same as VHRC.

Rockheaver Trolls
- Allow Break Free from boulder toss PLEAAAAASE. Getting chain smacked by these things into a war priest reverb and SUPRISE YOU HAVE OVERCHARGE is probably 5-6 seconds of not being able to do anything in combat other than absorb the healer's resources. Unfortuantely that won't work anymore as healers tend to stare at walls mashing BOL so now you'll just die since you're not in BOL cone.
- Increase poison infection delay by .5 seconds.
- Initial spreading poison infection now inflicts major defile (purgable).

Posessed Mantikora
- Reduce ground popcorn count by 1. Decrease last blast radius.
- Increase spear snare to 80%. Snare immunity now works vs. spears. Now does major defile whilst you are inside the spear circle. Roll or get rekt. 2H with forward momentum is now BIS.
- Mantikora bleed ignores shields.

Stonebreaker
- Remove the initial adds. Overchargers now spawn 80-50-30 in pairs. I actually think it works like this but I'm not entirely sure because bridge cheese is the only method anyone ever uses. Players can now tactfully remove poison and debuffs prior to an overcharge phase, as well as build ult reliably.
- Make the overchargers spawn in the proximity of Stonebreaker. I can hear the tears already.
- Remove soft enrage mechanic entirely.

Ozara
- I'm going to say this fight is the worst designed fight in all of ESO right now. There is literally no way a GOOD group can deal with poison, overcharge, arrow spray and everything Ozara does. Killing them doesn't work because they simply respawn. The tank victory lap method is dumb beyond any reasonable measure and this fight needs some serious tuning.
- The only thing that comes to mind is to have these guys spawn in 1 minute intervals. Ideally it would look something like Ozara pins -> add spawns few seconds later -> players zerg rush add -> back to Ozara - rinse repeat.

The Serpent
- Reduce totem HP to a flat 1 mil HP. Players should be encouraged to wreck the totems, not AFK DPS through them. Having a team of 3-4 players running around zerging down totems, Lamia's and the Mantikora adds is how I would personally envision it.
- Have Lamia scream disorient nearby targets. No more afk offtank.
- Have Mantikora roar before stomp. It is strongly implied that the Manti is intended to be killed (which is fine), but given that the Serpent has siginigicant capabilities to gib players, there needs to be alotted time for players to process incoming lethal damage from an add.
- Increase magicka det timer by 3 seconds. Also, give it a significantly more pronounced effect on the entire screen. Us coloblind players typically don't know what's happening visually until it's too late.
- You will never get pull totems to work. It didn't work in VMA so I'm not entirely sure why you guys are sticking to your guns here. Teleporting tanks that cause Serpent to turn around and one shot entire team are not enjoyable features. Have them snare instead with a PRONOUNCED VISUAL EFFECT.

Veteran Maw or Lorkhaj -
Mobs in general
- The mobs are actually really strong in VMOL and I think they are all great. I have no adjustment to the wave mobs.

Zhaj'Hassa the Forgotten
- Curse now silences the player.
- Curse now has a 1 second delayed "spread" explosion. Allow for cursed players to REACT to getting cursed intead of demanding perfect positioning.
- Ensure there is a curse grace period 5% before every shield phase. There is a no death achievement associated with this trial so there shouldn't be a case of stacked mechanics that will inevitably result in the death of a player. Further cursing should cease during the grace period. This does not extend to voice chat communications
- Reduce initial shield burst damage by 10% (in addition to the global reduction). Shield dark burst damage should then increase by 2%-3%ish to allow for players who just cleansed to not immediately get blown up but to also dissuade team taking it's sweet time in bringing down the shield.
- Shields should be crittable.
- Increase pillar summoning time by 20%. This is a flat increase of the hard enrage timer by 20%.
- DO NOT ALLOW CATS TO BREAK FREE OUT OF HARD CC'S PLEASE.

Skinrai And Vashai the Twins
- Dark adds Dark Torrent range needs to be reduced by like 50%. The idea that these guys can spawn and instantly nuke the other side of the room is not balanced.
- Light adds no longer beam, they now eclipse following new ecplise rules but old eclipse ability reflection. I.E., I'm a mag sorc and I just one shot myself with an empowered frag. I'm a stam DPS and I just rended myself which also procced axe bleed i am now ded on my screen.
- Summon a powerful neutral add for every two players killed by infernal fusion. This is our relative adjustment to difficulty to discourage sloppy gameplay. The add should have the name of the player on the wrong side to ensure proper naming & shaming.
- Prayer is no longer time based, rather HP based - the same exact change as Ibomez in VICP. I suggest 75% (1 add phase) - 50% (2 add phase) - 25% (3 add phase) - 10% (4 add phase). This is a decrease in overall difficulty but it does punish relentless AFK DPS, demands careful application of DPS as well as allows players who observe mechanics to complete the boss without the unnecessarily high DPS requirements.
- Add spawns are now randomized throughout the room.
- Reduce negate radius by 2M. The negate should be centered on the boss. 3 negates = entire side Vietnam carpet negated and someone running through a negate that didn't materialize on their screen because particle count potato PC, like mine.

Rakkhat
- Increase back room time by ~10 seconds. Sometimes players get ZOS'd backroom - there should be time alotted for a recovery. Video evidence of why this is required. image
- Completely remove the archer spawn after lunar phase, or any other spawn afterwards. It serves no purpose other than to unnecessarily punish players who are being DPS checked yet again as if the trial didn't have enough already.
- Allow for 2 more full beam jesus beam cycles during Lunar Phase.
- Breath of Lorkaj now does major defile.

That's it.
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