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World Passives (vampire/werewolf/MORTALS)

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I'd like to see new passives lines one for vampires (does exist), one werewolf and one for normal mortals .
every body is a vampire for the special passives
I'm sure we could find good passives for mortals humans too

A lot of rude players in the community

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So I am sure not one to judge people at all but during my short time period on this game I have definitely ran into quit a few people who talk crap on low levels they play with and I just don’t understand why they do so, if you have such a problem with people why stay in a group with them and not just leave? Yes this is probably a stupid post but for such a beautiful game why do people still have to hate, I may never understand.

PTS Update 24 - Feedback Thread for Sorcerer

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This is the official feedback thread for Sorcerer. 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!

The Imperial City DLC also contains single player story quests without PvP?

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Hello!

One quick question: The Imperial City DLC also contains single-player story quests without PvP?

Thank you!

Better visual skill cooldowns on console please

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Im surprised after the games current lifespan on console we still dont have either an option for traslucent skill timers on our bars so we can track uptimes efficiently, especially for pvp when its manic, or allow us to manage and edit the current and somewhat shabby buff tracker already implimented.

In its current state it is pointless. Icons are too small and far too many that just clog screen.

Its blatantly obvious that the devs dont cater to console at all, its somewhat frustrating, pc has addons and thats fine but you have to listen to your console players more please!

Why Would Curtaros' Ship Love a Song?

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Ships don't have feelings. Remember what the skull tells us too: "Wood is good for nothing!"

This is also so annoying since it is so long and plays almost every time, especially if you start at or past the daily quest boards. Other audio snippets are both short and somewhat random, not coming on every time you go by!

Minor Protection missing from Cloak

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umt3ep0n2uhs.png

Minor Protection buff is missing from Active Buff nor sure if its not working properly or just not showing.

How does a crafter compete?


Khajiit and Argonian Alliance Proposal (RP Thread)

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This Humble Khajiit would like to propose an alliance with the Argonians to help fight the evil Dumner.

Detailed Analysis: Relentless Focus vs Bound Armaments

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So right after U24 patch notes dropped on PTS some nightblade mains are complaining about how their class identity is diminished while stamsorcs are complaining about how the skill is useless. Is this really the case? Well, let us use facts and figures to answer this question.

Skills:
Relentless Focus (I'm picking the stamina morph because we want to compare stam skills vs stam skills to lower variables associated with mag vs stam skill)
Bound Armaments (for those who don't know yet, bound armament's stamina morph is changed on PTS but not in patch notes).

Similarities:
Cost: They're both exactly the same stam cost sitting at 2295 stamina and the recast being half of initial cast.
Range: both 28 meters
Condition: both get stacks from light attacks

Differences
Now the differences are actually more striking than it seems.

Relentless Focus
Focus your senses for 30 seconds, reducing your damage taken by 2% with every Light or Heavy Attack, up to 5 times. While active, hitting an enemy with 5 Light or Heavy Attacks converts this ability into Assassin's Scourge, allowing you to fire a spectral arrow for half cost that deals XXXX Disease Damage, and heals for 33% of the damage dealt if you are within 7 meters of the enemy.

Bound Armaments
Arm yourself with the power of oblivion for 40 seconds, causing your Light and Heavy Attacks to summon a Bound Weapon for 10 seconds, up to 4 times. You can reactivate this ability for half cost to arm the weapons, causing them to strike your target for XXX physical damage every 0.3 seconds. While slotted, your maximum stamina is increased by 5% and your light attack damage is increased by 10%.

Now, we see that the two skills are actually VERY different. If you have actually tested Bound Armaments in combat on PTS you'll know what I mean. First, let us get the easy things out of the way. Relentless focus deals disease damage while bound Armaments deals physical damage. This means that grim focus can proc major defile while bound armaments can't.

Secondly, I don't have the exact formula but from wearing the same set of gear on PTS damage per light attack is higher on relentless focus than on bound armaments. For example, Relentless Focus' tool tip might read 12500 after 5 light attacks which is 2500 per light attack. Bound Armaments on the other hand reads something like 2300 per bound weapon up to 4 which is a total of 9200 damage. This is a major difference because the amount of "burst" you can get from "charging" up the skill is lower than Relentless Focus and per light attack damage is also slightly lower. This leads to the next point, Relentless Focus is a burst skill while Bound Armaments is more of a sustained DPS skill.

Why?!?!? Not only is the damage per light attack of Bound Armament lower, the maximum stack of Bound Armament only reaches 4. Furthermore, Relentless focus deals damage in a single burst projectile while Bound Armament deals damage spread across 0.9 seconds. The attack sequence looks something like: Bound Weapon => 0.3s => Bound Weapon => 0.3s => Bound Weapon => 0.3s => Bound Weapon. What bound armament does is charge up an attack every 4 light attacks so you can use it instead of your primary spammable to increase overall DPS. Relentless Focus is used as a big burst, but bound armament isn't. Due to the time it takes to deal its full 4 Bound Weapon damage, it is possible to roll dodge after seeing the first blade fly towards you and effectively mitigate the damage of the other blades. Of course, it is also possible to cast this skill while enemy is half way done with roll dodge immunity and have the final few blades hit the enemy. This makes Bound Armaments a more consistent source of damage but not a great source of burst. (Personally, I am quite excited about this because bow stamsorc for the fun!).

Because of the nature of Bound Armaments, we must also discuss the duration. Some people think that Bound Armament has a better "40 second duration". However, each bound weapon only lasts for 10 seconds. Therefore, the duration of a full 4 hit bound weapon is actually less than 40s! It does allow you to precast Bound Armament before battle much earlier, but I would definitely trade a reduction in duration of Bound Armament to 30 seconds for any other sort of small buff.

Finally, the extra bonuses for Relentless Focus and Bound Armaments are different.
Relentless focus reduces damage taken up to 10% at 5 stacks. This is actually quite a reduction in damage and is part of the reason why you're actually not shooting yourself in the leg by not firing off relentless focus as soon as you do 5 light attacks. The skill is designed for you to hold onto it a bit longer until your chance is just right. Furthermore, it heals the user for 33% of the damage dealt if you're within 7 meters. This is a very nightblade themed attack because nightblades with their more "assassin-like" feeling have the option to shoot it from afar but also attack from close distance to get the full value out of it. On the other hand, Bound Armaments is a flat increase in light attack and stamina. This, just like the skill itself, goes to show its emphasis on overall sustained DPS rather than a single burst nor does it have any condition like stacking attacks for damage reduction or distance-to-target altering the skill.

Conclusion
Bound Armament change is definitely a good and interesting one. A deeper analysis of the skills shows that Relentless Focus and Bound Armaments while they share similarities are definitely skills that serve different purposes and does not diminish the "identity" of one class due to the other class having a skill that is recastable by stacking light attacks. Sharing light attack recastable stacks is about as far as the similarities go because the two skills serve a very different purpose and provides different buffs.

Writ vouchers

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Is anyone else having a problem seeing their total writ vouchers on both the NA and EU servers? On both servers I know I have writs in the bank but the amount shows 0.

Sooo ? Sneak in PvP ? When is it fixed

DragonKnights are officially Extinct!

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The title says it all, after multiple patches beating DK until it was lifeless and unresponsive, ZOS finally said they'd focus on class identity, especially DK's.

Glad they came out around the other side of their comment and decided to nerf DK's into one of the most useless and over nerfed class in ESO history.

When you are focusing on identity within DK, it's not very logical to take away all the firepower it has behind DOT's. I'm not saying DOT's should be overpowered, but let them remain in a position of power to have the upper hand when it comes to dots compared to Soul Trap and Entropy. Where is the sustain being overtuned for DK's? You keep raising the cost and compensating them nothing in return. Remember the mindset you guys once had, if you nerf something u gotta compensate it back somehow 1 way or the other. Dk's haven't gotten compensated for any of these nerfs for several patches. :o

The idea is simply gone, everything beautiful that used to be a good touch for DK's is gone. The damage, the potential, is now nothingness.

DK's are officially the biggest stall, with no potential to really contain/pressure/CC players as a Templar with such a powerful identity can do beyond that. Templars... Beat everything.

BOOM BABY

I'd strongly reconsider looking into DK's and reworking them this patch, waiting the next few patches for action to be taken is a suicide route.

DK's need more attention and light after these last few dark patches all favorable in bias of templars. A lot may have to do with Gilliam, but I ain't calling the shots... Lets just be real, Gilliam needs to step down or be less bias towards his playstyle and tastes, the entire game doesn't revolve around him or his mindset when it comes to balance changes. There are far more competitive players that'd like to chip in ideas, but when you shut them down and fall back on the "audit" excuse, you are forcing unfair and disadvantageous balance changes.

From the bottom of my heart and with the deepest concern for the game, please do not ruin it or manipulate our hope into disappointment just so we can follow through with your audit ideas. There's a trend among many thriving games, and it all starts with listening to your community. That is just beyond these forums too, being more engaged as a part of a community is far different than listening to words or reading words. Ever tried having a conversation with somebody u don't know and understand their perspective and their thought process behind these ideas? As far as I'm aware, forum is a place to go complain for nerfs and balance, but not everyone is perfect on the forums. And a vast majority of people will act out of anger and lack of insight into the opinion they're stating such as Nerfs , or buffs, or situations that annoy them.

I'm being humble as a sorc main, giving constructive feedback, and DK's need to be looked into and placed into something unique that they can use from that standpoint to kill something. Something more unique that a templar ALREADY doesn't have.

The game will not blossom if the ZOS team doesn't water the flowers of its community. Mark my words

-Ex

Show off your Bosmer!

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Bosmers are adorable and people love adorable things so I made this thread for people to show off their adorable lil bosmers

Why is there an absence of a none CP campaign on the PTS?

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So I wanted to test the new PvP environment but I was disappointed to see only a standard campaign. I don't participate in CP PvP so my efforts there would have been useless because I have nothing to compare it to. I attempted a battleground queue but it was taking forever. So I guess I'll try that again later during prime time.

Anyway: in respect to the nerf to DoT damage - I did a quick test with my tank (who uses almost nothing but DoT damage) and I went from 8812.9 DPS to 7405.9 DPS. A significant decline but not the end of the world. Out of curiosity I switched up the 3 DoTs I was using for sweep spam and the numbers came in at 7346.6 - which is roughly equal to what my DoTs (with some dark flare mixed in) were doing. That's a single ability in place of several - true, but it's also a melee attack and requires the target to be close and makes you more vulnerable to attack. So on first glance anyway: it seems to me DoT damage if stacked and used in conjunction with other ranged attacks is on par with my melee spammables as they are typically called. So this change should please those who felt that DoT damage was too strong and was overshadowing melee.

But is DoT damage still good? It seems to me it's still worthwhile to supplement your other attacks with - and can still be incorporated into a ranged fighting style capable of good damage. But I think it's safe to say those who mix in melee attacks now will be able to do more damage. And that's probably the way it should be - because melee combat is more difficult to land and puts the attacker at greater risk. That's my conclusions so far based on what I'll admit isn't extensive testing. If I'm ever able to get into a battleground I"ll have a better idea of what I think about these changes. But my first impressions of it aren't bad even though there is no denying my damage was nerfed.

But to end: please add a no CP campaign to the PTS. I can't think of a good reason why there isn't one.

New Set Idea: Pause Werewolf Timer

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Make it happen ZOS. New set that pauses werewolf timer. Thanks!

Crafted set
- Stamina + Magicka
- Weapon Damage + Spell Damage
- Stamina Regen + Magicka Regen
- Werewolf timer is unlimited.

[PvP] Protective jewelery is pay to win [Math proof inside]

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Thesis: Using protective jewelery is better than using set bonuses if you want to increase your resistances while sacrificing less on max stats. Robust and arcane are inferior to pay to win protective.
Method: I will calculate rates to find best bang for my buck. I will use magicka as main resource but stam is completely same, just use robust and draugr. I ll compare unconditional %100 uptime resources of max mag and resists. Alfiq, brass, protective and arcane give stats unconditionaly with %100 uptime as long as they are slotted.


Brass All Gold
(2 items) Adds 1206 Maximum Health
(3 items) Adds 2975 Physical Resistance (I ll divide these by half and calculate Physical+Spell= "resistance" to simplify things) 2975/2=1487 resistance per 1pc bonus
(4 items) Adds 2975 Spell Resistance.
(5 items) Adds 3460 Physical Resistance and 3460 Spell Resistance.

Alfiq / Draugr All Gold
(2 items) Adds 1096 Max Magicka
(3 items) Adds 1096 Max Magicka
(4 items) Adds 1096 Max Magicka
(5 items) Adds 2560 Max Magicka

Arcane
Increases Maximum Magicka by: bolted ones are gold ones. 1844/870 = 1784/840. Rate is same so I ll use gold ones. Result will be same.

760 790 820 840 870

Protective

Increases Spell Resistance and Physical Resistance by

1624 1684 1744 1784 1844 (1844+1844)/2=1844 resistance per protective bonus



protective jewelery's resistance / arcane's magicka = gold 1844/870 = 2,12. You gain 2.12 resist per mag
1 pc resistance of sets / 1 pc magicka bonus of sets = gold 1.487/1096 = 1,35 You gain 1.35 resist per mag
PTS fortified brass 5 pc's resistance / Crafty Alfiq 5 pc magicka = gold 3460 / 2560 = 1,35

Discussion: This means you get more resistances per point of potential magicka you lose from arcane trait. you lose mere 840 max stat and gain back 1784 resistances.
At other side you get 1487 resistance when you lose 1096 magcika on small piece bonus. You get less armor with more potential magicka sacrificed if you use set pieces.

Why jewelery traits give better resistances? Because it is not pay to win when you use sets, you dont pay for sets.

When I see protective jewelery on Medium or Light armor builds I get annoyed. Because I cant use them, I dont have Summerset. But I can use fortified brass, it is nice to have options. But what? I get less resistance for more magicka I lose! Protective jewels give 5.532‬ resists and lose 2.520 mag when I retrait; brass give 6.435 res and lose 4.752 magicka againts alfiq. (1206 max hp = 1096 max mag deduced because they can be manipulated with atrribute points with same rate)

Conclusion: It is not all about comparing Alfiq/draugr+protective to Brass+arcane/robust. Robust and arcane are inferior to pay to win protective. You get an advantage with using protective againts summerset-less players.


Bonus: Do you wonder why ZoS did nerf the fortified brass 5 pc? I know the reason.


Old fortified brass 5 pc resistance / Crafty Alfiq 5 pc magicka = gold 5170 / 2560 = 2.01 nearly same rate as 2,12 of protective.
PTS fortified brass 5 pc resistance / Crafty Alfiq 5 pc magicka = gold 3460 / 2560 = 1,35 This is the new one. 1,35 rate... Same as non-p2w small piece rates.

Even if old brass's rate was not as good as protective/arcane rate they still had to nerf it. 2.01 rate was TOO much for Zo$.

Edit: this can be fixed with small (~%10) buffs and nerfs to jewel traits and maybe even smaller ones to set bonuses. Reversing brass nerf can be nice too because set was not bis so it wont impact the meta with 5k resists.

Let's help the Class Reps

Magnb PvP burst rotation needs to be addressed

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Magnb has been my favorite class to play ever. I've been pretty diehard into PvP since tamriel 1 and have always mained a magnb. I do have all classes maxed out and geared up, all mag specs because I just don't really enjoy Stam, anyway I digress.

MAGNB BURST ROTATION, this class used to have alot of unique skills and was very rewarding to play. If you lined up your burst right you could incap/mercy/impale away. It was a solid combo and wasn't exactly hard to land but but it had counter playy and still killed it's fair share.

Here comes the nerf train. And I'm a little blurry on what came first, or if I ramble, had back surgery and been eating Valium. But nerf train.

Over time they took the stun from incap.ok that wasn't the end of the world, you could still skill fear and get the combo off.you just needed to be a little quicker, have smooth cancels and hope your opponent wasn't quick on thier toes.

Then the nerf hammer comes again, they slow the projectile of the bow.... For some reason, I'm still trying to figure this one out.... So now you have to cast your stun cast your soul harvest since incap doesn't stun anymore, then fire this clunky clown delayed bow. That thing was always getting dodged.

But wait there's more! Some total mouth breather though it was a good idea to add cast times to Ults

So NOW what I do is fear, cast my slow ass soul harvest which I can't cancel. They break free and block the soulharvest. I fire my slow ass bow, they roll Dodge the bow and by then have healed back up to 100% hp.

Yeah I have made a dent on thier stamina for sure but now I have nothing lined up for another 6 seconds so I can pull the same combo but to what end? The same jankity miss I had just failed at?

This has honestly become a sad sad joke to me and something needs to be changed so I can actually land something. I'm not asking for a no brain I win combo where they don't have a chance. But fighting vs someone with a brain, I'm the guy with no with no chance unless they screw up.

Edit: I decided to out this here since I failed to mention it. I understand magnb can perform well in situations that rely heavily of proc sets. Calu, zaan, skoria, even ran into a guy ganking with calu/auradon or w/e. It is my opinion that the class should not be gear dependent like that and would not care if all those sets were nerfed. Given magnb had a viable combo again it's class identiting combo has been hit hard

Edit 2 after a long debate with another I've come to the decision that I would like to have faster travel speed on bow again

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
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