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What tank spec is most wanted to be seen leading your dungeon group?

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I’d like to make a new tank toon so I’d like to know.

Thanks

Lost Traders are bugged

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So bad luck for my guild. Lost the bids, but found a free spot! However...It still says we are on last weeks place on the roster, despite the ''you lost mails'', another guild is on spot, no gold is out of the bank. So even though I found a potential free spot I can't hire it.

Loremaster’s Archive Q&A: Mehrunes Dagon and Daedra

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Hello ESO lorehounds!

We are pleased to announce a new upcoming Loremaster’s Archive Q&A, and we need your questions! Remarkably, we’ve managed to convince Lyranth to take the time to answer your questions about Mehrunes Dagon and Daedra during Tamriel’s Second Era. So, if you have a lore question on this specific topic, please submit it in this thread.

Note that due to volume, we won’t be able to answer every question submitted. Please keep your submissions to no more than 2-3 lines max and on topic.

In about a week and a half, Lyranth will select which questions she wants to answer, and we’ll aim to publish them on the official ESO website in the middle of May. Have at it!

What is animation cancelling, how does it work and what does it do?

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Title says it all. I hear it discussed all the time but don't know anything about it. Please elaborate :0)

Rotation planner

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Hey all,

as most people, I am using add-ons like action duration timer or similar to practice parsing, because even being just a casual player who can’t afford hours of game play on a daily basis, I would still like to have a competitive dps for occasional no hm veteran trials.

I like more static, easy-to-remember rotations, with skills sorted to be pressed in a row, like central skill-1-2-3, central skill-barswap-1-2-3 (by central skill I mean skills such as blast bones/prey/spectral bow/shalks etc).

What I thought would be useful, is to have an option to pause the parse in the middle of it, to better figure out what skills to proc next, to sort them on a bar in a more suitable way for me and maybe to be able to test it off the game.

For that purpose, I made a small macro enabled excel sheet to test rotation while being able to check skill expiration timers and not being under pressure of seconds passing by. It also records rotation sequence, and in a way mimics parsing, cause weaving light attacks are imitated with double mouse clicks after skills being fired.
Just thought to share it here and maybe someone else could have some use for it as well.

excelerator.gq/wp-content/uploads/2021/04/rotation_planner.zip

rp_tn.png

Dragons Appetite

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Since the pts isnt up yet, and im bored, i was looking at the patchnotes again, and the changes to Dragons Appetite, mention the cooldown on the heal being 5 seconds instead of 10 now?

Huh? This set heals when reaching 10 stacks, which is at best every 10 seconds of course, but its not the same as a cooldown.

I wonder if they meant that it only takes 5 stacks to get a heal proc, now that would be interesting.

Two Pressing PVP Issues: Speed Stacking And Healing

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In PVP there are two primary issues which ruin the flow of pvp combat.

1. The game engine can't handle speed stacking characters who run from line of sight to line of sight. When you try to fire an ability at them, it doesn't go off due to both positional desyncs and because ability animations seem to have multiple LOS checks and so don't fire even when the speedy character is exposed outside of LOS. This has created hit and run style gameplay where people try to one shot you, and then sprint at 200% speed around corners and you cannot target them.

Suggested fix: Lower the sprint cap from 200 to something lower, and lower the speed boost of various buffs like the expeditions and race against time. In addition, remove the multiple line of sight checks from abilities so that if an enemy is exposed when you initially cast an ability, the ability will actually fire instead of stutter at the end of its animation. Boost all melee abilities to 7m range to help with positional desyncs.

2. PVP plays reasonably well outside of speed stacking one shot builds when healers aren't present. When healers are present the game slows down to a snails pace and its extremely difficult to get any kills. Deathmatch games when 3 good teams are present often end where the winning team has less than 3 kills secured. And if only 2 teams are good they don't fight each other and just farm the third team.

Suggested fix: Make it so battle spirit additionally reduces healing done to others by x% and overhealing causes the overhealed player to do x% more damage for x seconds. The goal here is to retain the effectiveness of healers but convert that effectiveness into both offense and defense instead of just defense. Battles with healers involved should be just as fast paced and enjoyable as battles when no healers are present; not boring snooze fests where nobody dies.

What beef do you think ZOS has against Bretons and Direnni?

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After possibly the worst representation in TES history so far in the form of base game High Rock since Oblivion's cyrodiil, and 7 long years of neglect to the point of retconning existing lore just to avoid making Breton/Direnni content.

They are now wasting the Isle of Balfiera to a random throwaway tutorial, with the Direnni tower looking 100% like the White Gold tower no less. ZOS, why do you hate Bretons and the Direnni so much?

Newer idle animation since Greymoor.

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I don't recall seeing this new outfit adjusting animation I see on player's characters before Greymoor. Adjusting a helmet, pulling at shoulder, pulling up/on boots. Is this an animation when you're looking at, and trying on armor styles in the collections menu? They aren't switching costumes, so was just curious.

Tanking - Trash mobs and aggro

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I am completely new to tanking and started my first character a few days ago. I have been watching some tanking videos on YouTube especially regarding taunting and aggro. The general consense: if i am the first and only one as a tank to damage a trash group they should all aggro me, so i am able to use crowd control etc on them. But i noticed that trash mobs will just randomly aggro anyone in my group even if im the only one damaging them.

Example:
I did go through the one stone door in Wayrest Sewers after the group on the stairs. Behind is a boss and a group of rats. I went through the door alone, jumped down and used Elemental Blockade on the rats. Half of the rat group turned around and ran into the wall and tried to reach my group still standing behind the stone door! How am i supposed to group trash mobs when they will aggro my group completely randomly?

Note:
I do not notice the behavior in YouTube videos but i am unable to see why they behave any different.

Mythic Aetherial Ambrosia time not increased by Rationer perk

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I am on PC-NA. I have the Craft perk "rationer". It is set to extend 30 minutes to any food or drink.It specifies on the skill, extends time to any food or drink. Mythic Aetherial Ambrosia is labeled as a drink, yet when I use it I don't get the extra time specified by the "Rationer" CP skill. Is this intended, or a bug?

Probably unintended consequence of CP changes - Peircing

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Last patch you went to a lot of trouble to ensure that a wide range of options for armor weights were equally viable. It was actually really impressive to see how much care you took to ensure that between the undaunted mettle passive and the changes to light and heavy armor bonuses set choices like medusa worn as 5 light + 2 heavy and mother's sorrow worn as 7 light came out pretty much exactly equally viable. The only cost of going 5 light 2 heavy was you needed to put more CP into Piercing to make up for the additional penetration you would have got from the 2 extra light armor pieces.

With the reduction of Piercing to 2 stages that's not possible, because only half the penetration is available from that perk.

To be clear, this doesn't stop magicka dds reaching the penetration cap without relying on Alkosh. It just means you are forced to wear 7 light armor to do so. And as the Medusa option was only really of benefit in a few cases (like pet sorc, to save bar space) a group isn't going to provide Alkosh just for one or two dds.

Please can you rethink this change during PTS. It doesn't serve to reduce overall magicka damage, as you can still easily reach the penetration cap, but it does make one armor combination strongly preferred, which undoes all the good work of the previous patch when you said the changes to armor bonuses were specifically designed to make a greater range of armor combinations viable. It's easy to fix: either do a similar thing to what you did with Preparation this patch - each stage provides twice as much benefit as before so that you get the same amount of penetration from the 2 remainng stages - or rescale the penetration provided by each piece of light armor but cap it at 5 pieces.

Should you be able to que for group arenas?

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You know since they're meant for groups and all.

Gaze of Sithis

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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.

This item will be extremely overpowered on sorcs.

What is the ETA for PTS being back online?

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@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?

Banking lag isn't fixed

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Well, the patch didn't do much for the banking lag. It's still there and it's even worse because the game keeps crashing no matter the platform. It happened on both Xbox and PC NA-server. This sucks horses ***!! I thought it was fixed?!?

Blackreach Wayshrines

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This might be a silly question.
But, can the Blackreach wayshrines be accessed from outside of Blackreach?
For instance, can I jump to Dusktown from Solitude?
I don’t see it on the wayshrines map.
Thanks

DK Inhale and its morphs requested change.

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Never see any guide build that uses the inhale skill or it’s morphs. Only seen it used once in a PVP tank player and once by someone trying to use it as a dps skill in the last year and probably longer then that if being honest.

Can it be changed into a better delayed burst type skill like the new classes have. MagDK and StamDK are near the bottom of almost every tier list of late.

Current tool tips as from https://eso-skillbook.com/

Dragonknight

Deep Breath
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect
Initial hit interrupts enemies that are casting. Final explosion damage increased.
Total damage 3119 Damage vs. cost output 3119/4050 = 0.77 damage for every 1 point of magic spent

Draw Essence
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
New effect
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
Total damage 2624 Cost vs. damage output 2624/4050 = 0.647damage for every 1 point of magic spent

For reference here are the tool tips on the 2 new classes delayed burst damage skills

Necromancer

Blighted Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2295 Stamina
Skill description
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 4737 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
New effect
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.
Damage vs. cost output 4737/2295 = 2.064 damage for every 1 point of stamina spent

Stalking Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2700 Magicka
Skill description
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
New effect
The skeleton deals more damage the longer it chases the target.
Damage vs. cost output 3600/2700 = 1.333 damage for every 1 point of magic spent

Warden

Subterranean Assault
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2066 Stamina
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 4264 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 4264 Poison Damage to enemies in front of you.
New effect
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.
Damage vs. cost output 4264/2066 = 2.063 damage for every 1 point of stamina spent, don't forget if fires a second time free. 4264x2/2066 = 4.125 damage for every 1 point of stamina spent

Deep Fissure
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2430 Magicka
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 3240 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 6 seconds.
New effect
Applies Major Breach to enemies hit, reducing their Physical and Spell Resistance.
Damage vs. cost output 3240/2430 = 1.333 damage for every 1 point of magic spent

First the cost is over the top to damage ratio when compared to the other 2 classes. Makes one wonder if when skills where standardized that DK's inhale was overlooked somehow. My proposal,

1. Get rid of the target requirement and upfront small damage and make it all burst damage at the end.
2. Change one morph to stamina and one magic based.
Stamina based can be either poison to fit the poison theme or physical damage and the Magic can be only fire damage to fit the fire theme of DK’s.
3. The secondary effects would need to be changed also but I will leave that up to you and the community to think on.

Stay safe and enjoy the journey 😊

PS. ZOS you didn’t fix the micromanagement of the green tree 🥺

Would you like competitive PVP arenas to be introduced in ESO ?

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  1. The format will be AvA (not AvAvA like the current BGs),
  2. The arena maps will be much smaller, all the matches will be in deathmatch format (no respawn),
  3. The ELO like rating will be visible and the ladderboards would last season long,
  4. Similar rated teams will fight each-other,
  5. There will be unique rewards and titles for the top teams at the end of each season.

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???
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