When one of my characters equips a ranged weapon it either is invisible or it looks like the melee weapon from the other bar. The bow or staff fires as expected, but the character has empty hands or appears to be firing a battle axe as a staff. Other characters are not effected by this bug.
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Invisible Weapon
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Too close to other siege weapons
So I put down a Meatbag and someone can put Stone Ballista around me but if mine goes down and I try to put another in the same spot its impossible
The radius of these need reduced a bit, not so much that you can have 3 at close range like the Stone Ballista
The radius of these need reduced a bit, not so much that you can have 3 at close range like the Stone Ballista
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↧
These Natch Potes are weak!
I crush them with one hand!
But honestly, in the game's current meta there wasn't anything you felt needed fixing?
Templar spam, overtuned off-healing, feeble DoT's, unused spammables, whole playstyles with holes in them (stamsorc), overnerfed NB's, BRP dual wield and resto staff making people unkillable, BiS race choices vs weak races, werewolves being useless puppies, warden having access to stupid amount of buffs and debuffs, sorcs having access to no debuffs at all, pointless SnB skills that deal no damage, pets, overtuned or undertuned sets...
Nothing? Really? Wow. Just wow.
5.3.4 better blow us away coz this just blows.
But honestly, in the game's current meta there wasn't anything you felt needed fixing?
Templar spam, overtuned off-healing, feeble DoT's, unused spammables, whole playstyles with holes in them (stamsorc), overnerfed NB's, BRP dual wield and resto staff making people unkillable, BiS race choices vs weak races, werewolves being useless puppies, warden having access to stupid amount of buffs and debuffs, sorcs having access to no debuffs at all, pointless SnB skills that deal no damage, pets, overtuned or undertuned sets...
Nothing? Really? Wow. Just wow.
5.3.4 better blow us away coz this just blows.
↧
What's your opinion on Battlegrounds becoming solo queue only?
From what I understand, matchmaking had trouble putting only premades vs premades which led to solo queue players, which are probably the majority, left at the mercy of the matchmaking system.
Now I understand how problematic a tightly organized group could be but wasn't there a compromise somewhere that could be done?
Would it be possible to limit the number of players that can queue to 2? That way, you could still queue with a buddy from time to time and wouldn't introduce too much of an imbalance?
What are your thoughts?
Now I understand how problematic a tightly organized group could be but wasn't there a compromise somewhere that could be done?
Would it be possible to limit the number of players that can queue to 2? That way, you could still queue with a buddy from time to time and wouldn't introduce too much of an imbalance?
What are your thoughts?
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Stone Giant one more time
Dk destruction and fury as per your own words. Dual wield warrior picture.
Flames and what not in back ground.
What does zos do?
Spend time to make a stone telekinisis animation.
Not even molten or anything.
Just orbs.
Why are you so obstinate Zos?
Why dont you give DKs what they want?
An animation (since you made our Reflective Plate useless) that we like.
Why so hell bend in making something no DragonKnight likes?
And the function....
Melee, aoe, 3 cast CC, projectile, group improving (but not class improving) stagger stacks.
What are you doing?
Flames and what not in back ground.
What does zos do?
Spend time to make a stone telekinisis animation.
Not even molten or anything.
Just orbs.
Why are you so obstinate Zos?
Why dont you give DKs what they want?
An animation (since you made our Reflective Plate useless) that we like.
Why so hell bend in making something no DragonKnight likes?
And the function....
Melee, aoe, 3 cast CC, projectile, group improving (but not class improving) stagger stacks.
What are you doing?
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AD EU
Hello,
What does PVP look like in AD?
I have almost 50lvl and I wonder if I made a mistake choosing AD.
Very little happens in campaigns before 50lvl.
what does PVP Cyrodil look like after 50 lvl?
What does PVP look like in AD?
I have almost 50lvl and I wonder if I made a mistake choosing AD.
Very little happens in campaigns before 50lvl.
what does PVP Cyrodil look like after 50 lvl?
↧
Some images / screenshots i found










↧
I'm sick of the PVP Dizzy Swing spam meta
It's time to buff other spammable for stam classes, and make them viable.
ANY other spammable i tried beside Dizzy Swing placed me in a BIG disadvantage.
Alright, You made dizzy nicer and now EVERYONE, EVERY single stam player use this skill.
I'm fine with Dizzy Swing gets it's place at the wall of honor again,
But when 99% of stam players use this skill, you know something is wrong.
I dont ask you to nerf it, But simply buff and adjust animations to other dead spammable and provide us more options.
List of skills you can adjust to open more options:
Heroic/Deep slash - My kind of gameplay, it feels like uselss, unless youre a PVE tank.
Power Slam - How the hell, bashing your shield into someone else face does not damage than slicing them?!
Hidden Blade - Good stats wise, but no one will ever use a ranged spammable on stam class, unless they are snipers.
DK:
Stone Giant - See HiddenBlade, but also add a cast time lul
Stamcro:
Flame Skull - See HiddenBlade
Stamsorc:
It needs a spammable, cuz in this class case, its actually forced to use dizzy
Stamden:
Dive - See HiddenBlade
Give us more options and add depth to combat.
Its so boring at the moment.
ANY other spammable i tried beside Dizzy Swing placed me in a BIG disadvantage.
Alright, You made dizzy nicer and now EVERYONE, EVERY single stam player use this skill.
I'm fine with Dizzy Swing gets it's place at the wall of honor again,
But when 99% of stam players use this skill, you know something is wrong.
I dont ask you to nerf it, But simply buff and adjust animations to other dead spammable and provide us more options.
List of skills you can adjust to open more options:
Heroic/Deep slash - My kind of gameplay, it feels like uselss, unless youre a PVE tank.
Power Slam - How the hell, bashing your shield into someone else face does not damage than slicing them?!
Hidden Blade - Good stats wise, but no one will ever use a ranged spammable on stam class, unless they are snipers.
DK:
Stone Giant - See HiddenBlade, but also add a cast time lul
Stamcro:
Flame Skull - See HiddenBlade
Stamsorc:
It needs a spammable, cuz in this class case, its actually forced to use dizzy
Stamden:
Dive - See HiddenBlade
Give us more options and add depth to combat.
Its so boring at the moment.
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Finding Vorundil
I recently noticed that Vampirism was listed as one of my Active effects. I had been fighting some Blood Fiends so guessed one must have bitten me, so I thought I would try vampirism out.
The problem is I can't find Vorundil, having looked all over Rawl'Kha, Riften and Evermore (I might have missed him but I had no quest marker) I asked if anyone knew where to find him. I was advised on the Road South out of Rawl Kha, neear Fort Spinxmoth and near Riften Stables, I can't find him at any of those. I have tried several times with logout out and back in. I am now wondering if I need to do something else to get vampirism or if I have come across a bug.
The problem is I can't find Vorundil, having looked all over Rawl'Kha, Riften and Evermore (I might have missed him but I had no quest marker) I asked if anyone knew where to find him. I was advised on the Road South out of Rawl Kha, neear Fort Spinxmoth and near Riften Stables, I can't find him at any of those. I have tried several times with logout out and back in. I am now wondering if I need to do something else to get vampirism or if I have come across a bug.
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↧
ESO Needs Better Motif.
DLC after DLC, including motif after motif.(that's not my complain btw)...
And yet feels like its been an eternity, since I last saw a proper awesome looking motif.(plenty of meh ones tough)
I am TIRED of skirt-looking leg motifs, and "final fantasy/grim reaper" looking impractical GreatSwords.
It's been years, and most of my chars are still rocking the darkbrotherhood legs and ebony GreatSword motifs.
ZOS need to come up with some proper new designs that fit in the universe and don't look outright ridiculous.
Instead we have [snip] legion zero type stuff.
Even friggin Skyrim had better looking options
[Title edited for bashing, edited for profanity bypass]
And yet feels like its been an eternity, since I last saw a proper awesome looking motif.(plenty of meh ones tough)
I am TIRED of skirt-looking leg motifs, and "final fantasy/grim reaper" looking impractical GreatSwords.
It's been years, and most of my chars are still rocking the darkbrotherhood legs and ebony GreatSword motifs.
ZOS need to come up with some proper new designs that fit in the universe and don't look outright ridiculous.
Instead we have [snip] legion zero type stuff.
Even friggin Skyrim had better looking options
[Title edited for bashing, edited for profanity bypass]
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Class Core Identity : Suggestions and Revamps
Salutations fellow ESO'ers!
I was thinking of posting this in the Combat forums but I'm assuming this is where it will get more traction. Ive posted before in other threads about class identity and i figure, i might as well get a proper write-up for it. With all due respect of course, this is an opinion. Its a long one and i hope players read it first before making judgments and whatnot. I am of course open to other suggestions and changes but most importantly, we should all have a civil conversation / dialogue about what constitute class identity and how ZoS might be able to implement it without breaking or at least without losing what it means to be ESO. Some of the ideas here might be familiar with some of the posters, in fact, a poster had a fantastic idea for wardens [ https://forums.elderscrollsonline.com/en/discussion/comment/6359670#Comment_6359670 ] and i really wanted to work on some of his ideas.
- You can always skip to the b]Changes[/b if you dont want to read the whole background part. -
Premise
First up, lets discuss what is, in ESO gaming terms, a class identity. In many other successful and unsuccessful MMOs, a class is a character that a player has chosen to be his avatar in game and logically will have a set precedent of abilities and skills that either reflects their style of play or a certain role within a group setting. Certain MMOs, like the now defunct TSW, eschew this structure by allowing its players access to all available skill lines. Some, like WoW or Wildstar, provides a rigid, delineated set of abilities that only a class can use.
In ESO however, we have a unique presentation. Each class has access to both class abilities that are exclusive to it and also other skill lines from the Guild, world, weapons, etc. This meant that ESO has a unique and excellent step ahead from its competitors in terms of character building. You'd be hard pressed to find another MMO that can fill this niche. (So far, as i am concerned, this is the only one, so if you do find another, pls indulge me.). The "play as you want to play" mantra is very contentious however because at the end of the day, what you want to play may not equal to what others want you to do and it will, or might, affect how the player base define what a good player is.
The last PTS cycle and the current one made me realise how valuable and how important it is to have a proper class identity, given that alot of the gear sets are now making their way into class mechanics so thats why i would love for ZoS to change up their current class changes to further emphasis on identity, rather than just giving a spammable to a class just because. (ie DK rock throw because... Dragons throw rocks apparently). The current combat changes to bring abilities on par with underlying mechanics (for eg DoTs should be DoTs and not be on par with a direct damage hit or AoEs having the same cost as a single target ability) certainly points to a better combat direction, given how sometimes players can feel that certain abilities from classes might feel unfair or overpowered in certain situations.
So how do we define class identity? There's so many variables to contend with that its almost hard to fully say what it is that should be changed to ensure a proper identity for each class. think about it, if a nightblade is all about critical damage and critical chance as it's identity, then how does that translate to the tanking role? or healing role? Or if templars were only good for healing, then how does that translate to doing good dps or tanking? or are wardens a jack of all trades but master of none? would that really be class identity? Also, we need to understand player routines as well as player choices. for eg a PvE player would go for that regular buff buff DoT DoT spammable rotation while a PvP player would build differently. or a healer would definitely have a different rotation. So how do we then declare what a class identity can be?
CHANGES
Here's my take on all the class changes that i feel would benefit and solidify unique identities. Again, I'm open to other possibilities and also other suggestions as long as we understand the reasoning behind the changes. I'm going to start with a class that i feel personally, have the best class identity in terms of its damaging, healing and certainly tanking abilities:
Dragon Knight
"These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them."
My take on this class would be to further enforce their attrition warfare, with regards to how the Stamina variant of the DK has always been about poison or corroding armor or reducing the effectiveness of their enemies. Even the Fire variant, their magicka counterparts, looks towards DoTs or Burning status as their main priorities in dealing damage. Because of the nature of Ardent Flame abilities to deal melee damage, the fact that a DK is able to take hits would complement this playstyle, a kind of melee magicka / stamina build. They would also enhance their ability to take hits and survive, as well as giving that said mitigation to others as a form of group support.
- Change their Searing Heat passive to : Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 33% and they cannot be purged or cleansed.
- Allow Magma Shell to be casted on a low health ally or self, to further emphasis on the nature of giving mitigation to others.
- Change Fossilize to encase yourself or an ally with low health, reducing their damage taken by 5% for 5s.
- Change Mountain Blessing passive to include minor sorcery as well. (note that i feel instead of casting an earthen ability, it should be when an ally is affected by an earthen ability.)
Templar
"These traveling knights call upon the power of light and the burning sun to deal massive damage to their enemies while restoring health, magicka and stamina to their allies."
This is another class that doesn't really need much of a change since it already has a good niche within the player base community. However, it still lacks a proper identity or playstyle that can complement its niche. My idea for the Templar would be to have a passive that will increase damage done each time they deal damage with any of their direct damage. This passive also ties in with the way they heal or tank, with increasing heals each time they successfully heal an ally and take less damage each time they take direct damage.
- change their Balanced Warrior passive to : after dealing a direct damage Templar ability, you gain 3% more damage done. After taking a direct damage attack, you gain 3% more Armor. This effect stacks up to 5 times and lasts for 3s.
- change their Mending passive to : after successfully healing a target with a Restoring Light ability, you heal 10% more on your next healing ability. This effect has a CD of 2s.
- change Living Dark to : Envelop an ally in a lightless sphere for 4s, healing them for X amt, each time they take direct damage. ( i was also thinking of changing Purifying Light instead of Living Dark, basically casting it to an ally or self and it heals for 50% of the damage taken during the duration of the skill.)
Warden
"Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against enemies and summon animals to aid them."
Wardens imo suffer the most in terms of identity, simply because they have a hodgepodge of skill line themes. They need more help in terms of tying together totally different themes within their kit. Wardens are definitely about symbiosis or something like when being able to do better damage with animal companions when you are in effect of a Green Balance ability. here's my take on it.
- Switch the passive for Flourish with Bond with Nature, and change Flourish passive to : When you are under the effects of a Green Balance ability, your Dive, Scorch and Swarm abilities deal 6% more damage.
- Change the passive for Emerald Moss to : Increase your Healing Done with Green Balance abilities by 8% whenever an enemy is affected by your Winter's Embrace abilities.
- Change the Piercing Cold passive to : Increase your Frost and Physical damage by 8%. (might not even change this in the first place if the balance is not right)
- The Feral and Eternal Guardian now deals Magic and Frost damage, with the Frost damage being the activated component. Wild Guardian deals Physical and Bleeding damage instead, with the Bleeding being the activated component.
- Deep Fissure now deals Frost damage instead of Magic damage. Subterranean Assault now deals Physical Damage instead of poison damage.
- Growing Swarm now deals Bleeding Damage.
Necromancer
"Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells to both harm and heal."
Necromancer have the most recognizable identity of all; corpses and tethers. However, its so clunky and logically weird that it creates more of a nuisance than just being a good complement to the class. With that said though, ZoS shouldn't shirk from using corpses or tethers at all, they should further enhance that mechanic, with better implementation. Necromancers to me, should have high damage abilities that require its main form of supply, corpses. The type of damage that the necromancers deal is also all over the place with frost, flame and lightning to be part of their repertoire. There's many changes that i feel is needed for Necromancers to have a proper, viable class identity.
- Blastbones now has no casting time and you will be able to cast as many as you want. However the damage will be lesser by 35% to maintain balance. (or the AoE component is taken out and is now a single target ability).
- Boneyard now does not consume any corpses to increase its damage and lasts 12s. It now creates a corpse every 4s for its duration. ( or every 3s for 10s, keeping it to a regular rotation )
- Skeletal Mage and Spirit Mender now requires a corpse to cast it and does not leave a corpse after the spell ends and the Skeletal Mage now deals Flame damage.
- Bone Armor consumes corpses in a radius of 5m, with the number of corpses consume increasing the duration. 30s max.
- Bone Goliath now leaves 2 corpses when the duration ends.
- Venom Skull now deals Disease damage instead of poison damage to have continuity with the other sources of damage.
- Shocking Siphon now deals Magic damage, instead of Lightning ( or Frost damage, making it the same damage as Glacial Colossus. )
- Death Scythe now deals Frost damage.
Nightblade
"adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades and speed, they thrive on conflict and misfortune trusting to their luck and cunning to survive."
Now this is a class that definitely needed surgery and a whole lot of work. Not only has ZoS changed its prior abilities to the point of no return, there is a sense of nightblades being relegated to solo pve characters and simply gankers for pvp (its even written in the class description smh ) I wont lie though, NB has always been my main go to character whenever i travel to a new DLC or partake in Trials or BGs but it has fallen so far down the pecking order that you simply be hard pressed to look at the NB's kit and say that "yes, thats the Assassin class". I am not trying to bring about a NB-pocalypse where you find NBs everywhere but at the very least make it identifiable as a class that relies on misfortune and cunning. What i came up with is a "High Risk, High Reward" approach to playing the NB that ties in well with all aspects of the group role, be it tanking, healing or damage. If a Nb is a poker player, they are the ones that always go all-in.
- Change their Dark Veil passive to : When you are below 50% health, you gain X amt weapon and spell damage. ( or penetration since the Necromancers are the ones with penetration passive as well. However, i do understand that Titanborn Strength, which is the new set in Harrowstorm will actually be OP in this scenario with its penetration bonuses. )
- Malevolent Offering will become the highest amount of healing done on a single target. However, it will cost more health to cast it.
- Soul Siphon will cast tethers onto nearby allies, much like soul tether, and heal them while draining you of health.
- Blur and Aspect of Terror switch places. I fail to see how being in the shadows is terrifying instead of an advancing Assassin.
- Change the Shadow Barrier passive to instead increasing the duration with the number of slotted shadow abilities, rather than heavy armor.
- Increase the effectiveness of Funnel Health and Crippling Grasp. Increase the damage for Debilitate and Swallow Soul.
- Killer's Blade deals 550% increased execute damage but now costs health. Impale deals a higher base damage.
- Take the Reave mechanic from Incapacitating Strike and put it in Surprise Attack. Incap now deals minor Fracture instead.
Sorcerer
"Sorceres can use Conjuration and Destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them."
Sorcerers are a weird bunch. They have pets, which wardens and necromancers should have. They also have the only all lightning theme skill line among the classes. They are another class that is alike the wardens in terms of differentiating skill lines. However, what i came up for them for class identity is the Daedric Charges. The skill Bound Armaments is the best example of this. However, i feel that ZoS should pursue and explore this further.
- Change Amplitude to : Each time you deal a direct damage Sorcerer ability onto an enemy, you gain a Static Charge. After having 3 charges, you gain a bonus 10% damage increase against enemies with high health for 3s. ( this works with your daedric pet attacks. )
- Daedric pets deal 1 critical damage after 3 basic attacks.
Endnote
I have done all this changes with the view of changes to the CP system as well, which i will definitely include once ive done the writeup for it. Perhaps its a waste of time, perhaps it wont even see the light of day, but im hoping that some of the changes might make to the changes that ZoS had planned in the near future. Pls do critique and challenge my perspective on this, i much rather like to know whats in the other players' mind then just what is on the forums.
I am definitely just a regular player, having dip my toes in almost all aspects of ESO, from Trials to Cyro to dungeons and overland. Having played alot of other MMOs made me realise how impressive this game really is and how much potential it has to be one of the best in the business. Im sure there are many other things that i have not touched regarding this topic so come on in, lets discuss!
-RavenSworn-
edited : This is the quick write up for the CP revamp https://forums.elderscrollsonline.com/en/discussion/512048/champion-point-revamp#latest
Edited for Warden Abilities.
I was thinking of posting this in the Combat forums but I'm assuming this is where it will get more traction. Ive posted before in other threads about class identity and i figure, i might as well get a proper write-up for it. With all due respect of course, this is an opinion. Its a long one and i hope players read it first before making judgments and whatnot. I am of course open to other suggestions and changes but most importantly, we should all have a civil conversation / dialogue about what constitute class identity and how ZoS might be able to implement it without breaking or at least without losing what it means to be ESO. Some of the ideas here might be familiar with some of the posters, in fact, a poster had a fantastic idea for wardens [ https://forums.elderscrollsonline.com/en/discussion/comment/6359670#Comment_6359670 ] and i really wanted to work on some of his ideas.
- You can always skip to the b]Changes[/b if you dont want to read the whole background part. -
Premise
First up, lets discuss what is, in ESO gaming terms, a class identity. In many other successful and unsuccessful MMOs, a class is a character that a player has chosen to be his avatar in game and logically will have a set precedent of abilities and skills that either reflects their style of play or a certain role within a group setting. Certain MMOs, like the now defunct TSW, eschew this structure by allowing its players access to all available skill lines. Some, like WoW or Wildstar, provides a rigid, delineated set of abilities that only a class can use.
In ESO however, we have a unique presentation. Each class has access to both class abilities that are exclusive to it and also other skill lines from the Guild, world, weapons, etc. This meant that ESO has a unique and excellent step ahead from its competitors in terms of character building. You'd be hard pressed to find another MMO that can fill this niche. (So far, as i am concerned, this is the only one, so if you do find another, pls indulge me.). The "play as you want to play" mantra is very contentious however because at the end of the day, what you want to play may not equal to what others want you to do and it will, or might, affect how the player base define what a good player is.
The last PTS cycle and the current one made me realise how valuable and how important it is to have a proper class identity, given that alot of the gear sets are now making their way into class mechanics so thats why i would love for ZoS to change up their current class changes to further emphasis on identity, rather than just giving a spammable to a class just because. (ie DK rock throw because... Dragons throw rocks apparently). The current combat changes to bring abilities on par with underlying mechanics (for eg DoTs should be DoTs and not be on par with a direct damage hit or AoEs having the same cost as a single target ability) certainly points to a better combat direction, given how sometimes players can feel that certain abilities from classes might feel unfair or overpowered in certain situations.
So how do we define class identity? There's so many variables to contend with that its almost hard to fully say what it is that should be changed to ensure a proper identity for each class. think about it, if a nightblade is all about critical damage and critical chance as it's identity, then how does that translate to the tanking role? or healing role? Or if templars were only good for healing, then how does that translate to doing good dps or tanking? or are wardens a jack of all trades but master of none? would that really be class identity? Also, we need to understand player routines as well as player choices. for eg a PvE player would go for that regular buff buff DoT DoT spammable rotation while a PvP player would build differently. or a healer would definitely have a different rotation. So how do we then declare what a class identity can be?
CHANGES
Here's my take on all the class changes that i feel would benefit and solidify unique identities. Again, I'm open to other possibilities and also other suggestions as long as we understand the reasoning behind the changes. I'm going to start with a class that i feel personally, have the best class identity in terms of its damaging, healing and certainly tanking abilities:
Dragon Knight
"These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them."
My take on this class would be to further enforce their attrition warfare, with regards to how the Stamina variant of the DK has always been about poison or corroding armor or reducing the effectiveness of their enemies. Even the Fire variant, their magicka counterparts, looks towards DoTs or Burning status as their main priorities in dealing damage. Because of the nature of Ardent Flame abilities to deal melee damage, the fact that a DK is able to take hits would complement this playstyle, a kind of melee magicka / stamina build. They would also enhance their ability to take hits and survive, as well as giving that said mitigation to others as a form of group support.
- Change their Searing Heat passive to : Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 33% and they cannot be purged or cleansed.
- Allow Magma Shell to be casted on a low health ally or self, to further emphasis on the nature of giving mitigation to others.
- Change Fossilize to encase yourself or an ally with low health, reducing their damage taken by 5% for 5s.
- Change Mountain Blessing passive to include minor sorcery as well. (note that i feel instead of casting an earthen ability, it should be when an ally is affected by an earthen ability.)
Templar
"These traveling knights call upon the power of light and the burning sun to deal massive damage to their enemies while restoring health, magicka and stamina to their allies."
This is another class that doesn't really need much of a change since it already has a good niche within the player base community. However, it still lacks a proper identity or playstyle that can complement its niche. My idea for the Templar would be to have a passive that will increase damage done each time they deal damage with any of their direct damage. This passive also ties in with the way they heal or tank, with increasing heals each time they successfully heal an ally and take less damage each time they take direct damage.
- change their Balanced Warrior passive to : after dealing a direct damage Templar ability, you gain 3% more damage done. After taking a direct damage attack, you gain 3% more Armor. This effect stacks up to 5 times and lasts for 3s.
- change their Mending passive to : after successfully healing a target with a Restoring Light ability, you heal 10% more on your next healing ability. This effect has a CD of 2s.
- change Living Dark to : Envelop an ally in a lightless sphere for 4s, healing them for X amt, each time they take direct damage. ( i was also thinking of changing Purifying Light instead of Living Dark, basically casting it to an ally or self and it heals for 50% of the damage taken during the duration of the skill.)
Warden
"Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against enemies and summon animals to aid them."
Wardens imo suffer the most in terms of identity, simply because they have a hodgepodge of skill line themes. They need more help in terms of tying together totally different themes within their kit. Wardens are definitely about symbiosis or something like when being able to do better damage with animal companions when you are in effect of a Green Balance ability. here's my take on it.
- Switch the passive for Flourish with Bond with Nature, and change Flourish passive to : When you are under the effects of a Green Balance ability, your Dive, Scorch and Swarm abilities deal 6% more damage.
- Change the passive for Emerald Moss to : Increase your Healing Done with Green Balance abilities by 8% whenever an enemy is affected by your Winter's Embrace abilities.
- Change the Piercing Cold passive to : Increase your Frost and Physical damage by 8%. (might not even change this in the first place if the balance is not right)
- The Feral and Eternal Guardian now deals Magic and Frost damage, with the Frost damage being the activated component. Wild Guardian deals Physical and Bleeding damage instead, with the Bleeding being the activated component.
- Deep Fissure now deals Frost damage instead of Magic damage. Subterranean Assault now deals Physical Damage instead of poison damage.
- Growing Swarm now deals Bleeding Damage.
Necromancer
"Masters of death, Necromancers can call upon corpses to serve as undead thralls and weave ghastly spells to both harm and heal."
Necromancer have the most recognizable identity of all; corpses and tethers. However, its so clunky and logically weird that it creates more of a nuisance than just being a good complement to the class. With that said though, ZoS shouldn't shirk from using corpses or tethers at all, they should further enhance that mechanic, with better implementation. Necromancers to me, should have high damage abilities that require its main form of supply, corpses. The type of damage that the necromancers deal is also all over the place with frost, flame and lightning to be part of their repertoire. There's many changes that i feel is needed for Necromancers to have a proper, viable class identity.
- Blastbones now has no casting time and you will be able to cast as many as you want. However the damage will be lesser by 35% to maintain balance. (or the AoE component is taken out and is now a single target ability).
- Boneyard now does not consume any corpses to increase its damage and lasts 12s. It now creates a corpse every 4s for its duration. ( or every 3s for 10s, keeping it to a regular rotation )
- Skeletal Mage and Spirit Mender now requires a corpse to cast it and does not leave a corpse after the spell ends and the Skeletal Mage now deals Flame damage.
- Bone Armor consumes corpses in a radius of 5m, with the number of corpses consume increasing the duration. 30s max.
- Bone Goliath now leaves 2 corpses when the duration ends.
- Venom Skull now deals Disease damage instead of poison damage to have continuity with the other sources of damage.
- Shocking Siphon now deals Magic damage, instead of Lightning ( or Frost damage, making it the same damage as Glacial Colossus. )
- Death Scythe now deals Frost damage.
Nightblade
"adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades and speed, they thrive on conflict and misfortune trusting to their luck and cunning to survive."
Now this is a class that definitely needed surgery and a whole lot of work. Not only has ZoS changed its prior abilities to the point of no return, there is a sense of nightblades being relegated to solo pve characters and simply gankers for pvp (its even written in the class description smh ) I wont lie though, NB has always been my main go to character whenever i travel to a new DLC or partake in Trials or BGs but it has fallen so far down the pecking order that you simply be hard pressed to look at the NB's kit and say that "yes, thats the Assassin class". I am not trying to bring about a NB-pocalypse where you find NBs everywhere but at the very least make it identifiable as a class that relies on misfortune and cunning. What i came up with is a "High Risk, High Reward" approach to playing the NB that ties in well with all aspects of the group role, be it tanking, healing or damage. If a Nb is a poker player, they are the ones that always go all-in.
- Change their Dark Veil passive to : When you are below 50% health, you gain X amt weapon and spell damage. ( or penetration since the Necromancers are the ones with penetration passive as well. However, i do understand that Titanborn Strength, which is the new set in Harrowstorm will actually be OP in this scenario with its penetration bonuses. )
- Malevolent Offering will become the highest amount of healing done on a single target. However, it will cost more health to cast it.
- Soul Siphon will cast tethers onto nearby allies, much like soul tether, and heal them while draining you of health.
- Blur and Aspect of Terror switch places. I fail to see how being in the shadows is terrifying instead of an advancing Assassin.
- Change the Shadow Barrier passive to instead increasing the duration with the number of slotted shadow abilities, rather than heavy armor.
- Increase the effectiveness of Funnel Health and Crippling Grasp. Increase the damage for Debilitate and Swallow Soul.
- Killer's Blade deals 550% increased execute damage but now costs health. Impale deals a higher base damage.
- Take the Reave mechanic from Incapacitating Strike and put it in Surprise Attack. Incap now deals minor Fracture instead.
Sorcerer
"Sorceres can use Conjuration and Destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them."
Sorcerers are a weird bunch. They have pets, which wardens and necromancers should have. They also have the only all lightning theme skill line among the classes. They are another class that is alike the wardens in terms of differentiating skill lines. However, what i came up for them for class identity is the Daedric Charges. The skill Bound Armaments is the best example of this. However, i feel that ZoS should pursue and explore this further.
- Change Amplitude to : Each time you deal a direct damage Sorcerer ability onto an enemy, you gain a Static Charge. After having 3 charges, you gain a bonus 10% damage increase against enemies with high health for 3s. ( this works with your daedric pet attacks. )
- Daedric pets deal 1 critical damage after 3 basic attacks.
Endnote
I have done all this changes with the view of changes to the CP system as well, which i will definitely include once ive done the writeup for it. Perhaps its a waste of time, perhaps it wont even see the light of day, but im hoping that some of the changes might make to the changes that ZoS had planned in the near future. Pls do critique and challenge my perspective on this, i much rather like to know whats in the other players' mind then just what is on the forums.
I am definitely just a regular player, having dip my toes in almost all aspects of ESO, from Trials to Cyro to dungeons and overland. Having played alot of other MMOs made me realise how impressive this game really is and how much potential it has to be one of the best in the business. Im sure there are many other things that i have not touched regarding this topic so come on in, lets discuss!
-RavenSworn-
edited : This is the quick write up for the CP revamp https://forums.elderscrollsonline.com/en/discussion/512048/champion-point-revamp#latest
Edited for Warden Abilities.
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Rain in housing
Will there ever be a fix for this? Kind of annoying to see it raining outdoors but also inside your house or cavern. This happens most prominent for me in the Coven cottage and Earthtear cavern.
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Make Storm Atro synergy for ALL 11 group members
This synergy "bugs" out quite often allowing several members to get the synergy even though its supposed to only be given to 1 player. I think it would be nice if they just made it a full on feature to allow all the 11 other group members to be able to take the synergy. This would also make sorcerers (mag or stam) competetive in score pushing, competing with the necro colossus which i think would be nice aswell.
Unlike Colossus when it first launch, this doesnt need its own cooldown, since every synergy has a 20 sec cooldown at base anyway.
What do you guys think?
Unlike Colossus when it first launch, this doesnt need its own cooldown, since every synergy has a 20 sec cooldown at base anyway.
What do you guys think?
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Game is broken ps4
Latest update = game is not playable.
You keep adding updates to fix the bluescreens but you only make the game less and less playable. You can’t even use and skills anymore because of the lag. I just bought a ps4pro in hope of getting better performance but that was just money not worth paying after this patch... thank you so much for this awsome performing game...
You keep adding updates to fix the bluescreens but you only make the game less and less playable. You can’t even use and skills anymore because of the lag. I just bought a ps4pro in hope of getting better performance but that was just money not worth paying after this patch... thank you so much for this awsome performing game...
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★ Lodge of Sorceresses - Midgame to Endgame Growth! (upd. Feb 10th) ★

Guild Website | Discord | Youtube Channel
~~ Lodge Needs Tanks & DDs for Our 2x Cores ~~
~~ Lodge Open Initiative ~~
Lodge of Sorceresses is Growing towards PvE Endgame!!!
We are recruiting active players, enthusiastic about PvE content in ESO, to grow towards the Endgame (progressive veteran Trials - guild has experience up to vSS HM, aiming to conclude our progression soon and delve into score raiding territory) through what we call "Midgame" content (veteran DLC Dungeons & vArenas). To achieve our goal, we organize events regularly. Core raids happen on 3-times-a-week basis at 8:30pm CE(S)T; and a Midgame content in a daily basis.
Who can join?
- We accept CP 160+ players, for long-term camaraderie.
- We only are looking forward to players who can play the game 3-4 evenings a week in general, with future Endgame prospect in mind... Lack of existing game experience is irrelevant.
Who shouldn't join?
- Tier-1, -2 grade Healers: a) who are generally below CP 500, lacking that Tier's Endgame experience, b) who don't have DD or Tank roles as well. This is due to the fact that we can't train fresh Healers in Midgame environment, as we don't take them to those content (instead we focus on 1-Tank-3-DD setup mostly to train our Tanks and DDs for survival and mechanics training). Thus, being able to play other roles is an added-value. Tier-3 and above Healers with Endgame experience are welcome to apply.
What We Provide?
- Fully automated guild, run by home-made software that runs the show...
- Constant training and growth to help you become a killing machine as we train together (after CP-500)...
- Fun environment to do PvE - absolutely zero elitism, patience and tolerance towards new/unskilled players and such...
- Structured PvE Endgame progression model with team-building in mind - we don't just clear the content once and move on...
- Discord - where we socialize, which is our primary guild chat...
- Premium Website - where we organize our events, socialize further. Featuring event reviews written by our members. Colorful Event gallery...
- Premium Furnished Guild Housing - where you can find Crafting & Transmutation Stations, Mundus Stones and ever growing cool decoration for your seeing pleasure...
- Youtube Channel - where we stream major events we do as a guild...
Our Achievements/Progress
Current Core advancing through Tier-4: already cleared vCR+3, vMOL HM, vAS+2 etc. Currently progressing in vSS HM.
Plans for a new Cores underway... Need all roles of all capabilities!
If you like what you read, please join our Discord server, we will talk. All links above, or below, in my signature...


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Crown Store Item Wish List
Hello everyone!
As part of Update 6, we are introducing the Crown Store: an in-game store where you can purchase customization and convenience items. The store offers consumables you can use to save time on in-game activities (like experience and crafting boosters, for example) along with new customization options including costumes, exotic pets, and mounts. When the Crown Store launches, we’ll have a number of items available immediately, but what about the future? Tell us what sorts of goods and services you would like to see offered in the Crown Store – you can be as general or specific as you’d like.
You can view some of the planned Crown Store items at the following link, beginning at 23:59 http://www.twitch.tv/zenimaxonlinestudios/v/3711373
We look forward to reading your ideas and feedback!
As part of Update 6, we are introducing the Crown Store: an in-game store where you can purchase customization and convenience items. The store offers consumables you can use to save time on in-game activities (like experience and crafting boosters, for example) along with new customization options including costumes, exotic pets, and mounts. When the Crown Store launches, we’ll have a number of items available immediately, but what about the future? Tell us what sorts of goods and services you would like to see offered in the Crown Store – you can be as general or specific as you’d like.
You can view some of the planned Crown Store items at the following link, beginning at 23:59 http://www.twitch.tv/zenimaxonlinestudios/v/3711373
We look forward to reading your ideas and feedback!
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Purple Gourmet dishes
For some reason since the update my purple gourmet dishes (Longfin Pasty & Withered Tree Inn Vennison) when I consume one they are showing in active effects "Increase All Primary Stats" the timer is running down for the 2 hr time but below time remaining it is showing " Increase Max Health by 0 and Max Magicka and Max Stamina by 0" They are scaled 150 to 160 and I am in the 800's and they use to work before the update. Customer support is no help other then looking into for last 3 days. The purple crown fortifying meal works okay and if I purchase gold Bewitched sugar skulls those work. I eve tried switching to different characters and not working. I did a restart console and also did a hard restart and still happening.
Anyone else experience this problem?
Anyone else experience this problem?
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Ebonheart Pact Macros/Scripting needs to Stop!!
Its Tragically funny, my rig is incredible and i can stream games of all types flawlessly. In ESO i can run through every pve zone, every Battleground, and all of IC without problems at all. When in cyrodill i sometimes get micro-lag but for the most part running around the map, defending keeps, exploring delves, fighting around DC players, fighting against AD players.... ALL no problem.
But whenever i get near EBONHEART PACT PLAYERS my game goes crazy. Lag spikes from hell, CTD crashes or inexplicable loading screens for no reason. I see half my group get Disconnected ONLY when they go near certain EP groups. My guildmates and i are pretty damn convinced its due to heavy use of Macros and Scripting by EP players who are so shite they cant play the game as intended. During Midyear Mayhem this week Ive seen an EP nightblade using Cloak, Shades, AND Sorcerer Bolt Escape!! And had a death recap showing the same EP player using Blastbones AND Flame Lash!! (necro/dk new class?)
But what bothers me most isnt the sad pathetic basement trolls playing for EP who feel the need to cheat. My real issue is with the devs who blatantly ignore the obvious and brazen use of cheat engines scripts and macros that are destroying the best part of the game. Is it really so difficult to discern who is ruining pvp with cheats and macros that spam the server so quickly they completely disable the connection of nearby player clients? How many hundreds of real players who DONT CHEAT have to get taken advantage of for ZoS to notice?
The evidence this is going on is obvious. Server/combat logs should make who is responsible pretty darn obvious as well. Even new and inexperienced players notice, "Hey i only lag and crash when i go near a certain faction," so how is it the programmers who wrote run and support this game cant figure it out?
PLEASE DO SOMETHING TO STOP CHEATERS - WHO USE HOTKEY AND MOUSE MACROS AND ILLEGAL SCRIPTS - FROM RUINING THE GAME FOR THE REST OF US. PLEASE!
But whenever i get near EBONHEART PACT PLAYERS my game goes crazy. Lag spikes from hell, CTD crashes or inexplicable loading screens for no reason. I see half my group get Disconnected ONLY when they go near certain EP groups. My guildmates and i are pretty damn convinced its due to heavy use of Macros and Scripting by EP players who are so shite they cant play the game as intended. During Midyear Mayhem this week Ive seen an EP nightblade using Cloak, Shades, AND Sorcerer Bolt Escape!! And had a death recap showing the same EP player using Blastbones AND Flame Lash!! (necro/dk new class?)
But what bothers me most isnt the sad pathetic basement trolls playing for EP who feel the need to cheat. My real issue is with the devs who blatantly ignore the obvious and brazen use of cheat engines scripts and macros that are destroying the best part of the game. Is it really so difficult to discern who is ruining pvp with cheats and macros that spam the server so quickly they completely disable the connection of nearby player clients? How many hundreds of real players who DONT CHEAT have to get taken advantage of for ZoS to notice?
The evidence this is going on is obvious. Server/combat logs should make who is responsible pretty darn obvious as well. Even new and inexperienced players notice, "Hey i only lag and crash when i go near a certain faction," so how is it the programmers who wrote run and support this game cant figure it out?
PLEASE DO SOMETHING TO STOP CHEATERS - WHO USE HOTKEY AND MOUSE MACROS AND ILLEGAL SCRIPTS - FROM RUINING THE GAME FOR THE REST OF US. PLEASE!
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Just remove PTS, its useless
Why on earth should we still participate in PTS? Literally EVERY feedback we give just gets ignored.
We dont want those Off Balance changes - Ignored
We dont want cast time on the new stone fist - Ignored
We dont want an ranged spammable for a melee class (stamdk) - Ignored
We want Cast time on ults removed - Ignored
You have clearly NO vision or direction where we go. Game changes the meta/skills/classes every 3 month. Are we still in Beta or what?
You nerf two really good stamina spammables (Ransack/Heroic Slash) and give is a clunky shield bash as a replacement. Guess what, no one wants to spam their shield bash to deal damage while holding a sword in his other hand and never use it. You buff/nerf/buff/nerf Dizzy our only non class spammable left. How it can be to finally find a balance? You doing this since over a year and still you need to change stuff.
You put Cast time on Ults and 99% of the feedback you get is CLEARLY NEGATIVE and yet you dont remove it. No! you even put a cast time on the new stone fist....
Just admit it, you cont care about us. You do, whatever you want and we just have to accept it. You say, you have a vision for this game, yet no one else can see what you are planning. We give Feedback every PTS cicle and nearly nothing gets adressed on what we are bringing up to you. Flamelash and Off-Balance, the only thing you adressed and a snare on dizzy. Thats what we need, more snares in the game while only having 3-4 sources of snare removal. Genius.
I am just so disappointed in the devs and what they do to this game that we all fall on love with.
We dont want those Off Balance changes - Ignored
We dont want cast time on the new stone fist - Ignored
We dont want an ranged spammable for a melee class (stamdk) - Ignored
We want Cast time on ults removed - Ignored
You have clearly NO vision or direction where we go. Game changes the meta/skills/classes every 3 month. Are we still in Beta or what?
You nerf two really good stamina spammables (Ransack/Heroic Slash) and give is a clunky shield bash as a replacement. Guess what, no one wants to spam their shield bash to deal damage while holding a sword in his other hand and never use it. You buff/nerf/buff/nerf Dizzy our only non class spammable left. How it can be to finally find a balance? You doing this since over a year and still you need to change stuff.
You put Cast time on Ults and 99% of the feedback you get is CLEARLY NEGATIVE and yet you dont remove it. No! you even put a cast time on the new stone fist....
Just admit it, you cont care about us. You do, whatever you want and we just have to accept it. You say, you have a vision for this game, yet no one else can see what you are planning. We give Feedback every PTS cicle and nearly nothing gets adressed on what we are bringing up to you. Flamelash and Off-Balance, the only thing you adressed and a snare on dizzy. Thats what we need, more snares in the game while only having 3-4 sources of snare removal. Genius.
I am just so disappointed in the devs and what they do to this game that we all fall on love with.
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ESO Player Pickup Lines.
I'm sorry, but this just popped in my mind and I figured a fun thread with an ESO theme might be enjoyed.
Please lock/delete if not allowed.
My contribution:
"I banish my combat pets when not in combat."
Please lock/delete if not allowed.
My contribution:
"I banish my combat pets when not in combat."
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