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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.


Magicka builds cannot stack spellpower like stamina

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As the title says, Magicka builds cannot stack spellpower like stamina builds can stack weapon damage. So do not lump then together. Stamina builds can easily reach over 7k weapon damage. Even in a pve environment, 6300-6400 is pushing the max amount of spell power obtainable. Consider having the adjustments to proc sets scale on a different value of spell power and weapon damage.

To be comparable, it should be closer to the proposed 6574 weapon damage and maybe 5000-5500 spell damage. There is no reason to lump the values together when the magicka and stamina are build to scale differently (armor passives).

Attunable Stations "Furnishing Slot Creep"

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@ZOS_CullenLee

I hate having to decide between having a beautifully designed house as my primary, or a factory floor of attunable tables. If I do have a fully designed guild hall with stations laid out I hate having to tear it down by 12 items at a time every 6 months. With the furnishing limits unlikely to ever be increased, I would like ZOS to take a look at consolidating the attunable stations into one of these options.

A. - (4) attunable stations w/ all of the sets combined, 1 station for each craft (wood working, Jewelry crafting, clothing, Blacksmithing)
  1. This could be done by creating a new station obtainable by purchasing multiple leads from the Writ vendor to find pieces of these stations. I am fine with the total cost of these new items being well over 10,000 writs per station.
  2. After obtaining the new station you would be able to add all of the stations you currently have to the new station (this would then delete the old station from your inventory)
  3. Pros -
    a. Only 4 items being used for all of the attunable stations (never increases - still have to obtain the new sets with every other patch at the same cost currently)
    b. Easy to move to your new house if you decide to buy/build a new one
  4. Cons -
    a. Seems more over powered than the current system
B. - 1 attunable station per set (combine 4 stations into 1)
  1. Purchasing and consolidation system would be same as Option A (but would cost less writs)
  2. Pros -
    a. Currently this would decrease the number of dedicated furnishing slots for crafting stations to ± 65 down from ± 260
    b. doesn't seem as overpowered as option A.
  3. Cons -
    a. number of stations still increases every 6 months
    b. not as mobile as option A.
If anyone else has ideas for other options or an opinion about the proposed options please discuss. I feel like ZOS needs to address the issue of attunable station creep, and I really hope that the housing community can have a voice about what needs to be done.

P.S. My other option would be to stop making new crafted sets but that one is just out of rage because I have to tear down a piece of my guild hall soon to make room for new stations.

Is there any reason to be vampire still?

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Like are the costs worth benefits?

Since the Vateshran daggers won't drop for me what is the best replacement?

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I am a stamblade and have gotten the Vateshran axe, sword and mace to drop. I also have every other weapon drop but at this point I am burned out running Vateshran so I cutting it down to once per day and if I never get the dagger to drop then so be it.

For DPS purposes, what combo of axe/sword/mace with traits and enchants comes the closest to dual wielding daggers? I am running 5 piece Relequens and Kinras with Maelstrom bow back bar. A friend recommended dual mace with Precise traits and flame/poison enchants.

Eternal Vigor is a near-pointless set with the health removal

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Eternal Vigor's 5 piece health bonus (The one being removed) isn't just a normal statline, it gives 1407. The set without it just gives 129 health recovery (worthless- There's a reason 5piece bonuses that grant health recovery grant at least 900) and 129 mag/stam recovery, and while above 50% 337 more stam/mag recovery.

That's it. Your entire 5 piece set gives you 449 stam/mag recovery? Blue food can give 493 if you need that recovery, and this is a heavy set.

Why would anyone use a 5 piece heavy set that only boosts recovery, and you have to keep up above 50% for the bulk of it to apply?

7.0.2 Proc Set Changes & the Death of Proc Sets in PVE

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7.0.2 Changes:
Sets that use Weapon and Spell Damage now require 6574 of either in order to reach their original values, up from 5478, resulting in approximately a 17% reduction.
Sets that use Magicka or Stamina now require 39,901 of either in order to reach their original values, up from 38,350, resulting in approximately a 4% reduction.
Sets that use Health now require 43,968 to reach their original values, up from 38,350, resulting in approximately a 13% reduction.
Sets that use Physical or Spell Resistance now require 30,680 of either, up from 27,890, resulting in approximately a 9% reduction.

Thoughts:

Overall in PVE, Proc Sets are disfavored over stat sets. The reason is quite simple, they're weak. In Flames of Ambition, a MagDD can run a set like Icy Conjuror and maybe get 2k DPS out of it, or they can run Siroria's and get 6-7k out of the extra spell damage. Where Proc Sets were more viable was in unoptimized PVE content such as Solo and Four-Man Dungeons. Due to the lack of buff coverage you could get more DPS relative to stat boosting. However, for every role alike, DD, Healer, and Tank you avoided procs with the exception of Monster Sets due to their powerful nature.

So I'm going to look at the Proc Changes as it relates to each role in the Trinity.

1. Damage Players have no incentive to run Proc Sets.
6,574 is an absurd number. That's to get to the power that they are at currently in Flames of Ambition which is to say, practically worthless. You'd need a significant increase over that number to start valuing them in PVE content. You need to run stat sets just to get enough stats to make Proc Sets even a consideration.

For StamDD, due to Medium Armor Passives, Fighter's Guild passives and more, this number is far more achievable than it is for MagDD. This is addresses one of the major grievances of this scaling change. If you are trying to balance both MagDD and StamDD at the same time you cannot with the same numbers. You could, replace the Medium Armor WD Passive with a Pen Passive similar to MagDD, which may appease Penetration Starved StamDD. Otherwise you need to tune these numbers separately. If your goal is to make Proc Sets viable again, it would be illogical to make it where the only Proc Sets worth running are Stam ones.

Furthermore, Monster Sets, despite having an increased power budget over their full-set counterparts, will be mostly worthless. Already we see a shift to Double 1 Piece bonus Monster Sets due to how weak the Procs are. It seems antithetical to the design of the game to introduce a myriad of special effects, buffs, and abilities surrounding Monster Sets for them to ultimately always be deconstructed because you made Double Crit 1P stronger than any proc. The only Proc that I think will have good value is Domihaus because it gives stats (and now that I mention it, I'm sure ZOS will nuke it into the ground as well).

Lastly, a major grievance with this change is the existing imbalance in Proc Sets. Even with the old values in 7.0.0 PTS, Relenquens was doing well over double the damage of the second highest stamina Proc Set. When you let all sets scale equally, then you exacerbate the imbalance between sets. With 10k WD you could make some sets look okayish, instead of worthless, but then Relenquens is so busted that even MagDD run it for its crazy damage. Relequens is already one of the only proc sets that gets play, which shows you how much stronger it is than every other proc set in the game.

2. Heal Players cannot reasonably obtain 39,901 Max Stat.
Out of all the scaling changes, this number always seemed the most absurd to me. A healer should bring Major Courage. They can either do that with Olorime, which set bonuses give Magicka Regen, or they can do that with Spell Power Cure, which set bonuses give Max Magicka. For the sake of trying to make Heal Proc viable, we will assume the healer went with Spell Power Cure.

So even with Spell Power Cure's set bonuses, 64 Attribute points into Max Magicka, Full Arcane Jewelry (+Max Magicka) and fully Magicka Enchanted gear with Infused Large Pieces, a healer still runs short of the needed 39,901 Max Stat. That's shameful. They would need to give up their Atronach Mundus, and thus a large portion of their regeneration, just to match the same Proc Set values as live patch, which again, is already worthless.

Even by introducing glaring weaknesses in a build for the pursuit of a decent proc, you would simply get more healing out of properly building out your character and just using healer spells than having a full Max Magicka build for a pitiful healing proc.

3. Tank players are punished, again.
This comes out of a line of strange, almost vindictive, stream of nerfs to the tanking playstyle. Not only can tanks no longer run proc sets to increase their own damage (which helped them immensely in the Overland) but they are so far off from target that their procs would do less than their own light attacks. ESO is the only game in which the tanking role does around 3-5% of the damage of a damage dealer. Why? Doesn't that seem overkill?

Then when they consider the sets that designed to help out tanks, the new scaling on them is unreasonable. To reach the values of Live, on sets that are already currently worthless, they would need to have nearly max resistance (31k/32k Max) and that is already considered overkill in almost all PVE content. It is a detriment to give up all their stats in pursuit of resistance cap.

This also ties with the new Health requirement. 43,968 health is more reasonable to see a tank in veteran content run, but even then it is largely considered overkill. One does not need absurdly large health pools to tank, and in fact they will likely find it more valuable to reallocate that health into bigger resource pools. Furthermore, all sets that scale off health are unused. So even when running a full Health-Tank only build, which would be immensely selfish, it would prove to have very little benefit in game.


Summation/TD;DR:

1) Damage dealers will rarely use Proc Sets due to laughably low damage, Monster sets will likely be abandoned for double crit 1 bonuses.
2) Proc Sets were already weak for Healers. Reaching nearly 40,000 Magicka is almost an impossible task without sacrificing all core utility that a healer brings.
3) In order to make use out of any tank sets, they need to have an excessive amount of health and resistances, which again were already sets that were never used.

Conclusion:

Why is it that Proc Sets have to die? Why is it that Monster Sets have to be invalidated? Why can't healers run heal procs without being considered a troll? Why do tanks get nerf after nerf after nerf every patch? Who are these changes for? It is because ZOS insists on trying to balance PVP and PVE in tandem. It cannot be done.

I think it's absurd, if I were to tell a friend about this game that there are 500 sets, yet only a dozen of them would ever see play because ZOS found it fit that all sets needed to die for the sake of trying to balance two very opposing game modes at the same time.

I'm not suggesting people should be mad at PVP players for complaining about things that grievance them, people should be mad at ZOS for not balancing PVP separately. They already do that with Battle Spirit, so why does that not apply further?

For the sake of the health of the game, for the sake of the fun of players, just separate the balancing of these two modes. PVP Players were critical of the removal of proc sets in Cyrodil because it took all build diversity out of the game, but PVE players also do not want Blackwood to be a large "No Proc Sets Allowed" in PVE content either.

Other MMO's have better incentives for being a tank using the LFG tool, why doesn't this one?

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With all the complaints of people being fake tanks, and the tank shortage when using the LFG tool, why doesn't this game have an incentive for being a tank? In HM Vet and trials, a tank is the class with the most abuse from strangers, the ones that have to know the fight mechanics (even sometimes explain it), have to do the extra work of gathering up all the mobs and leading the group through the dungeons/trials. Doing all this with virtually no incentives. The only counter-argument is that they get a shorter que time. This incentive alone isn't worth having to pay the respec costs to play as a tank in groups, than re-spec to solo. As a DPS you just have to wait on average for a 10 minute que (which can easily be done by just doing something else in the game while waiting like collecting a skyshard). So not only do you get the majority of the abuse and have to do extra work as a tank, you now have to even pay for it out of your own pocket. Other MMO's like World of Warcraft gives a random bag with some coin, etc. if you help the tank shortage by playing as one. I am not asking for a lot of incentives, just enough gold to at least be able to repay your respec costs and maybe a couple Transmute Crystals after you are done helping by tanking so you can respec and have gear for soloing. The incentive can also only be tied to veteran dungeon content as well since the fake tanks are the ones that run the normal dungeons for the daily. With the tank shortage and the negativity around tanking for other strangers, why wouldn't ESO have some benefits to help solve these issues like other MMO's after 7+ years?

R.I.P. Crimson Twilight: Reduced the damage done by this set by approximately 44%.

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I am happy about this, the dmg plus healing in auto mode should not be part of the game. Thank you ZOS.

Do skins give an idea of your level of experience/expertise? If so which skin is the most impressive

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With the amount of people spamming in zone chat 24/7 about “selling all end game trials/dungeon carries”. Do skins even mean anything anymore?

The Worst NPC Houseguest?

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You're offered a free Houseguest, but its the one NPC you hate the most, who would that be?

(Edited title after testing) Leveling one companion -- 63 quests plus a bunch of combat XP?

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I zoomed through the PTS-only automatic leveling of my companions, so I don't really know what's involved in leveling them normally. But tea leaves suggest that what you need to fully level and unlock one companion might be:
  • 1 quest to originally unlock them.
  • 2 quests to build rapport.
  • 110 repeatable daily quests each for the Mages Guild, Fighters Guild, and Undaunted skill lines.
  • 1-2 million or so combat XP.

That said:
  • All would be per-account rather than per-character, except perhaps for the two rapport-building side quests.
  • I'm guessing that a quest advances the associated skill line by 10 points. I haven't actually tested that. I also haven't checked whether all 11 levels per guild (at 100 points per level) are actually needed to unlock all the skills.
  • The final skills in each of the guild lines don't look great, so maybe one could skip unlocking them.
  • My guess for total XP needed is very rough, based mainly on the observation that the last level out of 20 seems to take ~145K XP.
  • There's also of course a gear grind.

Does this sound about right?

help DKs (PvP)

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Hello. I'll get straight to the point: DK is just a weaker Warden. Less tankiness less ulti regen (which are key points on a DK), and less output damage. I actually can't find a reason why one should pick this class when there's a "upgraded" version of it.

I'd like to give some suggestions:
  • Bring back old wings: no one asked for a change, i don't really know why they were nerfed, a huge hit to our survivability both for stam and mag DKs
  • Give Mag DKs a proper class executioner: Mag DKs are struggling with survivability without having any real advantage on damage. See sorcs, for example (more survivability, dmg and a class executioner which sometimes isn't really needed due to an insane output dmg)
  • Give Stam DKs a stam spammable (?): Stam DKs are bound to weapon class abilities, pretty much every build is the same as it's mostly built around finding a window to land ur burst with leap after landing a couple dyzzing that ,after years,is starting to be utterly boring.
  • Any suggestion or critique is highly appreciated.

Bring back 24man groups, yea or nay?

NA PC Regulators of Nirn - New Guild Recruiting

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We are a new guild created around 4 IRL family members playing ESO together. Our goal is simply to get a Guild Bank for our combined needs. We'd gladly reciprocate for any others who help us out. We're not looking to grow into a large guild or offer anything special. Just people helping people. Currently need 3 more to hit the 10 player mark. Contact me in-game (@TwilightSpyder).

Thank you for the help.

Extra Bank space (purchasable with gold)

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Hi guys, with every new zone that is put into the game another 3 or so style materials are added to the game. For many players (with ESO+) this is not an issue as the mats go straight into the craft bag. However, for a player like myself who doesn't have ESO+, my bank is 240/240 full of style/trait mats/upgrade mats (NOT Raw ore or ingots!) ect. This also does not include all provisioning items. You might say, sell them you don't need them, but why should I? I like to keep 1 stack of mats at all times. Therefore, I would like to see further purchasable bank space made available to accommodate the style materials. Summerset has 4 (Sea Serpent Hide, Vitrified Malondo, Culanda Lacquer and Gryphon Plume) and blackwood will be the same. I don't see why anyone would object to an extra 10 purchasable slots.
Thanks, Commentator

There are way more sets who needs a nerf bat.

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Finally ZoS listened and nerfed atrocious carry noob sets like crimson and unleashed terror.

But if you don't nerf even other problematic sets people will just simply switch to them, venomous mite will be the new unleashed, caluurion still untouched nobody knows why, and the evergreen king of all proctards: zaan: destroy this stupid set please, make it in battle spirit so in pve people plays what they want, but nerf by 75% the damage of it in pvp, it's stupid how you get hit by 6k damage after just 2 seconds.

Vate destro even if will become cleanseable, still does too much damage. Another way could be to short the tethers-beams into 3 meters range.

Please ZoS, you are pointing in the right direction, but do it good for every free damage/healing set.

So just do it now and save yourself months of whining in the forum for the love of God.

Thanks.

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.

What's wrong with Nightblade Healers?

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Like what do they need improvements on?

UI Error ESO Plus Free Trial PlayStation

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Get ui error trying to register for free eso+ trial on PS4 and PS5
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