I'm thinking of making one, bow do they rate at the min in terms of dps/support
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Magwarden?
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Tamriel's Most Wanted - aka. The Great Grand List of Furniture Wishes and Hopes
Since this thread has now grown from my personal wish list to one of the most used wish list for the community as a whole, I'll update the OP with some general guidelines, to ensure the most efficient communication to any devs who may or may not be lurking.
- This thread is for items that are already in game and have ingame models. If you want to suggest something completely new that isn't in the game already, feel free to post in another thread or make a new post
- Please provide pictures of the items ingame that you would like to see as a furniture item, and please post them via Imgur or another such image uploading service, as the forum's internal picture uploader results in too much loading time. If you're going to upload a long series of pictures, also please hide them under spoiler tags
- Please look through some of the pictures in this thread already before posting, as to not have too many repetitions and suggestions of items that already have been suggested
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MASTER LIST of most/all items suggested so far (will try and keep it updated, no promises):
Conservatory/plants:
Parlor/suite/hearth/workshop:
Smaller objects, knick knacks, misc:
Light sources:
Courtyard/statues/banners:
- This thread is for items that are already in game and have ingame models. If you want to suggest something completely new that isn't in the game already, feel free to post in another thread or make a new post
- Please provide pictures of the items ingame that you would like to see as a furniture item, and please post them via Imgur or another such image uploading service, as the forum's internal picture uploader results in too much loading time. If you're going to upload a long series of pictures, also please hide them under spoiler tags
- Please look through some of the pictures in this thread already before posting, as to not have too many repetitions and suggestions of items that already have been suggested
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MASTER LIST of most/all items suggested so far (will try and keep it updated, no promises):
Conservatory/plants:
- Large ground pitcher plants
- Blue glowing mushrooms
- Emerging stinkhorn (we got one variant, the variant in the front, the larger one, isn't available but has been datamined)
- Vegetation from the Malatar dungeon
- Gathered bunches of wheat
- Nightshade
- Grape vines
- Hist flowers
- Gemstone geodes
- Bottled fungi gardens, both tall and fat variants
- Stone with daedric writing
- Apiary, normal and bosmeric variant
- Dreugh eggs
- Wamasu eggs
- Deshaan and Stonefalls mushrooms
- Ash trees, purple variants
Parlor/suite/hearth/workshop:
- Some khajiiti board game
- Clockwork jewelry and outfit stations
- Murkmire oven
- Durzog wall trophy
- Order of the Hour round rug
- Order of the Hour tapestry
- Dwemer orrey
- Anniversary cakes
- Vvardenfell pellet maker
- Loom and spinning wheel, wooden, non-clockwork variants
- Archery targets and target dummies
- Clothier's stand, wooden non-clockwork version
Smaller objects, knick knacks, misc:
- An alternate mortar & pestle
- Alchemical boiler
- Alchemical distiller
- Coldharbor mirror
- More maps
- Murkmire dreamcatchers
- Washing buckets and such
- Musical instruments of all kinds
- Orsinium hanging masks
- Orsinium bear and mammoth effigies
- Malacath ritual candle
- Order of the Hour hourglass
- Hanging bats
- Clockwork Obscuros
- Clockwork chest
- Dwemer calendar
- Indrik feathers
- Easles
- Clockwork sequence plaque books, open and closed
- Hlaalu ceremonial bell
- Vvardenfell jewelry boxes, various kinds
- Velothi gilded coffer
- Glass vial
- Lich crown
- Vaermina nightmare mirror
- Tear of St. Veloth
- Stamp and another type of inkwell and quill
Light sources:
- Clockwork projector device
Courtyard/statues/banners:
- Meridian banner
- Halls of Colossus friezes and dragon carvings
- Dwemer statue
- Maormer tents
- Raven statues/altar
- Orsinium statues
- Orsinium stone totem pole
- Statue of a priest with staff and book
- Ra Gada statue with halberd
- Ra Gada lion statue
- Yokuda ibis relief
- Yokuda gilded ibis tile
- Yokuda sarcophagus
- Yokuda gateway, stony and gilded
- Yokuda tapestries, two kinds
- Yokuda throne
- Yokuda statue, sitting ibis
- Statue of Arkay
- Statue of Redguard with sword
- Murkmire coiled snake
- Psijic fountain
- Dark elf well
- Colovian fountain, Kvatch
- Ayleid statue, Gold Coast
- Dunmer statue, mage
- Tribunal banners
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Console or pc
Which players have more skill? Opinions
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Sooo ? Sneak in PvP ? When is it fixed
See Title
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StamDK should be EARTH themed - not Poison
Thanks to this thread on DK Identity: https://forums.elderscrollsonline.com/en/discussion/495286/dk-identity#latest
Made me think...
Y'know what, Stonefist is a poor implementation. But I'll live with it. We can work with it. We'll give feedback on how bad the function is, how ugly the animation is, or how unlikely the skill will be used, ok ok, we got a hundred threads on that.
BUT I realized that my heart ACHE MORE on the fact stamDK has a POISON theme.
Do we have an ability line on poisons? No. We have 3 skill lines; Fire (Ardent Flame), Dragon (Draconic), and Earth (Earthen Heart).
So... MagDK got dibs on the whole fire theme. Most skill morphs into Fire-based damages. Great.
And perhaps, PERHAPS, stamDK having a Dragon them is a little too much... I mean, it sounded redundant, amirite? Dragon-themed DragonKnights? Nah... that's too much.
But EARTH.
Come on.
look at this.
![eso-dragonknight-class-elder-scrolls-online-wiki-guide.png]()
It looks fiery.
It looks hot.
and strong.
like a rock.
DOES IT LOOK LIKE A POISON-BASED CLASS, ZOS?
![eso-dragonknight-class-elder-scrolls-online-wiki-guide.png]()
Look at it again.
Now look into your hearts, ZOS. You KNOW it's the RIGHT THING TO DO. It FEELS right. It LOOKS right. I guarantee it will work out right. Trust me. Do it. @ZOS_GinaBruno
DO THE RIGHT THING.
![maxresdefault.jpg]()
Made me think...
Y'know what, Stonefist is a poor implementation. But I'll live with it. We can work with it. We'll give feedback on how bad the function is, how ugly the animation is, or how unlikely the skill will be used, ok ok, we got a hundred threads on that.
BUT I realized that my heart ACHE MORE on the fact stamDK has a POISON theme.
Do we have an ability line on poisons? No. We have 3 skill lines; Fire (Ardent Flame), Dragon (Draconic), and Earth (Earthen Heart).
So... MagDK got dibs on the whole fire theme. Most skill morphs into Fire-based damages. Great.
And perhaps, PERHAPS, stamDK having a Dragon them is a little too much... I mean, it sounded redundant, amirite? Dragon-themed DragonKnights? Nah... that's too much.
But EARTH.
Come on.
look at this.

It looks fiery.
It looks hot.
and strong.
like a rock.
DOES IT LOOK LIKE A POISON-BASED CLASS, ZOS?

Look at it again.
Now look into your hearts, ZOS. You KNOW it's the RIGHT THING TO DO. It FEELS right. It LOOKS right. I guarantee it will work out right. Trust me. Do it. @ZOS_GinaBruno
DO THE RIGHT THING.

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New Set Idea: Pause Werewolf Timer
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.
Crafted set
- Stamina + Magicka
- Weapon Damage + Spell Damage
- Stamina Regen + Magicka Regen
- Werewolf timer is unlimited.
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ClaSs IdEntify
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Battlegrounds scoring wildly inaccurate, why?
What makes the battleground scoring within the group so wildly inaccurate? I'm not talking about the overall score, I'm talking about why aren't kills recorded accurately and attributed to the person actually making the kills?
....there is an abundance of video out there showing this to be the case, so please try your best to resist the trolling.
....there is an abundance of video out there showing this to be the case, so please try your best to resist the trolling.
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ESO DEITIES POLL COMPETITION CHAMPIONSHIP FINALS!
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!!
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!!
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Ridiculously Rare Furnishing Plans Locked Behind Vet HM Dungeons
Hello!
We were having a little discussion on Discord today about an issue which is affecting a large portion of the housing community in game, which was mostly highlighted by a comment somebody made about spending hundreds of thousands in gold to obtain a furnishing plan for a platform, because they knew that they wouldn't be able to complete the new dungeons for an insanely rare chance to find it. I know many people will fail to understand this, as they can just do the dungeons on vet hardmode without a second thought, but the housing community is largely made up of players who are not hardcore pve or pvpers. This doesn't go for all of us, of course. Many of us can complete this content too, but many also cannot. It just feels strange to lock rare furnishing plans behind dungeons, and then those furnishing plans fall into the wrong hands, and people who have busy real lives are having to farm gold for days to give to greedy traders just to get these plans! Its quite ridiculous.
Would you lock a new rare weapon behind a housing or (I know they don't exist but) a roleplaying achievement? Would you introduce a new epic set which can only be obtained through fishing, but also so rare that you would need to fish for days to get one piece? It's almost like ZOS don't seem to realise that there are a huge amount of different players who play this game, not everybody is into the same thing, which is what makes this game so wonderfully diverse in the first place. Why make these plans so rare, and why lock them (or the most chance to get them) behind vet hm dungeons, when the majority of the people who want to use these plans don't do vet, or in some cases even normal dungeons, because they physically feel like they can't.
People who want to enjoy their time in the game doing pvp or pve aren't forced to spend hours decorating houses in order to get the things they need, so why is it ok for this to be the other way around? People should be able to spend their time in their own game as they wish. Again, this isn't necessarily about me, I enjoy pvp and I like to do vet dungeons now and then, but I care very much about the housing community which is made up of so many lovely people, and it's just really sad to see them wasting so many hours or even days of their lives farming gold so that they can get plans which should be for free. The drop rate for plans found in dungeons drastically needs to be increased, and should be equally farmable on both vet and normal, at least that way more housing people will be able to get these plans, and those who still don't feel up to it won't have to fork out half a million gold to get them.
Housing is already such an expensive hobby, and the community is being taken advantage of by traders, which would stop if you just made these things less of a rarity and more obtainable to those who need them. I'm not saying to make these plans so common that you find one each time you run the dungeon, it should still be a nice surprise, but as it stands now, they are virtually non existent, and seem almost impossible to find in Normal dungeons.

Would you lock a new rare weapon behind a housing or (I know they don't exist but) a roleplaying achievement? Would you introduce a new epic set which can only be obtained through fishing, but also so rare that you would need to fish for days to get one piece? It's almost like ZOS don't seem to realise that there are a huge amount of different players who play this game, not everybody is into the same thing, which is what makes this game so wonderfully diverse in the first place. Why make these plans so rare, and why lock them (or the most chance to get them) behind vet hm dungeons, when the majority of the people who want to use these plans don't do vet, or in some cases even normal dungeons, because they physically feel like they can't.
People who want to enjoy their time in the game doing pvp or pve aren't forced to spend hours decorating houses in order to get the things they need, so why is it ok for this to be the other way around? People should be able to spend their time in their own game as they wish. Again, this isn't necessarily about me, I enjoy pvp and I like to do vet dungeons now and then, but I care very much about the housing community which is made up of so many lovely people, and it's just really sad to see them wasting so many hours or even days of their lives farming gold so that they can get plans which should be for free. The drop rate for plans found in dungeons drastically needs to be increased, and should be equally farmable on both vet and normal, at least that way more housing people will be able to get these plans, and those who still don't feel up to it won't have to fork out half a million gold to get them.
Housing is already such an expensive hobby, and the community is being taken advantage of by traders, which would stop if you just made these things less of a rarity and more obtainable to those who need them. I'm not saying to make these plans so common that you find one each time you run the dungeon, it should still be a nice surprise, but as it stands now, they are virtually non existent, and seem almost impossible to find in Normal dungeons.
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Domihaus set not doing the damage as intended
I have been using the Domihaus monster set for about a month now and wanted to test it in comparison to other monster sets like Grothdarr that also do damage over time. So when the set procs with the ring of fire, the enemies or monsters inside the ring do not take damage. It says on the skill that it will do damage (flame or physical) for 10 seconds. But I tested this with the proc active and the monsters inside the ring were not taking any damage at all. Compared with the Grothdarr set, where monsters take the damage from the proc and you can see them taking the damage, here nothing happens and the health of the monsters is not being diminished. So I ask ZOS to investigate what the problem with the damage of the proc of this set here is. Thanks.
Playing on PC EU. Set tested on a mag toon, so ring of fire and flame damage expected.
Just to clarify, set is being activated, ring of fire appears as intended after doing damage BUT, monsters inside the ring do not take the damage they otherwise should be taking from the set alone.
Playing on PC EU. Set tested on a mag toon, so ring of fire and flame damage expected.
Just to clarify, set is being activated, ring of fire appears as intended after doing damage BUT, monsters inside the ring do not take the damage they otherwise should be taking from the set alone.
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Dk identity
Stonefist shouldn't be the identity of dragonknight, I really wonder who asked devs to turn dk into a guy throwing rocks around. Dots and the burst with leap is the identity of a dragonknight. Just make a poison whip, stonefist a literal rock was magic damage ability for years I dont see any reason not to add a poison whip. If you want dk identity just go with the poison theme with stam dk and keep fire for mag nobody asked for a rock spammable over whip. Add a poison whip and maybe even a poison morph for dragonknight standart it would look really good with the poison spreading from the banner at center of that ult.
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How much do you like your pets and mounts?
I name every pet and mount I get, as well as making sure I take them all questing at least once. Time, some might say, that I could've been using to level the F up, rather than thinking about pet and mount personalities, wandering around fishng with them or gathering mats. For some reason it just doesn't feel right for my chars to have pets and mounts that they haven't named/taken out questing/ridden. Plus I get stupidly fond of some of them. Does anyone else feel similar?
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Upgrading the Dragonguard Sanctum progression
I've been working on rebuilding the Dragonguard Sanctum in hopes of viewing the achievement vendor items. For anyone interested in how this works, there is an achievement with four tiers. Progression is through main story quests and two dailies available in the Sanctum (one to kill dragons, one overland).
Completing the entire quest line will contribute a total of 9 quests towards this achievement (6 from Southern Elsweyr, 3 from the Finale).
4 quests completed - Chef added, extra nonfunctional NPCs
12 quests completed - Door unlocked to the Armory (Ancient Dragonguard set craftable)
20 quests completed -
30 quests completed -
Progress is limited since no one seems to run dragons on the test server. I'm unsure I'll be able to reach the next tier if characters are wiped for EU next week, but I'll continue to update this as much as I can. If anyone has already reached higher tiers, please chime in.
Completing the entire quest line will contribute a total of 9 quests towards this achievement (6 from Southern Elsweyr, 3 from the Finale).
4 quests completed - Chef added, extra nonfunctional NPCs
12 quests completed - Door unlocked to the Armory (Ancient Dragonguard set craftable)
20 quests completed -
30 quests completed -
Progress is limited since no one seems to run dragons on the test server. I'm unsure I'll be able to reach the next tier if characters are wiped for EU next week, but I'll continue to update this as much as I can. If anyone has already reached higher tiers, please chime in.

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using quests to make the game feel more open world?
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!"
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!"
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Outfit Slots are a scam. I want my Crowns back
Ok I bought an additional outfit slot yesterday since they were on sale for 750 Crowns and I thought "Hey that might be a cool thing to have" only to find out they aren't account-wide.
Now, I see that this issue isn't really being discussed. Players are quietly accepting that fact and politely asking for ZOS make them account-wide in update X or Y.
Here's the thing: I didn't buy a consumable, I bought an upgrade and it shouldn't even be a discussion that that's account-wide!
For God's sake it's misleadingly advertised. Nowhere in the store does it say that this is only usable on one character while every other product there is account-wide, making us believe that would be the case for the outfit-slots as well.
Inb4 "they're a company, they gotta make money"-comments: We're customers, not ZOS' goddang accountants. And if a product is the only one in their store that's not gonna benefit all our characters they should advertise it as such in their store and not hidden in the FAQs.
Now, I see that this issue isn't really being discussed. Players are quietly accepting that fact and politely asking for ZOS make them account-wide in update X or Y.
Here's the thing: I didn't buy a consumable, I bought an upgrade and it shouldn't even be a discussion that that's account-wide!
For God's sake it's misleadingly advertised. Nowhere in the store does it say that this is only usable on one character while every other product there is account-wide, making us believe that would be the case for the outfit-slots as well.
Inb4 "they're a company, they gotta make money"-comments: We're customers, not ZOS' goddang accountants. And if a product is the only one in their store that's not gonna benefit all our characters they should advertise it as such in their store and not hidden in the FAQs.
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Pet Sorcs got gutted ...
Shields: 20% duration nerf, 30% cost increase
Pets: 35%-70% damage nerf, 15% healing nerf
Liquid Lightning: 40% damage nerf

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[Class Rep] Werewolf Feedback Thread
The purpose of this thread is to give you a place to post your current top two pain points with Werewolves. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
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VMA staff set is bugged on PTS and Live
The crushing wall effect from the VMA staff is currently bugged on both PTS and live. The effect only lasts for 8 seconds (the old duration of blockade). No one noticed on the liver server, because we all switched to unstable wall, which also lasts for 8 seconds. However, on PTS both morphs last longer than the crushing wall effect.
This is from the live server using elemental blockade. After 8 seconds the damage from light attacks drops.
![okhucjbbntp6.png]()
The same issue is on the PTS and is more noticeable because of the increased duration of the skill. Please fix this for the PTS and consider fixing it on live in an incremental patch.
This is from the live server using elemental blockade. After 8 seconds the damage from light attacks drops.

The same issue is on the PTS and is more noticeable because of the increased duration of the skill. Please fix this for the PTS and consider fixing it on live in an incremental patch.
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Why not simply cap PVE DPS?
Then, pretty much any build would be viable in PVE Endgame and open up more welcomed use of utility/support skills amongst DDs.
It also seems this could reduce such frequent and radical buff/nerf cycles.
Thoughts?
It also seems this could reduce such frequent and radical buff/nerf cycles.
Thoughts?
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