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PTS Update 24 - Feedback Thread for Southern Elsweyr

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This is the official feedback thread for Southern Elsweyr. Specific feedback that the team is looking for includes the following:
  • How many quests did you complete?
  • Which areas did you explore?
  • What’s the favorite and least favorite content you encountered?
  • Was it clear you could rebuild the Dragonguard Sanctuary? Did you know what you needed to do to accomplish that?
  • How did the amount of daily quests required to unlock the new tiers feel?
  • Do you have any other general feedback?

PTS Dragonhold Feedback Notes for Class Rep Meeting

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Hello all,

The Class Reps are having a meeting to provide feedback and pain points that were common occurrences throughout the community. We want to be as transparent as possible with you all, so here is a brief write-up of some of the highlights. Feedback was compiled from several different sources, which is why you may see redundancy and formatting differences.

IMPORTANT: these comments and notes are collected from an overall greater amount of feedback we have received and submitted. Some things you may be discussing may not be included (examples: dizzy swing changes, werewolf changes, vampire drain, etc.) in these notes but they are being heard by the Class Reps.

Second note: ESO is a large community and thus you may not agree with all of this feedback.

Summary of Negatives
  • Change to Major Vulnerability only hurt PvP Necromancers, no shift in PvE meta.
  • Stamina and Magicka Sustain disparity is huge.
  • DoT change to 1.25x too much (1.8x?)
  • Change fatigue on a lot of the playerbase.
  • Necromancer in PvP feels very bad.
  • Permafrost duration is insanely long.
  • Stonefist does not feel viable in PvP, and doesn't feel good to use.
  • Bolt Escape: Ball of Lightning is too overtuned in what it provides.
  • Shadow Image range reduction feels hard to play with.
  • Mixed feelings about Master Resto change (overall better than Live)
  • PotL/Purifying Light shouldn’t crit AND get amps from allies.
  • New Bound Armaments feels slightly hard to work into a PvP combo/rotation and feels
    slightly underwhelming as a result.
  • DoT flavor for classes that rely on DoT playstyle (mDK, sDK) will be important if they are
    reduced overall.
  • Off Balance is too prevalent and heavily favors stamina users.
  • New skills that have been flavoried (Swarm, Engulfing Flames, Clanfear, Stonefist) are
    too weak or expensive that they’re not worth using

Summary of Positives
  • Necro tether unattached from GCD helped alleviate some pain points.
  • Warden stun is good (duration may be too short?)
  • New Netch feels good
  • New Sets are AWESOME
  • Bound Armaments looks cool.
  • 3 Piece Changes are AWESOME
  • Removing the root from Living Dark is a great change.
  • New Armor consolidation is great, lets players understand it easier and reduces
    disparity.
  • New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
    and also put it at the top for true test)

Other Notes
  1. DoT nerf was way too excessive especially in PvE so much so that the very weird Dual Wield with vMA Staff combo is one of the BIS setups for stam DPS as of PTS Week 1-2.
  2. Damage of Stonefist seems too low for a spammable on the current PTS and the cost of it is a tad bit expensive as well for Dragonknights.
  3. Cutting Dive and Growing Swarm damage also seem a bit too low on the PTS. Consider having Growing Swarm play within the Warden's class toolkit by perhaps applying an additional effect for things like our other Animal Companion abilities. Also consider having Warden abilities to have secondary effects against chilled targets to play with the ice mage identity for mag Wardens.
  4. Class DoTs could have a different, higher power budget compared to weapon/non-class DoTs which would alleviate the pain point of DoT-centric classes such as Dragonknights for Dragonhold.
  5. Reducing the duration or damage of Colossus ultimate probably will not deter raid teams wanting to stack their entire roster with Stamina Necromancers. Decently-coordinated groups will have no trouble rotating Colossus ultimates and the disparity between Necromancer and the other classes will still be present. Perhaps a cooldown to Major Vulnerability like Off-Balance immunity would be more of an appropriate change than damage reduction or duration in this case as this would still require Necromancers to be brought to raids but pointless to stack 8-9 of them. EDIT: some have pointed out dislike for a CD: this is just one option the community has propsed, also have seen those who prefer toning down the value and pre-lengthening the duration
  6. The Nightblade class seems to be focusing a lot more on mitigation and healing while losing out on damage. To illustrate this issue, the Two Hander skill-line is a lot better than the Assassination skill-line where Grim Focus and Death Stroke can be pretty hard to land or follow up on in PvP especially with the new cast time for Death Stroke which shares the same cast time as the Two Hander ultimate that's many times stronger and a cast time whereas other ultimates such as Cresecent Sweep does not have. Perhaps consider adding the stun back to Death Stroke to off-set the cast time and reward Nightblades for landing their skills On a final note, the Grim Focus bow proc heal is underwhelming.
  7. The reduction to 22 meters from 28 meters on the Shadow Image for Nightblades seems unnecessary as it is one of the few defensive (and expensive!) skills left for Nightblades to use as skill-play. Nightblades won't be able to elude opponents in Cyrodiil especially around Towers or even most boulder/cliff areas. 28 meters seemed a perfect distance for maybe 1/3 of the time at the moment on Live. It shouldn't be treated as a traditional gap closer nor like Streak as it requires strategic placement/thinking
  8. It’s been said that feedback is wanted on the Off-Balance proc on Warden’s Dive (in terms of what distance it would feel best at). Instead of 12 meters, consider having it somewhere between 4 to 6 meters for both melee and ranged play.
  9. Consider reworking Deceptive Predator as it must be double slotted to get a reliable uptime on Minor Evasion (which is not as worth as the Minor Berserk morph of Bird of Prey in the first
    place). Perhaps give a duration of Minor Evasion upon cast to free up bar space.
  10. Some of the Warden passives may need adjustments such as Glacial Presence (very few ice-based damage skills so perhaps add a damage effect such as “more crit damage to chilled enemies”) and Icy Aura (perhaps make the snare reduction additive instead of multiplicative).
  11. Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
  12. Permafrost duration seems too long (and as a result a little overpowered).
  13. Consider giving Dragonknights/Nightblades at least one more synergy as DK/NB healers only have one 99.9% of the time: Orbs. Every other class has another synergy one way or another
  14. Necromancer healers lack certain things when compared to either the Warden or Templar healers in PvE such as a good sustain method (Templars have Rune, Wardens have Netches) and a fair burst heal (the Minor Defile in combination with using Expunge seem counterintuitive).
  15. Consider raising the cap of Grand Healing to 3 or even 2 rather than keeping it at 1. After an entire patch, the overwhelming consensus from all healers regardless of level is that the healer playstyle is incredibly boring in PvE and it took skills or awareness away from the healers and simply forced the individual’s prior responsibility onto the group.

Fixes Required On PTS:
  • Maelstrom Staff effect (Crushing Wall) only go up to 8 seconds rather than the entire 12
    second duration of Unstable Walls.
  • Twin Blade and Blunt is doing MORE DAMAGE than Rending Slashes.
  • Bastion damage bug needs to be fixed for further PTS testing

For those who need reference, a list of Class Reps:

Did Dev ever defined the identity of each class?

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Real question here, not ranting but asking

I've seen both players and devs bring up "class identity" this "class identity" that blablabla

Did Dev ever gave an official answer to each of the class's identity in the form of "DK's identity is that they can do XXX where other classes can't" ? etc

If they did please show me the link of the source, would love to know where each class is going so I can build my character towards it. if not, well shouldn't they address at least that already?

And if any players can give a summary of their own version of current class identity then please do, would love to hear it

And please no pure rant about Dev or PTS, non constructive replies are just useless

Mistform over performance

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Too many players abuse this ability most notably magica templars and DKs, by simply mistform and kiting around a rock, blockcasting some ridiculous 10k+ burst heal and go again, many people are so frustrated by this playstyle that they simply just give up and walk away, either reduce the % mitigation to 30%( and make it major protection) or add a fatigue to stop people that want to spam it similar to dodge roll and streak.

Official Discussion Thread for "Developer Deep Dive – Let’s Talk About Class Identity in ESO"

PTS Update 24 - Feedback Thread for Dragonknights

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This is the official feedback thread for Dragonknights. Please read through all the changes in the patch notes and try them out on the PTS before providing feedback in this thread. Thank you!

Nightblade Class Identity Failures

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There are several skills in the Nightblade trees which just aren't good enough when compared to generic skills and would never really be picked unless you're trying something hipster. This contradicts the current ESO Balance team's long post.

Clearly Inferior Skills:

1. Twisting Path -> Wall of Elements - Wall of Elements benefits from the entire Destruction Staff passive skill tree and provides the important Off Balance debuff. No contest here. Keep the movement speed bonus on Path, but also give it a synergy.

2. Mass Hysteria -> Turn Evil - All the passive buffs and numerous other buffs completely outweigh Mass Hysteria. This class defining ability has been relegated to the bargain bin. This needs maim back with an increased duration to compete.

3. Cripple -> Entropy and Soul Trap - Both these generic skills trump anything Cripple has to offer. Entropy provides much better passives. This needs much more of a passive effect, perhaps reduced weapon / spell damage.

Situationally Inferior Skills:

1. Mark Target -> Elemental Drain - For Mag builds Magicka Steal is completely superior to some useless "on death" triggers which barely work in boss fights. This needs an additional effect that doesn't trigger "on death".

2. Death Stroke -> Berserker Strike - This two-hander skill is completely superior to Death Stroke. Get rid of the clunky ultimate threshold mechanic.

3. Power Extraction -> Whirlwind - If you're running Dual Wield there is no way you'd run this class ability over it. They had it right a few patches ago and then nerfed it again.

Anti-Bunny hopping Thread

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Jumping should cost stamina and have a scaling cost factor as it's currently a free combat ability.
Change my mind.

Other than sheer fun or just saying hello or being excited here are some tactical reasons why it is a combat ability:

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15:00 min in this video
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DK identity

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Seems like there is zero communication between the people communicating class identity and the people who are implementing them. This has to be a meme, "it should look awesome" "The dragonkinght brings flame and fury" ... Last time i checked chucking a pebble does not look awesome nor does it embody flame or fury. Found this too funny, give the people a stamina whip please and thanks lol.

Picture attached

ESO DEITIES POLL COMPETITION CHAMPIONSHIP FINALS!

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This is it! Fifty-six fighters, a ton of fights, a few upsets, and now we come to it: Akatosh and Azura face off in a showdown to show Nirn who's got the godly goods! Will Azura race ahead and leave Akatosh in the dusk? Or will Akatosh show Azura that her time is up for good? YOU DECIDE!

The list of all fighters and their current standings is HERE, in case anyone wants to catch up on the competition/lore. As a reminder, please comment in order to keep this bumped to the first page so other people can see it and vote!

This round closes (roughly) at noon CST (5pm UTC) on the 27th - FIGHT!!

Entropy should give the Major Sorcery buff without DOT

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Entropy should provide the Major Sorcery buff at base WITHOUT DOT. Let the Structured Entropy morph give you a HOT and the Degeneration morph a DOT on top of it.
Similar to how 2H skill Momentum does.
By doing so, one can choose between damage or healing without losing the Major Sorcery buff.

Scalebreaker patch : aoe rats gameplay (8-10 groupscale)

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Hello , just sharing couple fights from "AOE Rats" during scalebreaker patch ,a guild on EU PC(old Zerg Squad).
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Unable to enter sneak - Bugged In DETECTED state. Unable to Mount - Bugged in COMBAT state

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Please put fixing these bugs as a priority over adding new cosmetics and crown store items, thank you.

Movement speed cap?

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Hello,

Not sure were this belongs so sorry. Before I had a break from eso I remember zos was putting in a limit for movement speed because people in cyrodiil carrying the scrolls were un-catchable.

Now there is jewelery traits that give you movement speed which is a bit confusing.

Can anybody tell me does this limit still exist and what is the limit, please? :)

So I guess I should just give up on the twitch mount?

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I have twitch prime. I am getting twitch rewards in other games. My twitch account is definitely absolutely linked with my ESOaccount (I relinked it according to instructions and I'm getting twitch drops from watching Bethesda videos).

I've submitted tickets to the best of my ability (even though after reading all the instructions there is no exact match to the instructions provided). I've posted here before about this and I've waited 48 hours multiple times.

But F me (to pay respect), right?

Flying dagger better as a dot?

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Not that i want to lean into the new dot meta but is anyone using the new dual wield flying dagger skill? In pve certainly not, but i don't know if its used in pvp?

Wouldn't it make more sense instead of a gap closed to turn this into a single target dot (as stampede was turned into a aoe dot)...keep the gap closer or dont - not sure if its needed... but this way you'd have a aoe burst damage with bouncing dagger and a single target dot with flying. Whereas 2h has a aoe dot with stampede and a single target burst with critical rush...i think it would make the skill also more useful in pve...

unless people telling me that its used a lot in pvp

vma dualwield - broken daggers

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Last update reduced the additional weapon damage that cruel flurry gives for single target damage over time abilities (stdots) from 2003 to 1000 but also gave a time frame of 4 seconds which allowed a more fluid rotation and a real choice over using spammables or more ressource-friendly dots (or a combination). Maximum flexibility and fun, thanks! But not to forget: It was also reduced to be compliant with the enormous dot buffs in u23.
But if the pts goes live anyone (esp. stamdd) who spent hours and hours over months in vma, the most difficult (solo) content, to get the precious reward, those shiny cruel flurry dw weapons, will surely understand the disappointment of these weapons beeing treated like this - in simple numbers:
Live:
stdot 10000 damage over 10s with cruel flurry (20% buffed from 1000 wp) weights as 12000 damage. Damage increase 2000.
PTS with 50% dot nerf:
stdot approx 5000 damage over 10s with cruel flurry gives 6000, increase is 1000.
That means the stdot nerfs of u24 reduce the damage gain from cruel flurry to the half (or even more like 63% for poison arrow, linear depending on the dot nerf), rendering them completely useless.
In comparision to the (new) importance of direct damage and the untouched abilities from other vma weapons, like 2h’s merciless charge with 7200 stdot in 5s or all direct damage buffs like crushing wall for staves, that would be an unreasonable secondary nerf and would make the vma dw weapons completely worthless, because these are the only ones increasing stdot.

Sorry for my bad english, I hope you and first of all ZOS can understand my concerns about losing possibilities (esp. as a DK) and my disappointment about the „reward“ of the hardest content, in case the vma dw weapons would be treated so disproportionately.

Bigger Shields

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Hello,

Literally every motif or style page coming to the game has really smal shields that dont look like they offer real protection.

I only cicle between two Styles. Ebonheart Pact Shield and Daggerfall Shield. They are big and look like a shield a Knight would pick to protect him. Sadly we only get smal frisbees nowadays.

Can you increase shield size a bit please? Would be nice to see some new big shields again.

Artorias

PTS Update 24 - Feedback Thread for Item Sets

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This is the official feedback thread for the new and updated item sets. Specific feedback that the team is looking for includes the following:
  • Which of the new item sets did you try out, and what did you think of them?
  • Did anything you received feel under or over-powered?
  • Would you include any of the new item sets in any of your current builds?
  • What are your thoughts on the updated 3-piece item sets?
  • Do you have any other general feedback?

A documentary on The Elder Scrolls franchise

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Just found this documentary about The Elder Scrolls series. I found it really interesting so I share it.

Talking about ESO

<<The entire experience feels like an MMO modified to be more like The Elder Scrolls and not the other way around.>>


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