Quantcast
Channel: Recent Discussions — Elder Scrolls Online
Viewing all 539985 articles
Browse latest View live

Offbalance changes

$
0
0
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?

Dizzying Swing and Off-Balance Changes

$
0
0
Hi, this is my first forum post, I made my account exclusively to express my concern for the upcoming dizzying swing and off-balance changes. Can ZOS keep it as it is now, it’s balanced and provides sufficient burst for stamina to compete effectively, magicka has been on top for a very long time and now that stamina is on a somewhat even playing field, they’re getting nerfed again. I’m asking very kindly ZOS, can you guys please just not? No one asked for this.

Should they cut down the Vampire stages to where there is just two stages and not four?

$
0
0
The New Greymoor Trailer.
Shows what looks to be a vampire that can do all kind of stuff. The one that hisses his fangs and he looks very very great he looks like a vampire and what vampires should look like and he looks peak in power. At the end of the trailer we see a vampire lord who looks like stage one. He looks more human of course but obviously stage one but also has this more feral more thirsty I want to drink your blood and suck you dry vibe. That is how vampirism should look like in the game. Get rid of the garbage zombie like weird appearance and keep the stage one and stage two appearances.

The stage system does not seem to be something every Elder scrolls vampire has. It was a byproduct of how they did the Oblivion Vampirism.
Morrowind vampires did not have it and daggerfall vampires didn't have it.They added it with Oblivion that was copied and pasted over to Skyrim then to Eso.
Given the overhaul its just not needed anymore. We don't need four stages. Here is why. The new system they are doing with them is making them feel powerful all that would be needed is very sated and very thirsty. Many use these passives in pvp. Feeding can be very annoying. Of course we should have to feed to have such power. Problem is vampires have to be at stage four their power. What they are reversing it. Not only making it more annoying but also having to waste bloody mara. Getting it back up to the peak. That is what pvp players will have to do.

Pvpers will not be happy about it. Feeding to be powerful only to look like stage four and more like a zombie then a vampire well that isn't appealing to roleplayers like myself who want to be vampires and not zombies. People are demanding Skins or cover up vampire appearance for a reason and I think that the zombie look should be removed. Don't need it. Give us vampires please.
Under the new system if they cut out and just make it two stages this would be what the vampire at its most powerful and well fed would look like.
3mu41e.jpg
Compared to the vampire seen in the Trailer.
4shFyPfVq5GQV9HKmgS38Z.jpg

3mu4kq.jpg
Compared to Vampire in the Trailer
3mu4r5.jpg
Vampires that look like they could use a neck or two. With things in reverse and the stages cut down.

Stage one would look like my Nordic character does in stage two.
Most powerful Undeath Passive, Supernatural recovery. 25% Fire Weakness 21 Percent reduced vampire abilty costs.
Stage two would look like my stage one vampire Yona.
Dark Stalker passive in this stage since your very thirsty your most likely going to stalk for victims so makes no sense for it being active when well sated. 10 percent Fire weakness. -75 percent Health Regeneration. 0 reduced ability costs or even 21% Increased Costs to Vampiric abilties. A trade off weakness for not being at the strongest and having less vampiric weakness to fire.

What this would do is make it so Vampirism is much more manageable. You feed to become more powerful. Without looking like a type of zombie.
Stage one and two right now look like good and like vampires. Stage three and four vampires look like trash and look like zombies. Get rid of the trash look and players will not demand skins to cover it up with. They might not even cover it up with Skins. My two screen shots of my characters is how Vampirism should look and feel like when powerful and at their weakest.
Also would make me want to feed more and not feed less in the process because vampires should look and feel like they need blood. They should feel like vampires not some kind of hideous zombie.. Plus doing it this way would make the passives easier to manage. As well as allow you to only feed once and not say like three times to be at the peak of vampiric performance. Which would be great for what Vampirism does in Eso.
Also fangs we need fangs for vampires they need fangs. Vampires should have fangs. If feeding on Necks we need fangs to do it with.

MagBlade Theorycrafting Changes Thread

$
0
0
So... what’s everyone thinking with the PTS changes?

I logged onto PTS and checked some stuff out but no duels or BGs. Here are my thoughts:
- refreshing path’s been buffed a bit but is being overshadowed by other abilities. It’s almost exactly the same healing as illustrious healing but a smaller area and costs a lot more
- Combat Prayer got a buff but the healing’s still pretty low
- The other morph of combat Prayer looks a lot better. Before when both were weak it didn’t make much of a difference, now it’s an extra 1k base in pvp heal per player, that’s a lot
- Rapid regen and mutagen both look good
- BRP resto with the ward is meh as a healer, cloak blades might like it but the tooltip’s low in no-CP
- The lotus fan nerf is a little too big imo. Unless you’re a melee I don’t see the point with all other dots getting a buff
- Sap’s healing is okayish, I could see someone making a sap tank build if it wasn’t for onslaught
- Onslaught buff will make for some people interesting 2h magblade builds.
- Dot tooltips are great, crazy long ramp up
- My gear was a little different but healthy Offering seemed changed, I’m not sure

Here’s what I’m thinking for my build when the patch hits:
Breton
5L-1M-1H. Buffer of the swift, Transmutation and the grundwhatever monster set, master’s staff back bar. 2x sp glyphs, 1x mag recovery
Healthy Offering, Illustrious Healing, Mutagen, Refreshing Path, Shadowy Disguise - Soul Siphon
Soul Splitting Trap, debilitate, entropy, Flame Reach, Shade - Soul Harvest

Sort of like a hot healer with healthy Offering for burst healing. Dots for offense, but I might drop one for impale.

What are you guys planning on doing with your jewellery traits? Protective looks... meh. Triune or leave as magicka?

PTS Update 25 - Feedback Thread for Combat & Classes

$
0
0
This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

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

$
0
0
So how much damage will Zaan do with additional 3s? :)

Flame Lash is a completely useless skill now.

$
0
0
  • Off Balance now lasts 7 seconds from player sourced abilities and sets.
  • Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.

This completely kills Flame lash, A core Magicka Dragonknight ability that relies on having enemies Off balance consistently to get the heal and damage.
If you don't know what Flame lash does, here it is:

Lash an enemy with flame, dealing xxxx Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Targeting an Off Balance enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal xxxx Flame Damage and heal you for xxxx over 2 seconds. This effect can occur once every 3 seconds.

so now, as a Magicka Dragonknight, I won't be able to even use a core ability. This is the exact same thing that happened with Charged Ice blockade and they nerfed roots because of it, effecting MagDKs the most because of talons.

Here's my suggestion. Either make Flame lash have a rule break and be able to ignore the Off balance cooldown, or add a new condition for the ability that lets the second hit of power lash on a rooted/stunned target always do a power lash, keeping the original 3 second cooldown.

Preview of the houses in the new Harrowstorm DLC!

$
0
0
I made a preview of the furnitured version of both new houses. Enjoy!

image
image

achievements outside main char

$
0
0
so as I see how RP's are complaining about story locked behind group dungeons I will start again other complain

what about accountshare achievements? or just something like toggle on your character/whiel creating character if we want this character to get all acheivements shared from other character wchich already got these achievs
as this is just big nonsense with how mny achievs we have...to be so locked with this progression on single character....this is jus timpossible if we want to get all achievs to start doing them on more than 1 char...it will ake even few years to get all of them on single character so now way we will get from on more than 1 and ofc we wont be playing nonstop this single character because of simple we cna get bored of playing single class for years

I dont care for learned recipes, motifs, lvled skillines etc, I just want to have these achievements on my alts to have reason to still hunt for them when Im sick of playing on my main for so long

this also wont be so problematic with titles how people also complain...on acheivement earned on other char we will get info or mark this was not completed by this char so title locked, whats problem here?

off balance 5.3.0

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

$
0
0
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.

Harrowstorm outfits and sets, looks, fashion, collectibles

Stags of Zen motif

$
0
0
has never been released so far correct?

Why nerf thorns skills ?

$
0
0
Nobody jumped from this:

"The following “thorns”, or damage return-based abilities, now have a 7 meter range on their effect, rather than infinite ranges:
Spiked Armor and its morphs
Living Dark’s Snare
Spiked Bone Armor"


This is so unfair to DK. Slotting spiked armor used to be a (slightly) punishing return for any attacker, now it's only punishing in short range ?
Are you encouraging gankers ?

And at the other end of spectrum, Defensive Rune keeps infinite range ?


At least let these abilities long-range, something like 28-30m.

Suggestion for the vampire rework - an alternative to the feeding reversal

$
0
0
Quick intro to the issue of this thread
Rich Lambert just confirmed what some of us feared after the reveal in Las Vegas. Currently they are planning to reverse the way feeding works, so that feeding increases your vampire stage instead of lowering it and raising your power in the process. This is in conflict with the way vampirism has been handled in previous games (Skyrim and Oblivion) and is described through lore. Previously it has always been Vampires gaining strength from their affliction but becoming increasingly monsterous in turn, to the point were guards would attack you in Skyrim and Oblivion (but not yet in ESO) if you haven't fed in a while to regain some of your humanity.

Here is a solution to keep the good things about the new but also stay consistent with the other entries of the franchise
Instead of flipping the hunger mechanic on its head and getting into conflict with Oblivion and Skyrim's vampire system, let towns be considered Trespassing Areas for Stage 4 vampires.
Transformed Werewolfs will be and Bonetyrants already are being attacked by guards on sight, and this should be expanded onto stage 4 vampires.
That way feeding will still be something people would want to do routinely so that they could actually follow their business in towns, just like it's been in Skyrim and Oblivion.
Since using vampire active skills currently raises the vampire stage, it would continue to do as it currently does on live, so that would be taken care off too and nobody needs to miss out on their max boni for their next trial or dungeon.
It also makes sense as the new vampire skills will count as a crime, the same way Necromancer abilities do, so it makes sense that your monsterous abilities would also turn you more into the monster of the night that you are.

Source for the confirmation
Excuse the badly clipped clip. He answered my question about what new insentives there are to feed in the new system.
https://clips.twitch.tv/CreativeTastyOysterPraiseIt

Tagging @ShadowHvo

A Change to Loot Crate Mounts

$
0
0
I think its safe to say most gamers despise lockboxes but they exist for a reason especially in F2P games, and the main appeal of any lootbox is undoubtedly the mounts. Now chances of getting one of those are pretty remote but even on the fortunate occurrence that we DO get one we then get hit by the horrible one in five RNG as to what base mount type it is.

As such I would like to suggest a change that could hopefully not only address that issue but maybe make lootboxes a little more appealing in the process.

My suggestion is this. Instead of receiving a random mount from the lootbox we receive a "Mount Exchange Token", this could then be taken to either the Impressario or better yet any stable and exchanged for the mount type of your preference. So say you get from the currently available loot crate of the time a Frost Atronach Wolf and you wanted the Frost Atronach Horse you can go take the exchange token to the vendor and exchange your wolf (one time only) for the horse version of that mount.

There would be limitations, in that the exchange tokens cannot be kept they are only valid during that loot crates lifespan and vanish once that loot crate ends so if you want to use it you have that window of opportunity to do so. So you could not use the mount exchange token from one crate and use it to get the mount of the following loot crate for example, it would ONLY work with the loot crate mounts it came from.

In this way should someone be fortunate enough to get a lootbox mount they can AT LEAST get the type of mount they wanted, and this in turn would help to make the prospect of get lootcrate to get a mount a little more appealing.

I hope the devs and community find some merit in this suggestion.

Remove premades from trials

$
0
0
Great job on removing premades from bgs, it was really killing the competition. Now let's expand to other parts of the game. Remove grouping in trials! It's not fair that all the good players who like playing together dominate the leaderboards as such. By making trials solo queue in the group finder we can finally have an even playing field! Who's with me?

Curse Eater does not work

$
0
0
I have tried this set on my templar and sorc. I have test fueled with several guildmates. This set almost never procs at all. Please fix this.

Animations Update?

$
0
0
Back to Eso after i played RDR 2 and again the animations are so odd expecially the running animation and Horse. The game is beautiful, the lvl design great and also the models are good but the animations are so 1998. For me it kills every immersion when i see those Forest Gumps in the City running like a robot.

[Suggestion] How about making crown trading a bit more official ?

$
0
0
Crown Trading is something that is now widespread and it keeps growing, plenty of guild propose that service and quite a few discord servers like TCE and WCE are proposing that service too, so there is definitely a demand when it comes to trading crown for gold and vice versa.

But unfortunately, the way you can make these trades are very far from ideal, it either involve a lot of trust or a lot of system in order for it to go well, it almost feels like some kind of awkward drug deal in a way, so I thought I could propose some suggestion on how it could be made more "official"

1) This is the way that would require the least amount of effort but will still helps tremendously, just give the possibility to trade crowns with another player DIRECTLY, not through a guild store or anything like that, just... give us the possibility to open a trade window that would allow a player to trade crowns or even crown store items with one another.

2) Make a system à la Warframe where you need to use some kind of terminal or "shrine" in order to trade crowns for gold, this would require a bit more effort but it would help even more since this system is even more secure than the first one or the current one

3) This is by far the system that would require the most effort but it would be PERFECT, basically a system à la Guild Wars 2 or Neverwinter where you could straight up exchange crowns for gold, but in order for this to actually happen, people needs to buy crowns in the first place and in reality what you are buying are crowns from other people.

If any of you guys have other system that would work, please feel free to leave a comment
Viewing all 539985 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>