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Congratulations

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The disparity between the classes is as pronounced as ever. You never did work on balance or get that right so now with more tools to suspend damage, that is pretty much all we'll see for six months until the next change. Not sure very many folks are going to wait this one out. Only those with sorcs will be out for awhile. I pity any new players who attempt to come out and play pvp. Not sure they'll stick around for this.

Prepare for dodge roll monkeys and constant streak with all of us down to 11 or so sets to combat this.

the GOOD, the bad, & the *ugly* about U29 v6.3.5 so far (with questions) ...

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Greetings all , just had a few initial thoughts about today's big Update ...and also had a couple questions/comments from the 'Patch Notes' that sorta confused me...

First, the GOOD:
--- love the new 'login' screen IMAGE and music! Really sets the tone nicely, imo
--- only been messing with the new CP system for like an hour but so far i really really like it. And yes i realize i'm in the minority since , being a "casual" type player (from early BETA loyal subscriber but still technically "casual" ) tbh i still hadn't gotten to cp810 yet lol i know i know. Still though, this new system seems better and much more MMO'ish .
--- love the new MAIL organization (minor 'QoL' but still nice imo)
--- love the new 'Char sheet' and 'Advanced Stats' tab , especially since it's *minimizable* (anyone who also plays SWTOR will get that reference B) )
--- i personally like the new 'Armor types designations' , but i'm confused as to exactly why so many players are "upset" by this change? Is it just cuz of the change in 'passives' for armor now?
--- very glad to see the 'Furnishing & Houseguest Preview Improvements' (again, minor change but still)
--- year long new STORYLINE in general feels like it has great potential, but i guess we'll see
---

Now for the BAD:
--- the new bug with friend-list & guild ui's not showing 'last online' (or location) properly , but i suspect that'll be hotfixed ASAP (hopefully) .. Or maybe it'll just normallize a bit as players start to log back into the game today?
--- sort of annoyed by the whole "your mail will permanantly EXPIRE in 30 days" change tbh , cuz as weird as it sounds lol i still have in-game mail from wayyyy back in 2014 :'( ( and yes i realize i can screenshot it, but ugh it's just not the same) .. But i guess maybe this is just a necessary 'database issue' for ESO overall?
--- wouldda been nice if Zenimax had figured a way to save our prior 'skills' and skill-points distributions per character (without having to use an 'add-on' ) , just as a reference/reminder type thing ( the points & skills could still be RESET, np , but with so many ALTs it would've been nice to have a reference imo)
--- some players in-game are whining about their "critical rating %'s" dropping "far too much" from today's update , but i don't see it yet ... Anyone know what exactly they're referring to?
---

Annnnnddd, the ugly:
--- i realize i'll probably get flamed for this but... i despise the new "fast travel OUTSIDE your home" addition, since i just philosophically/generally oppose having too many forms of teleport too often. It makes the game feel less vast & epic , imho . And i played original 'Morrowind', so i can def. appreciate the lore of 'Stryder' quick travel & all that ...but... i dunno. Just feels like everyone is always in such a RUSH RUSH RUSH all the time. Then those same people complain days later: "i'm bored there's nothing to do!!!"
--- Yet another new mount/deer with antlers?!?! Why so many lol ? ehhh , sorry to QQ but yeah i don't get it
---

.... I think that's all i have for now. Anyone else care to list your initial goods, bads, & uglies?

i think tankiness is gone peeps

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i dont mind personally too much.

but while the mitigation % of things like block went up, the costs also skyrocketed.

you can block or dodge roll, but are like instantly out of resources.

im seeing good tanks on all sides that i recognize personally getting cut down without much effort. (i mean what took 6-12 before takes like 2-3 now)

not saying what is good or bad or defending troll tanks.

but have noticed a trend to burst again with sorcs (streak) and NB's (cloak) being more prevalent then pre patch, and sorcs were already on the upswing being negligibly effected by the proc test.

and before anyone points out the health regen possible:
-yes i tried it, had over 7k health regen, however damage went up and it almost feels like less then 4k felt before.
-vampire was deservedly nerf'd and thus the main culprit of OP health regen was dusted.


i personally as a tanky player do prefer the fact that people are dying left and right now, watching previous run v X players run in and just die is amusing.

but i am slightly concerned that we might go back to just a burst meta were the main defense is things like streak and cloak and not ACTUAL defense.

its slippery, i guess we will find out together and soon.

Thanks for ruining heavy armor

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[snip] I dont PvP at all but I do run a magic theiving heavy armor orc. Yeah its not going to win awards for maxing out stats but I made it work well for pve and it was fun.

Now with these insane nerfs (added detection range??? Extra sprint cost??? Oh yeah I forgot ESO is a realistic sim of a game) im going to just have to abandon heavy completely in favor or medium or light as well the majority of pve players (thanks for nerfing the overall armor bonus as well).

[snip]

[edited for baiting]

ZOS: Is it possible to have my own accounts temporarily suspended/banned on request?

Flame attronachs are everywhere

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I just realized after scrolling through achievments that I had only killed 26 Frost Astronachs.

What gives? Frost Astronachs are everywhere. while Storm Astronachs are also extremely rare, you Sorcers have an Ultimate for one. Frost you barely see, yet they are probably my favorite.

So is there any real explanation for why we don't see Frost Astronachs?

Update 29 Appreciation Thread

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Despite all the negativity on this forum, there are some of us that really like the new update. I personally love just about everything about it, granted there are still some tweaks needed.

I'd like give a big shout-out of thanks to the developer team (and others involved) for the massive work they put into this game year after year, and I'm eager to see how this year is going to shape out to be - especially looking forward to returning to the Deadlands. I've been playing since beta, and the game has grown so much. Bravo.

Magicka Nightblade - we want our rights

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Hello my magblade friends. we are in agony in long time. But we need to unite. we need to show our strength to developers.

They need to learn we are not slaves, we wont accept our fate or their forces to play another class. We are paying their salary. We are paying money of little hamsters food who tries hard to power the server.

I have few ideas for make magblade better. I think you will agree with me.We want justice. Not an advantage to other classes.

*First of all we want to get our major sorcery and major brutality from siphoning strikes and morphs . Not from useless sap essence and morphs.

*Make new visual for mark target like weakness to elements

*Add offensive penetration to grim focus and morphs and all buffs stays for 3-5 seconds after abilty used. and make it faster for landing.

*Add Minor Prophecy to Hemorrhage passive

*Make dark cloaks heals scale to magicka or %x per second

*%35 heal for 4 seconds + minor mending for 4 seconds to swallow soul

*İnsta-dot for cripple

*and 0 cast time to soul harvest . Its not aoe its not cc so why it still have cast time?


I know we are unhappy about our tier in pvp. Magblade class is lowest tier in PVP for long time. Because we are not showing our hand to them.

you can add your ideas and discuss so they can realize again there is a lot of magblade players.

And my last call. Lets cancel our subs if they still ignores us. So they can continue to play with their favorite classes.





The screen is shaking durring excavation near dragon spawn spots in Elsweyr? INTENDED?

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When you do antiquaties near dragons in Elsweyr sometimes your screen starts shaking because dragons around fly and land making ground shake? Is it Intended?

Will CP 2.0 Break Addons?

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Hi everyone. I appreciate the hard work addon authors do. The addons make an already good game even better. As a non-author type, I have an addon question regarding the upcoming changes. Should we expect to shelf our addons for a little while, or are addon authors able to work on things during PTS? Thank you for your time.

This patch is GOOD ! PVP tests and some social solutions are bad !

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I read a lot about "patch is bad"

It is not true !

Patch itself is good. New 2 DLC dunguans are really good !

The all bad is social part !!!

Tests start before patch. It is bad like hell !!!

The one more bad thing is - new CP , race changes and social solutions ZOS made.

First of all we lose our EXP with no compensation.

And I personally do not like it !!! Some recalculations to higher CP would be good for such changes !!!

Players do not like just lose their life time for nothing, it was disrespect to players. Even if it would be recalculated to some smaller CP gain like 1400->1800/1600 it already would not be such disrespect. Even if EXP points on 1400 is like on 2000+ now.

Tests in PVP, that do not let players play normally is even more disrespect !

We farm that sets, we spend time and money and we want them back !!!

If you want to test something like that - give us seporated compaing for that. Give us the same gold gear !!! And make *2 AP on that compaing.

Then it would be OK, we can play if we want test and more AP we will go there.

It even can be temp gear just for that compaing.

Current version of what you do is hard disrespect to players !

About CP:
It is just the same in combat feel and calculation as before. It is not really bad. It feels the same. On tank and DD.

Some DPS lose but more HP.

Change to prebuff sets are bad. It better work different way, like buff in it activate combat mode and do not let change gear by combat mode. Current version is not dummy friendly, and you need more numbers on it to get to get to good Raid Even if in real situation it is just the same.

Danguans were good, love it. No real problems in it, no freez and etc, but game have memory leak away, like before, so need reload each 2-3 hours with long black screen.

All bad about this patch is about:
CP lose (Exp points lose)

PVP tests - that is just hard disrespect to players !

So programmers and desiners work really good. DLC dunguans are really good !

But social part is really bad, such solutions is unexepteble !

I hope we will not see such thingth in future.



How are you feeling about 50% of your XP earned being unceremoniously deleted for Update 29's CP 2.0

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Indifferent to most of the changes coming with Update 29, and excited about the new CP system, but I'm upset that my 40-60% of my XP is getting deleted. Time, effort, real money, and emotion, spent on building up my characters, gone, with zero compensation from ZOS.

Don't get me wrong, I GET IT. I understand why they're keeping whatever our CP in 1.0 is, and carry it over to 2.0. And I understand why they're changing the scale. I'm excited for it.

It just really upsets me that ZOS has done nothing, offered nothing, said nothing, about the loss of XP we HAVE earned. And I feel like I'm being cheated. I KNOW they can do better.

I expect them to do better.

Procs are Good, Actually

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Hi! If you're here just to rant about skillgaps and call me cheese or whatever, feel free to leave a comment below. In the event we can skip that, I intend to put forward my thoughts on Procs, what they get *right*, what older stat-based models (and their adherents) get *wrong*, and why the glory days of procless pvp probably aren't as glorious as a lot of posters seem to think. This isn't going to be exhaustive by any means, simply my thoughts and opinions re: proc sets, the current direction of the game with the Q3 timer, and how we think about procs and pvp in this game in general, as a LOT of the material seems to essentially come from one source: high end pvp players, typically in a network, and largely content creators.

- Proc Sets are Good, Actually -

ESO PvP has a litany of problems - difficult to access, cliqueish by nature, rife with Feels Bad moments, performance. But much of this, performance aside, are social problems - not knowing the right people, joining the right guilds, pvping at the right times, etc. One of the most common complaints I hear about PvPers *from* PvPers, however, is -how bad everyone is-. Can't siege this, can't kill that, can't heal this. So bad. Potato potato. This is REALLY common when it comes to direct PvP contact in a lot of creator content - Streamer/Youtuber finds a guy, DIzzy Heavy Done,

"Just another potato"

Similarly, the general skill gap is often commented on in a less than favorable light by a factions own soldiers. See a 632 fighting in a field, an enemy 810 attacking. 632 blocks, misuses an ultimate, drops.

"Just another potato"

Now, *generally*, this divide exists in basically every game - that's the skill gap, after all. I'm bringing it up here because ESO itself, as a game, as a construct, is extremely guilty of perpetuating the skill gap rather than offering players ways to close it. That is, ESO is an *extremely terrible teacher* when it comes to PvP. Not only that, but it fails in several key ways that not only prevent newer or less hardcore players from learning, but in ways that make it difficulty to discern the actual game rules at all. I'll explain.

In modern video games, there's two essential parts we've come to expect and rely on - the game mechanical, and the game interactable. The game mechanical is the hardwired rules of the game: in older board games, this would be "one player takes their turn at a time" or "you can only move as many spaces as the die roll dictates" - the bones of the game, the 0s and 1s of the game Matrix. In video games, this is the functional code. Set health=0, set penetration=3000, pen vs. armor, etc. The nuts and bolts.

Then there's the game interactable - or the game aesthetic if you prefer. What we see and experience that converts the game mechanical into an intelligible, interactable space for our thinking lightning meat to make sense of. You COULD, PROBABLY find some way to play ESO without this - by manipulating code and inputs to some degree - but it would, to very nearly everyone, be an uninteresting mess nearly impossible to understand. We shorthand inputs and game moves in increasingly complex systems by using the game interactable as a liaison between our stupid electric mush lumps and the game code. I click the mouse button, character swings sword or shoots staff magic, game moves code. Easy.

Unfortunately, ESO isn't very *clear* very often on what's happening in the game interactable. This applies extremely superficially - with the fashion station completely obscuring armor, noticeable weapons like Maelstrom that would otherwise be gameplay indicators, weapon type itself, race, the list goes on. In ESO I can be in 7/7 Heavy, a "tanky chonk", with a 2h Maul, but can *appear* in PvP or PvE combat as, say, a wizaened old wizard with a battered 2h Sword. You can't change the weapon Macrotype yet (thankfully), but even then you gain the ability to disguise core gameplay features - to use the Game Interactable to *lie* - and also gain the ability to be *lied to*. Going back, this would be a lot like if in Tic Tac Toe, you had the ability to be X, draw a circle somewhere, only to later reveal it was an X all along as you complete tic tac toe.

The other player would - probably rightfully - be pissed.

Now deeper than the superficial changes, however, we have the core of why a lot of PvP players don't actually get better: stat based combat - the PvP Holy Grail, apparently - is largely *invisible* in the game interactable, at least to everyone other than yourself. There are no post-death build screens. You can't check an enemy's items like in other games, say, a moba. You can't even, largely, tell when some procs are even active and wildly change those invisible stats (though some are nice and clearly visible,. like 7th Legion). What the enemy is doing, other than the specific moves they might be using, is largely invisible. You look the same if you have 1500 Weapon Damage or 7000. 15k Resists buffed is indistuinguishable from 40k. Aside from enemy health, you have basically nothing to go on.

What armor are there wearing? I don't know.
What sets are they using? I don't know.
Well what stats did they have? I don't know.
What weapon did they have on? Vaguely? Any two handed weapon. Other than that I don't know.
Did you do damage? Normally? Yes. Here? No.
Did they do damage? Yes.
What went wrong? They did a billion and I didn't.
So what can we do better?

I. Don't. Know.

And here's the stumbling block - this is where a large portion of otherwise would-be PvP players get stuck, get frustrated, and can't - as the community loves telling them to - "get good". "Getting good" is a process: it involves acknowledgment that we could have done better at things within our control , it involves acknowledgement that some things are out of our control, and it involves introspection regarding *WHAT WENT WRONG* and how to move forward and not let that go wrong again. But ESO is actually extremely BAD at letting players *know* what went wrong in PvP. They know they LOST. They know *that*, technically, went wrong - they missed their desired macro result. They didn't win. But other than that, they only know that -

the enemy guy did a billion and didn't take any damage at all
or
the enemy guy stayed a billion miles away spamming pulses and frags and streaks but never seems to actually run out of mana, even if I learned a little and interrupt Dark Deal
or
I died before the game even registered I was under attack
or
so on and so forth (usually the first entry, though)

The game itself doesn't give the player the TOOLS to understand what went wrong and how to improve from there, because we can't ever see what we were up against or why what happened, well...happened. Stat based combat, being largely invisible, is also therefore largely unintelligible. And if I can't even tell what's *happening* in the game, interactable or mechanical, how am I ever supposed to deduce what went wrong?

MEANWHILE, IN PROCTOPIA -

Procs are (typically) clearly telegraphed or showcased. They're flashy, they're big, they're glowy, they are OBVIOUSLY HAPPENING, but also largely interactable and predictable. Most importantly, however, they're *learnable and intelligible*, for all the same reasons PvE mechanics are. They clearly happen, a result occurs, the player links these two things, learns, and develops strategies based on what they've learned.

If I'm not behind the pillar when the bomb goes off, I die.
If we don't break people out of the stone form, I die.
If I stand in the laser, it hurts me.
If I stand in the poison cloud, it hurts me.
If i stand in the red circle when it "pops", it hurts me (and heals them???).

Be behind the pillar when the explosion happens
Break people out of stone form
Don't stand in the laser
Don't stand in the poison cloud
Don't stand in the red circle when it "pops"

Now PvP is intelligible and learnable. It's no longer, "oh well I guess that guy somehow had like 35k-40k resists? and they hit like they had thousands and thousands of weapon damage. And also kind of never ran out of resources? I'm not really sure what to do here, because I'm not really sure what happened.

Now its, "Hit him to make his armor create the circle, and retreat out of the circle. Their autos have summoned Birds. The Birds hurt me, but don't last forever. I should survive until the birds are gone, then make my move before they can summon them again.

Now its, "Their autos come with a laser? it's not the big red laser that hurts a lot, it's a purple one, but it seems to heal them a little? I should make sure to move away when the laser is up to break it, but I can also stay in it a little if i have to. It doesn't hurt nearly as badly as the red one does."

I could go on, but even when it's not nearly as cut and dried for learning patterns (say, Caluurions, Venom, etc), the procs tend to produce a play pattern to maximize them. The play pattern tends to be visible to all involved parties. The play pattern, since it is visible, is extremely learnable with effort. When people learn the patterns and react accordingly, it forces the proc user to change *their* patterns, flee, or try to ramp up aggression to break past the pattern the defender has learned.

I'm not saying all procs are inherently balanced - Vateshran Laser, looking at you here - but all nonstat procs are inherently more intelligible game design, more understandable by all involved parties, and, since we can all generally agree that all involved players at least knowing the rules to the game they're playing is a minimum threshold for competition, more competitive.




- The Golden Ages of PvP -

Now, I'm not totally oblivious to the idea that a lot of stat-based combat is part of a larger cluster of properties that people tend to remember fondly as being "better PvP', largely because it had a much wider "skill gap". And to some extent, I do empathize with this and find some small parts true - but I also find that the majority is very "American 1950s" Nuclear-Retro - that is, remembered fondly as a golden age by some, but in reality extremely awful for a much larger section of the affected population. Much of it comes from the desire to establish an older form of PvP Hierarchy that used to exist due to "skill" - that is, Master Players at the top, a few middlemen, and the majority of the playerbase at the bottom "where they belong".

Because, y'know. Potatoes belong in the dirt, right?

Something interesting about a LOT of these recollections though, when you listen to them, is that a good portion of them involve *the game breaking*, or at the bare minimum, situations that not only wouldn't be celebrated in other game systems, but probably wouldn't have even been *allowed*.

"Back when you could be good, you used to be able to kite 30 players around forever. See I had this build..."
"I had a build that would bomb whole groups with one Dawnbreaker. See I had this build..."
"I was permablock. I remember this one time I had like, 20 guys on me, and they couldn't get it. See I had this build..."

Usually around there they'll go into some amalgamation of arcane CP and gear combinations with stat allotments that allowed the fundamental rules of the game to change:

Resources were essentially unlimited, or block was basically free, or damage was far beyond typically available means, or - and this is the root of the most common stories - the build just (did everything*. Had too much damage, too much sustain, too much resist, too much mobility.

"I was unstoppable".

The problem here, of course, being that these are also incredible examples of

1 - not necessarily player mechanical skill, but deep-seeded building arcana exploiting weaknesses in the game mechanical, or
2 - things that actually probably should never have happened to begin with. Sure, kiting 40 players around until 30 get tired, separating 5 from that and mercing them with an Ult probably feels good to the player doing it - but it probably feels like trash for the 40 guys that can't seem to actually hit the guy, or are watching 40 players worth of incoming damage mitigated down to enough that a Vigor can keep up with it and the player infinitely sprints, rolls, class heals, and LoSs away.*

*Adding a bynote here, but stuff like this - "Youtubing" or endlessly LoSing/Rolling/Block Healing/exploiting the games ability to mitigate and escape - is often cited as a skil mechanical in nature, instead of the rather simple series of steps supported by the build and usually CP. That doesn't make the people doing it bad players by any stretch of the imagination, I'm just making a personal note that "in the tower / up the stairs / circle / circle / dawnbreaker / back in / up the stairs / heal / heal / block / drop down a level / circle / circle / dawnbreaker" probably doesn't require the Galaxy Brain people make it out to require. Once you've done it or seen it a few times it goes from "riveting excitement packed with raw talent" to "completely obnoxious use of mechanics and LoS meant to make people get bored of chasing you and picking off the stragglers". Back to our story, though.

In other words, the "Glory Days" were pretty glorious for a handful of people thanks to their skill in exploiting flaws in the game - and the fact that almost every other game in existence would regard these as mistakes to be fixed rather than choices to be celebrated firmly suggests they are flaws - and pretty obnoxious for the people that didn't have the build knowledge to deal with it or just didn't have the patience to wait until the YTers got tired of dodge rolling around in a circle.

Could you imagine if a modern game had a character that could 30v1 and come out ahead? Or a character that just literally can't die? A character that could take incoming fire from 20 people for ages, KILL SOME OF THAT 20, and then just turn and leave? Players would be screaming for blood. But here, that's just "the good ole days when you were allowed to be good and all these potatoes couldn't [bunch of whatever essentially meaning Do the Things We Do]. Because, of course, it's not fun when you have to deal with it, right? It's obnoxious. You *liked* 30v1ing, you *liked* feeling powerful in a potatofield. You *liked* being the one that could break the system rather than play within it. It felt GOOD, and you remember it making you FEEL GOOD.

Meanwhile, plenty of us just remember how obnoxious it was watching you infinitely roll or mist or whatever away despite 30 people running you down. In another game we could all have sticks and you would be dead, because THERE ARE THIRTY OF US AND ONE OF YOU.
"You're all so bad" At what? Am I not clicking the Uppercut button hard enough? Should I Fossilize you THROUGH cc immunity? What's the play here?

TL;DR the glory days definitely, unquestioningly involved skill - it's just the skill of making the game break rather than the skill of mechanical execution.

What, exactly, were you doing better than everyone? Did you hit the Uppercut button harder? Lean into your keyboard when LoSing for the 17th time because latency won't register hits in time to catch you? Craftily timing your Vigor in phase with the moon so it healed for more?

The reality is you weren't. Now sure, a lot of you have time in duels and probably ARE mechanically superior to most players. In combat you know when to block, when to roll, when to turtle, when to push. And I have no intention of taking that away from you. Plenty of people pining for this time WERE or ARE exceptional players of the game - but that's not enabling this nearly as much as it seems.


- The Mismatch -

Ultimately though, the majority of the proc arguments come down to that "skill gap" - or rather, it comes down to the fact that the things that you *want back for yourself* are widely available to anyone with an internet connection - and why that's bad. Surface we all want to feel like we're good at the things we do - and many of us are - so much of the pushback against the equalization of playfield attempts to assuage our egos: the procs are too good, and that's why I can't do the things I used to do. Any idiot can deal a billion damage now.

Except, of course, if you are so much more mechanically skilled or gifted - shouldn't you still be doing better? Or was more of that skill in building the car than racing it? Is the thing you want - to go back to that clear power separation between you and hordes of others - good for the game? Or just good for you? When you tell me procs are "ruining the game", do you actually mean "the game", or "my power fantasy being fulfilled within the game"?

Is this even about procs? Or is it that if everyone has even a fraction of the statistical capabilities you have had for years - that if that statistical gap shrinks and demands more of your mechanical gap - you won't be able to flex as much? That if everyone is a little more special, you'll be a little less special? Is that what you're afraid of becoming?



Just another potato?




In any event, thank you all for reading. These are some of my thoughts and views on the Proc/less discourse currently going around the ESO-o-sphere, and while I certainly haven't touched on everything I would have liked to (hidden information vs. known information mostly), I think this is more than enough to make at least most of my thoughts abundantly clear.

ZOS, not all of us hate procs. Some of us do like finally being able to see what's going on in the game, instead of just endlessly having to guess if the wizard with a broadsword in front of me is going to chew through my 35k resists and blocking in 2 seconds flat before teabagging me and riding away on a guar. Personally some procs need to be tuned way, way down, but ultimately proc based gameplay is a lot more intuitive, learnable, and good for the community at large than bashing our heads into the invisible wall of stat combat. It still has a place and should be viable and good, but the Procs Are Bad mentality is NOT universal among the playerbase. In fact,

Procs are Good, Actually.


...
...
...
...
...CP PvP isn't, though.

Can't see "Major Gallop" buff in character screen after unlocking "Continuous Attack" Passive!

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I'm pretty sure it was there yesterday! For some reason I can't see the buff anymore..
Is this passive bugged or something? I don't know if it still works...

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WRONG POST


Cosmetic bug - Ancestor Silk node

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Haven't seen this, so I'm guessing it's new with this patch? Funny looking Ancestor Silk.
82kl1oxmajwd.png

Addon Trouble!! UI keeps going away (Pic Added)

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Part of my Ui keeps going away and I am not able to pull up anything other then to type "/reloadui" to bring it back and each time I use my inventory it happens again.

Any help is awesome!

This is what my screen looks like each time it happens
[img][/img]80ZGLTB.png

Free Damage, Free Stats, Power Creep, and Build Diversity

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In response to the 6 month hiatus on proc sets I see a lot of people expressing the opinion that they would like some proc sets brought back. They view 19 sets as too limiting and killing build diversity, and think as long as the "free damage" proc sets are removed that the "stat only" sets are fine and should be brought back. I want to say be careful what you wish for.

For the last 6-9 months people have been complaining about the proc tank meta as well as the proc meta itself. People able to build 40k plus hp, high resists, and rely on procs for damage. They find issue with sets like Crimson, Harbinger, Alessian, to Venomous, Syvarras, Caluurions, Unleashed, Sheer Venom, and Doylemish among others. Rightly so as these provide "free damage" or large amounts of hp regen/tankiness. Another offender for other reasons is Eternal Vigor and the resource regen it provides. Not free damage, but entirely problematic. Malacath? Say no more. All of these things led to the procy/tanky meta we have endured for the last 6-9 months. Most people agree this is not a healthy environment to play in.

Many people, however, are advocating for sets like NMA, Briarheart, Seducer, and such to be brought back. The rationale is that stat sets are ok, they don't cause the kind of issues we have been going through recently. I would tread carefully when asking for these to be brought back. Prior to the meta we have just endured people complained about the tank meta for the 2-3 years prior to that. What is the main thing that allows for tanky, high burst, high sustain, high regen do it all builds that people complained about during that period of time? Stat dense sets in various combinations. When you can combine sets that give 30k hp, 25k resists, 6k weapon damage, 30k stam, 2k stam regen, 50% crit or 50k mag, 4k spell dmg, and 12k pen you get the builds that can't be killed and can turn around and 2 shot people all while never running out of resources. Can these stat dense sets pull this off alone? No, but when combined with all the buffs that people can get they sure do. People seem to neglect the fact that these stat sets can be buffed to beyond what is reasonable. But the combination of stat dense sets in multiple combinations along with top end buffs creates builds that are out of control. People can also build super tanky, like 80k hp with 50k resists, and 4k health regen, or they can go all out the other way with like 9k weap/spell damage and 50k mag/stam which creates a whole other set of issues when facing people that are not min/maxing in one direction or another. They create too much power creep in too many different ways.

I enjoy build diversity as much as the next guy. Theory crafting, and taking certain builds into PvP, and then massaging them depending on the results I am getting is rewarding. It's fun in it's own right, I get it. But I personally, when looking at the gameplay that it produces, think that stuff is better off left to PvE land where you are fighting against AI, and not against other paying customers. It creates a situation that becomes impossible to balance classes for, and impossible to balance gameplay for. PvP, to me should be competitive in nature, not one sided because of gear/buff combinations that create such a disparity between playstyles that the results are just not fun for most people. Limiting the number of sets as has been done presently limits the ways things can be min/maxxed in some builds, or saturated in others. It creates a tighter delta in power between all players, which creates better fights. Yes the diversity, and the theory crafting we do outside of Cyrodiil is not as fun, but the fights we have, and time we spend in Cyrodill is way more fun. I would take the latter.

On another note, in the next 6 months mark my words, people will be calling for nerfs to Amberplasm, and Shacklebreaker, and other sets as well. Watch and see. If we can't have just 19 sets without calls for nerfs, how can we have 300 sets, and that is being conservative, without calling for nerfs? Be thoughtful about your requests. I get the temptation to want NMA back. I have like 6 sets golded out, but I don't think it is necessarily healthy for PvP, and I am willing to dust them all if the gameplay is more engaging with less stat dense sets.

A build for cheese's tank players that you can still enjoy

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so there's a perk that can give 1500 hp regen i nchamp 2.0

combo that with bal monster set and collosus necro ultimate.

be immortal while u charge up ult to 500, and be immortal+ hit hard while ur a necro colosus for 30s.

the fact we get more raw WD/SD helps alot with this tactic too.

if it's for cyrodiil forget bal, just use bee keeper, and the set that gives 3x regen + SD. and make it a mag necro. + 2 SD or 1SD 1 M regen monster part.

Can we have "disagree" button?

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We have "agree" button and "awesome" button and "insightful" button, but if you actually disagree with something you have to write it. Can we get "disagree" button, which has no penalties for the user I disagree with, just so that lazy people like me can simply express their disagreement by pressing a button, explaining why only in those situations when they think it is necessary?

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