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Changes to Halls of Fabrication in Update 25: The good, the bad, and what could be done differently

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Halls of Fabrication is my personal favorite trial, and my initial quick-take reaction to the changes in the PTS patch notes was, "F*** no!" I've since had some time to think more carefully about it, and I want to offer more nuanced and specific feedback regarding these changes.

Halls of Fabrication in relation to other trials:

One of the major problems with vHoF is that the Hard Mode of the Assembly General fight is inconsequential. Every other trial Hard Mode has some sort of change of mechanic. vHoF is unique in ESO in that its final boss Hard Mode is mechanically identical to the non-Hard Mode version. The only change is a fairly modest tweak in numbers. Even Craglorn trials have a bigger jump in difficulty from non-HM to HM than vHoF: there are Storm Atronachs in vAA, Gargoyles and petrification in vHRC, and World Shaper in vSO.

Why am I bringing this up? Because it means that the range of skill levels that vHoF can target is narrower than that of other veteran trials. And this is the central tension that we have with vHoF: vHoF non-HM is less accessible to mid/low-tier groups than any other DLC vet non-HM (vSS non-HM, vMoL non-HM, vAS +0, and vCR +0). Yet every other DLC HM--vSS HM, vCR +3, vAS +2, and, yes, even the older vMoL HM are more challenging than vHoF HM.

And that's why these vHoF changes are so controversial, because in the eyes of people who just do vet trials without HM, this is a well-deserved nerf of the most difficult of the lot that makes an old trial more accessible, but for people who do Hard Modes, this is an inappropriate nerf to one of the easiest DLC trials in the game.

The ideal solution then is to give vHoF a bit more stratification. Adding HM toggles to every boss--even if it's something as simple as keeping the current boss fights as "HM" and offering numbers-nerfed versions as "non-HM"--would be a much better solution. But I also recognize that this probably would take more resources than ZOS is willing to devote to 2.5-year-old content, so let's talk about better ways to tweak the trial.

Patch notes, point-by-point:
  • The Draining Shock ability no longer drains Magicka of those affected by the Damage over Time. - I completely support this. One of the original complaints about HoF was that it was full of resource drains, in a patch that had sledgehammered sustain. Furthermore, the resource drains in HoF only drain magicka and not stamina, and is one of the reasons why people tend to favor stamina builds for HoF.
  • Reduced the health of Refabricated Spheres, Hunter-Killer Negatrix and Positrox on Veteran difficulty. - Please do not nerf the health of the bosses. Nerfing sphere health is fine, though. Many groups already favor ignoring the mechanics and just straight-burning the bosses. Reducing boss health only serves to encourage this practice even more. In contrast, reducing sphere health would encourage more people to play the mechanics as originally designed. For advanced groups, this change simply makes the current standard burn strategy even easier. And for other groups, it would just push them to try burn strats as well. If you want to make this fight more accessible, then reducing the rate at which the poison DoT ramps up would be a better solution than health nerfs.
  • Reduced the damage from the Charged Gore and Static Cascade abilities. - The main problem with Charged Gore is that it's poorly telegraphed. The attack that applies the defile+DoT for Charged Gore is very subtle and easy to miss, even for some experienced tanks. There's nothing to indicate that you have a defile+DoT on you. And then when the bosses tether and the DoT suddenly ramps up, a tank will just fall over and die without understanding what it was that killed them. It's also not clear to inexperienced players that the remedy for this is to purge the tank. Players on PC are helped along by addons that point them at what need to be done with this mechanic, but in general, I think it's a very poorly-communicated mechanic. Ideally, instead of nerfing it, I'd want for this mechanic to become clearer. The Charged Gore nerf would have no appreciable effect for experienced tanks but would make tanking much easier for inexperienced tanks, so it's an acceptable solution, even if I would prefer better clarify for the mechanic instead.
  • The Static Cascade ability no longer stuns those affected by it. - For advanced groups using a burn strategy, the stun from the Cascade is dealt with by having someone "kite" the Cascades out of group. This, along with the nerf to the Cascade damage, would mean that kiters are no longer needed and a burn strategy becomes even easier to pull off. For groups not burning, the Cascade stun is a major issue because there is so much movement as sphere shields are broken, which in turn means that Cascades are coming out from every direction and are a lot harder to deal with. I'm neutral about this change, as it makes the fight substantially easier for both advanced and inexperienced groups.
  • Reduced the health of the Pinnacle Factotum, Refabricated Centurions and Power Storms. - Please do not nerf the boss health. Reducing the health of the Centurions and Sharpened Conduits (is that what you meant by "Power Storms"?) is fine, but it is already possible for top-tier groups to straight-burn Pinnacle while completely disregarding the "upstairs" mechanic. Please don't push this kind of mechanics-skip further into the mainstream.
  • The Shockwave ability no longer stuns targets affected by it. - To clarify to the players reading the patch notes: the cone from Pinnacle is called "Jolt". The "Shockwave" are the sparkles that radiate out after the Pinnacle's heavy attacks. The naming of these abilities are not very intuitive, as most people expect the cone to be "Shockwave" and the sparkles to be "Jolt", not vice-versa. In any case, I'm fine with this change. Please also consider doing the same to the sparkles from Relequen's heavy attack, or at least make it not stun someone through block.
  • Reduced the damage of the Melting Point ability and the rate at which the damage increases. - This is fine as well, as it gives players more time to react.
  • Reduced the damage of the Fulminate and Grasping Limbs abilities. - Ditto.
  • Reduced the health of the summoned Ruined Factotums on Veteran difficulty. - I remember back in 2017, my early clears of vHoF had people ignoring the bombers. Why waste DPS doing almost 400K damage to something that will kill itself anyway? Of course, this was messy, so even though killing bombers is "inefficient" (it takes less resources to mitigate a bomber with something like a shield cast than it takes to chew through nearly 400K health), it's what everyone does these days. Reducing the health, in a way, encourages people to follow the intended mechanic, and I think that's okay, even though I think adjusting the spawn locations of the bombers would be better (see the last section below).
  • Reduced the rate at which Seeker Projectiles increase in damage with successive hits. - Please exempt Hard Mode from this change.

So, in short, the two things that I take most issue with are the health nerfs to the first and second bosses. In general, in light of the very substantial increase in power since 2017, I do not think boss health should be nerfed.

The changes that should have been made, but weren't in the patch notes:
  • Pinnacle Factotum: A player stunned by the start of the Simulacra mechanic should be immune to damage for the duration of that initial stun. Getting hammered by a Centurion while in an unavoidable, unbreakable mechanical stun is not fair. Experienced groups can find ways around this problem (guarding the MT or using Reactive), but it would a very nice fix for everyone.
  • Refabrication Committee: The spawn locations for the Ruined Factotums should not be completely random, and there should be a minimum distance from the Reclaimer. As you can see from this clip, it's possible for a Ruined Factotum to spawn literally on the fire ring. Coupled with the fact that they cannot be targeted and are immune to damage until they complete their spawning animation and start moving, it's not uncommon to get bombers that literally cannot be killed before they go kamikaze. This is simply not fair. Planned Obsolescence is, IMHO, the hardest achievement in vHoF--I have four characters with Tick-Tock Tormentor, but only two of them have Planned Obsolescence. Ensuring that they spawn a reasonable distance away from the Reclaimer would be a better adjustment for the difficulty of this boss fight than outright reducing their health.
  • Hallways: The snares and magicka drain from the laser beams don't add any real difficulty and serve as a nuisance, particularly for people who crash/disconnect and need to run through hallways unsupported to return to the group. Also, could we please disable all the hallway traps after defeating the Assembly General and "shutting down" the Halls of Fabrication?

@ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno

An Exposé on Trade Guild Politics, Market Monopolies & Other Economy Topics

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All,

The objective of this rather long forum post is multi-fold, but can be generally summarized as the duty we feel to the community to provide informative, relevant information to the public view on under-reported (and often classified) topics. It is the duty of the public to analyze, verify, discuss, and debate topics which naturally promote skepticism; debate and discussion is encouraged by the authors.

The post will cover the following topics:
  • Trader Guild Bids (Pre Multi-bidding v. Post Multi-bidding)
  • The Myths and Truths of the “Trade Guild Mafia”
  • Net Worth of GMs & Wealth Accumulation
  • The Foreshadowed Conclusion of Multi-bidding on the Status Quo
  • Bitter Realities of Being a GM
  • Propaganda, Deception & Self-Interest
  • Crown:Gold Exchange Effect on the Economy
  • The Failure of Effective Gold Sink
  • About the Authors & Closing Remarks

SECTION I - TRADER GUILD BIDS (PRE MULTI-BIDDING V. POST MULTI-BIDDING

The implementation of multi-bidding has been ridiculed, harshly criticized, and unfavorable to a considerably large audience — but most notably from influential trade Guildmasters and other top leadership Officers. Just a few months from the introduction of the new bidding system, two important socio-economic criteria have been observed: 1) the rapid rise of new start-up guilds with a focus on trading 2) the collapse and forfeit of several notable long-running and established guilds for factors which will be discussed in Section IV.

Before multi bidding, bidding in most main cities and several less trafficked areas maintained their spots with pocket change — significant portions of weekly revenue for years went stable, with marginal ups and downs depending on player traffic and game health. The authors originally intended to publish specific bidding zone ranges for various popular zones, but have ultimately decided to preserve specific data in respect to the trade leadership body. In its place, we have published example revenue comparison data for undisclosed zones below:
Guilds Operating at Tier III Locations, Pre-Multibidding, with Total Weekly Sales 0 < x < 39,999,999g:
Revenues from Tax: ~1,000,000g - 1,400,000g
Revenues from Trade Guild Events (e.g. Auction/Raffle): ~2,500,000g - 4,500,000g
Expenses Before Bids (e.g. Prize Acquisition, Reimbursements, etc.): ~0g - 500,000g
Expenses from Bids: ~100,000g - 1,500,000g
Weekly Profit Estimation: ~1,500,000g - 5,800,000g

Guilds Operating at Tier II Locations, Pre-Multibidding, with Total Weekly Sales 39,999,999g < x < 89,999,999g:
Revenues from Tax: ~1,400,000g - 3,150,000g
Revenues from Trade Guild Events (e.g. Auction/Raffle): ~3,500,000g - 6,500,000g
Expenses Before Bids (e.g. Prize Acquisition, Reimbursements, etc.): ~0g - 500,000g
Expenses from Bids: ~100,000g - 2,500,000g
Weekly Profit Estimation: ~5,800,000g - 9,550,000g

Guilds Operating at Tier I Locations, Pre-Multibidding, with Total Weekly Sales 90,000,000g < x < 200,000,000g:
Revenues from Tax: ~3,150,000g - 7,000,000g
Revenues from Trade Guild Events (e.g. Auction/Raffle): ~5,500,000g - 20,000,000g
Expenses Before Bids (e.g. Prize Acquisition, Reimbursements, etc.): ~0g - 2,000,000g
Expenses from Bids: ~100,000g - 9,000,000g
Weekly Profit Estimation: ~8,550,000g - 26,900,000g*

*Exceptionally rare circumstances produce the 26.9m sum.

Currently, bidding prices are significantly inflated compared to just a few months ago; across most zones, bids have inflated to be roughly between 100-200% higher than pre-multi-bidding figures as shown in the breakdown above (assume that the revenue remains comparable). Many guilds who have been established for years have cut down on sister guilds to consolidate the position of the main guild. Others have simply given up in the new system (and we’ll go over those reasons in Section IV), and then some others have found peace in embracing the nomadic life by hopping from trader to trader. Indeed, the new bidding system has created several losers, and potentially some winners — the following sections leave it to the reader to interpret those winners and losers at their will.

SECTION II - THE MYTHS AND TRUTHS OF THE "TRADE GUILD MAFIA"

We have found nothing more amusing than the occasional forum post, comment, or continued speculation across other mediums that all trade guilds are somehow involved in an elite closed circle conspiracy to generate insurmountable wealth and capital — here’s a big secret: Guildmasters are incredibly wealthy even without a mass alliance.

But the subject narrative isn’t entirely false, either. In fact, known to the authors, there are three main alliance circles that GMs are apart of. These alliances share information on others, alert their fellows if a spot in a zone is available or uncontested, and are places to discuss other mundane political jargon. The effectiveness of alliances are almost negligible in the context of trader security in the modern arena; even the common player can establish that a significant portion of guilds are moving spots weekly. Our internal data suggests that since the introduction of multi-bidding, the trader turnover rate is anywhere between 30-50%. There is simply too much competition to successfully fend off all guilds in the new system without effectively negating any and all meaningful profits indefinitely.

It is arguable if alliances were more meaningful in the prehistoric and generally peaceful era many guild leaders woefully miss. The general philosophy of guild development in the pre-multi-bidding era was through progressive effort to fundraise millions of gold — while maintaining the current held spot at maximum profit margin — to amass a warchest large enough to take a meaningful stab at a more prestigious location. Trader bidding wars in this era could also be considered much more lethal and explosive, with guilds sinking hundreds of millions in the hopes of being able to rebuilt the war chest with the added bonus of a better location. Generally speaking, however, the consensus was that maintaining the currently held position is safer, builds reputation, ensures security overtime, and requires minimal gold sink compared to actively seeking war with solidified opponents who also collect millions weekly. It should be especially important to note that in these times, starting a trade guild was incredibly difficult — when facing guilds with balances of 300-800m gold at free disposal, it is virtually impossible to break into the system and claim a piece of the pie. It kept the current leaders content, amassing fortunes over time, while effectively shutting out competition — even without an established intentional monopoly.

Perhaps it is the change in the normality and approach to the bidding system now that explains the discrepancy between the new guilds who are desperately trying to break through, and the Guildmasters of old who now see significantly reduced profit margins that explain many of the current philosophy surrounding the subject today.

SECTION III - NET WORTH OF GUILDMASTERS & WEALTH ACCUMULATION

It is hard to place an accurate, solid figure on the exact net worth of established Guildmasters, but to the average player, the wealth discrepancy may be a bit unbelievable. When thinking of net worth in ESO, the following criteria is established:

Only items, currency and other property which can be converted, AND originated from an in-game currency (e.g. Gold, AP, Tel-Var), are considered as assets.
Worth which violates the TOS as set forth by ZOS including, but not limited, to accounts owned, mounts, collectibles, or otherwise account-bound assets are not included (excluding Furniture)

Below are generally accepted figures used in estimating current Net Worth:
Generally speaking, Trade guilds try to boast impressive guild halls; estimates from the valuation of a fully furnished Guild Hall: ~30-50m up to a maximum of 100m

Warchest Balances for established guilds ranges anywhere from 400m-1bn for guilds who operate, or have operated several guilds for 3+ years.

Warchest Balances for established guilds ranges anywhere from 200-400m for guilds operating for ~2-3 years.

Warchest Balances for semi-established guilds ranges anywhere from 60m-200m; these guilds may be categorically noncompetitive, comparatively new, have experienced significant leadership shuffling, or other determinant factors.

It is important to not confuse the net worth of an individual with the net total balance of items/currency currently held in the guild bank. It should, however, be notably clear that it is common practice for Guildmasters to associate their wealth against the value of the guild bank. A general consensus observed among Discord groups dedicated to advice for Guildmasters occasionally bring up the topic and mantra 'your guild, your decisions, your wealth' in no particular order.


SECTION IV - THE FORESHADOWED CONCLUSION OF MULTI-BIDDING ON THE TRADEWORLD STATUS QUO

Despite significant protest from the leadership of trade guilds in various forum posts, mail, and other correspondence about the long-term consequences of the new system, ZOS has responded with their assertion that the current system will be here to stay — bad news for the rich and powerful.

But the damage to the economy and satisfaction of trader and customer as a result of the new system is also worthy of attention. Many buyers enjoyed the previous system where they could travel to a zone and practically guarantee their favorite Trade Guild maintained their position, which was good for sellers too: familiarity and reputation build up over time. It is why some trade guilds make 20m, 30m, 50m more than their neighbors adjacent to their own position. Presently, there are no guarantees, and more often than not, buyers are being redirected weekly to find the guilds that they most often buy from. A seemingly minor inconvenience but overtime adds up to major annoyances. Further analysis on the effects of this nomadic atrophy is yet to be released — a subject that interests many “ESOconomists” alike.

And further, what will be the long-term effect — if any — that the continuous closure of well-established guilds continues? What is the solution to giving Guildmasters the necessary tools to fight against a system that is unrewarding? How on earth do we expect anyone to carry the mantle of leadership especially in times where server stability and essential guild maintenance addons are disabled? What, ultimately, was the intention behind allowing up to ten bids to be made weekly? How will ZOS deal with the persistent dilemma of effective gold sinks when trader bids have proven to be not enough? These are all questions that should be given much more serious thought to the development team at ZOS.

SECTION V - BITTER REALITIES OF BEING A GUILDMASTER

While the appeal of amassing incredible amounts of wealth may be appealing to a significant portion of individuals, it is also crucially important to recognize the amount of effort necessary to create, maintain, and operate a Trade Guild. In inner circles, it is often recognized as one of the "most thankless jobs in the world”, to quote several Guildmasters verbatim on the subject. Indeed, especially in the early development cycles (typically 1-1.5 years), leaders often put in over 30-50 hours a week as they built up the guild(s). Many continue to pour in endless hours in following months — very few ever get the luxury of maintaining a Trade Guild operation as the main source of passive income.

With the new bidding system in place, many Guildmasters are starting to wonder if continuation in the current environment is worth the comparatively marginal profits experienced versus the prestige and titular oversight and pride in running an multi-million operation. Many have already made a choice to exit, and more will certainly follow. For others, albeit few, the glory of running a Trade guild operation was never about wealth but the thrill of competition and simply being able to wear a tabard with pride. Perhaps for the first time since established guilds became established, questions are being asked if the millions of gold accumulated in the bank mean anything at all.

And there is some observed consensus even here on the forums when the occasional firestorm erupts about how rich some Guildmasters are: many members of these guilds are content with handing over millions of gold weekly to the pocket of the mogul-in-Chief weekly if it means that the burden of running the operation is not on them. Consumers and buyers alike enjoy the ease of access of being able to throw a few dozen items into the trader a week and make sales — many purchase raffle tickets or bid in auctions with the full understanding that the dividends are often going directly to guild leadership. Debate over whether this relationship is agreeable or deplorable is, in part, influenced by the way we perceive the arrangement.

SECTION VI. DECEPTION, SELF-INTEREST & GOOD HEARTS

Critical to understanding the relationship between the consumers of the system and those who have majority shareholding in the exploitation of the system is understanding why certain choices are made.

Various strategies are being currently utilized by guild leadership in a continuous, dynamic effort to understand, predict, and adapt to the multi-bidding arena. For some guilds who wish to retain pre multi-bidding profits, the employed strategy is placing 6 or 7 below average bids, followed by 1-3 strong bids in comparatively lower traffic locations (ensuring a spot for the week, while refusing to play into the inflated bid prices). For several other guilds, the hope is that over several months of strong bidding, enough competition will cease to allow for bid prices to drop. And for some others, they have taken the position that if guild bids are going to be this high, it is worth to pursue the most popular spots in the game -- a quick observation of the most popular locations in the game bolsters this narrative.

Many remember the Rawl’kha incident where one bored player was able to flip all five traders. They were able to do so with relative ease and security because of the previous norms surrounding trader bids. With virtually no competition, guilds were able to bid laughably low on their current positions (or even bid the minimum) to continuously claim the same position week after week. The stunt sent waves across GM channels; within minutes virtually all Guildmasters knew what had happened and were desperate to understand the intentions behind “RIOTS” (each shadow guild started with a specific letter to spell out ‘RIOTS’). Of course, GMs of this zone had no choice but to reassure their members that they were, indeed, “bidding high”. And while it was true that at least one or two guilds were bidding at close to the Rawl’kha average, others were not. The deceptive truths about the status quo of the time was revealed by the Rawl’kha stuntmaster; to paraphrase the spearhead of the conversation, “I wanted to send a message to GM monopolies”. Is it wrong to present half-truths or lies in order to preserve the false idea that there was weekly competition for guild traders? Consumers must decide that answer for themselves.

But it is absolutely paramount to understand too that not all leadership are corrupted by the insatiable desire of rapid gold acquisition. Indeed, there are many in guild leadership who are genuinely committed to the transparent growth of public service, and who do their best to close the gap between confidential material and public access. There are many that have continued a guilds legacy by passing down its ownership and surrendering all titles and wealth -- a powerful and selfless choice. A few months ago, one particular individual operated a multi-guild trade operation which held guilds in several low-traffic areas, offering extended membership for hefty gold sums upfront. In perhaps one of the greatest heists ever conducted, this player managed to collect over 200 million gold over the span of a few months -- kicking every guild member and shutting down all guilds. Immediately Guildmasters convened and discussed the implications this heist had on the reputation of Trade guilds -- following the incident, many Guildmasters sent letters to their members informing them of the deplorable incident. While never fully materialized, original plans included a letter to the community from a considerable number of leaders to express sympathies for the individuals affected by the incident. It is known to the authors that the player who conducted the scam was banned after pressure from various guild leaders and community members.

SECTION VII. CROWN:GOLD EXCHANGES

The explosive popularity of the once elusive crown:gold exchange has produced an interesting dynamic to the economy as a whole. Several immediate observations can be made in the present exchange dynamic: 1) the colossal amount of gold circulating on the servers is significantly disproportionate to the amount of crowns available for sale at any time 2) a lack of competition in organized crown exchange has produced almost unbeatable monopolization of the market as middlemen (this will be discussed further) 3) the long term effects -- if any -- of massive shifts in gold is unclear.

Perhaps the most interesting to the authors is the level of monopolization that currently exists. Namely, one crown exchange empire has now amassed a fortune of over 400m+ gold just through the meager broker tax split. To the knowledge of the authors, the wealth is not distributed to its lower-level staff, nor is it distributed as any sort of dividend to sellers or brokers and other applicable active participants. The wealth is concentrated among two or three individuals which comprise of the executive leadership board. Intense monopoly has also been a trademark, as testimony from former Brokers and Sponsors alike similarly conclude that the operation conducted is similar to a mafia; the video attached best summarizes one such occurrence: image
And in truth, there is reasonable duty to pursue intense monopoly efforts; any organization acquires more wealth without sufficient competition, and just like trade guilds, many consumers are more than content to pay for the service provided.

Another interesting element of the rise of crown:gold exchange is the simple fact that it is seemingly impossible to effectively create equilibrium between the demand and supply for one major reason: the wealth discrepancy. Current rates currently stand anywhere from 225:1 - 250:1 on the PC-NA Megaserver; lets imagine that the rate went up to 400:1 today. The disproportionate effect this would have would be critically dramatic. Various gold moguls who have amassed fortunes in the game would be content to pay the rate (and anyway, this rate is what normal EU players pay), while the biggest losers would be the average player who would be effectively cut out of the market. It is assumed by the authors that while it would cut out a significant chunk out of the exchange market, a large enough market of participants would remain to maintain the status quo of insatiable demand.

And finally, the seemingly endless demand for crowns has allowed guild leaders who are desperate for gold to fend off competing guilds or wage war on other guilds now have an easy, ZOS-endorsed gold buying strategy. Within Guildmaster circles, the practice of buying gold to wage war is commonly known, albeit discreetly discussed.

SECTION VIII - THE FAILURE OF EFFECTIVE GOLD SINK

As it stands, the biggest gold sink is trader bids. It is thought among the authors that the introduction of multi-bidding by ZOS was implemented with the two-fold intention of removing more gold from the game, as well as promoting a more fluid environment. But trader bids aren’t enough; the other few gold sinks the game has are largely negligible (inventory, mount, some houses, and so on). It is baffling that even activities such as Daily Writs can net a single individual over 15-20m gold a month just for logging in a few minutes a day for several characters. It is baffling that market monopolies and control over the entire economy is currently possible due to the amount of wealth on the server. Look at what happened to the PC-EU Megaserver when ZOS brilliantly managed to screw trader bids in such a way that added billions to the balances of guild leaders; within mere hours, commonly traded commodities such as gold tempers shot up 300% or more in mass-market buyouts. It is one thing for market demand to increase naturally as a result of events (recall #Summerfall and Culanda Lacquer/Mundane Runes; Blue Jewelry Writs and Iridium Platings; Necromancer introduction and gold tempers; New Life and the relevant crafting materials), and it is another for market shifts to occur for no other reason than player-sponsored monopolization.

SECTION IX - ABOUT THE AUTHORS & CLOSING REMARKS

The authors represent a group, Aura7; a collective anonymous closed collective which is dedicated to counter market monopolies, promoting effective gold sinks, and informing the public of deceptive economy-related practices. The opinions expressed in the post are those of Aura7 strictly, with assists and testimonials from anonymous Guildmasters. All data, observations, and assumptions made are based solely on the PC-NA Megaserver.

Ultimately, the trader game is one with heavily guarded secrets. Guildmasters are only the product of the system provided by ZOS, and we collectively as consumers generally agree that the system is unique and positive -- despite the occasional forum post calling for a global auction house. The full effects of the multi-bidding system have yet to be materialized; there are already indications that inflated bidding prices will once again go on a downtrend. The issue of effective gold sinks still remain, and the economy as a whole still remains wholly vulnerable to the grip of a few wealthy money bags.

From all of us who represent Aura7, thank you for reading!

Offbalance changes

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So you force Stam to use offbalance to stun, and then you add a 15 second cool down on offbalance itself. So now you have to wait 15 seconds, use an ability or roll dodge to cause offbalance, and then use a slow heavy attack or slow Dizzy swing to stun . Realistically this stun is happening once every 18-20 seconds at most. Meanwhile multiple classes will be stunning you on cool down 3x as much as you can stun.
Just to mention, there are multiple threads about how this is also a direct Nerf to MagDK again when the class is already one of the worst classes in the game,. 2 possible Power Lashes in 22 seconds. People can literally Ulti that often.
Literally no one was complaining that they needed 15 seconds to recover from Offbalance. It telegraph's exactly what the player's next move is the moment you see you're offbalance anyhow. Now people will just roll and block for that 7 seconds and have 15 seconds to go make a ham sandwich while they wait on the next offbalance you proc. What exactly are you thinking here?

New StoneFist - Ranged spammable feels bad

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The new StoneFist looks cool, but please dont make it a ranged spammable,

Ranged spammable on "Stand their ground" class feels un-natural, I like the new StoneFist idea, it does look very cool:

image

But please make it melee instead of ranged, If wanted to play a ranged dk, i'd proably go for mag dk.

PTS Update 25 - Feedback Thread for Battlegrounds Solo Queuing

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This is the official feedback thread for the upcoming change to Battlegrounds including solo queuing and MMR resets. To reiterate what was stated in the PTS patch notes, this is a big change to Battlegrounds matchmaking which we are executing partially in response to player feedback and partially as an experiment. We recognize the change will prevent players from being able to reliably team up with friends in Battlegrounds, but it should also improve both the speed of matchmaking and the competitiveness of PvP matches. As part of the change, we are resetting the matchmaking rating (MMR) of all players, so going forward, the system more properly evaluates individuals based on their performance in the solo queue.

We’ll be closely monitoring both player feedback and the impact of these changes on the system.

Going forward, we'd like to keep all discussion about these changes in this thread to keep the conversation consolidated. Thank you!

New Designs from the PTS

Sorc Pets: They don't want to be ugly...

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Please give one of your designers a day or two to give these pets a hot meal, shower and and a shave. They don't won't to be the ugliest pets in the game but the abuse and neglect must stop. It is time ZOS.

Balance In This Patch

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I'm going to try and go in order of appearance in the patch notes. We did this in a live stream so not every thing here is my own opinion but it was run by me before I wrote it.

This is what was good and what was bad with this PTS

So first we have this set:
Mother Ciannait – Monster Mask
1 – Adds 1096 Maximum Magicka
2 – While in combat, casting an ability with a cast time or channeling an ability grants you a damage shield that absorbs 3000 damage for 10 seconds. This effect can occur once every 10 seconds.

Cool idea, kinda like ice heart but overall it is probably one of the worst monster sets in the game right now. Because we have cast times (that we don't like) on stuff like incap this set has potential because a lot of people can easily use it. However the cooldown as well as the size of the shield is horribly balanced. Either the cooldown needs to be lower or the size of the shield has to be bigger in order for this set to be useful.

Now for the Wizard Riposte Parody:
Critical Riposte – Located in Vlasterus
2 – Adds 424 Critical Resistance
3 – Adds 1206 Maximum Health
4 – Adds 424 Critical Resistance
5 – When you take critical damage, you apply Minor Uncertainty and Minor Enervation to the enemy for 4 seconds, reducing their Physical and Spell Critical by 1314 and reducing their Critical Damage by 10%. An enemy can only be affected by your Critical Riposte once every 7 seconds.

So this set will probably suffer the same issue that Wizard's Riposte did when it was first released. The duration may not be as long but the fact it will apply if I just crit on you means it will be on me at almost all times. My other issue is that by reducing my crit chance, it means I can't heal as well so not only is this set just defensive but it will also help you secure a kill in a similar way to defile (not as powerful though.

This might be a bit OP:
Unchained Aggressor – Located in Bruma
2 – Adds 1096 Maximum Stamina
3 – Adds 129 Stamina Recovery
4 – Adds 129 Weapon Damage
4 – Adds 129 Spell Damage
5 – After Breaking Free, gain Major Berserk for 9 seconds, increasing your damage done by 25%. This effect can occur once every 21 seconds.

This has a 45% uptime? That's a bit crazy.

This one is a little interesting:
Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
So does this mean that if a target is off balance I can heavy attack them multiple times and get bonus resourced? Seems a little OP but ok. I only say It's OP because for some classes it's a little hard to get off balance.

Ok so Stonefist. I am not a Stam DK so take what I say with a grain of salt. I think what they are trying to do is cool and all but I worry how useful it'll actually be.

One 1 change to Nightblade and it's a bug fix? FeelsBadMan. You really need to take the cast time off Soul Tether.

This might be a bit nitpicky what whatever:
Summon Unstable Familiar: Reduced the cost of the special activate of this ability and the Summon Volatile Familiar morph to 3510, down from 4500.
The only problem this is that the familiar will still randomly stun you and it's annoying.

Ok so this is by far the stupidest thing I've seen this year:
Sacred Ground: This passive no longer snares enemies in the area. Instead, it increases your Block Mitigation by an additional 10% while standing in one of the mentioned abilities.
Why would you do this? No one asked for this. A sword and Shield Templar is already nearly impossible to kill so why are we just ,making them tankier. And I don't mean actual tanks I mean a DPS Templar with a sword and shield is currently incredibly hard to actually kill. The last thing Templars needed is a buff.

Legit thank you for this one
Ballista (morph): Fixed an issue where this ability could continuously break the caster’s invisibility.
This has been a problem for awhile and I'm glad ZOS is fixing it.

So this one puzzles me but I know it'll make some people happy.
Dizzying Swing (morph): This morph now stuns enemies who are already off balance.
Yeah this kinda gets rid of the point of not having a hard hitting ability attached to a stun. It's good that there is a condition attached but since off balance is no longer consumed by heavy attacks I feel like this will get annoying kinda quick. But it's not the largest so whatever.

This is also good:
The stun from this ability and its morphs now occurs when the cast completes, rather than when it begins.
However I kinda want this abilty to be more useful so maybe some kind of damage buff? IDK

Ok so Volendrung got a bit of a buff? Most people aren't supper happy with how this mechanic currently works. Yet 3/5 of it's abilities just got damage buffs. The least you could do would be prevent the faction with emperor from picking it up.

So this change is both good and bad.
Scathing Mage:
This set no longer considers the first tick of each Damage over Time as Direct Damage.
This set no longer requires Critical Strikes to proc.
Reduced the duration and cooldown to 5 seconds from 6 seconds.


Battlegrounds
The decision to wipe MMR is good. Honestly despite the poor state of balance around Nightblade I actually might play battlegrounds this patch because of this change. I personally think they should do this every major update or maybe every year, twice a year, whatever. This is good. This good. This is good!

What did ZOS miss/should still do regarding classes/weapons

-Dragonknight
While a very powerful class, it doesn't feel all that good to play at times. There are a lot of DKs on the forums who scream way to much about how bad it is but honestly it has seldom been bad in terms of performance and is really only bad in how it feels to play. The themes of a Dragon do not match the performance of the class. It has way to much self healing and not enough mitigation. Dragons do not heal like crazy but rather they just don't take that much damage do begin with. I feel like Nightblade has a similar issue in that it has too much mitigation but not enough self healing. These roles should be switched.

Also you have been changing the cost of ground AOE abilities but it seems like you have forgotten Ash Cloud. While it has a long duration so it's cost should remain larger it is kind of too large since everything else is getting a change.

Sorc
Everyone's favorite OP class. ZOS has been doing a relatively good job with sorc in not making it super OP. However there are 2 skills which seem to be a bit to good. I'd also like to take this chance to say that if frags does have a audio queue I have really never heard it unless I am right next to the sorc, but you can hear the Grim Focus audio queue no matter where you are. Fix this.

The first overloaded skill is Ball of Lightning. It has the base function of the skill + snare removal (very powerful) + the projectile absorb. Now the projectile absorb might not be as good anymore. I've yet to test it, but I feel it deserves a mention at least for now.

Curse... Yall had to know it'd be this. Back in homestead they tried to nerf curse. Due to public outcry they not only reverted the nerf but actually buffed it! To this day, I still think that was a dumb move. Sorc already has enough skills that bring you out of cloak, the haunting effect is incredibly annoying. Also the fact that it isn't affected by block, dodge, major/minor protection, major/minor evasion makes it even stronger. So this skill isn't a DOT but it isn't an AOE? But if it isn't an AOE why is it taking me out of cloak. So if it's taking me out of cloak then it's an AOE, right? Nope because it isn't affected by Evasion at all. Also it persists after death which is a little weird.

Matriarch's heal ability is way to good at the moment. It also does a lot of a damage. You should only pick one of these. Not have both in one skill.

Rune cage feels very weird to use. It works, and it does an ok job, but it just doesn't feel good to use and often fails in terms of targeting well. However the targeting thing could just be because I suck at sorc.

Templar
Possibly the best class this patch and last. It received a couple of buffs that it actually probably deserved. However they did not compensate for the added power the class got. Making their burst crit is good for Templar and it's fair because everyone else's burst can crit. However jabs is possibly the most overloaded skill in the game.

Lets talk about jabs! So the magicka morph does AOE Damage, Single target damage, procs burning light (which hurts), snares your target, and heals the caster. That is 5 things in one skill. At least nerf the damage on burning light or remove the bloody snare. The stamina morph does the same things except it does not heal the caster, it does however give you weapon crit, which is fine, I think that this is a more balanced model of the skills however please remove the snare at least.

Ok so what else is wrong with Templar? Well we can look at burning light the passive. It make's Templar's good damage abilities amazing. I'm not saying nerf it, but it's basically a class version of old Viper's Sting. I personally don't have a solution that would not impact PvE that much so I'll just leave it to ZOS.

Radiant Destruction, also down as Radiant Depression, is an undogable execute which may not be blatantly overpowered but due to Templar's spammable also being undogable, could be considered balance flaw. Also it goes through LOS a lot which is more of a technical problem but it does greatly impact combat gameplay.

Eclipse is a very defensive and very powerful tool in a Templar's kit. I'd it's probably too powerful especially when you consider what else they have in their kit. When fighting a Templar using the Living Dark morph I feel as if it's a futile fight. Not only does it defend the Templar with a high rate of healing (not large heals themselves but it's very fast) but it also snares the attacker so the point where I feel like I'm being harassed (That's a joke but honestly it feels terrible even with snare removal). As for the other morph, unstable core, it's not super OP but just as annoying as the the other morph. In the past this could be removed with a CC break but now it's stuck on you and you just have to suffer.

Now I mentioned this already but the change to the Sacred Ground passive is dumb. Cool and all, but I'd prefer the sacred ground passive to stay the same but have jabs loose the snare. As it is, Templars with Shields are nearly impossible to kill without assistance from a second player or more.

Nightblade
Everyone's favorite edgelord, not you Necro. This class while on paper looks like it's mostly fine is actually kinda painful to play especially as a mag spec. Stamina is less painful only because it has good sustain and survival, but that's mostly due to it being stamina not it being a Nightblade.

Nightblades right now currently have a fairly respectable amount of damage. I do think it should be increased a slight bit. However their struggle is actually that the damage they do have never hits. I understand ZOS wants to add counterplay and giving incap a cast time sure is one way of doing it, but incap never hitting plus grim focus never hitting makes the the class almost useless outside of ganking.

Nightblade's execute is kinda weird because it is so similar to Executioner. Maybe give it a bit of love!

Incap is a weird skill because it does damage and applies a fairly strong debuff, however the silence is almost useless especially since most people in PvP are stamina builds anyways. I think they should replace this effect with something more useful. Also the fact that this skill has a sustain function is an insult to Magicka Nightblade who desperately needs that extra sustain. Having a cast time makes it very hard to land this skill which largely impacts nightblades ability to kill someone. Then the fact that their main burst also is fairly easy to avoid you are just throwing a bunch a bunch of DPS into dodges

Soul Harvest in PvE is pretty powerful. In PvP ever since they removed the "undogable bug" it hasn't been anything special. Having a cast time makes it very hard to land this skill which largely impacts nightblades ability to kill someone. Then the fact that their main burst also is fairly easy to avoid you are just throwing a bunch a bunch of DPS into dodges. Making this skill more useful in PvP would be nice but as it is I'll settle for other buffs to nightblade.

Strife causes me exactly that, this unending internal strife with why I bother to play a nightblade. The Funnel Health morph is an RP skill. It's TERRIBLE. Because the amount of healing is tied to damage done, and the damage of the skill was halved by 50% awhile back, it results in depressingly low heal numbers. Like it's bad I can't even describe it. The largest heal I got in a BG with Funnel Health is a mostly damage oriented build was 700 health. The other morph is nightblade's primary source of healing. As for the Swallow Soul skill, Right now my tool tip is about 10k and the amount of healing I get from it is 39% so upping it by 11% won't be that bad. Now either making the heal be able to crit could help or make it go off ever second rather than every 2 seconds. There are a lot of options. Seeing as nightblade desperately needs better self healing I'd say make the heal to Swallow Soul heal for 50% of the damage done.

As for the Siphoning skill line in general, nightblade probably has the second worst self healing in the game, it should be one of the top contenders. Currently as I mentioned above Dragonknight has too much self healing and not enough mitigation, and nightblade has the opposite problem, to much mitigation, not enough self healing. This needs to be addressed. Dragons don't heal, they just don't take much damage to begin with.

@ZOS_Gilliam has mentioned that a nigtblade's job isn't always to do damage, he is right to an extent, and while I can see where he is coming from just because they aren't always supposed to do damage all the time doesn't mean they shouldn't be able to heal to save their lives, much less apply meaningful counter pressure to their attackers. I can say with certainty that it feels like nightblade is having an identity crisis. It's an assassin, it should do good damage that isn't easily avoidable.

Magicka Nightbalde sustain is actually in some ways worse than mDK, at least for my builds. Feel free to look at my YouTube if you want to see what I run on both of them (The builds are similar, both destro/resto, both bright throat and 1 damage set. The mDK is so much better it's sad). However my mDK runs out of stam more than by nightblade. So something with a passive, or siphon attacks would be nice, also for the love of the divines please give magblade a better way to sustain their stamina as well.

Remove the cast time of Tether, or make it only .1 second

Resto Staff
Fix healing ward. Then I won't complain about nightblade's healing ever again. Just revert it with different values or increase the current values. Just please let me heal myself.

Because of how the Regeneration (Mutagen/Rapid Regen) skill works now, vMA resto is slightly useless. Not totally, just slightly.

Sword and Board
Not gonna say OP but like, it's very good. Everyone knows we are in a tank meta. The ult for this skill line is also incredibly powerful for a fairly low cost but I'll let other people debate this matter.

Fury NMA bloodspawn Jewry traits question

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I’m making a Nord stamsorc, fury body, masters bow back bar, 2h maul and jewellery of nma.. my question is what traits and glyphs on the jewellery would be optimal on this build to ensure I have enough stamina and recovery etc?

Planning on Artaeum broth aswell

GJ you buffed the biggest carry set in the game.

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Nice buff to BRP dw.
Cost of Blade Cloak reduced to 3700 from 4900 stamina.
👍👍👍👍👍

The problem is endless, and my anger is falling onto my own Faction (xbox na)

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I just now ported out of an AD dominated Laatvulon after telling every other Red standing around the gates they were a waste of Space. That's not right of me, but my pent up frustration has no where else to go. Im the only one bothering to retake our Gate Keeps, the only one putting up a fight, and its always against AD vets who shrug off my attacks then burst me down with 5 other Yellows. Then I'm bagged. I defended Drakelow alone against 7 and got blasted. Defended Harluns alone and got blasted. Sieged Farr alone and got blasted. They stand around Farragut and Kings, waiting for me to come back so i can give them their AP. And for some reason, Blue still has their Tri Keeps. I bet theyre afraid of the blues they might run into, DC has a lot of good players too, but Red has always been unorganized and outnumbered. Gotta farm the weak ones.

My patience with PvP is on a breaking point. I like using my CP so Kaal and Laat are my only choices, and Kaal is constantly a Pop locked performance nightmare. ZOS' only recourse to get me back in is if they both raise the population cap of a Campaign and these future performance improvements pan out, then they can just shut off Laat for good and we can have a Campaign that always has fighters. Until that probably never gonna happen future, guess whats left is BGs if i need to earn more AP.

Man this sucks. I really want to enjoy PvP.

Create a guild hall feature

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Would really like a guild hall feature. What does it do?

One of the options in your guild is “visit guild home“. It’s one of they guild leaders houses that they assigned to be the guild home. Or also if you wanted to get fancy you could make a new set of homes that unlocks diffrent functions the more your guild builds it up. I think this would be a feature that direct more worth to the players home.


Why would a guild care?
You could create a guild market that uses guild gold to buy guild items for that guild.

Theses things could range anywhere from 10k-10m

Things like elaborate trophy’s, fishing spots that could be added in water, garden and farm sets to grow ingredients that players can use every couple of hours, npcs that give guild missions people can do for rewards, Giant guild tapestry’s. Training dummy’s that may raise a level or something once per day stuff like that.

Homes in thier current form just feel meaningless for the most part. They are empty with little traffic actually flowing into them. So you are just decorating them for yourself. Which is pretty sad. Imo. Housing needs to evolve. Give players a reason to visit homes and a reason to hangout at them with thier guilds.

30 day CP will officially be the only campaign people will play in Greymoor.

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For those that don't know, Bahlokdaan is going to be non-locked. Judging by how well that went for 7-day standard and the current conversations in the Official PVP Discords between every PVP GM (Minus DC because they are still falling apart due to you know who), almost everyone plans on moving to Kaal from Daan after it becomes unlocked.

I don't know if you have even entered Cyrodiil recently Zenimax, but Kaal is already in 64+ ques every. single. day. And now you want all the players from Bahlokdaan moving there because you want to make non-cp non-locked? are you kidding me? The place already lags 18 hours out of the day and with the non-cp guilds moving over on top of that the place will be even more unplayable for even more hours of the day (if you manage to get in in the first place that is.)

So knowing this is most likely set up already without question or votes from the community (because that's how Zenimax rolls), zos is going to wait till its such an overwhelming problem to do anything about it as per usual. So ill go out of my way to start listing solutions they can use when that time comes along with the pros and cons of each of them.

1. Make 2 non-cp campaigns: It will be the first thing people will suggest without understanding what comes with that. The pvp community is shrinking every day due to various decisions on zos' part and the game only being playable seasonally for most players. This would ultimately lead to multiple dead campaigns where people would PvD all day to their heart's content.

2. Lower the campaign locks: This would lead to guilds forced to spread out to other campaigns evenly. This could go with the option above to spread out the player base. The cons behind this is that the player base wants to play with or against specific people or groups and splitting them will lead to players not liking it entirely due to the lack of player interactions.

3. (The cop out) Make Kaal's server bigger to accumulate all the other players: This is the least likely one to happen but would probably be the safest bet and make it so you can keep your current plan in check. The downside to this is that you would basically be openly admitting all other campaigns don't matter.

4. (Most universally hated idea) Abolish faction loyalty altogether and make Kaal non locked: It would solve the Kaal overpopulation sure... but I can already tell you almost every GM I know would quit if faction loyalty was gone. What's the point of being competitive if you can just swap to the winning team? It's terrible and I highly recommend straying against this option even though it's most likely to happen.

5. Relocking Non-CP again: This wouldn't change a thing but maybe that's for the best. It would stop the full migration to Kaal, and can be done with option 2 to populate to populate it with Kaal's overpopulation. The downside to this is Zenimax would have to say the only changes to pvp is new sets and a new artifact pvd device for all of Greymoor. I say bite the bullet and do that and work on the things that people actually want for pvp. (insert a link to Pain's reaction video to the pvp update here)

If you have any other suggestions for Zos to never read, post them below. All in all, I will almost put money on Zenimax not doing anything about this till they see it was a bad decision and all campaigns but Kaal become as dead as "Standard" but who knows, maybe dead pvp is what they apparently strive for to be the "standard" of their game. :/

50% AP bonus for attacking score board leaders

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One of the bigger issues I see with the 3 banner war is that all too often there is a fight for second place between the 2 factions not in the lead rather than those 2 factions both focusing on the faction that is in the lead. This campaign is less than a week old and already this battle has begun for second place. The whole premise, to me, of a 3 faction system is that the 2 factions that are trailing have the opportunity to ally with one another and focus on the leading faction to make things a 3 horse race. For varying reasons this just doesn't happen organically. You see it from time to time, but in the end it never lasts long and one of the factions that is not in the lead starts attacking the other trailing faction, and it falls apart and becomes a you started it and I'm going to finish it affair with these two factions spending way to much time fighting petty battles with each other rather than focusing the leaders where they should be. Boredom, people who care nothing for the scoreboard, etc. these things derail what should be happening and distract from the larger overall goal of focusing on the leaders.

Therefore, I recommend giving a 50% AP increase to the 2 factions not in first place whenever they kill an opponent of the leading faction or take resources, keeps, or scrolls from the leading faction. What I am looking for is an incentive that is enough to shorten these times of petty fighting between the trailing alliances and increasing the time these 2 alliances spend focusing on the leaders as is intended by the 3 faction system. Would this be incentive enough to do that? I don't know, but I think it is worth a try. If double AP can fill up all servers and create the need to add additional servers a 50% increase like this may be enough. It may also pull people out of pve land that are on the 2 trailing factions to take advantage of the bonus when their faction is not in the lead. Look at it this way, they are in the lead so they are the biggest threat, and are worth more to each factions cause than the faction in second or third place. Anything that can aid in making the scoreboard more competitive I feel warrants consideration, so please consider this.

Elfbane+Zaan - increased the duration bonus of this set to 5 seconds, up from 2

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So how much damage will Zaan do with additional 3s? :)

Give class-based skills with Stamina morphs the “Soul Trap treatment”?

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Many class-based skills have strict Stamina vs Magicka build morphs. Would you like to see these skills given the “Soul Trap treatment”?

Soul Trap
Lay claim to an enemy's soul, dealing 1224 Magic Damage or 1362 Physical Damage over 10 seconds. The damage dealt is based on your highest offensive stats. Fills an empty Soul Gem if an affected enemy dies.

Soul Trap was the first skill to scale its damage type based on your highest offensive stats, allowing the player to pick a morph choice based on preference rather than Stamina vs Magicka builds.

******** Keep in mind that our offensive stats can reasonably be extended to make a skill cost Magicka or Stamina.


Skills that have strict Magicka vs Stamina morphs:
- Dragonknight: Searing Strike, Fiery Breathe, Stonefist, Dragon Leap, Magma Armor
- Sorcerer: Summon Familiar, Bound Armor, Lightning Form
- Nightblade: Death Stroke, Assassin’s Blade, Grim Focus, Veiled Strike, Teleport Strike, Drain Power
- Templar: Radial Sweep, Puncturing Strikes, Piercing Javelin, Backlash
- Warden: Feral Guardian, Dive, Scorch, Swarm, Lotus Flower, Fungal Growth
- Necromancer: Frozen Colossus, Flame Skull, Blastbones, Skeletal Mage, Shocking Siphon, Death Scythe

Example of what a rebalance could look like, in terms of the Warden class:
Lotus Flower
Current Version:
• Lotus Blossum gives Major Prophecy.
• Green Lotus gives Major Savagery.

Suggestion:
• Lotus Blossum gives Major Prophecy and Major Savagery.
• Green Lotus increases the duration and affects an additional target.

Why:
Adds space for a new morph.
———




Dive
Current Version:
• Screaming Cliff Racer increases damage based on range. Magicka scaling only.
• Cutting Dive adds a DoT effect. Stamina scaling only.

Suggestion:
• Screaming Cliff Racer increases damage based on range.
• Cutting Dive adds a DoT effect. Becomes Frigid Dive dealing Frost Damage if scaled for a Magicka cost.

Both morphs scale their damage and cost based on your highest offensive stats.

Why:
Stamden Bow builds and Magden (especially Ice Mages) get new options.
———




Scorch
Current Version:
• Deep Fissure adds Major Breach, Magicka scaling only.
• Subterranean Assault adds Major Fracture, Stamina scaling only.

Suggestion:
• Deep Fissure adds Major Breach if Magic Damage. Becomes Subterranean Assault and adds Major Fracture instead if scaled for a Stamina cost.
• Deep Freeze takes an additional second to trigger and deals an additional 40% damage as a DoT after the initial hit over 4 seconds. Deals Frost Damage. Magicka scaling only.

Deep Fissure/Subterranean Assault scale their damage and cost based on your highest offensive stats.

Why:
Deep Fissure/Sub Assault do not change. Magden (especially Ice Mages) gets a new option.
———



Feral Guardian
Current Version:
• Eternal Guardian can revive once per minute. Magic Damage only.
• Wild Guardian deals more Damage. Physical Damage only.

Suggestion:
• Eternal Guardian can revive once per minute.
• Wild Guardian deals more Damage.

Both morphs scale their damage based on your highest offensive stats.

Why:
Now there’s a choice in morphs based on player preference.

Kjalnar's Nightmare is dodgable.

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The 5 piece set bonus says otherwise which is why I wanted to use it in pvp on live. Sadly on pts its not the case, its incredibly telegraphed and easily dodgable to anyone with their eyes open via the red circle under your players feet. Can't tell if a bug or mistype on the sets part but i guess we wont know till launch.

The Most Useless Set nomination

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Pick one set. JUST ONE. Not a top-3 or top-5, but ONE set you think is the most useless.

I would have said Oblivion but I learned there are people running this set to fill soul gems to vendor. So whether or not that is an efficient way to farm gold, it's not a useless set to some.

My vote goes to Sithis' Touch. It's a health set for a DPS character...so that's a major flaw already. And the 5-item bonus gives you major berserk after using the Blade of Woe -- which is contrary to the stealthy nature of the Blade of Woe to start with. This set make no sense at all.

POLL: Dungeon & Story that has a Solo/Group setting

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NOTE: If you want the full detailed explanation look here
https://forums.elderscrollsonline.com/en/discussion/509067/solo-group-settings-for-dungeon-story/p1

BASICS
- Dungeons will have three settings: Solo, Group, and Veteran
- Final Bosses of Story installments (Molag Bal, Mulaamnir, Laatvulon, Kaalgrontiid, etc.) will become unlockable Dungeons that also have a Solo/Group setting. These will have their own tab in the Group Finder tool.

Solo: Has normal mobs and toned down bosses. Mobs only drop miscellaneous white gear - no sets. "Upon completing the Dungeon Quest players earn a single green tier set item from a loot pool of two items reward from the main NPC involved in the story.
This allows players to experience the story if they need to catch up or want to just take their time without being rushed by a group.

the green items are incentive - a taste of a dungeon set but players can never obtain a full set in Solo mode. If you want the rest of the set then play the group dungeon.
If you want the achievements, undaunted keys, dungeon skill point, Set gear, Geodes, etc. then you have to play the group content.

I don't feel that I need to explain group and veteran setting as I think mostly everyone here is familiar with that.

Final Boss Dungeons: Repeatable activities that players unlock as they play the Main Story of the Base game, Chapters & DLCs. They will have their own set items and unique rewards players can obtain should they choose the group setting.

Why?
If ZOS wants to integrate Dungeons into the story to give something to both Solo & Group players then lets have a system that allows both playstyles throughout the game and doesn't feel like an unfair trade to either side. Give both sides a Story & a Final Boss fight to look forward to
- solo playstyle (at a cost of dungeon specific loot)
- an MMO play-style where players can work together to beat the main story for epic rewards

The Official North America PC PVP Faction Discords!

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Hello! I'm Care, Creator and Moderator of the Official PVP Discord servers for North America PC. These servers and their decisions have been the focal point of success for their factions by those factions guild masters (except Daggerfall clearly but I hope to change that at some point) Their goal is to reestablish faction loyalty and bring the factions Guild Masters to even ground where they can work together to win their campaigns and better their factions through strategizing, training, and faction wide events!

These Discords abolish collusion and cross-faction play to keep all factions in the mindset of winning their campaigns as originally designed. This mindset and our verification process (see below) is how we keep our discord on topic and not a zone chat 2.0. We also use these discords to manage the campaigns population to reduce lag and faction stacking along with distributing help to the campaigns that need it. Along with that, give 24 map updates, score changes, and report on notable events that happen during said campaigns so that even when you're not on you can know what to expect when ya do. For basic communication, there are also plenty of channels for voice, theory crafting, general conversation, bounties, trading, events, and private channels for GM's to do the same. I can assure you every discord is 100% safe and secure and will do everything it can to bring out the best of your faction and what it can do. (Along with much much more!)

For verification, we require that all members post a picture of their character list in the #Verification tab for security reasons. For example, we want to know if you are playing against us or are a spai, or just a huge zone chat troll that we need to closely monitor. After you post your character list to the #Verification tab you will be given a rank judged by the number of characters you have on your faction. Fear not non-faction loyalists, we also have ranks for your kind as well! If you find yourself to have multiple characters on multiple factions you will find yourself in a part-timer rank, though if you have multi factional characters, and are dedicated to one faction you can dispute this in the #Verification tab for a higher rank by getting gm's or other players from your faction to vouch for you.

Here is a list of the obtainable ranks:

Spai : Lowest rank, reserved for cross-faction players currently playing on the opposite faction or is someone seen frequently betraying their faction. This rank has the lowest visibility in the discord.

Part-Timer : Players who play cross-faction but are currently locked to their faction campaigns and are working for our faction for the time of their promotion. Players with this rank are required to alert if they intend to switch factions after a campaign is completed. Failure to address your faction transfer can result in a permanent ban depending on the severity. This rank has medium visibility in the discord.

Verified : This rank is for the trusted faction loyalists and full-time players of their faction. Please note this rank does not require 100% of the characters of their faction, only a majority. This rank has the second-highest discord visibility.

Guild Master: The Official NA PVP Discord is run by these players. This rank has access to every channel including the #war-council where we decide on events, discuss politics, and often fight with each other about how to run a faction.

Streamer : Pretty self-explanatory, these are the members of our faction that are twitch streamers. If those players meet our criteria of their factions Streamers then they will have their streams announced to the entire faction in the discord.

Cartographer : This rank is for the few that wish to help out around the discord and post daily map and campaign updates of their assigned campaign or multiple. Think of them as mini moderators.

Raid Leader: Extensions of the Guild Masters, these are their officers and +1’s. Every GM is entitled to up to two Raid Leaders. These ranks share the same visibility.

Now for the Discord links, Due to me creating these in stages, you will find that some of these discords to be more developed than others. I made EP first to fix their faction when i returned from a long break from the game and found that they were on a losing streak due to being the most divided they had ever been (and now they haven't lost Kaal since!). I made the AD one to save the faction after a certain tyrant sought vengeance against AD with the help of a certain streamer on DC (and now the lowest population faction is ahead of the highest population faction). And now Im making the DC one today at the time of this post because I want dc to play to win again instead of playing to follow their favorite streamer around in a zergrush/vendetta that lags the servers and loses campaigns (pm me if you want more details on that topic).

(I also wish to be as neutral as I can between all three and will not be sharing any information between them, I will never sell your faction out or favor one faction more than the others, these discords are solely made to better the game and create content when Zenimax falls short and not for personal gain.)

Regardless on how, when, or why they were created here are the official links:

Official Ebonheart Pact Discord: https://discord.gg/tw7wHtt

Official Aldmeri Dominion Discord: https://discord.gg/yzvvXHZ

and the brand new Official Daggerfall Covenant Discord: https://discord.gg/FVeR98U

All of which are or will be lead by every GM of their faction. For more information find me on discord at Care#4472, or comment here!


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