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Some Pts feedback from my perspective.

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Here’s a run down on what is seen weapon trait wise regarding the Heartlands conqueror 5 piece bonus. (This was done prior to the first set of PTS patch notes and may change over time.)

Two-handed, bows and Staves.
Charged Heartlands value: 440% chance to apply status effects.
Decisive heartlands value: 110% chance to gain 1 additional ultimate whenever you gain ultimate. I like to think that 110% is like having a guaranteed chance of gaining 1 additional ultimate with a 10% chance to make it 2.
Defending heartlands value: 6552 armor.
Infused heartlands value: increased weapon enchantment value to 60% and reduces enchantment cooldown by 100%. (That’s what I see anyway from pen and paper perspective.)
Nirnhoned heartlands value: increases damage of the weapon by 30%.
Powered heartlands value: increased healing done by 18%.
Precise heartlands value: increases critical chance by 14.4%.
Sharpened heartlands value: 6552 penetration.
Training heartlands value: increased experience gained from kills by 18%.

One-hand.
Basically reverts one-handed weapon traits to before they were Reduced by half in a very, very old patch. But I’ll write 'em up for clarity. (Maybe a different metaphorical kettle of fish for some of them.)
Charged heartland: 110% chance to apply status effect.
Decisive heartland: 55% chance to gain 1 additional ultimate whenever ultimate is gained.
Defending heartland: adds 3276 armor.
Infused heartland: same as two-handed.
Nirnhoned heartland: same as two-handed.
Powered heartland: increased healing done by 9%.
Precise heartland: 7.2% critical chance.
Sharpened heartland: adds 3276 penetration.
Training heartland: increased experience gained from kills by 9%.

About the Harpooner’s Wading Kilt
Dealing direct damage grants you a stack of Hunter’s Focus for 1 minute, up to 10 stacks max. You can only gain 1 stack of Hunter’s Focus per second. Each stack of Hunter’s Focus increases your Critical Chance by 119 and your Critical Damage by 2%. Taking direct damage removes 1 stack of Hunter’s Focus. Removing Harpooner’s Wading Kilt removes all stacks of Hunter’s Focus.

Regarding the damage taken component, I could definitely see it as somewhat fine in both environments, but is there a particular “Interval Cooldown” to it? Because as far as I can see, if there are too many mobs in PvE that rely mostly on Direct damage and likewise, quickly draining the stacks of hunters focus down to next-to-nothing and potentially making it near useless unless it were to deplete a stack upon taking damage once every few seconds so as to reach optimal uptime in most activities, particularly solo arenas like maelstrom or vateshrans hollow.

I also find the crit chance reduction of death knell to be a bit heavy handed, which is why if it were to instead add 0.5/1% critical chance per grave lord ability slotted, that would be nice, regarding its “execution mechanic”, the bonus could be tripled against enemies below 75% health at 1.5/3% per grave lord ability, and quintupled to 2.5/5% critical chance against enemies below 25% health. Just like how the sorcerers amplitude passive gives them a 10% damage bonus to enemies at full health which slowly falls off by 1% for each 10% of max health missing.

Have werewolves been ruining your battleground experience recently?

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Recently mobs of werewolves and their untargetable wolves have made some matches beyond frustrating. At times entire groups of them just ruin queues for hours. Their burst dmg will kill players with health under a certain amount and their wolves will chase you across the map but can’t be killed (or at least I can’t target them).

Are you experiencing this?

companion in arena

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if you gonna allow companion to be use in normal trial (maelstrom, vethereshan) so some people could be able to complete it... please consider opening it also for veterans "but disabling the leaderboard if you pop one"

i've been struggling for 2 years unable to beat up veteran... to much randomness an lags spikes... and now you gonna make it more easy for casuals... i consider myself casuals since i can't beat vet....

please allow companions, but disable leaderboards!

HP regen ?

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It is strange to nerf HP regen in PVP.

It is to small for PVE.

In pvp if it will be 50% nerfed - OK.

just look 2 sets BEE Keper / or Alessia

As example alessia heal each 2 seconds for 1300 hp. Hitis gives the same healing.

Almalexia's Mercy's heal for the same ammount. + Heals near standing people.

With HP regen nerfed 2 times such healing sets will be just 2 times better.

So now HP regen will be useless in pve and pvp - it was bad in PVE even before - now it is bad in PVP to.

Why ?

Did ZOS just buff Crimson?

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Look I don't want to be that guy that complains about sets that are easy to deal with if you know what you're doing.

But does the damage from Crimson seriously now scale off max health? This is one of the main sets that lead to the nerfing of proc sets precisely for the reason that you could do a ton of damage with it and people wearing it couldn't die. This seems like a very questionable decision. I can only imagine the amount of cancerous builds you can make with this.

12 person group limit? Whaaaaaat?

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Are we really going with a cap on groups outside of Cyrodiil? Bad idea. Bad bad BAD idea. I get it might help some performance but there's a lot of folks who make use of 24 player groups. Yes, roleplayers, but others as well.

Loving most of the notes but this would be a yuge mistake to keep this change. Yuge mistake.

Malacath's Band of Brutality was remade just for sorcs !

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I had sorc before and do not use it on it in PVP.

It was perfect, but I can not use surge.

Now i can just get + DPS and healing from it.

They nerf HP regen, healing sets , but do not nerf streaks, damage shields and design malacath for sorcs.

They have build proc sets (pets) that are not nerfed. Free damage !

So balancing again is about just make all nerfed but sorcs more happy.

Sorcs are overperforming !!!

What the kind of balance is it ???

[Class Rep] Dragonknight Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Dragonknight. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

Who would you like as a companion?

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I know this won't happen and we won't get any known NPC's as companions but as we all love voting and expressing our wishes,let's go for it!
(I have only 10 poll options so if your favourite npc is not listed please select ''others'' and comment who it would be.)


Vote for the next "House Guests"!

Ring of the Pale Order Changes

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Ring of the Pale Order:
  • Increased the amount of healing done from this set to 20% of your damage done, up from 18%.
  • This set now loses 4% of its value per group member you are with. This means if you are alone it will stay at 20% but reduce to 8% if you are in a group with 3 other players, and 0% when with 5 or more other players.
  • Removed the heal cap from this set.
Not a fan. I get not wanting to displace healers in 4 player content, but there's a lot of duo and trio groups this will hurt.

Give Mag DK's this one skill

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Deep breath: Remove/nerf the heal and double the burst damage to compete with shalk.

No. We do not want literally every ability we use to heal us. We actually want to do damage. Adjust the timer delay so that it has 0 effect on pve. But for the love for god just give us this one skill.
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Pic related is every DK main reading the patch notes

The Forgotten abilities

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In my humble opinion, there's a few abilities that are forgotten by the balance team, left on their own devices with no changes to make those more attractive or interesting to play.
But while i do have my own ideas about how those ability may change, everyone has their own perspective and i think it's better to point out the lack of attention than to produce another "rework" topic.

Templar
  • Sun Shield
Unless you see it in gimmick build for pvp, that ability doesn't have any clear use. More so with the recent changes done to living dark and rune focus. We have an ability scaling with the max health but there's no use for it and the balance is ignoring it.
  • Healing Ritual
Never seen anybody using it in trials or in pvp, that ability cost too much magicka for a burst heal. And yet, the class has already the overnerfed and overcopied Breath of Life.
  • Radiant Aura
Before that current iteration, that ability was a source of major fortitude, endurance and intellect. Now, we have an ability that can apply "Major magickasteal" on a large radius... Which can be ignored since the apparition of the Overcharged status.



Sorcerer
  • Daedric mines
There's nothing to say. Seen no changes on that ability that is taking one slot for some CC and damages... But that doesn't work in PvE as CC is handled by the tank which won't use Daedric mines and the damage are too low which too much restricting to make the ability worthwhile. At least, we see it more in PvP but at that point, if you want more CC as a magicka, it's better to use Streak. A good ability but in a oversaturated CC kit.



Nightblade
  • Reaper's mark
Got nerfed and then left, its only use being in overland if you are alone and even then. Right now, with the introduction of the Kinra's Wrath set, you can forget the existence of that capacity. And in pvp, Piercing mark works better as a source of Major breach with the benefit of a invisibility detection.
  • Shrewd Offering
While the reduced cost is pretty great, it doesn't have much more to compete with Healthy Offering. In fact, both morph are barely different from one to another and that's a waste of ressources.
  • Power Extraction
It can be a "good" aoe ability with a rare debuff you're not seeing often in game but there's no reason for any stamina player to use it as their primary source of aoe damage in pve or pvp.
  • Manifestation of Terror
Can be somewhat useful in PVP/PVE but it simply cannot compete with Mass Hysteria.



Warden
  • Crystallized Slab
A very good ability on its own but cannot be compared to Shimmering shield.
  • Frozen Retreat
While frozen gate and frozen devices are a good chain for the Warden, especially in delayed spawn, Frozen retreat is barely useful. Allies cannot use the ability if an ennemy stepped into the field and the "potential" use of the ability in PVP is hindered by the restriction the balance team did to avoid a overreliance on chains abilities.



Necromancer
  • Stalking Blastbones
While the ability is used by every magicka necromancer, you could simply use Blastbones that it wouldn't change your rotation or the ability itself most of the time. Stalking Blastbones mostly lack its own identity.
  • Remote Totem
Bone totem and Remote Totem are pretty good if, again, there was not a morph that is outshining the other version of the ability. Agony totem is above Remote Totem in PvE while Bone Totem itself is a tad too clunky to use in pvp due to the delay.



Sword and Shield
  • Invasion
There's no reason to use that morph in pvp or pve. Increased stun duration on a gap closer cannot compete with a damage shield.
  • Power Bash
If we don't account the sword and shield set from Vateshran Hollow, there's no reason to equip that ability. It's pure damage on a weapon based for tanking, at the end of the skill lines where every others ability are already unlocked.



Destruction staff
  • Elemental Susceptibility
It has no use in PvE over Elemental Drain, it may be "useful" in overland but why morph it the wrong way just for overland. And in pvp, the fight are too short to really take advantage of Elemental Susceptibility.



Restoration Staff
  • Blessing of Restoration
Compared to combat prayer, there's no reason to use it at all. The increased healing will mostly go in overhealing, nothing else.



Medium Armor
  • Evasion
The ability can only be used if you're using five medium armor pieces, therefore you're playing a stamina character or tanking with medium armor. In both case, major evasion can be either aquired in another way (IE Blade cloak) or there's a better source of mitigation (Major resolve) that needs to fill that slot.




Heavy Armor
  • Unstoppable
With every classes able to access major resolve or are simply using the spell balance, Unstoppable has no use with the default of forcing you to wear five heavy armor pieces and slowing you down.



Soul Magic
  • Soul Splitting trap
A cleave dot sounds good but having the "reduced" damage part from the morph make it useless compared to Consuming trap that does the full damage and increase your sustain.



Vampire
  • Vampiric Drain
Probably thought as a tank skill for pve, the channeled part make it useless as most of the bosses needs to be actively blocked. And in pvp, it's channeled therefore easily interruptable



Assault
  • Echoing Vigor
For that one, it does have some use for healers and tank using the powerful assault set, or to waste stamina for some set like martial Knowledge. But outside of that use, there's no reason to slot in Echoing Vigor as it does less heal than its original morph per second.
  • Rapid Maneuver
With the removal of Major galop from that ability, it only has some niche use for an ability that cost a lot of stamina to simply increase movement speed.



Fighter guild
  • Evil Hunter
The increased damage on the fighter guild ability only concern three abilities that are either used a fire and forget buff (For Trap beast), a source of weapon damage or a stun (Dawnbreaker). The remaining one, Silver bolt, has one of its morph that remove most of its damage to instead grant a chain, making the skill worthwhile for simply one morph of one skill : Silver shards



Mages Guild
  • Radiant Magelight
Stun prevention can be great but it simply cannot compare to Inner light with its increased magicka when slotted.



Undaunted
  • Inner Beast
Have a taunt that increase the damage dealt by tank by 2% is a joke. It has no use in PvE and cannot remotely compete with Inner Rage.



Psijic Order
  • Imbue Weapon
It served a great alternative for any spammable for lightweaving by impacting two light attack instead of one. Now, it barely has any use for magicka DD (Who are using force pulse or their class spammable) or the stamina DD who have Shrouded blade or any class spammable.
  • Mend wounds
That's not a bad ability but it requires you to bar swap if you need to activate or deactive it ontop of taking one slot that can either be use with one more powerful ability (Because Mend wounds can only heal one target at a time and its heal cannot be compared to a spell akin to Breath of life in a matter of pure healing).



So, here my list of ability that, in my own opinion, are forgotten by the balance team.

No Buffs to DKs? Really???

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I am beyond disappointed...

DKs have gone for over a year and a half with no buffs since they were gutted at the end of Elsweyr. Zeni's inexplicable hatred of DKs makes it really hard to want to play the game (PvE). I'm convinced that ZeniMax forgot how DK actually works and just chucks changes at us without playing the damn Class or even reading our Ability Tool Tips. Our tanking is at the bottom of the barrel since our class ability costs are ridiculous and our defensive passives are out-shined by Necro, Templar, and Warden. Our class healing is next to non-existent since Cauterize is freaking weird and Dragon Blood is expensive and weak when compared to Vigor. Our DPS is some of the worst in the game because of gutted passives, pathetic sustain, and stamina morphs that were created as the echo of an afterthought. We're THE DoT Class which means our Class Design fundamentally doesn't fit in a game that pretty much revolves around the Burst/Instant/Direct damage Meta.

What in Oblivion will it take for Zeni to finally listen to DK players???

Frozen Gate and Morphs.

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The base ability and morphs are almost never picked in both PVE and PVE. I propose a rework to the base ability and both morphs to boost its utility and value in game. Here is my suggestion:

Frozen Gate:
Summon an ancient seal, which arms after 1.5 seconds and lasts for 30 seconds. When triggered all enemies that enter are snared by 30% and for 3 seconds after. The trap deals 300 Frost Damage every second. This damage is based off your Max Health.

Frozen Barricade (reworked from Frozen Retreat):
Summon a larger ancient seal, which arms after 1.5 seconds and lasts for 30 seconds. When triggered all enemies that enter are snared by 50% and for 3 seconds after. The trap deals 300 Frost Damage every second. This damage is based off your Max Health. The trap also inflicts Major Maim on all enemies in its area and for 3 seconds after.
(Increased radius, snare and applies Major Maim.)

Frozen Device:
Summon an ancient seal, which arms after 1.5 seconds and lasts for 20 seconds. When triggered, all enemies that enter are snared by 30% and for 2 seconds after. The trap deals 300 Frost Damage every second. This damage is based off your Spell Damage and Max Magicka. When triggered, you gain Minor Force increasing your Critical Damage by 10% for the duration.
(Reduced duration, grants Minor Force and damage is based off Spell Damage and Max Magicka.)

The traps would not disappear when triggered, deal significantly less damage than other ground dots and act as more of a cc ability. With the tank morph offering more cc and debuff and the offensive morph offering another Frost Damage option which Frost casters lack. With them not vanishing only 1 trap could be up at one time.

How do you handle multiple crafters?

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Dear crafters, I have 2 questuins:

1. I have 1 main crafter who knows all traits for all weapons, gear and jewelry. My idea is to learn all traits on my other 9 characters. For now all 9 alts know a few various traits. I try to craft them items for research, and here comes the mess. It is so hard to track everything! I use CraftStore addon. But still it is difficult to care for all 9 alts. How do you handle your crafters? Are there some tricks to make life easier?

2. I always did my crafting dailies with 1 main crafter. Now I'm up to involve my other 9 characters in dailies. I know that I can craft food and alchemy in advance with my main. I use Lazy Writ addon to speed up things. Yet the process still takes a lot of time. Especially when it comes to getting reward coffers: I need to sell Ornate items, place Intricate into guild store and so on. Is there a way to speed up all things?

Thanks in advance!

How long do we have to wait ....

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Any idea, when the PTS is available? I want to have a look o:)

ZOS, adding health recovery to battle spirit is only logical, but you forgot to buff it first

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OK, so concerning the health recovery changes, we are currently in the situation where health regen is:
a) Pretty useless in PvE since heals are just better
But at the same time:
b) Pretty strong in PvP, potentially even OP with certain builds

The main culprit of this is the fact that on the current live server, battle spirit doesn't affect health recovery, which is in stark contrast to all other heals and damage shields. So imo, the only logical way to find a balance for health regen in both PvE and PvP is indeed to apply battle spirit to it. So kudos to ZOS, this was long overdue.

However(!), ZOS forgot that for health regen to be balanced and useful in both PvE and PvP, they would first need to buff it across the board by a significant amount. To demonstrate this, lets compare a health regen set to healing sets under three different conditions: 1) current version on the live server with health regen unaffected by battle spirit, 2) the proposed changes on the PTS, with health regen just affected by battle spirit without buffing it first, and 3) my proposed changes, with health regen being buffed across the board and then affected by battle spirit. In this case, health regen should be buffed by a significant value (roughly between 40% and 80%). Here, I will suggest a value of 60%.

Now, lets see how a strong health regen set, like alessian order at cap, compares to healing sets like battalion defender or hitis heart. We will use an estimated boost to health regen via ingame buffs and passives (fortitude, heavy armor passives, sorc or dk passives) of 50% and an estimated buff to healing done + healing received of 20%. Furthermore, we will compare the values in case of PvP vs PvE.

Case 1)
- Alessian order gives up to 1320 * 1.5 = 1980 effective health recovery. This translates to pretty much unconditional (edit: as in you dont need to perform any action to get it) 1k healing per second. This value is true for both PvE and PvP.
- Battalion defender gives up to 2490 * 1.2 = 2988 healing per second in PvE, which would be halved to 2988 * 0.5 = 1494 healing in PvP. However, this healing is bound to blocking, and therefore needs someone to directly attack you and also actively uses resources and reduces your mobility. If we estimate an average of 1 block every 2 seconds, this set will heal for roughly 1.5k healing per second in PvE and 747 in PvP.
- Hitis heart will on average heal for 1020 * 1.2 * (10/12) = 1020 healing per second in PvE. This will translate to 510 healing per second in PvP. However, keep in mind that this is an AOE heal that also applies to your allies and has a minor cost reduction buff applied to it.

--> As you can see, health recovery is already weaker than healing sets in PvE (same healing as hitis but its only a selfish single target heal). However in PvP, due to not being affected by battle spirit, it is a much more beneficial, especially since it is not bound to any actions and passively heals you at all times, even when kiting and not casting any skills.

Case 2)
- Alessian order still gives roughly 1k health recovery in PvE, but this value is now halved in PvP for a measly 495 healing per second.
- Both battalion defender (with 1.5k healing in PvE and 747 in PvP if block every 2 seconds) and hitis heart (with 1k healing in PvE and 510 healing in PvP) stay the same.

--> Now the same problem we had in case 1) in PvE, now also applies to PvP, in that an aoe healing set like hitis heals for the same amount as a purely selfish single target health regen set like alessian. Furthermore, in PvE, healing sets still outperform health regen sets, so the PvE problem is not solved at all.

Case 3)
- Alessian order would now give up to 1320 * 1.6 = 2112 health recovery unbuffed on the 5 piece. In our example this would translate to 2112 * 1.5 = 3168 effective health recovery in PvE, or roughly 1.6k healing per second (more in line with our battalion defender example and stronger than the hitis aoe heal since it is only single target). Since it is now also affected by battle spirit, it would heal for 792 healing per second in PvP.
- Battalion defender and hitis heart still stay the same.

--> This change would lead to a big 60% buff of health recovery in PvE, making it more viable and competitive compared to healing sets, while at the same time leading to a 1.6 * 0.5 = 0.8 --> 20% nerf in PvP, reducing its effectiveness but not making it flat out useless as the 50% nerf in case 2) would do.

Im not sure if the 60% value is the right one, maybe it should be 50%, maybe it should be 70%. But I'm 100% sure that without buffing health regen beforehand, it will become a useless stat to build for in any content, so I hope ZOS will have a look at this. Now, asking the community, what are your thoughts? Would this be a good approach to find a balanced spot for health regen in both PvE and PvP?

Skill-Excecution-Performance IC and Cyro

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After proc-sets aren´t working in cyro anymore, I had a lot of hope that my slow skill-performance in Cyro would do better. But it won´t. In IC, where my caalurions legacy-mag blade and Stamnecro works still smooth and fast, my mag sorc or mag-DK in cyro are frustrating slow. Barswaps take forever, some skills are excecuted only with huge delay - if I live that long. On the other hand, there are some players, that don´t have those problems - or it simply seems that way.
I´m just wondering, whether only some players (like me) are still affected with slow skill-excecution in cryo or if it´s a common problem and some players are simply better in forecasting their skills?

crash on load

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Trying to load game. After clicking PLAY I just get black screen followed by a crash report message. Any ideas please. ( PC EU)
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