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Endeavors offered

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Obvious questions about endeavors start:
  • What are we asked to do?
  • What are the rewards for doing those things?
  • Are the Endeavors always the same, or do they change?
  • If they change, do they do so on fixed rotation?
  • If they change, are they the same for everybody the same day?
  • Are the caps per-character or per account?

Data points start:

On my first PTS log-in, I'm seeing the same list of offered Endeavors on two characters.

The list of dailies is:
  • Complete 2 Quests
  • Craft 5 items with Blacksmithing
  • Kill 10 Humanoid foes
  • Excavate 2 Purple- or Gold-quality antiquities
  • Complete 2 Public Dungeon group events

The cap is to do 3 of those 5.
The rewards are identical for each: 3 seals + 1000 gold.
One of my characters is not an antiquarian.

The list of weeklies is:
  • Kill 30 World Bosses
  • Complete 7 Dungeons
  • Complete 7 Public Dungeon group events

The cap on those is 1 of 3.
The reward is 20 seals.

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.

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.

Show Only Quest Items Bugged

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Getting the quest to make staffs at Mahogany level doesn't list the Ice Staff as one of the needed items when "Quest Only" is enabled. That doesn't have a marker on it either, which is probably related.

I am pretty sure both of those are correct, but they only come up every 3 days or so (depending how often I do crafting dailies on a specific character at that level, so I can't easily validate this. I just know it is a painful interruption when it happens.

PS4 - NA - Flopsy Warden

if anyone at ZoS wants to look into it. I just had it happen earlier today (Sunday).

PTS Update 30 - Feedback Thread for Classes & Abilities

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This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.

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.

New mythic : fisherman thinguies

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I don't know if it has been developped elsewhere, I searched a bit but found no thread.

My question is ..

Why is the good DPS mythic, the new one that increase crit% and crit damage .. medium?
Would have been nice if it was a jewel, like most of the mythics, so magicka builds can use it effectively as well.

Stam already have better sets overall, and will be less nerfed/potentially buffed by the proc sets scaling.
It would be nice if magicka was a little less disregarded.

Master Writs

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I have Dolgubon's lazy writ crafter installed.I had a writ to craft Whitstrake's retribution Axe.I go to Shadowfen open Blacksmith station and nothing.I could see all the need items needed checked.But there is no activation.Nothing happens.I've even completed the needed item manually and still the writ does not complete.This is just out of the blue.One day writs work,now?Nothing.Checked all required Lib addons.I'm at a loss.Please.Anyone,ideas?Thank you

PTS Update 30 - Feedback Thread for Blackwood Zone & Quests

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This is the official feedback thread for Blackwood, mainly focusing on the zone, side quests, and other types of content found in the area. If you have specific feedback on the main story, please visit this thread so others can avoid spoilers. Specific feedback that the team is looking for includes the following:
  • Quests
    • Did you engage with the Main Story?
    • Did you engage with any quests outside of the main story? If so, which ones?
    • Did you find any quests to be problematic from either a directional or difficulty standpoint?
    • Did you complete any quests with a companion? If so, how was the experience overall?
  • World Bosses
    • Did you fight any world bosses? If so, which ones?
    • Were any of them too easy or too hard?
    • Were mechanics clearly communicated?
    • Did you complete any world bosses with a companion? If so, how was the experience overall?
  • Public Dungeons
    • Did you go into any public dungeons?
    • Public dungeons are generally balanced for two or more players of average skill and gear. Did you feel sufficiently challenged?
    • Did you go in with or without a companion?
  • Do you have any other general feedback?

PTS Update 30 - Feedback Thread for Endeavors

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This is the official feedback thread for the Endeavors system. Specific feedback that the team is looking for includes the following:
  • Did you understand how to complete an Endeavor? If not, what did you not understand?
  • Was it clear when you had completed all the Endeavors you could for a time period?
  • Did you know where to go to spend Seals of Endeavor?
  • Do you have any other general feedback?

Can it be considered that I soloed a dungeon if I used a Companion?

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Since Companions are coming, I'd like to know if using a Companion to help on a dungeon is considered as you soloing that dungeon or not.

Thank you.

PTS Update 30 - Feedback Thread for Ability Bar Timers

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This is the official feedback thread for the ability bar timers. Specific feedback that the team is looking for includes the following:
  • Are there any abilities in particular that didn’t display the timer as you expected?
  • In general, how communicative was it? Did it help manage combat abilities better?
  • Were you using keyboard or gamepad UI?
  • Do you have any other general feedback?

Mother's Sorrow & Leviathan Bonuses broken

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The Critical Chance Bonuses on Mother's Sorrow & Leviathan are both not giving any additional Critical Chance

Here's stats with 5x Crafty Alfiq
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Here's stats with 5x Mother's Sorrow
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I know nobody really uses Leviathan but Mother's Sorrow is a major time trial set for Magicka DDs, if you want players to test the trial properly it would be wise to fix this asap.

Thoughts on "raising floors, lowering ceilings"

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So for almost as long as I've been playing the game ZoS has stated their desire to "raise the floor and lower the ceiling". That is, to make it easier for basic players to perform adequately at their roles and to make elite players engage with mechanics.

I don't really see a problem at the top end. I'm in several endgame guilds playing with very strong players: the amount of groups that are able to completely skip mechanics, at least in trials, is vanishingly small. There's a group I'm aware of that's getting close to a 0 portal nuke in VCR HM, but it's vanishingly rare and it doesn't matter. These players work insanely hard for such achievements, let them have their fun, it doesn't affect anyone else. Not to mention there are achievements in the game that require current levels of damage - the groups getting Godslayer don't have minutes in hand that could soak up a further 10% damage nerf. But there definitely is a problem at the bottom end: there are still vast numbers of players who consider themselves damage dealers (or at least aren't tagging themselves as healers or tanks) but completely fail to deliver the role and deal meaningful damage. If you spend any time tanking random normal dungeons through group finder you'll see them all the time. Partly it's bad gear, partly it's innate lack of skill, partly it's lack of knowledge about how to do damage.

So far ZoS's attempts to address this have mostly failed. The usual approach is through nerfs to reduce top-end damage, though the recent FOA changes are a bit more interesting: most of the base stats go up, but the power of CP is somewhat reduced. This hasn't worked either. ZoS are now hinting at further nerfs to the CP system in future updates. That won't work either.

It won't work because the nerfs focus too much on the individual, not the group. This nerfs bad players pretty much as hard as good players, it lowers both the floor and the ceiling. That's what has happened with the CP nerfs, and although increasing the base stats was a good idea it was counteracted by the nerfs to crit - I don't think anyone is getting higher dps on the skeleton dummies this patch than last patch, which is what you would expect to see given these represent individual rather than group performance. The right solution as far as altering power goes is to further increase the individual's ability to do damage, but to reduce the impact of group buffs and debuffs.

However more is needed. There is almost zero in-game tuition on how to be effective at dealing damage beyond the tutorial that simply teaches you how to use light and heavy attacks, block and bash. There's nothing about weaving light attacks with a skill, nothing about buffing or layering damage over time skills to create a rotation, because at the time you do the tutorial you don't have any skills, or maybe just 1. It's a terribly ineffectual system for a game with reasonably complex combat.

There are fighters guilds and mages guilds scattered all over Tamriel. Most of these (fighers guilds anyway) are full of practice dummies and archery targets, but you can't use them, and none of the guild personnel offer any advice on fighting. All the infrastructure is there to make a decent set of follow-up repeatable tutorial quests to provide much more in-depth tuition about effective dpsing, i.e. layering skills and weaving light attacks. The rhythm and pace of combat is something a lot of players seem to struggle with. And if some of those target dummies were made into actual dummies, even if with slightly different stats from skeletons or atronachs, then there would be at least some option for players who don't have their own or choose not to join a guild to be able to use one in a guildhall.

There are armourers and weaponsmiths all over the place, too. It would be really good if there was an option to get advice from them on set items you carry. So you might ask one for advice on say a purple Julianos inferno staff and he might tell you it looks a pretty good item for a mage, but that it would do better if it could be improved with resins. Given a cuirass of leeching plate he might suggest that the set looks to offer a lot of protection for a tanky sort, but doesn't help your comrades at all. He might suggest certain sets being good to use against other players and so on.

And finally it would really help if console players could get more useful feedback from the dummies. I play on PS4 EU but I recently bought the basic PC version just for a look at the FOA changes on PTS ahead of launch, and parsing on the dummy on PTS with access to CMX and light attack helper was a revelation. That, despite all the lag and glitchiness of PTS, did more for understanding where I was causing myself problems in my dpsing than years of well meaning advice from fellow players on PS4, because of the detail available. I know there's a Sony issue with introducing add-ons on console and I wouldn't really want add-ons in the way PC has, but it would be very good indeed if the core game could be improved so that we get similar information to that available from CMX in a summary report from the dummies. It's really disappointing that in order to have access to basic self-improvement tools that ought to be a core feature of the game I have to buy a second copy on a different platform than the one I chose to play on, install the PTS so I can recreate my characters from PS4, and add on some third party plugins. The other aspect of practicing is expense. Buying stacks of spell draught isn't a problem for most endgame players because they already have ways of making gold, but it is a big deterrent to practising properly for new players with little gold. I've suggested it before but I think there should be a way of making training versions of potions and poisons that never get consumed but only work inside player housing (or areas around overland target dummies if these were ever to be introduced) and when not in combat with another player. That way you could do all the parsing you wanted without burning through gold, but you would still have to use consumable potions in actual combat with enemies. Perhaps you could add an animus stone to any potion / poison recipe at the alchemy station to make the training variant - that would chime with use of animus stones in target dummies and would improve the market for them to the benefit of master crafters doing their master writs, who would have another source of income making and selling training potions (or just animus stones).

I suspect the above would have a much bigger real impact on raising the floor than constant tweaking of gear stats, but of course it would take a bit more work on ZoS's part.

Stamplar armor sets?

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So I am currently running Deadly x5 , Spriggans x5 and Selene monster set and I'm doing pretty well except I am of course dying pretty fast. I'm thinking of switching out my Deadly set for either Impregnable x5 or even EV x5 for just better survivability.

What is a good set to pair with Spriggans? I have even thought about Fortified Brass

What Daedric Prince Next?

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Not necessarily next year as I am sure many of us would rather have a threat that isn't a Daedric Prince.

But sometime down the road what Realm would you like to explore?

NOTE: "Other" option includes;
- Nocturnal
- Mephala
- Clavicus Vile
- Namira
- Hircine
- The Ideal Masters (Soul Cairn)
- Ayleid Portal system
- Demi-Princes

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?

ZOS can we have in addition to group dungeon finder a solo dungeon finder as well?

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I would like to get the same rewards while doing it solo. The rewards should be made automatic when soloing a normal / vet dungeon anyway while not using the finder. That would be a great QOL feature to implement.

Battlegrounds: Please give us DEATHMATCH ONLY QUEUE

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Hi ZOS. Please give us Deathmatch Only Queue for Battlegrounds.

- A lot of PVP'ers only want to play deathmatch.
- These PVP'ers are turning all game modes into deathmatch ruining games for objective focused players.
- Not having a deathmatch only queue is ruining the gaming experience for everyone.

Thanks,
Skoomah

I wonder how the ESO dev teams come up with the names of things?

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Maelstrom arena? Rawalkia? Auridon? Pretty cool sounding names imo. Any thoughts?

Those new 'Furnishing Folios' are a really bad idea

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So I've been grinding Master Writs to get access to the furnishing plans sold by Faustina Curio.
I saved up ~600 Writ Vouchers so I could get some of the furnishing plans costing 100 Writ Vouchers each.

Now with Update 29, all of those furnishing plans have been packed together in different 'Folios', costing 600 - 1100 Writ Vouchers per Folio.
This is just stupid and what makes it even worse, is that I can't see in-game what furnishing plans are contained in a Folio.
Instead of getting the furnishing plans I want, I have to spend loads of Writ Vouchers on Folios that contain furnishing plans I don't even want.

I really hope this gets reverted in some way or form, or have the ability back to just buy them separately.

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