See Title
↧
Sooo ? Sneak in PvP ? When is it fixed
↧
Nightblade Class Identity Failures
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.
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.
↧
↧
Player friendly replacement for trials
Ive already given you a more advanced and player friendly model for dungeons with the radial design and now i will give you an advanced system to replace trials
Nothing that i give you doesnt already exist in eso is some basic form or is not possible with eso level technology.
The raid or trial is an outdated concept from as far back as everquest. Its limitations are many and its benifits are few. The very design of it promotes an exclusivity that creates negativity for the rest of the game because the culture of it has loud voices that end up compromising additional system toward its very specific playstyle and over -needy endless demands on developers which is an impossible task as any change will potentially upset the entire system.
the Warfront:
my initial example uses a basic pve /non contact rvr variant of the existing imperial city which creates a three prong attack on molag bal's forces. Whichever faction gets to molag bal first locks the others out and gets the rewards for winning the campaign.
These campaigns are designed for 100 players per side or 300 players per instance ( more if its possible). Like the cyrodiil campaigns they have a start and a conclusion with rewards going to the victorious side and second and third place for the effort.
the map will be modified to include a number of siege-able gates and monster generators. Monster generators are not new to eso but are used sparsely like wasps or that fire thing in vvardenfell, portals in some dungeons. We will make extensive use of them from now on out.
so the three areas of imperial city will be cut off for each other in this example as its a pve warfront with rvr competition element. Each of the three areas will have a number of new gates added and monster generators set up which players will have to work through. As they defeat the gates and monster generators they can advance through each of the areas toward the center of the city both on top and underground simultaneously ( to split up/allow more players per instance).
The gate system will work on a system of up/down. That is teams underground have to do something for the teams above to advance and vice versa. The monkey wrench is that the other factions teams can also complete tasks that will hamper your efforts but not directly ( its a pve scenario with rvr elements). Whichever faction unlocks the last gate to molag bal the other teams get locked out and that team has a a chance to defeat defeat molag ball and end the campaign.
the monster generators in this warfront will be daedric portals which will be heavily defended BUT generators have to be attacked both topside and underground at the same time else they cannot be permanently closed as each generator is linked to another generator. Additionally new mobs which repair and spawn new portal sets will keep pressure on the players to keep spread out a little. Failure to address and maintain the monster generators will result in a gate being relocked preventing reinforcements/ slowing down advancement to molag bal.
the idea is to provide an endgame scenario that is fun and inclusive where everyone can contribute according to their skills. This is just one simple example but you can apply the principle to any new content with this pve/rvr type hybrid gameplay that i think eso can easily handle with its current technology and a little spreading out of players so more can be packed in.
The age of trials and raiding is over, its time to adapt to pve warfronts with rvr elements. I think thats what regular players really want for endgame pve.
Nothing that i give you doesnt already exist in eso is some basic form or is not possible with eso level technology.
The raid or trial is an outdated concept from as far back as everquest. Its limitations are many and its benifits are few. The very design of it promotes an exclusivity that creates negativity for the rest of the game because the culture of it has loud voices that end up compromising additional system toward its very specific playstyle and over -needy endless demands on developers which is an impossible task as any change will potentially upset the entire system.
the Warfront:
my initial example uses a basic pve /non contact rvr variant of the existing imperial city which creates a three prong attack on molag bal's forces. Whichever faction gets to molag bal first locks the others out and gets the rewards for winning the campaign.
These campaigns are designed for 100 players per side or 300 players per instance ( more if its possible). Like the cyrodiil campaigns they have a start and a conclusion with rewards going to the victorious side and second and third place for the effort.
the map will be modified to include a number of siege-able gates and monster generators. Monster generators are not new to eso but are used sparsely like wasps or that fire thing in vvardenfell, portals in some dungeons. We will make extensive use of them from now on out.
so the three areas of imperial city will be cut off for each other in this example as its a pve warfront with rvr competition element. Each of the three areas will have a number of new gates added and monster generators set up which players will have to work through. As they defeat the gates and monster generators they can advance through each of the areas toward the center of the city both on top and underground simultaneously ( to split up/allow more players per instance).
The gate system will work on a system of up/down. That is teams underground have to do something for the teams above to advance and vice versa. The monkey wrench is that the other factions teams can also complete tasks that will hamper your efforts but not directly ( its a pve scenario with rvr elements). Whichever faction unlocks the last gate to molag bal the other teams get locked out and that team has a a chance to defeat defeat molag ball and end the campaign.
the monster generators in this warfront will be daedric portals which will be heavily defended BUT generators have to be attacked both topside and underground at the same time else they cannot be permanently closed as each generator is linked to another generator. Additionally new mobs which repair and spawn new portal sets will keep pressure on the players to keep spread out a little. Failure to address and maintain the monster generators will result in a gate being relocked preventing reinforcements/ slowing down advancement to molag bal.
the idea is to provide an endgame scenario that is fun and inclusive where everyone can contribute according to their skills. This is just one simple example but you can apply the principle to any new content with this pve/rvr type hybrid gameplay that i think eso can easily handle with its current technology and a little spreading out of players so more can be packed in.
The age of trials and raiding is over, its time to adapt to pve warfronts with rvr elements. I think thats what regular players really want for endgame pve.
↧
Request from my tank
"I need a group taunt, please. Thank you and god bless."
↧
Give Stamplar Engulfing Flames Treatment
Make power of the light scale with weapon damage to increase penetration or physical damage. Give stamplar group utility so it can't be used by a healer. They did it with engulfing flames for magic dks.
↧
↧
Give us more heavy armor magika sets!
There is only one decent heavy armor set for magika and thats rattlecage, why are there so many heavy armor based stam sets and no magika sets, since the heavy armor passives are good for both?
↧
PTS preview for final wing of Hall of Lunar Champion house
↧
The root of all evil is the CP system. Remove it already and stop nerfing EVERYTHING else
Title
↧
Ressurecting other players?
There's been a few times that I've been questing or randomly running around killing npcs, and I've noticed a dead player, and revived them with a spare soul gem. I then get the 'pending' notifcation, which disappears after a while.
So if I use a soul gem to revive someone who then times out before they can use my revive, will I lose my soul gem?
So if I use a soul gem to revive someone who then times out before they can use my revive, will I lose my soul gem?
↧
↧
Sword and Board: Deep Slash and Power Slam
Hello,
So recently sword and Board got changed. Heroic and ransack got a damage nerf and somehow power slam is our new damage spammable.
But why does a slam with my shield more damage then a cut with my sword? I really want to use the sword and board as my damage source but having to Spam a shield slam as my damage skill looks to weird. So, what would be nice if you could just swap the functionality of deep Slash and power slam. Would even make more Sense.
Power Slam: Deals a little bit of damage and applies minor maim to the enemies hit and apply a little snare.
- Your shield is your defensiv tool and on using it with an ability it would apply defensive debuff on your enemy. You shield is a utility/defense Tool.
Deep Slash: Deals damage and with blocking you enrage yourself to deal more damage on your next deep Slash.
Please consider putting it even in this PTS cicle. I really want to use sword and board as my damage source but that i need to spam a shield slam feels awkward...
So recently sword and Board got changed. Heroic and ransack got a damage nerf and somehow power slam is our new damage spammable.
But why does a slam with my shield more damage then a cut with my sword? I really want to use the sword and board as my damage source but having to Spam a shield slam as my damage skill looks to weird. So, what would be nice if you could just swap the functionality of deep Slash and power slam. Would even make more Sense.
Power Slam: Deals a little bit of damage and applies minor maim to the enemies hit and apply a little snare.
- Your shield is your defensiv tool and on using it with an ability it would apply defensive debuff on your enemy. You shield is a utility/defense Tool.
Deep Slash: Deals damage and with blocking you enrage yourself to deal more damage on your next deep Slash.
Please consider putting it even in this PTS cicle. I really want to use sword and board as my damage source but that i need to spam a shield slam feels awkward...
↧
Behold the high tech future of ESO combat!

Seriously, can we please get a Stam whip or update to claw instead?
↧
All Magicka DPS comparisons on 21m (Iron Attro)
I play Magblade, MagDK and Magsorc on live, so other classes might not be as representative. In general sustain is pretty bad, however High Elf with Absorb Magicka seems to do a little bit more than Breton with Berserk even if you have to heavy attack , but I didn't bother changing for some, since PTS lag spikes can be really annoying and ruin many parses. I didn't use bash weaving. If sustain remains unchanged I will for sure run Breton on live.
"Old" dots (Consuming Trap, Degen, Flame Reach, Scalding Rune) will do around 3% dps and in general are not worth using. Aoe Class dots are also not worth using, they will also do around 3% and kill your Magicka very quickly.
I'm sure it's possible to get slightly higher numbers, and I'd be curious to see what other builds people used and DPS they pulled. Anyway here it is:
Magden - 74.4k
Not a lot of options for different builds here in my opinion
![wjs8jdc3f1wm.png]()
![q7ea2mxgoogi.png]()
Magcro - 75.4k
Colossus is not even worth using for individual dps. I got around 3k more with using Shooting Star.
![72q0ol2odyr8.png]()
![gc0xuqqwa25d.png]()
Magblade - 76.1k
I don't think there is any other viable build
![nt6qudgho8q8.png]()
![fjivxb7auqp4.png]()
Magplar - 78.3k
Also not many options, Vampire's bane will do 3%+- , shards also and they cost way too much.
![csnsn5r3dzlt.png]()
![mtkk8fdee81w.png]()
MagDK - 81.7k
Tried not using Engulfing and Burning Embers and replacing with Mages guild for passives, doesn't seem to be worth, however Eruption and Flames of Oblivion do good damage. Again I don't think there's any flexibility for build
![43t2ain6bnbx.png]()
![r0h1u5erb6yl.png]()
Magsorc - 83k
A lot of flexibility. You can use single pet (Scamp for more aoe, but worse sustain), double pet, can run execute, can run bound aegis instead, can choose not to run mystic orb, can use either arcane or bloodthirsty, all of the builds are close in DPS.
![n6fshdin60xb.png]()
![jveaherfn2s1.png]()
Some thoughts on changes. Engulfing change will ensure mag groups include MagDK, Warden can apply Minor Vulnerability with DPS skill and has Minor Berserk from other skill, this will also make him viable, and Nightblade can apply AOE minor vulnerability, which will also make him more desirable.
"Old" dots (Consuming Trap, Degen, Flame Reach, Scalding Rune) will do around 3% dps and in general are not worth using. Aoe Class dots are also not worth using, they will also do around 3% and kill your Magicka very quickly.
I'm sure it's possible to get slightly higher numbers, and I'd be curious to see what other builds people used and DPS they pulled. Anyway here it is:
Magden - 74.4k
Not a lot of options for different builds here in my opinion


Magcro - 75.4k
Colossus is not even worth using for individual dps. I got around 3k more with using Shooting Star.


Magblade - 76.1k
I don't think there is any other viable build


Magplar - 78.3k
Also not many options, Vampire's bane will do 3%+- , shards also and they cost way too much.


MagDK - 81.7k
Tried not using Engulfing and Burning Embers and replacing with Mages guild for passives, doesn't seem to be worth, however Eruption and Flames of Oblivion do good damage. Again I don't think there's any flexibility for build


Magsorc - 83k
A lot of flexibility. You can use single pet (Scamp for more aoe, but worse sustain), double pet, can run execute, can run bound aegis instead, can choose not to run mystic orb, can use either arcane or bloodthirsty, all of the builds are close in DPS.


Some thoughts on changes. Engulfing change will ensure mag groups include MagDK, Warden can apply Minor Vulnerability with DPS skill and has Minor Berserk from other skill, this will also make him viable, and Nightblade can apply AOE minor vulnerability, which will also make him more desirable.
↧
Entropy should give the Major Sorcery buff without DOT
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.
Similar to how 2H skill Momentum does.
By doing so, one can choose between damage or healing without losing the Major Sorcery buff.
↧
↧
Why does it take 50000 minutes to stow siege eguipment?
Just ***.
↧
Housing Community Builds a School! PC/NA+EU School Room Contest!
JHartEllis from the ESO Stream Team is happy to host the School Room housing contest! Build ONE room of a school. For instance, a classroom, library, cafeteria, principal's office, etc. We'll cobble all the rooms together for a big multi-styled eclectic ESO school! This is open to all on PC/NA and EU!
![xr826kngoy21.png]()
"Moo man gets some serious learnin'"
You get to pick the room type--if this school has 20 gymnasiums, that's okay. Have fun with it!
HOW TO ENTER:
Two ways to enter:
1) Send an in-game mail to @JHartEllis. Include which type of school room you have created (e.g. "Alchemy Classroom") and which home your room is in (e.g. "Kragenhome"). You may include a BRIEF description if necessary to explain your build.
2) OR, reply to this thread along with the server you are on (NA or EU) and include the school room type and which home it is in, and you may include a longer description and screenshots.
Make sure JHartEllis has Visitor access for the tours. It is not necessary to set the submission as your primary, and you do not need to be present during the streamed tour. Get your entry submitted before before 1pm EDT on Sunday, September 29th. Enter early (earlier the better). If you have EHT FX, publish them to the community or mail them in-game to JHartEllis
PRIZES:
10 entries will be highlighted and each receive 100,000g on PC/NA or PC/EU! This will be determined based on creativity, fun factor, and screenshotability. All other entrants will receive a small participation prize.
The ESO school will be streamed Sunday, September 29th starting at 3pm EDT at twitch.tv/jhartellis. We'll have several prizes for Twitch chat participants including a studious Hot-Blooded Bantam Guar pet code! We'll also draw for a Torchbug pet code IF there are at least 15 unique room types, so encourage friends and guildies to enter! Tune in for the tour, get some decoration inspiration, and enter for prizes!
Have fun with it, and good luck!

"Moo man gets some serious learnin'"
You get to pick the room type--if this school has 20 gymnasiums, that's okay. Have fun with it!
HOW TO ENTER:
Two ways to enter:
1) Send an in-game mail to @JHartEllis. Include which type of school room you have created (e.g. "Alchemy Classroom") and which home your room is in (e.g. "Kragenhome"). You may include a BRIEF description if necessary to explain your build.
2) OR, reply to this thread along with the server you are on (NA or EU) and include the school room type and which home it is in, and you may include a longer description and screenshots.
Make sure JHartEllis has Visitor access for the tours. It is not necessary to set the submission as your primary, and you do not need to be present during the streamed tour. Get your entry submitted before before 1pm EDT on Sunday, September 29th. Enter early (earlier the better). If you have EHT FX, publish them to the community or mail them in-game to JHartEllis
PRIZES:
10 entries will be highlighted and each receive 100,000g on PC/NA or PC/EU! This will be determined based on creativity, fun factor, and screenshotability. All other entrants will receive a small participation prize.
The ESO school will be streamed Sunday, September 29th starting at 3pm EDT at twitch.tv/jhartellis. We'll have several prizes for Twitch chat participants including a studious Hot-Blooded Bantam Guar pet code! We'll also draw for a Torchbug pet code IF there are at least 15 unique room types, so encourage friends and guildies to enter! Tune in for the tour, get some decoration inspiration, and enter for prizes!
Have fun with it, and good luck!
↧
Skiptracers of the Last Dwemer. Yagrum Bagarn in ESO.
Hello, guys. It might be a pursuit of Holy Grail, but still it might give some results. This thread started by @ExoArchivist and the reply of @Dark_Lord_Kuro inspired me to think over the possibility and finally ask the Community for help because there is a chance to find Yagrum Bagarn here in ESO. But it seems to be really hard if not impossible to do it alone. Yagrum Bagarn is known to be the last living Dwemer we meet in 3E 427 (TES III). Below are some of my calculations of the chance to meet him and some ideas of where and how we might find him currently in 2E 582-583.
Here are some Bagarn's phrases he says during our conversation in the Third Era. We have to pay attention to his words regarding the chronology of his life: he came back to Red Mountain from the Outer Realms only to find his race disappeared. After it he was wandering Tamriel in search for survivors or answers in the deserted colonies of his folk for years - thousands of years before we meet him. Then again he came back to Red Mountain in search of answers but became a mindless monster. After it Divayth Fyr brought him to Tel Fyr and brought back his very self. That is his story.
So why is there a chance Yagrum Bagarn has already been in Tamriel by the time of ESO?
1. Bagarn came back to Tamriel after the Battle of Red Mountain which occurred in 1E 668 but before Dagoth Ur reawoke in 2E 882 because he did not encounter any signs of the Sharmat's creation during his first return from the Outer Realm. Thus he could not return after 2E 882. Overall it is about 3134 years span but, yes, it does mean he still might return after the ESO years of 2E 582-583 but before 2E 882.
2. Then he left Red Mountain and travelled accross Tamriel in search of survivors and answers - he did it thousands of years ago as he says. That means at least 2000 years before we meet him in 3E 427. So he returned to Tamriel at least in 1E ~2243 (1E 2243+2000 years=3E 427). After it he begins to travel and visits those deserted Dwemeri colonies and never mentions or even cues he ever left Tamriel again for the second time. This means he's been here in 2E 582-583 at least for 1259 years already thus excluding the last possibility of his absence.
3. He wanders Tamriel for years (as he mentions) before finally returning to Red Mountain for the second time since his folk disappeared. But this time he becomes one of Dagoth Ur's monsters. This visit will happen not before 300 years after ESO in 2E 882 the time Dagoth Ur reawakens.
4. Finally, these dialogue lines are not present anywhere even on the uesp, but you can check it in-game yourself or watch it on youtube: Barilzar during the Divine Inquiries quest in response to our "I'm still not sure I understand what you need me to do" says "Good help is as rare as the legendary Last Dwemer, but a clockwork is only as strong as its weakest cog". A single line with so much sense. If Bagarn is still somewhere in the Outer Realms Barilzar must be unaware of his existence. This also supports the idea.
What and where to search:
1. In TES III Yagrum Bagarn technically is not of an NPC or even of a humanoid type - he is a Special creature along with both Dagoth Ur objects, Vivec, and the Heart of Lorkhan. So in ESO he might as well be a hooded creature, a voice from beyond a closed door or just disguised as a strange Altmer or a Bosmer with a Dwemeri beard or he might have a name similar to his real one. If he is present the way like this, there must be at least a minor cue the object we face is Yagrum himself.
2. He might be everywhere (if the Developers have ever included him by this moment) but according to his own words he is searching for his kin and explanations somewhere in the former Dwemeri territories. Vvardenfell, Hammerfell, High Rock, Skyrim and so on. He might be found in some Dwemeri ruins, public and group dungeons (such as the Fang Lair dungeon in Bangkorai with its Dwemeri temple inside). But he also might be somewhere on the way in wilderness or transit cities.
I might be wrong in some thoughts, but what if the Devs have already given us an answer? Who's up with me? If you find something interesting regarding this matter - please, share! Maybe someday we find him or the Devs will give us a clue if they haven't done it already. Thank you all in advance! Special thanks to @ExoArchivist and @Dark_Lord_Kuro.
Here are some Bagarn's phrases he says during our conversation in the Third Era. We have to pay attention to his words regarding the chronology of his life: he came back to Red Mountain from the Outer Realms only to find his race disappeared. After it he was wandering Tamriel in search for survivors or answers in the deserted colonies of his folk for years - thousands of years before we meet him. Then again he came back to Red Mountain in search of answers but became a mindless monster. After it Divayth Fyr brought him to Tel Fyr and brought back his very self. That is his story.
So why is there a chance Yagrum Bagarn has already been in Tamriel by the time of ESO?
1. Bagarn came back to Tamriel after the Battle of Red Mountain which occurred in 1E 668 but before Dagoth Ur reawoke in 2E 882 because he did not encounter any signs of the Sharmat's creation during his first return from the Outer Realm. Thus he could not return after 2E 882. Overall it is about 3134 years span but, yes, it does mean he still might return after the ESO years of 2E 582-583 but before 2E 882.
2. Then he left Red Mountain and travelled accross Tamriel in search of survivors and answers - he did it thousands of years ago as he says. That means at least 2000 years before we meet him in 3E 427. So he returned to Tamriel at least in 1E ~2243 (1E 2243+2000 years=3E 427). After it he begins to travel and visits those deserted Dwemeri colonies and never mentions or even cues he ever left Tamriel again for the second time. This means he's been here in 2E 582-583 at least for 1259 years already thus excluding the last possibility of his absence.
3. He wanders Tamriel for years (as he mentions) before finally returning to Red Mountain for the second time since his folk disappeared. But this time he becomes one of Dagoth Ur's monsters. This visit will happen not before 300 years after ESO in 2E 882 the time Dagoth Ur reawakens.
4. Finally, these dialogue lines are not present anywhere even on the uesp, but you can check it in-game yourself or watch it on youtube: Barilzar during the Divine Inquiries quest in response to our "I'm still not sure I understand what you need me to do" says "Good help is as rare as the legendary Last Dwemer, but a clockwork is only as strong as its weakest cog". A single line with so much sense. If Bagarn is still somewhere in the Outer Realms Barilzar must be unaware of his existence. This also supports the idea.
What and where to search:
1. In TES III Yagrum Bagarn technically is not of an NPC or even of a humanoid type - he is a Special creature along with both Dagoth Ur objects, Vivec, and the Heart of Lorkhan. So in ESO he might as well be a hooded creature, a voice from beyond a closed door or just disguised as a strange Altmer or a Bosmer with a Dwemeri beard or he might have a name similar to his real one. If he is present the way like this, there must be at least a minor cue the object we face is Yagrum himself.
2. He might be everywhere (if the Developers have ever included him by this moment) but according to his own words he is searching for his kin and explanations somewhere in the former Dwemeri territories. Vvardenfell, Hammerfell, High Rock, Skyrim and so on. He might be found in some Dwemeri ruins, public and group dungeons (such as the Fang Lair dungeon in Bangkorai with its Dwemeri temple inside). But he also might be somewhere on the way in wilderness or transit cities.
I might be wrong in some thoughts, but what if the Devs have already given us an answer? Who's up with me? If you find something interesting regarding this matter - please, share! Maybe someday we find him or the Devs will give us a clue if they haven't done it already. Thank you all in advance! Special thanks to @ExoArchivist and @Dark_Lord_Kuro.
↧
Treasure Maps need some attention
I like the concept of treasure maps. But they are poorly implemented. Without the assistance of addons or websites they are a nightmare to complete. Expecting players to explore an entire zone looking for a single corner of the landscape that is only recognizable from a certain point of view is just ridiculous.
At least attach some kind of hint to them that gives players a general idea of where on the map the treasure is located (similar to surveys). Because no part of the gameplay should require that a player download addons or have to look them up online to reasonably complete.
At least attach some kind of hint to them that gives players a general idea of where on the map the treasure is located (similar to surveys). Because no part of the gameplay should require that a player download addons or have to look them up online to reasonably complete.
↧
↧
Where the nerf to Onslaught?
Worrying that this broken skill isn't even mentioned yet.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
The fact its super high dmg + ignores armour and is AOE is already enough to put it above most other 'instant' dmg ults if not at the top. I've hit like 12k against proper pvp builds and even higher vs potato builds. I remember getting sniped and turning around and hitting the guy for 18k.
The basically 100% penetration on direct dmg skills for 12s is just a stupidly uncessary, OP utility added on. It's way too much.
Now the idea is ok I guess, still not sure why it needs such a stupidly strong extra benefit added, people cried about incap giving 20% increased dmg to that person for 5s and the pen on onslaught is easily 30-45% increased dmg to your direct dmg attacks (which next patch is all there will be) to everyone for 12s. Even writing the effect is absurb.
Honestly i could kind of get with the utility of it, an offensive and a defence morph. Both need tuning on the %'s though.
But realistically zos went too overboard with the stats as usual. Why 100% pen? Why 12s? This could easily be 30% pen for 8s and still be strong. It would mean the extra pen would stack with the casters usual pen and make the casters usual pen actually useful. Why go something like spriggans or make sure you have major fracture if you're ult is going to give 100% pen anyway.
Not every class has access to protection buffs and its very hard to get major protection now and that is the only 'defence' to this skill. The skill that lasts 12s. I mean running arond on a warden/ templar with minor protection and as soon as someone onslaught suddenly i've got to fear dizzying spam that crits for near 9-10k? Yeah an spamable that hits just as fast as any other instant spamable now is hitting harder than ults thanks to a broken ult buffing its dmg massively for 12s.
It's so annyoying, i can be fighting a weird tanky high hp stamina build which it has lowish dmg, until they onslaught and even the tanky builds suddenly be putting out more dmg than glass cannon builds.
↧
World Passives (vampire/werewolf/MORTALS)
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
every body is a vampire for the special passives
I'm sure we could find good passives for mortals humans too
↧
So much talk about quitting
I have never seen this many people (in discords, guilds, or forums) fed up and contemplate leaving the game.
This is just an honest observation.
I've edited my OP to remove my conclusions and conjecture about this, because I didn't intend for it to be a doomsday post.
This is just an honest observation.
I've edited my OP to remove my conclusions and conjecture about this, because I didn't intend for it to be a doomsday post.
↧