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Would you like an 810 only option for the dungeon finder?

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810s usually want to get their daily dungeons done as soon as possible This results in 810s speed running.

Newer players usually don't like speed runners and can't keep up.

Solution. An option 810s can choose that will make it so they only match with other 810s.

Pros. Faster dungeon runs and less unhappy newer players.

Less fail groups

Cons. Slightly longer waits.

Would you like this option?

This Event Isn't Fun -- Too Many Tanky Players

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I've cycled through a bunch of all-out-damage, glass cannon builds (Spriggans/Spinners + Damage Sets) to try to counter a lot of tanky players in heavy armor and get kills, but they just laugh off damage. It would be really nice to be able to counter tanky builds when you go all-out damage and leave yourself so vulnerable, but it's just not worth it. Too many players have high resistance, high health, and HOTs.

CE Collector's Packs - pre-order items?

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What happens if I already own the CE content but missed out on the pre-orders? If I purchase one of these am I credited for the items I already own?

If not is there any way to get previous expansions pre-order items I missed out on?

Thanks.

Need help dealing with [Insert "OP" build here]? Ask here.

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First of all, this post is here instead of players helping players because I think this is where players go first to complain about pvp. Hopefully this post can save some devs and mods some time. :)

Do you need help defeating a specific build? Do you die every time a player wolf's out? Leave a comment below detailing your issue so that I or another skilled pvp'er can give you advice that may help you defeat your adversary.

MYM question: has Nunatak been fixed?

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I killed or help kill that icy mofo like 15 times last MYM, but never got credit for it in the achievement to kill all the IC roaming bosses. Has this been fixed?

Next PvP Test: Disabled procs in Cyrodiil

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Are you guys ready? :0

Edit: Supreme PvP Leader Brian Wheeler announces their next PvP Test on mid February that will have "procs" disabled. What his definition of "procs" means that will be included on the disabled list is yet to be seen!

Can we hardcore nerf 2-hand executioner already?

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Like 90% of stam players are using this in PvP. It's seriously getting old. It's been the top pvp weapon for the longest.

Would you use a party finder system if it were available?

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While teleporting from area to area and asking in zone chat for the roles needed to fill a group has been a slow and effective way of filling said groups for years now, I can't help but wonder how beneficial a Party Finder system similar to that in FFXIV would be here.

Not going to go in-depth regarding specifics, I have linked the wiki above for anyone not familiar with the system.

However to paraphrase myself from below to give a brief overview of the differences:

The difference between the "Group Finder" we have, and the "Party Finder" system from FFXIV is that there are a myriad of uses beyond just running specific content, and the computer doesn't randomly pick for you. By default the poster would be the group leader (as is how the system works in FFXIV).

You create a posting of sorts for the activity you want (hence how it is beneficial for Housing, Overworld and other aspects the current Group Finder system completely fails to cater to) and specify any group requirements (rolls/level/progression etc) thus preventing potential issues with Trials groups. Worth noting, this is for pre-forming groups serverwide, not just queueing and taking whatever randoms queue unprepared and in the wrong role.

In FFXIV the housing community often holds events and uses postings on the Party Finder to advertise/draw interest (just one example use off of the top of my head :) )

That being said - would you use a Party Finder system if it were available?

At what point is it a good time to start entertaining Arena content?

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I'm a DPS Magicka Necro....so surviving will be the challenge. I'm at almost 500 CP....wait or give it a go? That Maelstrom Staff looks neat and I'd like to give it a go..thank you.

Mace Changes

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I don't agree with the changes to a flat penetration, and here's why. ZOS has just made them stronger and makes just another reason why people move to heavy armor and higher health. I have made other posts showing how people have been moving to higher resistances, higher health and still do a ton of damage. There are a bunch of reasons for this, but it has to change. And making maces now do flat damage means more damage proportionally against lower resistant foes...which gives another reason not to wear medium or light armor. I ran straight light armor on my Mag DK up until the Malacath Band, and then had to run light but a dmg mit set. I am not on the nerf Malacath band wagon per se, but a review of all heavy armor, high health and their ability to do damage. I think heavy armor and sword 'n board needs to be setup to not do damage. If you want to run heavy and high health, then be a tank - PvE or PvP. The mace changes to make people need to be tankier.

Please give players access to CP build slots like outfit slots

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Just as stated in the title. With the new system, players should have access to CP build slots similar to outfit slots. At the very least, players will still need to spend gold to refine and tweak their CP builds. Even if we were charged the same 3000 gold to switch using one button, that would be fine just as long as we are not required to reallocate all the points for a needed role or playstyle for the day. If we want to play as a tank, then we should just need to change our gear and then switch CP build with one button. Streamline the experience for players by removing the unnecessary busy work of basically rebuilding our CP setup if we want to change class role for something specific. We would need at least 4 slots per character to accommodate tanking, healing, DPS, and PvP builds. There should be a starter build for each category for new players to choose from in order to provide a starting jump point to start from for said new players after reaching one of the major CP plateaus.

On a side note, the new CP system, while well thought out seems like it will be needlessly convoluted for new players and at the same time very limiting for experienced players. 12 slottable "effects/procs" with a slew of stat based boosts. On the surface there seems like a lot of options but in reality those many options will be whittled away very quickly down to the "ideal" point allotments for each role. The best analogy I can think of is that it will be very similar to choosing classes for a college degree program. Once the player-base at large gets ahold of the new system, there will be a core list of CP choices taken, followed by those taken for each role (tanking, healing, DPS, and PvP) and then you will be left with a few 'electives' to choose from. At least that is my impression from playing around with it on the PTS.

No nord changes ?

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No nord changes again ?

May be some thing good to us ?

We are far from be top DPS race, some good tank utility may be ?

PVE block cost reduction, more HP, regens, sustain, anything ?

[snip] WereWolf revamp.

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As the title above states I have an idea to balance werewolf. To be blunt a were wolf should be a blood thirsty killing machine, as opposed to a tank with decent damage/cc. Werewolf has never felt right to me it has been intimidating for all the wrong reasons, and fails to do what a werewolf should actually do both by lore and pvp/pve standards of the game. In this discussion I will address these issues, and give out my solution(s). I hope to make this as painless as possible as there are a lot of topics to debate..

Quick back story though. I am the player @SeaArcanist. For years I've played a character known as "Dea'ru", he is the foundation of which all my claims and evidence are built upon. Dea'ru is my were wolf character. some of you reading this might know of Dea'ru. The tanky werewolf who terrorized the AD as well as Turned on his people to terrorize the DC! he is also known as the terror of Vlastarus! I only mention these thing to give insight that I am a were wolf supporter. by no means do i want to flat out get rid of or make were wolf useless. I've been a were wolf since week 2 of release. I've seen its ups and downs. With that being said, I'd like to begin.

Why are werewolves tanky?

This always puzzled me lore wise. in game reasons though i could tell you it's because werewolf can't purge, has 1 singular heal, and although a very strong percentile heal it literaly requires you to invest in HP/magicka to use thus lowering sum total dps. so all were wolves become tanky, not because the wolf itself is tanky, but because the way werewolf is developed it forces the player to build a certain way to compete. by doing this werewolves no longer become killings machines, but tanks. I do see what the developers were thinking. make werewolf strong, give it limited magicka heals so people will have to revert back eventually. by design were wolf was made to be used to attempt and quickly defeat the enemy with only enough heals to keep you alive soo long. a "kill or be killed" method. sadly, due to oversights. this never worked out.


The timer is the werewolf's greatest oversight

First off, werewolf is only built tanky to survive long durations. I'm sure many of you have been in a 5 minute werewolf fight. They are not fun, per say. wolves such as myself can obtain a balance of dps-survivability. However, lots of players use the werewolf to purly tank. They will not die, and they rarely kill anyone. we've all seen those 40-50k hp werewolves. however we build though. it is not fun for most who fight it. Why do players build to be tanky though? The answer is obvious. they have unlimited time. hear me out now! would a player invest soo deeply in mitigation, hp, and magicka if it was only for a short duration of 30s? no, they wouldn't. However, werewolves as long as they are in combat can maintain their form indefidently. this makes players build for the long game, as opposed to building damage on a werewolf to try and nip it in the bud fast as intended. and thus i conclude the timer is to blame.

How would less time work?

Keeping the regular timer ONLY 30s in duration, and not giving any time returns for potential unlimited gameplay as well as keeping in additional time for pack play. to compensate though we would need to change passives around a bit. especially if werewolf is bursty now as opposed to playing a long drawn out battle. And here is my solution!

pursuit- Adds 15/30% movement speed, this will also give the were wolf a 3m/6m bonus to stealth detection .Targets hit by the werewolves light attack cannot reenter stealth for 1s.

(This feel more like a werewolf to me! the literal definition of a hunter. a were wolf has a nose, heightened senses, etc. THIS makes sense! it should be able to hunt down stealthers or anybody who trys to escape the wolf within it's 30s timer!)


Savage strength- adds 9%/18% Weapon damage. Adds 5,000/10,000 health

(10,000 resistance always felt wrong to me. your skin becomes your armor so your resistance shouldn't change, ya know? This 10,000 health replacement will encourage medium armor play. a 23k hp player in medium armor who used werewolf before would just flat out die upon transformation in pvp. however, the 10k hp increase is just enough to make werewolf viable for the dps user. remember the timer is 30s now and will run out! players will build high end damage but need this hp to make worth their while while in werewolf form!)

blood rage- increases your light/heavy attacks speed by 3% for 3s upon landing a light attack. stacking up to 33%

(no more bonus time! you are limited, you must kill fast or be killed! this increased light/heavy attack reflects your desperation to survive, you are in a literal blood rage!)

Final thoughts

in conclusions i feel getting rid of 10,000 resistance, limiting the timer, removing the resource returns on heavy, AND allocating hp as opposed to resistance to promote medium armor dps play, will balance out and make the werewolf what it was intended to be. a savage transformation that enters survival mode. it must hunt, it must kill or be killed! Anyways i hope you enjoyed and i've made this as painless as possible! please give me your feedback!

[Edit to remove name in title.]

The game is barely playable after the recent patch update.

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Exactly as the title says, the game is barely playable. Since the update, it has been so bad to the point where even choosing my character will just log me out of the game. I'm trying to log in, not out. This happens several times before I am finally able to get into the game. Just the game. But then I try PvP... First of all, there are less campaigns for the event than there previously have been. Why shrink the amount of campaigns if you know that more people are staying home? After all, we are still living in a pandemic! It really did not help that Blackwood got announced right before the event too, because now we have everybody and their children flooding into the game, which makes the servers even more overloaded. When I try to join in Cyrodiil's queue, I have to wait 1-3 hours, and I wait the entire time. What am I rewarded with when it is finally my turn to join? I am rewarded with a black screen, not a loading screen for Cyrodiil like I previously was. In addition, this black screen goes on for at least 30 seconds before I am unceremoniously logged out of the game due to an "invalid internet connection".

Now, I just got T-Mobile's Home Internet recently and it has been working great so far for me. I don't understand why it would work for every other game I play, but not for ESO. For a while, I was paranoid thinking that my internet was starting to go bad after a weekend of it being really great. But then I realized that other people are having problems with disconnects and similar problems that I am having. So now I know it's not my internet's fault. Every point of the day, I have been trying to get on the game and join the event, even when it's not peak times, and I still cannot connect at all. Even right now as I am typing this, I once again get a black screen and lose my place in the queue, having to start all over again. And when I finally do make it into Cyrodiil? I crash and log out of the game once again. I am very lucky I don't get booted out of Cyrodiil when this happens, or I would have to start all over again. It is a never-ending cycle of pain, torment, and agony. Oh, and boredom.

Overall, it is a huge waste of time to even try to do this event. I was really looking forward to playing the event because it is the only PvP event that I look forward to. Please, ZOS. If you're going to do another maintenance check this week, you might as well add more campaigns and fix the connection errors while you're at it so that more people can play the game. All I ask is to play the game again.

Keep Current Cyro Settings Permanent

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I stopped playing entirely. Canceled my annual. Etc. I'm gonna guess about six months ago.
All because Cyro was unplayable.

Popped back in for Midyear Mayhem cuz Dutch @DUTCH_REAPER said it was performing.

You know what? He was right! Lag is minimal. Even in prime time and even at locations that have historically been strangely dependable in their unreliability. Ales Farm, Roe FD, Dragon, Alessia mineside...

So... to ESO:
Whatever settings you have rolling now - KEEP THEM. EVERY SINGLE SETTING.
THEN start rolling things back one... tiny... step... at a time.

Though I recommend leaving the double AP for last as it's going to completely change your population and that will skew all of the potential troubleshooting you could obtain from this process.

A pittance 2c from a troubleshooter.

I missed this game.
It's so much fun though when it works!

What do you want to see from ESO in 2021?

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So, new year, new chances and all that.

What would you like to see ESO do to improve itself this year?

My personal points would be:
  • More ambitious scale and scope. ESO has been over reliant on small chunks of it's world and story, and has been resting on the laurels of the systems that have lingered for years without making any real additions to how you can play the game since Summerset (Psijic skill line). We need larger areas to explore, more to do in them and most importantly new systems that will affect regular gameplay (spellcrafting at last, please!).
  • A larger focus on bug squashing, net code improvements and server improvements. 'Nuff said, this has long been a thorn in ESO's side and it's high time that it was addressed.
  • More communication from the dev team to the playerbase.
  • Less focus being placed on the crown store. Right now there is an imbalance of things to earn in game and things to be earned on the crown store, and with each release and new crown crate season this only grows. More 'retired' items or limited time items need to be brought into the game world to be earned through regular gameplay in order to give players more incentive to revisit older zones that no longer hold any reward for them. Mounts, outfits, emotes and housing items would be of particular benefit here and would do much to bring players back to places like Morrowind or Orsinium. There also needs to be more ways to earn housing than just with crowns, a return of enormous gold sinks would be very welcome.
  • Skins/Tattoos being fixed. After so long I think it should be a priority to fix the layering issues of tattoos and skins, especially when it comes to Khajiit and Argonian players who have their base skins overridden by a new body tattoo.
  • More improvements to PVP. Cyrodil needs more content put into it, pure and simple. New siege weapons, updates and upgrades to forts, new guild mechanics that will make guilds more invested in their captured structures, the return of hireable NPC guards... The works. ESO needs to reinvest in what was once a core part of the game to help retain it's playerbase and expand it.

Well, that's my list of things I'd like to see ESO and Zenimax do. What's yours?

Less Skill Spam?

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I've been reading on the rework of the CP system and Armor stats. I like the ideas on paper. So, it gave me some hope to hop back into ESO but one of the things holding me back is the flow of combat in the game.

So, I thought I'd make a few suggestions.

I'd like to see less ability spam and hotbar flipping in the game. Frankly, I think it clashes too much with mechanics like sneak builds and classes. It feels like there is not much payer choice within the classes themselves, as well. On top of this, hotbar switching is clunky in the grand scheme of it all. So, I thought I'd pitch some ideas to solve this.


As of now, abilities are usually designated and and spammed to fight. Spamming does not make for great combat regardless of the game. Most action MMO have players use multiple moves or combos to keep gameplay from feeling "spammy". That's not the case here. So, instead of having instant damasge abilities and no cooldowns. We introduce cooldowns on abilities but abilities are less about dealing dps and more focused on utility. You'll keep the hotbars and still have to pick abilities and morphs but it's less about doing the highest dps. Let give out a few examples.

Examples:

(Current Game)
Puncture - Thrust your weapon with disciplined precision at an enemy, dealing 777 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 15 seconds.

(Reworked)
Puncture - Thrust your weapon with disciplined precision at an enemy to weaken the enemy and taunt them for 30 seconds. Weakening them will inflict reduce their resistances making them more susceptible to bashes and knockdowns by yourself or allies. This will have a cooldown of 50 seconds and cannot be stacked.

(Current Game)
Flying Blade - Fire a secret dagger from your sleeve at an enemy, dealing 963 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. While an enemy is marked, reactivating this ability on them allows you to jump to them, dealing 963 Physical Damage and grants you Major Brutality, increasing your Weapon Damage by 20% for 40 seconds.

(Reworked)
Flying Blade - Fire a secret dagger from your sleeve at an enemy, applying an effect that temporarily immobilizes the enemy for 20 seconds. If the enemy hit is casting an ability they are interrupted and stunned for 10 seconds. If they were marked, you'll immediately jump towards them to apply a knockdown for 12 seconds. This ability has a cooldown of 45 seconds.

(Current Game)
Force Shock - Focus all the elemental energies with your staff and blast an enemy for 245 Flame Damage, 245 Frost Damage, and 245 Shock Damage.

(Reworked)
Force Shock - Focus all the elemental energies with your staff and blast an enemy with Flame Damage, Frost Damage, or Shock Damage effects (dependent on the type of staff used). This will have a cooldown of 50 seconds. (Side Note: This is more of an actual spell skill that does a massive amount of damage).

With this type of combat system, combat can be more strategic and allow just about every skill to be useful and helpful in group content. That's just a rework of abilities.

On to more suggested changes. We'll buff base weapons to be more damaging to compensate for the ability reworks. Alongside this, blocking, dodging, bashes, and knockdowns will be more crucial to taking down bosses and enemy groups. Due to encounters in Vet content, possibly getting getting easier and losing the challenge it holds. Content will balanced around pattern recognition, knowing mechanics, and timing ultimate / utility skills. Vet content will remove UI that lets the player know when an enemy is stunned and AoE circles. Removing these will provide the challenging content that some vets want without relying on dps checks barring entry to those that don't have meta builds.

Bretons the Boring

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Updated:


Bretons. Quite possibly the only race that I personally find least interesting. They seem to appear Hmph, let us call it too simplistic,standard compared to other races of Tamriel.

- Breton's lore? Extremely limited, Their culture,characters, Never heard of them personally except High King Emeric or "Bretons" as one of the playable races in TES
- They are politically divided as well, even their religion views and feudal culture system and society is again too standard.
- There is very little content related to Bretons in general them being 2nd or 1st most shunned race with Poor orcs
- Breton style is a turn off, their architecture made of stone or wood typically resembles those from Medieval England for instance.
- Breton characters aesthetically look least appealing both males or females, even Nords are superior
- I yet have to find my favorite Breton NPC with exception of Golden Knight champion of Meridia who had good sense of humor, no i have not experienced Daggerfall covenant, I am sure they have a great story, but I will play as Redguard
- Daggerfall covenant is by far the weakest faction ,divided,least populated,politically,economically and lackingsheer military might or strength of numbers as Aldmeri Dominion or Ebonheart pact. Its really a miracle how they manage to convince the Orcs to join. Bretons are deluded,High elves are number 1 magic users for instance. Nords have way bigger army,Redguards may be most talented but way too independent and scattered DC teritory is smallest as well.
- High rock in particular Glenumbra or Stormhaven at least for me have not captured the magic charm or intensity like other zones, Do not mistake me they are all unique and special in their ownnn way. But in high rock i often feel I explore Planet Earth not Tamriel ,at least Southern part,Rivenspire seems different.
- I have explored region and analyzed Bretons enough in my own view to safely say they are by far the least captivating race of them all
- Even Breton racial passive skills are overrated, Nords beating them by nearly double in their spell resistance.
So much for famous Breton super magical resist, they were better in TESV with 25% magic resistance.

I wonder however does anyone else share my outlook?

What kind of companion would you want?

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I don't personally think the companion system is something I'll engage with, but I have some ideas about what would help me ease into it. Maybe you do, too.

For me: I don't want a humanoid NPC following me around. That is something that I am not interested in at all. But, I would warm up to this idea if the companion could be some sort of sentient creature type.

Some ideas:
- A hopeful squire from the Blackfeather Court with ambitions of being a knight. The Duke of Crows has decided to award you your own loyal vassal. He can use melee attacks and be fitted for DPS or tanking. Unerringly loyal to you, but very plucky and sassy. Perhaps he wears something very silly on his head as a helmet.
- An Alfiq mage, similar to Sereyne. Perhaps you rescue her from an embarrassing situation (Sereyne speaks of a friend who has a tendency to get carried off in sacks.). Can be fitted as a healer or DPS. Sweet as pie, dulcet little kitty voice, but no fool or pushover.
- A dire wolf. It would be better if this one didn't speak. You could suppose if you must that this is the transformed spirit of some Bosmer, or such like, but just a loyal pupper would be fine for me. I see this being a utility companion, applying taunts, snares, and other kinds of CC. Perhaps the pup's eyes begin to glow and the fur color changes as it levels up.
- A seeker, sent to you by the Daedric prince Hermeaus Mora. Doesn't have intelligible dialogue but chortles and speaks in tongues. Can be fitted to do anything because that thing does whatever it wants.

Dear PVPers in IC

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I carry exactly zero telvar on me when I go walking - yes, walking - around the IC districts, but I salute your gusto. ;)

- Pie King
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