Seeing all the negative posts on this forum I'm not sure who they are aiming this game at, I mean which type of player are they trying to satisfy ?
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Which type of player are they aiming to please ?
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EU Server Performance - Update from Matt Firor
Hi everyone,
Today, members of the ESO team are participating in a Reddit AMA over on the ESO subreddit. We have seen your questions and concerns about EU server performance, server capacity, and issues with the Activity Finder, and wanted to make sure we addressed them in the AMA and here. Below is a response from Game Director Matt Firor.
Source: https://www.reddit.com/r/elderscrollsonline/comments/bwdb0r/welcome_to_the_elsweyr_update_22_aua/epwuxj0/
You'll find more details in our PC-EU Server Update thread from April here.
Today, members of the ESO team are participating in a Reddit AMA over on the ESO subreddit. We have seen your questions and concerns about EU server performance, server capacity, and issues with the Activity Finder, and wanted to make sure we addressed them in the AMA and here. Below is a response from Game Director Matt Firor.
Hello! I suspect we'll get questions about performance more than a few times today, so I prepared a description of what we have going on to address performance concerns - on a number of fronts.
Even though there is very little new information here, we definitely could be doing a better job of keeping everyone appraised of how things are going while we are in process. We will be better messengers in the future keeping everyone up to date on longer-term fixes and updates.
First, server capacity. As we all know, we had server capacity issues a few months back, especially on the PC EU servers. We were forced to temporarily cap the number of concurrent users on PC EU and put up a queuing system to enforce it. We got the new capacity online for PC EU in a week, and added that same capacity for PC NA (which was very close to experiencing the same problems). We took the queuing system down, and we can now support the concurrency demand we are seeing.
Second, the looking for group system. As we posted last week, we are working on a 100% revamp of this system, which is mostly used for Dungeon and Battleground queuing. We have a version done that we are testing in-house, although it will be a while before it goes live. We want to make sure that the solution we have scales correctly and will support the now massive numbers of players that are using the system. We are planning for revamped LFG system to be in Update 24, depending on how testing is going. Until then, we will continue with the only solution we have (which we posted about last week in the LFG update) - cap the number of players in the queue. We know it is extremely frustrating to not be able to queue for dungeons and BGs and get "cannot join queue" when you try, but at least now once you get into a queue successfully, you should be able to join the dungeon or BG.
Third: overall performance. Rich talked about this in his end of year message six months ago: we are currently implementing sweeping optimization and memory management client architecture changes that should improve client performance and especially client stability. These optimizations will be most noticeable on lower-spec PCs, base Xbox, and base PS4, but overall everyone should notice better stability and performance. This is scheduled for Update 24. Additionally, we have another set of optimizations scheduled for Q1 next year that will reduce the client "footprint" requirements and should speed up loading times.
Fourth: Longer term, we are in the beginning stages of combat system performance improvements that should improve overall game performance in Cyrodiil and Trials. Stay tuned for updates on this.
Obviously if anything else crops up, we'll investigate. I know that it can seem like it takes an inordinate amount of time to address performance problems, but we need to take our time and make sure that we don't introduce new issues while we do this. Thanks for your patience, and we will keep you updated.
Source: https://www.reddit.com/r/elderscrollsonline/comments/bwdb0r/welcome_to_the_elsweyr_update_22_aua/epwuxj0/
You'll find more details in our PC-EU Server Update thread from April here.
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[BUG DLC DUNGEON] Falkreath Hold
Dear @ZOS_GinaBruno ,
It is possible to put the following bug to the attention of the team ?
We're trying to do the no-death achievement on Falkreath Hold : Veteran, and since 2 week the third boss (Cernunnon) keep resetting his HP every time we hit the second add-phase.
We literally can't kill it since he reset every time !
When he enter to the ground with around mid-hp left or less, when he come back after we defeat the 3 add, he's full again !
I don't know if other people have encounter this problem too, but it's very annoying and frustrating.
The only way to pass through this bug seem to have one death on the group.
Which, obviously is stupidly annoying when you try to get no-death achievement..
Plz look at it.
It is possible to put the following bug to the attention of the team ?
We're trying to do the no-death achievement on Falkreath Hold : Veteran, and since 2 week the third boss (Cernunnon) keep resetting his HP every time we hit the second add-phase.
We literally can't kill it since he reset every time !
When he enter to the ground with around mid-hp left or less, when he come back after we defeat the 3 add, he's full again !
I don't know if other people have encounter this problem too, but it's very annoying and frustrating.
The only way to pass through this bug seem to have one death on the group.
Which, obviously is stupidly annoying when you try to get no-death achievement..
Plz look at it.
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Why is one of the crafting stations locked behind quests?
Seriously why? I hate this. Its annoying and is forcing me to do content I am not ready for.
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HUGE DPS burst problems in group content
I recently come upon some trial videos in which people are skipping every single mechanic possible and simply go for shielding and burst. I really don't think this is how trials should be completed in the first place. Skipping mechanics doesn't make you better. What makes you better is doing the mechanics and stacking the adds in such ways you are fast enough, good enough, and survive long enough, and make use of proper buffs and debuffs to obtain a legit clear.
Personally as a tank I do feel useless in a trial in which everyone burst everything around me. In such situations you don't even need to aggro certain adds, stack them or even pay much attention to buffs and debuffs, boss and adds damage and mechanics as everything is melting way too fast.
We were in the serious need of some balance changes, not sure if this patch is the one but I hope we are going into the right direction. In the end all we need is to lower the ceiling between entry level and end game. Having that said, a lot more people will be able to attend content which are out of their level currently. The more the opportunities people have, the less fights over players and spots into dedicated group dungeons and raid groups and also the better the chances more people will be willing to learn and progress instead of going for carry runs as tanks, dps or healers. This will also increase competition.
Few basic changes I would like to see:
- Taking out the animation cancelling entirely. A vast majority of players have no idea or cannot play at such rate that they can use it in their favor. Those few seconds saved in the long run can increase someone DPS with ~30-50% or more, causing a really wide gap between entry level and end game.
- LA/HA and Skills Damage should be increased with unique skills from various classes/sets to prevent teams using same class/sets meta. But it should also be capped and not allowed too many buffs to be active simultaneity. One idea I am thinking off is adding passives for races which affect the group around them.
Personally as a tank I do feel useless in a trial in which everyone burst everything around me. In such situations you don't even need to aggro certain adds, stack them or even pay much attention to buffs and debuffs, boss and adds damage and mechanics as everything is melting way too fast.
We were in the serious need of some balance changes, not sure if this patch is the one but I hope we are going into the right direction. In the end all we need is to lower the ceiling between entry level and end game. Having that said, a lot more people will be able to attend content which are out of their level currently. The more the opportunities people have, the less fights over players and spots into dedicated group dungeons and raid groups and also the better the chances more people will be willing to learn and progress instead of going for carry runs as tanks, dps or healers. This will also increase competition.
Few basic changes I would like to see:
- Taking out the animation cancelling entirely. A vast majority of players have no idea or cannot play at such rate that they can use it in their favor. Those few seconds saved in the long run can increase someone DPS with ~30-50% or more, causing a really wide gap between entry level and end game.
- LA/HA and Skills Damage should be increased with unique skills from various classes/sets to prevent teams using same class/sets meta. But it should also be capped and not allowed too many buffs to be active simultaneity. One idea I am thinking off is adding passives for races which affect the group around them.
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Adding Major Sorcery to the (Magicka-)Necromancer Toolkit
Hey,
when a DK gets access to Major Sorcery now so should Necromancer imo. This is no Dragonknight Bash thread and i'm not asking for nerfs. Actually im asking about adding Major Sorcery to Necromancer and not taking it away from DK. This was requested multiple times in the feedback thread for Necromancer.
I think we can all agree that a Necromancer is more a Mage than a Dragonknight so why get they access to Major Sorcery while leaving Necromancers out? They could add it as a passive when casting and pet which would fit to the theme overall.
What do you think?
when a DK gets access to Major Sorcery now so should Necromancer imo. This is no Dragonknight Bash thread and i'm not asking for nerfs. Actually im asking about adding Major Sorcery to Necromancer and not taking it away from DK. This was requested multiple times in the feedback thread for Necromancer.
I think we can all agree that a Necromancer is more a Mage than a Dragonknight so why get they access to Major Sorcery while leaving Necromancers out? They could add it as a passive when casting and pet which would fit to the theme overall.
What do you think?
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[PC EU] Bards n Bandits | Mature Social Guild

Hello, fellow adventurers! Are you...
- New to the game?
- Bored of adventuring alone?
- A Veteran wanting to fill that social void
Well have no fear Bards n Bandits have again opened recruitment ...
As a guild we currently have around 55 players whom are all active within their given time periods, we're a multicultural guild based acrossed many time zones but the core roster are within the EU.
We pride ourselves on making the guild a home away from home in the gaming world. Unlike other guilds where you feel you've entered a void of nothingness lost in the vastness of numbers, never getting the opportunity to be 'yourself', here at Bards n Bandits we're looking for people of a similar mindset, that being one of a social orientation. Whether it be on discord or ingame, we want you to get involved, not just sit on the sidelines and Taxi hop !

The prime ethos of the guild is to give all our members the opportunities they need to settle themselves into their new guild without any given pressure, but to also build and maintain a community that is readily there to support it's members, whether it's adhoc dungeoning for gear farms, monster sets and PVP small/large scale groups.
For the more experienced veterans out there, we have a core group of members whom complete the harder content on a daily basis but also give their time to help those without the opportunity or the self confidence in completeing veteran content, offering patience and explanation of mechanics to help the aforementioned players conquer content they would otherwise never see.
We provide weekly events for the following;
- Trials,
- PvP
- Skyshard hunting
- World bosses
- Fishing
- Social events (Raffles / Card Games and lots more! )
REQUIREMENTS
- Be active ingame.
- Actively use discord to keep informed of guild news/events and to chat ofc !
- Aged 25+
No experience is necessary nor do we restrict applicants on CP though do advise if you wish to particiate in trials and certain Veteran content you are at least 160+ CP.
CONTACTS
If you can say I am, I will, I am to the above 3 requirements then feel free to either leave a reponse on here, apply using the ingame guild finder function or you can contact any of the below directly for an invite or to discuss further if you or the guild would fit.
@Tony1976Coleman | GM
@Flojod | Events / GBank / PR
@Big_Momma | Events
@DGamble | Vet Coach
@TheKraezy1 | Trial Crown / Vet Coach
@Drakhyr | PVP Crown / Vet Coach
@nukk3r | PVP Crown / Vet Coach
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Tamriel Trade Union - World's #1 Trade Alliance [9 guilds][1 BILLION+ Weekly Sales]

What is Tamriel Trade Union?
Tamriel Trade Union is an alliance of nine guilds, each a top guild in their respective locations. We include the world's undisputed #1 tradeguild, Tamriel Traders Guild in Craglorn, which has been solidly the #1 guild for years.. and we sell for over one BILLION gold every week! Far more than any other alliance or group of guilds. We also host the #1 trader in the history of ESO with personal record sales of 100m+/week, as well as several more of the top traders in the game by a wide margin.
Because of our strong organisation, our solid experience with leading top guilds, and the vibrant communities we have grown together, TTU is a one-stop shop for all your trading needs, with lots of social too of course!
What will you get by joining a TTU guild?
Access to the game's undisputed top traders (the best resellers & farmers, by any measurement), a world class guild hall with every possible amenity (all craft stations, transmutation, all targeting dummies, etc), and reasonable guild officers that always make time for you! Our discord server is also large, and there you can easily get in touch with all of the guild officers, and many other members.
You can be assured that each of our guilds strives to be the top guild in every location, and that a social, happy community is key for all of us. We don't allow any type of toxic behaviour, nor do we allow drama to get out of hand, preferring a friendly environment for all to relax in. All of our guilds also regularly hold events such as Imperial City farming, lotteries, sales contests, and more!
Most of all, you benefit by having easy access to joining more top guilds at a moment's notice, often run by familiar faces. Tamriel Trade Union is one big & happy family, and we'd love for you to be a part of it!
Our lovely guilds, in order of location:
Craglorn (BELKARTH)
- Guild Name: Tamriel Traders Guild
- Sales requirement: 100k/week
- Recruiters: @Ireniicus; @Aiseiri; @ctrldotnet; @Seraphaile; @Sindaril; @Ishacara; @katastropheee; @ClawTheDark;
Grahtwood (ELDEN ROOT)
- Guild Name: Sturm und Drang
- Sales requirement: 15k/week
- Recruiters: @treiber66, @Gisi000, @ravenpride, @Anchesenamun, @CallMeHaffi
Mournhold (DESHAAN)
- Guild Name: The Alchemist's Emporium
- Sales requirement: 30k/week
- Recruiters: @ctrldotnet, @Eyllora, @Ireniicus, @Ishacara, @Monako, @Sindaril, @Simox
Rawl'kha (REAPER'S MARCH)
- Guild Name: Allmart
- Sales requirement: 10k/week
- Recruiters: @aswini, @veryfatcat, @ctrldotnet
Alinor (SUMMERSET)
- Guild Name: Arenthian Trade Guild
- Sales requirement: 5k/week or 2k/donation
- Recruiters: @Fortunia
Stormhaven (WAYREST)
- Guild Name: Traders of the Covenant
- Sales requirement: 20k/week
- Recruiters: @TazMazter @Balastar @Eyllora @Zphixuz @Blythespirit1962
Vvardenfell (VIVEC CITY)
- Guild Name: Divine Deals
- Sales requirement: 20k/week
- Recruiters: @ctrldotnet, @Ireniicus, @Ishacara, @Monako, @Simox
- Guild Name: Tamriel Marketeers
- Sales requirement: 10k/week
- Recruiters: @Seraphaile @Mamabunnah @Titansteel @Zaaroc
- Guild Name: Traders of the Ebonheart
- Sales requirement: 20k/week
- Recruiters: @katastropheee @Ireniicus
How do I join?
You may either leave a message in this thread with your in-game @userid and an officer will contact you as soon as possible, or contact any of the guild recruiters mentioned above. Remember to specify which guild(s) you are requesting an invite for, as many of our officers are in multiple TTU guilds!

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[Crafting Bag] For long-term player retention, should the Crafting Bag be more freely accessible?
SWTOR's recent Onslaught Update gave everyone their version of the bottomless Crafting Bag. For free.
On the other hand they have always been much more generous with inventory and alt support.
On the other hand they have always been much more generous with inventory and alt support.
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Why do ZOS design such stupid achievements?
Achievements in BGs...
Capture 250 flags
Capture 125 flags in Crazy King
Kill 100 Relic holders
Capture 100 Relics
Mostly around the 100 mark apart from the 250 overall flags which isnt unreasonable since they are a objective... BUT wait...
Get 500 finishing blows defending flags...
Do the devs even play this game? You want people to get 500 defensive finishing blows in a game which is filled with 4 man balls.. all tanks.. all healing each other playing ring around the rosey capping flags.. This achievement is so much slower than the other numbered achievements to obtain and its so painful because its capture the flag... not wait at a flag vsing 4 man tank/healers who cant kill but take almost no damage while you are useless to your team and bored out of your mind trying to pick off a stray kill here and there from a sweaty group of people playing pve pvp capping flags not getting kills... Also why 500? The others are 100 mostly and you just five times it in the one thats the most painful and slow already?...
No way the people who make this game actually play it... the achievements have gotten worse and worse as time goes on...
Capture 250 flags
Capture 125 flags in Crazy King
Kill 100 Relic holders
Capture 100 Relics
Mostly around the 100 mark apart from the 250 overall flags which isnt unreasonable since they are a objective... BUT wait...
Get 500 finishing blows defending flags...
Do the devs even play this game? You want people to get 500 defensive finishing blows in a game which is filled with 4 man balls.. all tanks.. all healing each other playing ring around the rosey capping flags.. This achievement is so much slower than the other numbered achievements to obtain and its so painful because its capture the flag... not wait at a flag vsing 4 man tank/healers who cant kill but take almost no damage while you are useless to your team and bored out of your mind trying to pick off a stray kill here and there from a sweaty group of people playing pve pvp capping flags not getting kills... Also why 500? The others are 100 mostly and you just five times it in the one thats the most painful and slow already?...
No way the people who make this game actually play it... the achievements have gotten worse and worse as time goes on...
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When you just finished your build only to get hit with a new patch

Memes aside what are you all changing your builds too and what were they before? if at all? Or are you like me and taking a break?
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NA or EU, and why?
I've seen Europeans play on the NA server and Americans play in the European servers, am curious as to why people do this.
So I ask, what server to you play on and why do you do so(provided you play on the opposite server to your region, but then any reason for anything would do just fine).
Myself I play on NA because thats where my friends seem to be mostly at, am from the UK.
So I ask, what server to you play on and why do you do so(provided you play on the opposite server to your region, but then any reason for anything would do just fine).
Myself I play on NA because thats where my friends seem to be mostly at, am from the UK.
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MMR was broken by the patch. Battlegrounds issue
Currently high mmr players are seeing queues upwards of 20 minutes when solo. These same players when grouped, are frequently getting instant queues or sub 5 minute wait times even for a full premade.
A few patches ago, mmr was changed to have a scaling effect when grouped, we believe this scaling mechanic is currently broken. Instead of inflating MMR it appears to be deflating it. Teams of high mmr players are frequently matched against very very low mmr opponents.
A few patches ago, mmr was changed to have a scaling effect when grouped, we believe this scaling mechanic is currently broken. Instead of inflating MMR it appears to be deflating it. Teams of high mmr players are frequently matched against very very low mmr opponents.
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Uppercut
So... what was the point of changing Uppercut? I loved its knockback effect. It felt powerful, which was VERY appropriate for some of my characters (my Nord berzerker, in particular). Now... it sets the foe off balance, so I have to Heavy Attack him to stun him for... a fraction of a second? The morph now has no use at all... and the other morph never did have any use, so what exactly is the point of this now?
Ruined it, they have, and I can't fathom why.
Ruined it, they have, and I can't fathom why.
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Problem connecting
we can't log in me and my guild members outside steam and inside
@ZOS_GinaBruno @ZOS_BillE
https://uploaddeimagens.com.br/imagens/eso64_23-10-2019_19-12-38-73-png
@ZOS_GinaBruno @ZOS_BillE
https://uploaddeimagens.com.br/imagens/eso64_23-10-2019_19-12-38-73-png
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Levelling up a Templar tank.
I'm really enjoying the tank role and I am in the process of making a tank out of each class, in addition to one DD, one healer, and one PvP character.
But I'm looking at Templar skills and it seems to be quite a grind to get any tank related skills early game.
Any tips on how I should level a Templar tank? Would like to level as tank because it helps the skills stay balanced as I level.
TIA
But I'm looking at Templar skills and it seems to be quite a grind to get any tank related skills early game.
Any tips on how I should level a Templar tank? Would like to level as tank because it helps the skills stay balanced as I level.
TIA
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This One wants to Introduce you to someone special (RP Thread)

This One now has a Bosmer Mate. This One is very happy.
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QUEST BUG (THE DRAGONGUARD) SPOILERS!
Dragon land ![awopfetqxb4z.png]()
spawns some ice skeletons then freeze at 29% relog, etc doesnt help...

spawns some ice skeletons then freeze at 29% relog, etc doesnt help...
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Stam Sorc Bound Armaments
I know this is a bit late, but ZOS please consider changing the passive element of Bound Armaments to the active portion or moving it entirely to the Daedric Summon Passives. I know many people may be against this because who wouldn't want to do nothing to get that statistical advantage, but the passives here are almost nescessary to keep Stam Sorc's competitive. The passives force the player to double bar the ability so it's active on both bars since there isn't any actual better alternative when you consider you lose a chunk of your passive damage to slot something else.
If we can't have max stam/light attack damage as a skill line passive, then at least make it exist when the Bound Armaments buff is active. That's all.
We've seen from your comments about Flawless Dawnbreaker and Northern Storm, you're trying to move away from skills slotted just for passives. Please consider this in your overall Stam Sorc idenity pass (which I hope isn't over).
I really hope this isn't all you came up with for Stam Sorc's. No change to passives? No new ability? We already had Bound Armaments, it's nice to be able to finally use it, but there is still a ton of abilities we don't touch. Do you expect people to use Clanfear with it's crazy low tooltip? I was actually hoping it could of been a nice Stam Sorc Ranged option for people interested in bow/bow, but it's completely pointless with how weak it is. Still no dedicated Stam Sorc ult out of 6. Please remind me why there needs to be 5/6 Magicka based ults? Still many uninteresting and lack luster passives or passives completely unusable to a Stam Sorc.
I'm sure Stam Sorc is better than ever, but it's seriously still lacking a real soul. Consider this small change.
If we can't have max stam/light attack damage as a skill line passive, then at least make it exist when the Bound Armaments buff is active. That's all.
We've seen from your comments about Flawless Dawnbreaker and Northern Storm, you're trying to move away from skills slotted just for passives. Please consider this in your overall Stam Sorc idenity pass (which I hope isn't over).
I really hope this isn't all you came up with for Stam Sorc's. No change to passives? No new ability? We already had Bound Armaments, it's nice to be able to finally use it, but there is still a ton of abilities we don't touch. Do you expect people to use Clanfear with it's crazy low tooltip? I was actually hoping it could of been a nice Stam Sorc Ranged option for people interested in bow/bow, but it's completely pointless with how weak it is. Still no dedicated Stam Sorc ult out of 6. Please remind me why there needs to be 5/6 Magicka based ults? Still many uninteresting and lack luster passives or passives completely unusable to a Stam Sorc.
I'm sure Stam Sorc is better than ever, but it's seriously still lacking a real soul. Consider this small change.
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Quest Progression Bug: Godrun's Dream in Stormhaven
General Godrun is supposed to be laying on a bed and you're supposed to enter his dream, but he hasn't spawned in at least 2 days and this is blocking Cadwells Gold/Silver progression for many people.
![46ia61sbrdsn.png]()

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