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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?

Selfish Sets

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I have heard the term selfish sets tossed around a lot recently. Typically, it comes from someone in a damage dealing role. It typically refers to other players who do not wear armor or use skills that makes the damage dealer be able to deal more damage.

Having played and still play all the roles this is selfish. If someone is tanking or healing, I do not expect they only use gear and skills that only benefits me. As we are a team, we all do our part to help each other. They do not exist to make me the most powerful damage dealer anymore than I exist to only do damage. I also raise if need be, interrupt mobs, and help with the mechanics, to prevent one person from being overwhelmed trying to do it all while I only focus on a rotation.

If a tank is wearing armor to keep them alive. I do not find it selfish I think the tank is making sure they perform their main function. Being a shield that I am not dying by staying up. If a healer is making sure we are not dying from things other than standing in red aoe I am generally happy. Do I like receiving shards? Sure, but not everyone is a templar. If they are wearing some armor sets to help them do their job I am happy.

Sorcerer Daedric Summoning Revamp

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Hello,

I would like to propose the following idea regarding Sorcerer Daedric Summoning Skill Line.

The entire skill line does not feel or match the Sorcerer, or better put does not compliment the other skill lines.
It feels like something a summoner class should have or focus on.
So that's why I propose a revamp to the entire skill line in terms of visual not so much of mechanics or passives.

1. Summon Unstable Familiar > Summon Earth Elemental, and here we have a melee variant (stam) that can tank stuff and a range variant (mag)
2. Daedric Curse > Elemental Curse this can stay the same, only the visual could change.
3. Summon Winged Twilight > Summon Air Elemental, and here we can have a range damage dealer (mag\stam) that works much like Tormentor, and the Matriarch transforms in a non damage air elemental that channels mag/stam to you (a small amount) and when you press it you get a heal.
4. Conjured Ward > Elemental Ward much like the existing one but with different visuals.
5. Bound Armor > Elemental Armor same as the above, only visuals change.
6. All passives stay the same but new names.
7. The ultimate is already in this style so not much work to do here, it can stay exactly as it is.

I think this new skill line will fit better with the Sorcerer class and also it allows the deves to create a pure Summoner Class where the focus are the summons.
I had a more complicated version written down but i think that version needs more work and will never be implemented, but this one is just a reskin of the existing skill line with some minor modifications.

Please please please please do this :wink:

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?

ESO Support Login Failed

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For some reason, everytime I attempt to login to your support site it just gives me the "Login Failed" error no matter what.

I can log into my account both on the account page and in-game just fine, I've tried different browsers and devices with no luck and even reset my password. Anyone at ZOS that can look into this so I can open a ticket?

Trait: Nirnhoned not showing in either WoodWork or Blacksmithing

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The Trait: Nirnhoned is not showing up as a Blacksmith or Wood-Working craft able Trait, and yes the Trait Nirnhoned abilities have been previously researched.

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.

About Bravil

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This is what remains on the Nibenay side. A large field that can in turn cover a Chapter Q2 of ESO. This area also called the Nibenay Valley includes the city of Bravil, known to TES IV, but also the city of Mir Corrup generally located to the east a little north of Lake Canulus.

reste_10.jpg

There is however a problem and which is not the least. The Niben Bay does not allow to connect the western and eastern part of the Nibenay Valley. No bridge connects the two nearest points after checking in the Blackwood Chapter.

The Nibenay Valley will therefore probably be either a Chapter but of reduced size, or an Q4 DLC ... perhaps in connection with Colovia? This eastern part would then have for capital Mir Corrup.

As for Bravil ... There is indeed a door to get there from the Blackwood. Visible from the PvP Cyrodiil area, access to the city has been moved to the south. Can this very small area then serve as a "bridge" to get us to the Deadlands in DLC Q4? It seems difficult to me but we can always hope.

Note also that the house "Pantherfang Chapel" has two accesses. One by the crypts which can be reached from the Blackwood. The other, condemned, is the main entrance from the Nibenay Valley ... Could this be the first house connected to two regions?

2-handed vs Dual wield PVP imbalanced

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Dual wield so far outclassed it is shameful. Just comparing flurry to d-swing alone is just silly.

Dizzying Swing
  • High Damage
  • 0.8s cast time
  • Causes off-balance
  • Stuns from a med attack
  • Snares if cannot be stunned

Why does a spammable get all these effects exactly?

Flurry
  • High Damage
  • 0.6s channel time

Why doesn't this have effects similar to Dizzying?

2-H execute costs: 1836 stamina - the AOE version costs the same
DW execute costs: 2983 stamina... 1147 stamina more than the 2H execute

2H line
A good spammable AOE with a huge ward attached
Usable charge that always crits
Awesome execute
Rally which is an insanely strong heal and gives brutality and minor endurance
Amazing ultimate that will circumvent all armor someone is wearing.

DW line
A clunky ranged attack that gives major brutality and can hit up to five targets or a terrible teleport
Hard hitting AOE execute - that costs a lot of stamina
Blade cloak - major evasion, small dot, possibly major expedition
Terrible low damage AOE ultimate with a low amount healed

Now to the passives

2-hand
Battle Rush: +30% stam regen after killing a target for 10s with 2 handed weapon equipped. (Why does this not require you to kill the target with a 2-handed weapon attack?)


Dual Wield
Slaughter: 20% more damage against enemies below 25% hp with dual wield abilities - if an enemy is at 25% this is useless in PVP. They are pretty much guaranteed to die
Ruffian: 15% damage vs CCed enemies while using dual wield attacks - this is a good passive

How is the game now in 2021?

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Backstory:
So I’ve been playing since launch on console. Took a couple breaks then stopped completely.
After I got a brand new Gaming PC, I started over completely. Refarmed everything and grinded again. Enjoyed the thrill of farming and fighting.
I stopped then due to horrible server performance and PvP was just not fun when it crashed and froze all the time.
I stopped last year after Dark Heart of Skyrim.
I wanna ask how it is now? Here are some questions I have:
1) PvP server performance. Is it still bad? I couldn’t play online with others bc it was super unstable.
2) PvE content: When I left, StamCro was the highest DPS. What is it now?
3) Mag v Stam. One thing that annoyed me since launch was the clear imbalance of Stam and Mag. How is it now?
4) How are the new dungeons?
5) Would you say it’s worth it to return?

Groups... CP with low level

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Hi, i encountered some strange thing. When we finaly get in to the game. I can't with CP accept group invitation from friend with below 50 level alt. And i can't even give him a lead when i make a group as CP char...

Explorers event double exp not working?

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As of this morning, it does not appear that the double exp from the explorers event is affecting brp or skyreach.

Could we get a zos comment on this? I know that a ton of players got excited for a chance to gain some more CP before the next patch launches, would be a shame if we can't use the most effective grind spots during this weekend's event..

Hadran's Caravan

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What happened with hadran's caravan? Last time i checked we got much more mobs there. Is this a new thing or what?

Xbox One Controller (Mac)

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Decided to come back to the game and am trying to get a controller to work with it... it has been a nightmare so far.

I have a Mac on the newest OS, and just bought an Xbox one controller wireless. Does anyone have any experience getting a controller to work properly? The in-game system does not pair properly and I am not too experienced creating mappings to keybindings.

PS4 Extremely Frustrating Bugs After Today's Patch

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The Sell screen in the guild store now does not allow scrolling, making it impossible to list items without typing the name.

Selling items to the merchant doesn't remove them from the screen. It sells but it still appears there making it very confusing to anyone who can't see what the game is doing.

This is just what I've experienced the first few minutes on the game. I really try to be supportive of the team but how much longer are we going to have to deal with these extremely frustrating issues? Seemingly every update doesn't deliver fixes it's supposed to and we have to wait a long time for any fixes on current and new issues. :(

Error 318

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Please fix the error 318 at least in PVP. Or simply remove the number of messages limitation. Everybody in my group is constantly being removed from the game due to this bug and we are not even using the chat game anymore to avoid this problem.

Screenshot-2021-04-24-20-02-32.jpg

"Companions can now Roll Dodge up to 2 times per fight..."

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Full change is "Companions can now Roll Dodge up to 2 times per fight, to prevent issues where they endlessly roll dodged away and leashed enemies."

So, instead of fixing the AI problem, you guys just basically disabling the functionality for all fights that lasts more then 10-20 seconds.
Hardcoding the limit for the amount of interactions that user can do is one of the worst and unprofessional ways to fix the issue in IT world.

is there any way to disable some effects?

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Is there any command, code, mod, hack or something to disable all or some monster head effects? In fact I just need to disable two animations or effects that are commonly used and cause me some confusion many times. It would be nice if we could just disable it in the video menu, most animations are only useful for the player wearing it and not needed for the others.

I understand that this might be something impossible to solve with an addon, if it was possible I'm sure that it would be very popular already. :smile: So, I'm thinking more of a fix from some expert in code.

One effect that I'd really love to disable is the gigantic and highly intrusive orange circle from the Encratis's Behemoth set. This one is hideous and confusing anywhere. The other one is the pathetic Daedroth of Maw of the Infernal that constantly spawns exactly over my tank and I can't see anything. When there's more than one player with that crap, it becomes crazy to see my own stuff. I understand that some may enjoy it, but there's really no need to constantly cover other players with that Daedroth.

Does anyone actually like CP2.0

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First time doing some propper theorycrafting on the new CP system this PTS, and I just find it way more complicated than the last system with no real reason why it needs to be.

The old system was far from perfect, but it was simple atleast. I could make any build, run a dps parse, check the damage distribution and roughly distribute CP to fit the build without worrying about it too much. Probably about 80-90% efficient but I can use the calculator if I really want to finalise a build.

This new system... its just convoluted. Too many points, too many equipable items, too many random bonuses, bonuses that do the same things but some are just straight up numerically better.

I feel like this both serves to exhause theorycrafters, make it harder for people to copy pre-theorycrafted meta builds, and scare away the casual userbase (not least of all because when a player logs into an mmo and sees the max level is 3600 they think everyone has grinded 5k hours to get good, which is no the case)

Alik'r Desert Zone Story

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Alik’r Desert
    The quests Gone Missing and Imperial Incursion will no longer display "Zone Guide" main quest icons as they are not part of the main story.
If Gone Missing and Imperial Incursion are removed from the Zone Story, the story progression will break, and players will not know where to go next. After completing A Reckoning with Uwafa at Tu'whacca's Throne, you are given the quest The Scholar of Bergama. You then have to do Gone Missing in Bergama before the next quest Trouble at Tava's Blessing becomes available to take you to Tava's Blessing. Similarly, if Imperial Incursion is removed, there is no connection between The Search for Shiri and Amputating the Hand, because the quest at Satakalaam connects them up.
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