I claimed 4 drops from Twitch. Three were from today’s stream and 1 was from the previous stream (it was bugged). However, when I logged in I only had 1 crate waiting for me. I then posted on my guilds discord and a few others have the same issue. Anyone else not received all the drops from Twitch?
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Claimed Twitch Drops
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Addons not working
Greetings,
After disconnecting my device from One Cloud it deleted loads of stuff one of which was Minion - my add-on manager.
Reinstalled Minion and it says a whole bunch of addons are ALREADY INSTALLED.
So I go into the game after installing Minion and under Settings there is no 'addons' section.
There is (confusingly - as always) a separate addons menu which I click on.
I tick the box that says 'allow out of date addons' but the list is completely empty.
I click 're-set UI' which does nothing.
So I exit the game and restart the device - re-enter...
Same story.
Minion says all these addons are already installed - so no option to install them.
Should I report this to IT or is there a known solution?
Thanks all!
SteveyP.
After disconnecting my device from One Cloud it deleted loads of stuff one of which was Minion - my add-on manager.
Reinstalled Minion and it says a whole bunch of addons are ALREADY INSTALLED.
So I go into the game after installing Minion and under Settings there is no 'addons' section.
There is (confusingly - as always) a separate addons menu which I click on.
I tick the box that says 'allow out of date addons' but the list is completely empty.
I click 're-set UI' which does nothing.
So I exit the game and restart the device - re-enter...
Same story.
Minion says all these addons are already installed - so no option to install them.
Should I report this to IT or is there a known solution?
Thanks all!
SteveyP.
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Gaze of Sithis
Gaze of Sithis – Heavy Head
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
When I read the spoilers for gaze of sithis I knew id be getting good use out of it if the numbers would be like 5k health 500 recovery and 5k resistance.
Now reading the patch notes and learning it will even be 10760 Resistances... It seems a little excessive...
To be fair I didnt test anything yet and it might get adjusted during PTS.
Dks, Templars, Wardens and Necros rely on blocking a lot to stay alive in PvP. So i can imagine it might be somewhat balanced on them. But id like to shift the attention to Nb, Sorc and werewolf.
Stamblades only block very rarely in between roll dodges and cloak.
MagSorc stacks shields. Damage shields already have an inherent 0 block mitigation, completly negating the downsides.
Werewolfes rely on sheer tankiness and some dodges, they also block rarely and have probably the best use for the stats.
Im not looking forward to running into a necro wearing it, but especially those 3 classes will see very little if any drawbacks for running such a loaded item.
Im glad they adressed the tanky PvP meta by nerfing procs, malacath, health recovery and arctic blast, but im afraid this item might lead us straight into another one.
1 – Adds 5000 Maximum Health
1 – Adds 500 Health Recovery
1 – Adds 10760 Armor
1 – Reduces your Block Mitigation to 0.
When I read the spoilers for gaze of sithis I knew id be getting good use out of it if the numbers would be like 5k health 500 recovery and 5k resistance.
Now reading the patch notes and learning it will even be 10760 Resistances... It seems a little excessive...
To be fair I didnt test anything yet and it might get adjusted during PTS.
Dks, Templars, Wardens and Necros rely on blocking a lot to stay alive in PvP. So i can imagine it might be somewhat balanced on them. But id like to shift the attention to Nb, Sorc and werewolf.
Stamblades only block very rarely in between roll dodges and cloak.
MagSorc stacks shields. Damage shields already have an inherent 0 block mitigation, completly negating the downsides.
Werewolfes rely on sheer tankiness and some dodges, they also block rarely and have probably the best use for the stats.
Im not looking forward to running into a necro wearing it, but especially those 3 classes will see very little if any drawbacks for running such a loaded item.
Im glad they adressed the tanky PvP meta by nerfing procs, malacath, health recovery and arctic blast, but im afraid this item might lead us straight into another one.
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This has gotta be the best eso meme to date

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List of hairstyles still unavailable to players
Some of these hairstyles could be seen on NPCs since the Thieves Guild DLC. A few made it to PTS but were never made available to players in the Live game. I really hope ZOS decides to release them to the players sometime since they're already used by NPCs.
Unruly Bangs (has become available with the release of Akaviri Potentate Crown Crates)
Short Mussed Wave
Unnamed Long Hair
Zeira's Hair
Warrior Topknots
Mid-Parted Shoulder Length
Misanthropic Lycanthrope (has become available with the release of Sovngarde Crown Crates)
Naryu's Hair
Streaked River Braids
Unnamed Long Hair
Portside Shave
Assassin-Style Sunset Crest
Fluttering Forehead Feathers
Unruly Bangs (has become available with the release of Akaviri Potentate Crown Crates)

Short Mussed Wave

Unnamed Long Hair

Zeira's Hair

Warrior Topknots

Mid-Parted Shoulder Length

Misanthropic Lycanthrope (has become available with the release of Sovngarde Crown Crates)

Naryu's Hair

Streaked River Braids

Unnamed Long Hair

Portside Shave

Assassin-Style Sunset Crest

Fluttering Forehead Feathers

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Is there any reason to be vampire still?
Like are the costs worth benefits?
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Tome of the Undaunted & Sealed Letter fixed per PTS notes
Thank you!!!
It’s been a long few years. Very glad to see these fixed.
It’s been a long few years. Very glad to see these fixed.
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Nerf to Dark Cloak, but no nerf to Spirit Mender? waow...
I mean, wow, thats kinda shocking imo. Im like 1 of 3 nbs on Gray Host that uses dark cloak on a nb for heals and it only heals me around 900-1000 hp per second for 8s and gives me minor protection (5%).
How can you leave spirit guardian untouched, it heals for more per cast, it provides more damage mitigation (twice infact) that stacks with minor and major protection.![:s :s]()
I guess I should be thankful they actually nerfed arctic wind, but they fail to adress the most p2w class that ever lived(or undead life)
How can you leave spirit guardian untouched, it heals for more per cast, it provides more damage mitigation (twice infact) that stacks with minor and major protection.

I guess I should be thankful they actually nerfed arctic wind, but they fail to adress the most p2w class that ever lived(or undead life)
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Rationer perk not working for exp pots
I had the rationer perk slotted and drank an exp pot, but it did not get the 30 minutes added (instead I got 30+20 from provisioning passive).
It was functioning weirdly before, but it seems the "fix" broke it even further.
It was functioning weirdly before, but it seems the "fix" broke it even further.
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Proc set scaling
How do the proc sets scale? There are a few other stuff happening than just max resource/mag damage. Mostly on the damage side, namely the bloodthirsty trait and specific martial or magical damage (war maiden, strength of the automaton etc.). Do any of these scale with proc sets? Let’s hope if they do it can help with the balance, and if they don’t, infused might get more love again (in a balanced way, which is great).
I know the PTS isn’t up yet, but I hope someone can give the answer when it does get up.
I know the PTS isn’t up yet, but I hope someone can give the answer when it does get up.
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Get 100% MORE damage by animation cancelling
Every discussion regarding DPS (damage per second) and how to get it as high as possible inevitably end up talking about Light Attack Weaving but not much is said about WHY it offers such insanely high damage. So let's see why that is. If X represents light attack damage and Y represents 'average skill' damage, if you do a perfect Anim Cancel for 10 seconds it looks like this,
X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y = 10X + 10Y
LA Weave without Anim Cancel looks like this
X + Y + X + Y + X + Y + X + Y + X + Y = 5X + 5Y
It becomes very apparent that a perfect LA weave does 100% more damage than a LA weave without animation canceling because by doing AC you get TWO actions/second while not doing it you only get ONE action/sec. And if most of your skills are DOTs/AOEs it is even more than 100% because they are UP longer and triggered sooner.
Now in real life most 'elite' players get only 90% AC so let's call it 9X+10Y, and most people who try AC but don't succeed get maybe 10% so 6X+5Y, but you can see no matter what you do to change the X LA damage or Y skill damage there will still be a huge difference, if we plug in X=1K, Y=2K, we get elite 29K, normal 16K. IRL the numbers have much more disparity that this so this is probably just one issue.
There is actually 2 ways to fix this if you are really concerned about (raising the floor/lowering the ceiling) or balancing.
1. Make it much easier to animation cancel by buffering button pushes so if someone pushes LA, then a skill within 1 second it will register more often. Instead of the way it is now where even the best of the best can only do it 90% of the time and that is on a dummy, in real content I bet they don't get that much. If it was easy enough so literally everyone could do it 75% of time and elite 100% that would really help.
2. Make LA use same GCD as everything else, ie don't allow 2 actions per second only 1 action. Still allow block, roll, bash etc to cancel animation but it should cancel the ACTION also not just the Animation, that way people won't feel the need to use this as a combat tactic.
Personally I prefer the second option because with all the lag and disparity of ping/FPS on systems, some people having high end rigs, video, KBM, etc, more than one action per second seems to be literally too fast for ESO system to handle and probably causing some of the lag. Action would still be super fast just not too fast for the servers and everyone playing to react to. Sorry this is a whole separate problem but related to why some people no matter how hard they try can't do AC very well.
X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y = 10X + 10Y
LA Weave without Anim Cancel looks like this
X + Y + X + Y + X + Y + X + Y + X + Y = 5X + 5Y
It becomes very apparent that a perfect LA weave does 100% more damage than a LA weave without animation canceling because by doing AC you get TWO actions/second while not doing it you only get ONE action/sec. And if most of your skills are DOTs/AOEs it is even more than 100% because they are UP longer and triggered sooner.
Now in real life most 'elite' players get only 90% AC so let's call it 9X+10Y, and most people who try AC but don't succeed get maybe 10% so 6X+5Y, but you can see no matter what you do to change the X LA damage or Y skill damage there will still be a huge difference, if we plug in X=1K, Y=2K, we get elite 29K, normal 16K. IRL the numbers have much more disparity that this so this is probably just one issue.
There is actually 2 ways to fix this if you are really concerned about (raising the floor/lowering the ceiling) or balancing.
1. Make it much easier to animation cancel by buffering button pushes so if someone pushes LA, then a skill within 1 second it will register more often. Instead of the way it is now where even the best of the best can only do it 90% of the time and that is on a dummy, in real content I bet they don't get that much. If it was easy enough so literally everyone could do it 75% of time and elite 100% that would really help.
2. Make LA use same GCD as everything else, ie don't allow 2 actions per second only 1 action. Still allow block, roll, bash etc to cancel animation but it should cancel the ACTION also not just the Animation, that way people won't feel the need to use this as a combat tactic.
Personally I prefer the second option because with all the lag and disparity of ping/FPS on systems, some people having high end rigs, video, KBM, etc, more than one action per second seems to be literally too fast for ESO system to handle and probably causing some of the lag. Action would still be super fast just not too fast for the servers and everyone playing to react to. Sorry this is a whole separate problem but related to why some people no matter how hard they try can't do AC very well.
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game balance only coming around ~4 times a year has got to end.
we dont get fixes to problems we are dealing with right now until half a year later, and by the time we get those fixes we are dealing with issues caused by a patch three months ago that was trying to fix issues half a year old at that point.
its very frustrating as a player and causes complete burn out on caring about the game or bothering to play.
and its disappointing from a design standpoint because the devs look out of touch and incompetent.
we get patch notes and everyone's like "are you serious, that was an issue last year?!" we got and had to live with balance changes for months that were made with the design of CP 2.0 in mind. and had to play and deal with CP 2.0 balance in a CP 1.0 game, for MONTHS. now were are getting proc set changes that we have been complaining about for over a year at this point. and class balance is still terrible but who knows when your going to get around to that.
can we get smaller consistent changes every patch rather then have you toss the game on its head every three months and then just checking out until the next update hits like "peace! deal with it, dont call back, ever!"
it causes me to check out as well, log in check game, look at the sad state of whatever the "balance changes" are, and then just check out for a few months because if you dont care why should I?
its very frustrating as a player and causes complete burn out on caring about the game or bothering to play.
and its disappointing from a design standpoint because the devs look out of touch and incompetent.
we get patch notes and everyone's like "are you serious, that was an issue last year?!" we got and had to live with balance changes for months that were made with the design of CP 2.0 in mind. and had to play and deal with CP 2.0 balance in a CP 1.0 game, for MONTHS. now were are getting proc set changes that we have been complaining about for over a year at this point. and class balance is still terrible but who knows when your going to get around to that.
can we get smaller consistent changes every patch rather then have you toss the game on its head every three months and then just checking out until the next update hits like "peace! deal with it, dont call back, ever!"
it causes me to check out as well, log in check game, look at the sad state of whatever the "balance changes" are, and then just check out for a few months because if you dont care why should I?
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Request of skills
I made it because there was no place to discuss skills.
[My request]
Change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
Change Minor Cowardice of Power Extraction to Drain Power.
Adds an effect to Power Extraction that "the more enemies hit, the more damage Power Extraction do".
(It's like the Titanic Cleave of the Master Weapon set for two-handed skill)
The summary is as follows.
Drain Power
AoE damage + Minor Cowardice
Power Extraction (Stamina Morph)
AoE damage + Minor Cowardice + "the more enemies hit, the more damage Power Extraction do"
Sap Essence (Magicka Morph)
AoE damage + Minor Cowardice + "Same heal effect as before"
Siphoning Strikes
Major Brutality and Major Sorcery + "Same effect as before"
[My request]
Change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
Change Minor Cowardice of Power Extraction to Drain Power.
Adds an effect to Power Extraction that "the more enemies hit, the more damage Power Extraction do".
(It's like the Titanic Cleave of the Master Weapon set for two-handed skill)
The summary is as follows.
Drain Power
AoE damage + Minor Cowardice
Power Extraction (Stamina Morph)
AoE damage + Minor Cowardice + "the more enemies hit, the more damage Power Extraction do"
Sap Essence (Magicka Morph)
AoE damage + Minor Cowardice + "Same heal effect as before"
Siphoning Strikes
Major Brutality and Major Sorcery + "Same effect as before"
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Frostmare and Sabre Cat Frost Atronach mounts lost most of their special effects
Greetings!
This is how Sabre Cat Frost Atronach mount originally looked:
![2YusY0M.jpg]()
![8jVVHFQ.jpg]()
You can see the frosty aura surrounding his whole body.
![iBrS5QA.jpg]()
You can see the frosty trail permanently following the mount.
Now this mount has no ice aura around his body - only around his paws:
![l12fUzj.jpg]()
![O3BL59y.jpg]()
There is no frosty trail behind this mount anymore, only some tiny white dots remain:
![9Pr941s.jpg]()
![Hs0zFhb.png]()
Same thing happened to Frostmare mount. These two mounts had same visual/special effects, so this unpleasant bug affected them both. I don't have Frostmare personally, but I saw other player riding by on it just yesterday: the horse had frosly aura only around his hooves, and he had no frosty trail behind him as well (only those tiny dots).
Please, return their frosty effects back to their original condition![:/ :/]()
Thank you.
This is how Sabre Cat Frost Atronach mount originally looked:


You can see the frosty aura surrounding his whole body.

You can see the frosty trail permanently following the mount.
Now this mount has no ice aura around his body - only around his paws:


There is no frosty trail behind this mount anymore, only some tiny white dots remain:


Same thing happened to Frostmare mount. These two mounts had same visual/special effects, so this unpleasant bug affected them both. I don't have Frostmare personally, but I saw other player riding by on it just yesterday: the horse had frosly aura only around his hooves, and he had no frosty trail behind him as well (only those tiny dots).
Please, return their frosty effects back to their original condition

Thank you.
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What is the ETA for PTS being back online?
@ZOS_GinaBruno for many of us on Europe time, we will be wondering if there's a chance of playing on pts tonight.
Can you tell if there's any ETA on PTS going back online please?
Can you tell if there's any ETA on PTS going back online please?
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The only thing that let me stay calm with new patches:
Just test sets on EU live - Relequin + Kinras / NB
When i start hitting dummy get 47 K DPS - then my character just stop working and stand 6 seconds - can not light attack or use any skills.
After DPS falls to 38 - i start hit again and when i get 43 K DPS the same bug - can not hit.
Very strange bugs.
And add to this proc sets changes.
Procs do not work - and skills do not work.
NOTHING WORK !!!!
Skilled game ? For skilled gamers ? Who just close alot achivments when DPS was 130 k+ and do not lags in dot Era ?
When i start hitting dummy get 47 K DPS - then my character just stop working and stand 6 seconds - can not light attack or use any skills.
After DPS falls to 38 - i start hit again and when i get 43 K DPS the same bug - can not hit.
Very strange bugs.
And add to this proc sets changes.
Procs do not work - and skills do not work.
NOTHING WORK !!!!
Skilled game ? For skilled gamers ? Who just close alot achivments when DPS was 130 k+ and do not lags in dot Era ?

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Templer Synergy Change

In my opinion this change makes no sence at all.
Yes using a synergy does stuff like providing resources due to undaunted passivve and helps to proc some sets like alkosh or lokke.
However the main usage for tha particular synergy is the purge. (The heal is almost not worth mentioning).
So what is the point in using it while there is no negative effect?
It just puts the synergy on cooldown, so when you actually need it you cant use it.
Some people may say now: "Well you dont have to use it until you have a negative effect on you." and I agree in general.
However as I recall healing synergies (and i guess it is classified as such as it provides some minor healing) are prioritised over damage synergies.
So in order to use other synergies, for example the attronarch, i do have to use the ritual first.
I guess ZOS implemented it, so the game doesnt have to less checks and prevent synergies from constantly popping up and disappearing.
But from a gameplay point of view that make the synergie for its intended task completely useless or did I miss anything?
I hope they will rethink this.
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Thoughts on Guild Traders and Economics
At first - I really like the guild trader system and wouldn't want to change it in its basics.
But at the moment I see 2 problems in economics I would like to adress:
1. There is a substantial inflation going on - which indicates that there are to few gold sinks in the game.
2. The Guildstores are crowded with overpriced Items that usually will never sell
and I guess this often not because of ignorance but to manipulate the marketprices of some items.
(to make even make rather high prices of some items looking cheap)
To adress these issues I would suggest the following.
1. Raise the listing price for an item from 1% to 10% of the called price, so that nobody lists items just for show.
Do not refund the listing price in any case
2. Give the guilds the possibility to add an additional selling fee that could range between 1% and 10% (instead of the fixed 7% as it is now)
and which is deducted from the selling price in case the item is sold.
Split this selling fee 50/50 between the guildbank and the global gold sink.
So guilds could call for higher fees at top places to pay the guild traders.
and each transaction would sink between 10.5 % up to 15% from each transaction
and even non sold items would sink 10% of their called price.
I guess this would bring more dynamics to market.
But at the moment I see 2 problems in economics I would like to adress:
1. There is a substantial inflation going on - which indicates that there are to few gold sinks in the game.
2. The Guildstores are crowded with overpriced Items that usually will never sell
and I guess this often not because of ignorance but to manipulate the marketprices of some items.
(to make even make rather high prices of some items looking cheap)
To adress these issues I would suggest the following.
1. Raise the listing price for an item from 1% to 10% of the called price, so that nobody lists items just for show.
Do not refund the listing price in any case
2. Give the guilds the possibility to add an additional selling fee that could range between 1% and 10% (instead of the fixed 7% as it is now)
and which is deducted from the selling price in case the item is sold.
Split this selling fee 50/50 between the guildbank and the global gold sink.
So guilds could call for higher fees at top places to pay the guild traders.
and each transaction would sink between 10.5 % up to 15% from each transaction
and even non sold items would sink 10% of their called price.
I guess this would bring more dynamics to market.
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U30 Antiquity Hunters Thread
well, from previews it seems there will be quite a few mythic items plus probably some other leads to be found.
So I figured probably a good idea to get a topic started to get organized :-)
I should have time to hop on tonite cet time if servers come back early enough. So I can update my Addon Display Leads.
Which among other stuff allows for rather easy submission of new Lead Locations. https://www.esoui.com/downloads/info2651-DisplayLeads-withLocationInfo.html#info
@Inklings : You planning on adding new Antiquities to your website too?
wanna post your location submission discord channel?
he did:
So I figured probably a good idea to get a topic started to get organized :-)
I should have time to hop on tonite cet time if servers come back early enough. So I can update my Addon Display Leads.
Which among other stuff allows for rather easy submission of new Lead Locations. https://www.esoui.com/downloads/info2651-DisplayLeads-withLocationInfo.html#info
@Inklings : You planning on adding new Antiquities to your website too?
wanna post your location submission discord channel?
he did:
I have the spread sheet up and ready to go and will input the info as its reported:
https://docs.google.com/spreadsheets/d/1oZNNtdccCOm-6rNJ5y6jAwnkdVvVMJC6lP9NN_dIE7Y/edit#gid=1323427768
The discord for reporting is set up as well: https://discord.gg/BZu4A8wz4J
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PSA: Pve groups are going from 24 down to 12
“Reduced player group size limitations from a global maximum of 24 to 12 in all activities, rather than only in Cyrodiil and Trials.”
This will negatively effect our guilds wb runs and my housing guilds house tours.
Awful change.
🙁
This will negatively effect our guilds wb runs and my housing guilds house tours.
Awful change.
🙁
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