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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!

"Mortal's Mask" skin to hide vampirism - how do you want it?

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Almost all vampires come to the sad conclusion that they look awfull, especially at stage four. It has been raised many times that we would love to have some kind of skin to hide our vampirism. But how do you want it implemented? How do you want to look after putting the skin on?

undo bug

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

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

Which is your favourite home, and which have you put most effort into?

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When I started playing I thought Twin Arches would be my favourite, it's so gorgeous. I've got to say, though, that Humblemud has remained my favourite. It's quite a challenging house to decorate nicely, due to the uneven ground and curved interior walls. But when I go to my Humblemud, it feels cosy, and the sort of place my character would come home to after a hard day adventuring. I love what I did with the courtyard, too (lots of trees, and lanterns hanging from trees, plus a chill-out chair and table).

So, what's your favourite home, why, and is it the home you put the most effort into?

Stone Fist Animation Candidate - Vampire Lord Thisa's "Blink Strike"

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First things first: All credits on vDSA footage to @T3hasiangod . Thanks, nice work!

Second, I am not a stam dk main, however I do agree with the displeasure many pleayers have with the Stone Fist animation (and I share it, it certainly looks not impactful to me, among other things like cost and effect that puts me away from using the skill)

Searching for an alternative, already existing animation, a certain boss skill came to mind that at the first time I saw that, made me think "This is a neat animation for a DK skill!". And that is the vampire boss from stage 9 of Dragonstar Arena, known as "Vampire Lord Thisa". Her heavy attack consists of a "Flaming Punch" which also seems to double as gap closer (IIRC), and I think (even though the animation is quite "flamey", it can work if you think of the flames as propelling yourself up to sucker-punch someone xD). Also, a shortened gap closer spammable (15m or even 12m) would help with the melee theme of the DK.

That animation is neat, it already exists and with minor tweaks to speed (the boss is understandably slower), I think that animation would be a very nice one to StoneFist/Giant.

The following video and timestamp (6:45) has the animation (the battlefield has quite a number of effects, but hey)

image

I also made a GIF from that specific part of the video, but the resolution got quite lower, here it is anyway.

rz7jpvjbkzai.gif

EDIT: Completely forgot to tag @Ragnarock41 , which is a more experienced stam dk player than I am, so I would like to hear his/her opinion on this :P

Some spammable skills need to be reworked [yes, another Stone Giant thread]

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- DK:
Stone Giant:
Wrap your weapon in rock, cause your next 3 light attacks used within XX seconds to deal an additional XXXX Physical damage, at your third attack your weapon's rock covering explode, dealing a XX% aditional damage and stunning your target for 3 seconds.
(Yep, it's just an stronger version of crushing weapons)

Or give us a stam whip morph *.*

- Necromancer:
Death Scythe (and morphs): reduce the cost, increase its dmg... make this good looking skill main necromancer's spammable
Flame skull (and morphs): remove the third cast increased dmg... every third cast now causes "FEAR" (boom baby! someone is throwing you a spectral skull... thats terrifying!)

All range skills which has been choosen as a main class spammable skill (warden's bat, dk's u24 rock and necro's skull) feels really weird for stamina (melee) based characters, so... plz, just give these classes a TRUE identity.

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:

Stuck in sprint after Streak/Ball of Lightning

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Every time I play Sorc. Running around unable to cast skills, bar swap or use a potion with my stamina bar draining as I'm moving around.

Any ETA on this? By the time I've smashed the sprint button in anger I'm already getting teabagged by 24 AD.

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

' not necessarily optimal' Re: Developer statement regarding class changes

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The expectation from those of us who have been subscribing to ESO for years is that a class IS optimal for a key role in pve or pvp. Pvp is competitive. Consequences for 'not being optimal' is a split second death or constant team wipes.

While the feedback and honesty regarding current combat options from Devels is appreciated, what is happening is that 'feeling' like you are on your nightblade/sorc etc is NOT enough for experienced players.

using quests to make the game feel more open world?

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TESO is still mostly a themepark MMO, you get to a new area, with its own theme and issues, you solve them, and move over to the next one.
Since one Tamriel hit, things changed a lot, now we're able to go anywhere and do any quest we want, indeed making the game feel more open world in a sense.
But there's still the fact that everyquest pretty much takes you right next to it all the time, so you still solve things per area, instead of having to go to other places.
An idea would be to change just that, to make the game feel more open world. having sidequests taken in some place, but that require you to go to a totally different place, maybe even on a different map, change the scenery, change the setting. I know there are a few quests like this, but it's really few and in between. most of them are "please go to these ruins RIGHT next to me, and then come back to me, please."
Speaking of quests, another thing that could help break up the monotony would be to unclude crafting in some quests, have some quests actually require to craft something (and I mean regular quests, not the specific crafting quests with no story in cities) of course it would need to be somthing that anyone can craft, nothing that requires a high lever or anything.

These are just some ideas that I think could make the questing experience a bit more varied and not a constant monotony of "hero help me", "thanks" *walks 2 steps* "hero help me!"

Crown Store bugged. I bet this will be fixed RIGHT AWAY.

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Come on Zenimax, show your disrespect to us and fix the Crown Store. I can't buy anything in it. I guess everything I look at says "Offline" that won't be fixed, but I a sure the "blank" in the Crown Store will be fixed RIGHT AWAY.

How pathetic Zenimax you are when it comes to priorities to fix things.

*edit*

I don't like to delete or change my posts, so will leave as is, but trying to be helpful now. Now I have calmed down and trying to fix the situation.

Platform Xbox One X.

Problem seems no descriptions or lettering anywhere. In game when we "see" an enemy or person it says their name and level, but all I get is "offline".

Hope this helps the team to fix the game.

Communication about DoTs

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Hello ZoS,

Could you share your thoughts about the response from the community about the damage reductions to Dot abilities? While the community is split, my understanding is that the majority is not happy about these changes. I was just wondering if you had a plan to address this, as it was not brought up in the recent patch notes? Or if these are the changes that will be followed through with and corrected in a later patch?

Even a simple, " We've heard you guys and are taking it under consideration." Would be awesome. Just something to make sure we are not being ignored completely.

Cheers,
Shadow

Show your Argonians!

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A thread to share all your Argonian characters! :)

This is Dances-With-Frost-Dragons, my DK Tank Argonian! (Updated 05/07/17)
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Old screens of Dances:
Will start off with mine: Dances-With-Frost-Dragons. Currently Level 30, he is a Stamina Dragonknight, uses two handed weapons mostly. He is often day dreaming and dancing, hence the name! :D
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5.1.5 Live Shield Changes

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Hello to whoever is reading this! My name is PurpaleSlushii and I have been playing magic sorcerer since 1.6. I've been here through all the ups all the downs all the good and all the bad on sorcerer. Back before the first shield nerf magic sorc felt insane, to good in my opinion with great damage, sustain, and tankyness. A nerf was needed and soon us sorcs were met with the first nerfs. These were shields being affected by resistances. Shields being critiable, and having it so one shield cant be above 50% of your max health. At first when this came out as a sorc I was very frustrated with how shields got nerfed in so many ways, but as a day one sorc I adapted and found what was good to use and how I could make solo play viable again. This was very hard at first because as a sorcerer I do not use pets in pvp in my opinion pets were way to strong and I did not find it challenging to fight outnumbered having pets you can use as line of sight and use to heal yourself like crazy. I'm just a typical healing ward destro resto sorc.

One of the big struggles last patch was getting the heal from healing ward because a lot of the time your shield would be hit off before you could actually use the heal so you would have to line of sight like crazy or shield and use dark conversion for the heal.This didn't bother me to much because a lot of the time I would be able to find line of sight to heal or my healing ward and shields would be big enough when I was near execute range to give me large enough shields that i could survive the pressure and either get away or heal up to keep fighting. About a month ago the first patch note changes came out and I was very very excited to see the new healing ward changes and rapid regen changes I was super happy and felt the game was going in the right direction. I saw a lot of skills from a lot of different classes and skill lines were getting damage buffs and I was hype. Then I kept reading and saw shield changes. Hardened became smaller, harness and dampen became smaller, and also healing ward became smaller. At first i figured with the new healing that the smaller shields wouldn't be a problem but after experiencing pvp day one of Scalebreaker I was so wrong , and I have a lot of concerns. Starting off in my opinion from playing it seems to me like damage is way to strong this patch especially Damage over time Effects.

Most of my death recaps yesterday were from dots whether that was soul trap, trap beast, entropy, vamp drain, bleeds didn't matter every dot on my recap yesterday was at least 5k in damage. Fighting multiple people made it extremely hard to pressure one because the amount of pressure one person can put on you this patch is a lot let alone having multiple people putting multiple dots on you is crazy. The huge problem I was running into was being squishy and not being able to heal. Now keep in mind on my sorc I have 43k mag 26k health 16k stam 29k spell 27k physical resistances 2400 crit resistance and 2500 regen. The build I am using is built for solo play to take on multiple people. When I would try to fight outnumbered most times yesterday I was in the situation of having to shield stack non stop because of the pressure I was receiving. Using hardened then dampen then healing ward to get the heal just was not working for me. Almost every time I would try to shield stack when I was low health my healing ward would get hit off immediately because of all the pressure I was taking with everyone having insane damage. This would make it that i couldn't even receive the heal from my ward because the shield was to small to stay up to heal me. There was one point when i had all three shields on and I had half health and I got one shot by onslaught. That should not be happening if i have my shields up to protect myself from dying and also have half health one skill should not be able to kill someone that is protecting them self like that. I also at one point had on rapid regen and healing ward thinking that this would help me more but I was wrong. I was still running into the same problem of people hitting so hard that my shields wouldn't stay up long enough for me to heal.

Now this new healing is great and everything but when you are in light armor an have no shields on because they are being hit off it does not matter if you have things like rapid regen and entropy healing you because being in light armor is like begin naked. You take outrageous damage with no shields more damage than I can heal through so the healing does not help me if I don't have a shield that can protect me while my health goes up. Yesterday a few times I also ran into alot of heavy armor bleed builds and heavy armor builds. These are much stronger and outperforming alot of mag classes and it does not seem very balanced. To me from my fights against these players it seemed they had more damage than me more sustain and also were able to tank more damage than me. Which basically means they could be more offensive than I could and it just felt like I was being bullied not being able to fight back because of all the pressure. It is not fair that someone can be in heavy armor have more health than you more damage and be more tanky. Heavy armor is ment for tanks to be able to tank. Not to be able to tank and put out more damage than molag bal himself.

Please take a look a shields and do something with them to make it more balanced to survive and fight people with insane damage. I know now that shields got buffed to be 60% of your max health instead of 50% but there is no possible way to build for that, because in order to reach that amount of max mag to have that much mag you would be sacrificing defensive stats and moves on your bar because you would need bound armaments and inner light for the max to reach the 60% and that is just not viable to fight with a bar setup and a max mag build like that. Please take a look at balancing damage with shields maybe make shields how they were last patch that would balance it more and make it so we can take more pressure. Also I am fine with the harness regen nerf that dosent bother me.

One idea that might help you guys to balance the game would be making 4 morphs of each move in the game. Two PvE morphs per move and two PvP morphs per move. Have it so you can only use PvE morphs in PvE and PvP morphs in PvP. This would provide you guys an easy way of balancing the game where when you make changes to a skill it doesn’t affect both PvP and PvE. Just an idea tho! Thanks for reading! ~ slushii

this toppic needs to be removed as fast as possible

Someone else have a problem with logging to EU PC via Steam?

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First I was disconnected from the server, and now I can't login into the game for half an hour or so. Is something wrong on my side, maybe?

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When "Class Identity" involves mechanics, it will be secondary to "Play Pattern"

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Because "Play Pattern" is about math and that monster's health bar is math.
And when people look for an efficient rotation, they sacrifice class identity by choosing things outside their class and/or character concept.
Then they complain they don't have class identity.

If "Class Identity" were merely cosmetic, I think the devs would have an easier time achieving their goal of getting both in the game.
That is, have a bunch of skills in many skill lines that do EXACTLY THE SAME THING mathematically -- numbers, animation time, EVERYTHING. They just look different cosmetically -- different animation, themed to whatever skill line it falls under.
But then people complain of homogenization of skills.

What you get with the current system is elitism -- people who can parse a bigger number look down on people who are trying to have a fun character concept.
If they made Class Identity purely cosmetic, you'd still have elitist jerks (you always have those) but a broader toolkit to BOTH be effective AND feel cool playing your character.

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

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.
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