I mean... I saw a LOT of people complaining about the low reward and the expensive price of the store...But keep in mind that this is free AND required almost NO grind (I've done some daily without even noticing). We have now an opportunity to have crown store item for free, sure you'll not be able to have them day 1 ! Yes, apex mount cost a lot, but they are literally the RAREST thing in the crown store ! Something you possibly can't get even with a hundred of normal crates, OF COURSES you'll not be able to have them fast ! The cost is reasonable , you may not have one for this crate season, but you'll be able to buy some next season ! And remember, it's FREE w/o grind ! Some player complained that cosmetic was almost every time in crown store, and now they complain because they can't have mount/skin/whatever as fast as they want ! Be patient guys, and don't be greedy !
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Endeavors are fine
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Iron Atronach Radiants -- No Light Effect, Please Add
I was fortunate enough to get the Sunflare wolf! Something is amiss, though. The product image depicts a red lighting effect on the ground under the wolf. This isn't present in the game. Not sure if bug or intended, but in any case, would you consider fixing it? 😇
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Templar skills too bright after Blackwood update
Hello fellow adventurers,
It used to be OK before Blackwood came, but after some of the updates my templar healer is barely playable.
All main skills (shards, ritual, orb..) are insanely bright to the point I am not able to see anything during a fight and my eyes hurt.
Especially Cleansing titual is like turning lights on.
I tried to adjust settings, but there is not much options, even on the worst setting I just superbright pixels.
My PC should not be the issue - my GPU is NVIDIA GE Force RTX2080 SUPER and all runs on max quite smoothly.
Do you also have this or do you know what to do to fix this? I would appreciate any suggestions.
The picture from AA says it all![:s :s]()
![MvY8sYs.png]()
It used to be OK before Blackwood came, but after some of the updates my templar healer is barely playable.
All main skills (shards, ritual, orb..) are insanely bright to the point I am not able to see anything during a fight and my eyes hurt.
Especially Cleansing titual is like turning lights on.
I tried to adjust settings, but there is not much options, even on the worst setting I just superbright pixels.
My PC should not be the issue - my GPU is NVIDIA GE Force RTX2080 SUPER and all runs on max quite smoothly.
Do you also have this or do you know what to do to fix this? I would appreciate any suggestions.
The picture from AA says it all


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Ideas for ESO Plus
Hi everyone,
We’re so excited to be bringing The Elder Scrolls Online: Morrowind to you a little later this year, and hope Matt’s article that was published a couple days ago cleared up some questions you had about our future plans for Chapters and DLC game packs. In addition to bringing new Chapters to you during the second quarter of each year, we do plan to continue offering DLC game packs during the other three quarters which will still be available to ESO Plus members as part of your subscription.
We're currently exploring new ways to add even more benefits to the ESO Plus membership in addition to what we currently offer, and would love to hear any ideas you have in this thread. We look forward to hearing what you suggest, and thank you for your feedback and continued support!
We’re so excited to be bringing The Elder Scrolls Online: Morrowind to you a little later this year, and hope Matt’s article that was published a couple days ago cleared up some questions you had about our future plans for Chapters and DLC game packs. In addition to bringing new Chapters to you during the second quarter of each year, we do plan to continue offering DLC game packs during the other three quarters which will still be available to ESO Plus members as part of your subscription.
We're currently exploring new ways to add even more benefits to the ESO Plus membership in addition to what we currently offer, and would love to hear any ideas you have in this thread. We look forward to hearing what you suggest, and thank you for your feedback and continued support!
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Issues with powerful assault not working
Powerful assault seems to be bugged, when I enter or change areas the set and its 2,3,4 bonuses seem to deactivate and I am unable to activate the proc of this set, what is the fix for this?
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Survey Map western Skyrim Bug - Get one pay two
A friend told me he had a weird problem with his western Skyrim surveys and I tried to recreate the situation (which isn't hard).
Long story short: If you collect a survey in western Skyrim you lose two from your inventory instead of one. And if we aren't total idiots you might even lose a survey from your bank thanks to this bug.
Some of you might not have encountred the bug because you collect the surveys when you get them. I collect them until the free eso plus week comes along so I can put the ressources in the crafting back.
My friend went to western skyrim with single copies of surveys but also with stacked suveys. When he collected one of his alchemy surveys he haven't found them again when he returned and he realized that both surveys went missing. After that he went to the woodworking survey and tried to confirm if he actually loses two instead of one survey. After he confirmed that there was a bug he tried to put one of his remaining woodworking surveys in the bank with Ezabi and keep one in the invenotry. After collecting the woodworking survey he tried to speak to Ezabi and get the remaining woodworking survey from the Bank but it was missing.
After that I started recording me when collecting surveys. For now I only encountered the bug where you lose two surveys when collecting one in western Skyrim. And now I have a recording that shows how two surveys were missing from my inventory after I collected a clothing survey in western Skyrim. There could be certain areas where this bug occurs. Currently the only confirmed area is western skyrim. The Bug appeared on PC EU by two persons (me and my friend) and on X-Box (a reddit user told me).
Glenumbra and Craglore appear to be save to collect multiple surveys for now. Would be good if we can track if there are more areas than western Skyrim that are bugged in regards of Survey Maps.
I hope this helps to get rid of the bug. Take care everyone and watch your surveys. You won't get compensated for your surveys by the support. I asked and they said they can't restore lost surveys and didn't offered anything else. So if you try to help figuring out which areas are buged you'll lose value. If you want to play it save keep your surveys on ununsed characters and collect each survey only in stacks of 1.
If you try to keep them in the bank and take one out to collect them watch your bank because you might lose suveys from the bank. I didn't tried to recreat that case because I don't have a Banker like Ezabi. It might be that your Surveys are save in the bank as long as you don't have Ezabi with you. But that is a speculation.
Long story short: If you collect a survey in western Skyrim you lose two from your inventory instead of one. And if we aren't total idiots you might even lose a survey from your bank thanks to this bug.
Some of you might not have encountred the bug because you collect the surveys when you get them. I collect them until the free eso plus week comes along so I can put the ressources in the crafting back.
My friend went to western skyrim with single copies of surveys but also with stacked suveys. When he collected one of his alchemy surveys he haven't found them again when he returned and he realized that both surveys went missing. After that he went to the woodworking survey and tried to confirm if he actually loses two instead of one survey. After he confirmed that there was a bug he tried to put one of his remaining woodworking surveys in the bank with Ezabi and keep one in the invenotry. After collecting the woodworking survey he tried to speak to Ezabi and get the remaining woodworking survey from the Bank but it was missing.
After that I started recording me when collecting surveys. For now I only encountered the bug where you lose two surveys when collecting one in western Skyrim. And now I have a recording that shows how two surveys were missing from my inventory after I collected a clothing survey in western Skyrim. There could be certain areas where this bug occurs. Currently the only confirmed area is western skyrim. The Bug appeared on PC EU by two persons (me and my friend) and on X-Box (a reddit user told me).
Glenumbra and Craglore appear to be save to collect multiple surveys for now. Would be good if we can track if there are more areas than western Skyrim that are bugged in regards of Survey Maps.
I hope this helps to get rid of the bug. Take care everyone and watch your surveys. You won't get compensated for your surveys by the support. I asked and they said they can't restore lost surveys and didn't offered anything else. So if you try to help figuring out which areas are buged you'll lose value. If you want to play it save keep your surveys on ununsed characters and collect each survey only in stacks of 1.
If you try to keep them in the bank and take one out to collect them watch your bank because you might lose suveys from the bank. I didn't tried to recreat that case because I don't have a Banker like Ezabi. It might be that your Surveys are save in the bank as long as you don't have Ezabi with you. But that is a speculation.
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BG group finder seems suddenly unbalanced?
I've been running BG's for the last couple of months, solo or with a friend. Not sure what kind of balancing algorithm they use for placing players into groups but until this week I felt it worked sort of OK. I've been mostly in mixed skill groups and up against groups with roughly the same mix. Some matches I'd win, some we'd come second, some we'd lose. But it was nearly always closely run. Occasionally I'd end up in a match which seemed to have a pre-made in and we'd be totally outclasssed but that was the exception. This week it's all changed. Something seems completely off in the group assignments. I've been queuing solo and I've been put in groups with players of my skill level or worse (from looking at our scores at the end of the game) but we've been set up against teams which outclass us by miles - I can't prove that they're pre-mades but the skill levels of the complete group seem to point at it. Sometimes it's just one group, sometimes its both opposing groups. But my teams will die and die and die. My friend I often play with was telling me I just need to git gud (true). But he joined me today and we were completely outclassed when queuing together. We figured it might be because we queued as a group and tried queuing solo. We ended up in the same match but in opposing teams. This time, our teams were about the same level as each other (scores and kills at end of the game)..... but the third team was way beyond both our teams.
I don't mind losing. I don't mind getting a beat down. But when it's every single match it is not fun.......this seems like something is not working right. I'm certain it's not that I've scored so high that now I've been put into the big boys pool - my scores weren't great. More than that, the folks I've been put into the big boys pool with, definitely don't belong there anymore than I do![:D :D]()
So I guess I'm writing hoping that ZOS will take a look see and see if something is not working as intended?
I don't mind losing. I don't mind getting a beat down. But when it's every single match it is not fun.......this seems like something is not working right. I'm certain it's not that I've scored so high that now I've been put into the big boys pool - my scores weren't great. More than that, the folks I've been put into the big boys pool with, definitely don't belong there anymore than I do

So I guess I'm writing hoping that ZOS will take a look see and see if something is not working as intended?
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Kill Kmolag
Is anyone else having trouble getting Kill Kmolag boss in the portals? He's the only boss I still need and he never spawns for me. I keep getting the same 5 bosses over and over and over again! It's very frustrating! I love Blackwood and I love the Deadlands but I'd really like to get the achievement for killing all the bosses!
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My "Not Fun" Feedback List: Green CP Slots, Proc Scaling PVE, Companion Gear, and Companion Helmets
Green CP Slots: It's not fun that characters who happen to be thieves/assassins, crafters, and fishermen only have 4 slots.
Proc Set Scaling in PVE: It's not fun that many of the proc sets now have tougher to reach numbers in PVE because of the new scaling decision.
Companion Gear: It's not fun that companions have boring gear and can't equip any of the hundreds of gear sets that already exist in the game.
Companion Helmets: It's not fun that players don't have the OPTION to equip companions with visually-appearing helmets.
Proc Set Scaling in PVE: It's not fun that many of the proc sets now have tougher to reach numbers in PVE because of the new scaling decision.
Companion Gear: It's not fun that companions have boring gear and can't equip any of the hundreds of gear sets that already exist in the game.
Companion Helmets: It's not fun that players don't have the OPTION to equip companions with visually-appearing helmets.
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Companion Polymorphs
The idea is pretty much in the tin:
Please let us use our Polymorphs on our Companions in much the same way we can use our Costumes with them.
Unlocking Hats would be nice, too, please.
Any thoughts on this idea?
Please let us use our Polymorphs on our Companions in much the same way we can use our Costumes with them.
Unlocking Hats would be nice, too, please.
Any thoughts on this idea?
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Daily cap on Endeavours is a terrible idea.
People will just do the easiest/fastest ones and avoid all the PvP/Dungeon related ones. I thought the point of endeavours was to get people out into the world. Remove the cap.
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AddOns Gone From Charecter Select Screen
Looking for some help - I quit playing ESO like a bit over a year ago because all my AddOns vanished and I can't get them working. This is from the character select screen - all is shows is the titles Addons and Libraries - the rest is blank. I have verified the path and the files and Minion works fine. I made no changes what so ever and the AddOns I had been using just vanished from the Character Select screen. I would like to play the game again but not without AddOns. Please help.
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ISO PS4 NA EP PVP Guild
im a red bomber. I run Dunmer/magbladeMech/VD/Bar twin swords/ resto. I have other tools that do stuff like negate and stuff, but they all suck because they can only kill a few blue dudes at a time and they can't handle the blinking yellow dudes.
Yay4Cake ps4 add me
ill bomb fools 4 u
Yay4Cake ps4 add me
ill bomb fools 4 u
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Does anyone like Companions?
No, seriously. I, for one, donnnnnn’t. Can’t help but to think what could have been fixed, improved, added, developed with all the time it took them to bring us good ol Mirri and Bastion. I have yet to see them be any use in the game. All I’ve seen is a grind. The one positive is new life in the guild stores. Other than that, total meh for me. I’m sure people have different opinions though. Let’s hear it!
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Final area for Elden Hollow I - Fall into the earth?
I ran Elden Hollow I (normal) on my leveling character yesterday and the ground became muck that killed me multiple times before I could get out. Someone else couldn't talk to the quest step for the same reason.
Has anyone else seen this? Is it a new approach or a mistake? I am really hoping the latter...!
Has anyone else seen this? Is it a new approach or a mistake? I am really hoping the latter...!
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Discussion of Resource Management Related Enchantments for Tanks
Hi Everyone,
I just want to go over some values that I came up with. These values pertain to resource management that is offered via jewelry enchantments. The goal is to optimize resource management options and be able to give evidence that one set of enchantments may be superior to another from the perspective of resource management while tanking. The enchantments can be viewed below.
Because resource management has some dependency on the fight, the fight that I choose to use for this study is linked directly below. I'm choosing to use this fight because the skill usage in the fight is representative of the tanking that I have been instructed to perform. It is also a long 550 second fight with various types of phases that is part of a high end raid. I therefore think that this fight shows a good general case to use for comparison of different enchantments.
The first set of enchantments that I would like to go over is the reduce potion coolodwn enchantments. The below data shows the resource management that I expect to receive from 3 of those enchantments.
This chart is to show that by continuous use of potions during my 550 second fight, I expect to gain about 185,000 resources without potion cooldown enchantments and about 397,000 resources with potion cooldown enchantments. Overall, the potion cooldown enchantments result in about 211,000 gained resources.
The next set of 3 enchantments to go over are for mixed regen. The come from use of the Indeko rune.
After 275 ticks of resource regeneration (one per 2 seconds of the fight), it looks like the use of three mixed regen enchantments lead to about 225,000 resources being gained over the 550 second fight. The resource gained number becomes about 291,000 when considering the effects of Major Endurance and Intellect and how they interract with the enchants. I realize that many more things can become part of this equation and would like to leave it simple for now.
The last set of 3 enchantments that I would like to review are for mixed cost reduction that also come from use of the Indeko rune.
This data is a little different from the previous two datas since this data is being based on the actual number of abilities cast during the linked fight rather than using a hypothetical value based on the length of the fight. Hypothetically there could be 550 casts during the fight, but that would make the data not very practicle. By finding out what my abilities cost before and after use of the cost reduction enchantments and by finding out the actual number of abilities used during the 550 second fight, I can estimate that about 285,000 resources could be saved by use of cost reduction enchantments. And yes, I'm saying that saving resources is the equivalent to gaining resources for the purposes of this study.
Now I would like to go over some other considerations.
The first glaring consideration is that potion use is not totally efficient. For example, it is not the case that someone uses a potion as soon as a fight starts and is already able to restore the complete amount of resource given by the stamina and magicka portion of the potion. It is also extremely the case that potions are useful to restore health. That means that there can be alot of resource waste when using a potion to spike health while either stamina or magicka is high enough to not receive the full benefit of the potion. There is also some other kinds of waste when not using the potions on cooldown. When not using potions on cooldown, their Major Endurance and Intellect bonuses will not be applied. So it becomes compelling to use the potion for those benefits, even if it where to waste resources by the resource pool size cap being bumped into. On the other hand, resources would also be wasted if one is saving a potion for a critical moment, but the Major buffs fall off in the meantime.
I will say that the potion reduction enchantment can help ensure that the Major buffs are always rolling. At the same time, I conclude that this way of resource management locks one into using potions often, therefore shoehorning them into a way of playing to receive max resource regeneration benefits during times that a potion has better utility for some other reason. Other reasons being need for that health spike or even switching potion type for an effect such as lingering health or speed.
The next glaring consideration is that the regeneration stat enchantments suffer when a tank is blocking and therefore having the penalty to stamina regeneration. The indeko rune is a nice source of regeneration when mixed with the infused trait and the linked fight is one in which I actually don't block very often so it is likely to often be working. That being said, I think a more general case is that there is more blocking done when tanking. It may be worth looking into using only magicka regeneration enchantments, but stamina management is also important. Just like with the potion cooldown enchantments, this issue also seems to be locking one into playing in a certain way in order to achieve the maximum benefit. And again, Major Intellect and Endurance need to be contantly rolling to get maximum benefit from the enchantments.
The last thing I would like to consider has to do with the cost reduction enchantments. The enchantments are only going to be receiving a maximum benefit when a player is using most of their global cooldowns to cast abilities. I think that the fight I chose works well since there are some points with downtime. One thing that can also be said is that since I am not actively blocking enemies, my number of casts is artifically high. There is probably some truth to this since actively holding enemies, blocking their attacks, and avoiding their mechanics should definitely impact the number of abilities cast. Of course we are all still casting abilities when actively tanking an enemy, but it is reasonable to think that our global cooldown use for abilities isn't as efficient.
With the above data and considerations I do come to the conclusion that the cost reduction enchantments are most likely going to be the best ones for resource management. Please review this reasoning. Firstly, the number of resources generated by cost reduction enchantments is greater than the potion cooldown enchantment example by around 30%. Additionally the playstyle using cost reduction glyphs does not suffer as much from holding a potion back. This is to say that not only can cost reduction enchantments lead to a high gain of raw resources, but compared to potion cooldown enchantments, they also add to player utility by allowing them more free usage of their potion. I also have the opinion that resource generation waste isn't as bad when using cost reduction enchantments as it is when using other options. Technically resources could be seen as being wasted when one isn't casting a skill while using cost reduction enchantments. But such waste is more incremental, less critical, and, in my opinion, less likely than use of a potion that doesn't fully return both stamina and magicka. Also, cost reduction works while blocking, so the user will have steadier stamina compared to if they were relying on regeneration enchantments. There are probably still some cases where regeneration can pull ahead since the regeneration value I found is the largest one. Cases such as scenarios with low global cool down usage or times when one doesn't need to block may show regeneration enchantments to be strong, but I feel like the cost reduction is more likely to give a benefit in the average case and not cause the player to have to play in a very specific way in order to be confident in the resource management.
The ability to hold back a potion and save it for later is of such high utility that it can even be a primary way of succeeding in certain scenarios. You can imagine, for example, going downstairs during Cloudrest. It's nice to be able to be supporting the group while saving the potion for when it's time to go downstairs. One can save their potions when using potion cooldown enchantments, but that would eat into the efficiency of that source of resource management. One last case that seems to be made of cost reduction enchantments seems to be that having a variety of ways of resource management, rather than relying on just one way, allows one to be more flexible with how they play and, though hard to measure, flexibility can be extremely important toward success.
Anyhow, please tell me what you think of the above analysis and tell me where I may be right or may be going off track. I would like to see some other opinions. Thank you.
I just want to go over some values that I came up with. These values pertain to resource management that is offered via jewelry enchantments. The goal is to optimize resource management options and be able to give evidence that one set of enchantments may be superior to another from the perspective of resource management while tanking. The enchantments can be viewed below.

Because resource management has some dependency on the fight, the fight that I choose to use for this study is linked directly below. I'm choosing to use this fight because the skill usage in the fight is representative of the tanking that I have been instructed to perform. It is also a long 550 second fight with various types of phases that is part of a high end raid. I therefore think that this fight shows a good general case to use for comparison of different enchantments.
The first set of enchantments that I would like to go over is the reduce potion coolodwn enchantments. The below data shows the resource management that I expect to receive from 3 of those enchantments.

This chart is to show that by continuous use of potions during my 550 second fight, I expect to gain about 185,000 resources without potion cooldown enchantments and about 397,000 resources with potion cooldown enchantments. Overall, the potion cooldown enchantments result in about 211,000 gained resources.
The next set of 3 enchantments to go over are for mixed regen. The come from use of the Indeko rune.

After 275 ticks of resource regeneration (one per 2 seconds of the fight), it looks like the use of three mixed regen enchantments lead to about 225,000 resources being gained over the 550 second fight. The resource gained number becomes about 291,000 when considering the effects of Major Endurance and Intellect and how they interract with the enchants. I realize that many more things can become part of this equation and would like to leave it simple for now.
The last set of 3 enchantments that I would like to review are for mixed cost reduction that also come from use of the Indeko rune.

This data is a little different from the previous two datas since this data is being based on the actual number of abilities cast during the linked fight rather than using a hypothetical value based on the length of the fight. Hypothetically there could be 550 casts during the fight, but that would make the data not very practicle. By finding out what my abilities cost before and after use of the cost reduction enchantments and by finding out the actual number of abilities used during the 550 second fight, I can estimate that about 285,000 resources could be saved by use of cost reduction enchantments. And yes, I'm saying that saving resources is the equivalent to gaining resources for the purposes of this study.
Now I would like to go over some other considerations.
The first glaring consideration is that potion use is not totally efficient. For example, it is not the case that someone uses a potion as soon as a fight starts and is already able to restore the complete amount of resource given by the stamina and magicka portion of the potion. It is also extremely the case that potions are useful to restore health. That means that there can be alot of resource waste when using a potion to spike health while either stamina or magicka is high enough to not receive the full benefit of the potion. There is also some other kinds of waste when not using the potions on cooldown. When not using potions on cooldown, their Major Endurance and Intellect bonuses will not be applied. So it becomes compelling to use the potion for those benefits, even if it where to waste resources by the resource pool size cap being bumped into. On the other hand, resources would also be wasted if one is saving a potion for a critical moment, but the Major buffs fall off in the meantime.
I will say that the potion reduction enchantment can help ensure that the Major buffs are always rolling. At the same time, I conclude that this way of resource management locks one into using potions often, therefore shoehorning them into a way of playing to receive max resource regeneration benefits during times that a potion has better utility for some other reason. Other reasons being need for that health spike or even switching potion type for an effect such as lingering health or speed.
The next glaring consideration is that the regeneration stat enchantments suffer when a tank is blocking and therefore having the penalty to stamina regeneration. The indeko rune is a nice source of regeneration when mixed with the infused trait and the linked fight is one in which I actually don't block very often so it is likely to often be working. That being said, I think a more general case is that there is more blocking done when tanking. It may be worth looking into using only magicka regeneration enchantments, but stamina management is also important. Just like with the potion cooldown enchantments, this issue also seems to be locking one into playing in a certain way in order to achieve the maximum benefit. And again, Major Intellect and Endurance need to be contantly rolling to get maximum benefit from the enchantments.
The last thing I would like to consider has to do with the cost reduction enchantments. The enchantments are only going to be receiving a maximum benefit when a player is using most of their global cooldowns to cast abilities. I think that the fight I chose works well since there are some points with downtime. One thing that can also be said is that since I am not actively blocking enemies, my number of casts is artifically high. There is probably some truth to this since actively holding enemies, blocking their attacks, and avoiding their mechanics should definitely impact the number of abilities cast. Of course we are all still casting abilities when actively tanking an enemy, but it is reasonable to think that our global cooldown use for abilities isn't as efficient.
With the above data and considerations I do come to the conclusion that the cost reduction enchantments are most likely going to be the best ones for resource management. Please review this reasoning. Firstly, the number of resources generated by cost reduction enchantments is greater than the potion cooldown enchantment example by around 30%. Additionally the playstyle using cost reduction glyphs does not suffer as much from holding a potion back. This is to say that not only can cost reduction enchantments lead to a high gain of raw resources, but compared to potion cooldown enchantments, they also add to player utility by allowing them more free usage of their potion. I also have the opinion that resource generation waste isn't as bad when using cost reduction enchantments as it is when using other options. Technically resources could be seen as being wasted when one isn't casting a skill while using cost reduction enchantments. But such waste is more incremental, less critical, and, in my opinion, less likely than use of a potion that doesn't fully return both stamina and magicka. Also, cost reduction works while blocking, so the user will have steadier stamina compared to if they were relying on regeneration enchantments. There are probably still some cases where regeneration can pull ahead since the regeneration value I found is the largest one. Cases such as scenarios with low global cool down usage or times when one doesn't need to block may show regeneration enchantments to be strong, but I feel like the cost reduction is more likely to give a benefit in the average case and not cause the player to have to play in a very specific way in order to be confident in the resource management.
The ability to hold back a potion and save it for later is of such high utility that it can even be a primary way of succeeding in certain scenarios. You can imagine, for example, going downstairs during Cloudrest. It's nice to be able to be supporting the group while saving the potion for when it's time to go downstairs. One can save their potions when using potion cooldown enchantments, but that would eat into the efficiency of that source of resource management. One last case that seems to be made of cost reduction enchantments seems to be that having a variety of ways of resource management, rather than relying on just one way, allows one to be more flexible with how they play and, though hard to measure, flexibility can be extremely important toward success.
Anyhow, please tell me what you think of the above analysis and tell me where I may be right or may be going off track. I would like to see some other opinions. Thank you.
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thank you for designing interesting buildings to steal from
whatever devs took the time to actually put some of the thieves tools like sneaky barrels, multiple stairs, and interesting building layouts, thank you.
that aspect of gameplay (along with assassinations) has been sorely neglected and i really appreciate whomever took some time to slip some thieving accoutrements in the buildings, its very nice ^_^
that aspect of gameplay (along with assassinations) has been sorely neglected and i really appreciate whomever took some time to slip some thieving accoutrements in the buildings, its very nice ^_^
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Endeavors dailies feel made for kids
For a seasoned/veteran player, I really feel I'm being treated like a child here.
The "misions" I have to do are for us players or for baby kids? Took me 1 minute to complete them.
Complete 1 Quest - I just picked up blacksmithing daily quest from board, run to crafting station and returned quest = 15 Seconds.
Sell 15 Items to Merchants - I retrieved 15 Molybdenum from my crafting bag and sold to merchant where I returned the crafting dailiy = 10 seconds.
Harvest 8 resources - Since I was already out of the city, just start picking up nodes right there = 30 seconds.
Sorry, I apologize, I said 1 minute above but it really took me 55 seconds!!!
Oh! Hold on! I see one that says Complete 1 Duel (no need to do it, as I did my 3 for the day already), still - I send duel to a guild mate or friend, stand still, he or she kills me in 4 seconds. Done? But we didn't even duel? Hmmm...
Honestly, what are these? It really feels I'm being treated like a baby here. Missions? Quests? Dailies? Don't feel like that.
Please ZOS! Make something that we feel are completing, not like Godslayer or one of the Rockgrove hard modes, but something at least.
The "misions" I have to do are for us players or for baby kids? Took me 1 minute to complete them.
Complete 1 Quest - I just picked up blacksmithing daily quest from board, run to crafting station and returned quest = 15 Seconds.
Sell 15 Items to Merchants - I retrieved 15 Molybdenum from my crafting bag and sold to merchant where I returned the crafting dailiy = 10 seconds.
Harvest 8 resources - Since I was already out of the city, just start picking up nodes right there = 30 seconds.
Sorry, I apologize, I said 1 minute above but it really took me 55 seconds!!!
Oh! Hold on! I see one that says Complete 1 Duel (no need to do it, as I did my 3 for the day already), still - I send duel to a guild mate or friend, stand still, he or she kills me in 4 seconds. Done? But we didn't even duel? Hmmm...
Honestly, what are these? It really feels I'm being treated like a baby here. Missions? Quests? Dailies? Don't feel like that.
Please ZOS! Make something that we feel are completing, not like Godslayer or one of the Rockgrove hard modes, but something at least.
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Start some momentum behind a DK buff
Every day there's another thread listing 10+ things about the DK class that someone wants changed. Polls on the best or worst class are leaving DK a the bottom. Okay, we get it. The class is in a bad place right now but unless you can pick 1 or 2 things that 90% players will agree needs to be changed, then nothing will happen. So pick 1 ability and maybe 1 passive. Make it obvious that ability/passive needs a buff and explain exactly how it should be changed. Here is my example.
The Ability
Deep Breath, morph from Inhale.
![gBUguPA.png]()
The Problems
![NNDdy5y.png]()
The solutions
Why the solutions would work
Deep Breath is currently bad at everything it does except for stunning channeling targets. By removing the healing aspect of the ability and increasing the delayed damage; we get 2 viable functions for the ability. The first is the delayed damage. It would be viable to work that damage into your regular combos almost the same way wardens and necros do so with their delayed AoE abilities. The second is the stun on channeling targets. These 2 functions do not synergize very well with each other and leave 2 draw backs to the ability. The first draw back is that you will not be able to make use of the stun if you are starting this ability before you engage your targets which is the optimal use in PvP. The second draw back is that If you do stun targets then you need to be within 8 meters of them when you cast the ability. That removes your chance to hit your targets with the delayed damage without them putting up their guard since the stun lasts 2 seconds and the timer on the damage is 2.5 seconds. So using the ability would be a decision between AoE to add to your combo or stunning people. Of course there will be some cases where the stun and damage tie together perfectly but it would still mostly be a one or the other case; around 80% of the time you chose to stun or do damage and the other 20% gives you both.
The Passive
Warmth, Ardent Flame skill line.
![Vk3QGlA.png]()
The Problem
The solution
Why the solution would work
Many people have asked for the Earthen Heart passive "Mountains Blessing" to give Minor sorcery with the Minor Brutality it already gives. I think the devs ruled this out because it would make Igneous weapons give both Major and Minor damage buffs for both magic and stamina to your whole group. So just make the minor sorcery only apply to the caster by stacking it onto the least useful passive: Warmth.
TL;DR
STOP ASKING FOR YOUR LIST OF 10+ BUFFS TO GET PUSHED THROUGH THE NEXT UPDATE. PICK 1 ABILITY AND MAYBE 1 PASSIVE SO THE DEVS AT LEAST HAVE A CHANCE OF MAKING A CHANGE WE ATUALLY WANT.
The Ability
Deep Breath, morph from Inhale.

The Problems
- Requires a target to activate the ability. You can cast it with no target but it wont do anything and will waste 4k magic.
- Initial damage and heal are far too weak for pvp. The other morph "Draw Essence" deals with this by increasing the healing to 150% of damage done.
- The secondary damage to too weak to combo into your regular attacks.
- The ability costs 4k magic when the only thing it accomplishes is a possible stun on channeling targets.

The solutions
- No longer require a target to activate the ability
- Remove the initial damage and heal completely
- Increase the secondary damage. Put it in between fissure and blast bones.
- Reduce the abilities cost down to the 2500-3000 magic range
Why the solutions would work
Deep Breath is currently bad at everything it does except for stunning channeling targets. By removing the healing aspect of the ability and increasing the delayed damage; we get 2 viable functions for the ability. The first is the delayed damage. It would be viable to work that damage into your regular combos almost the same way wardens and necros do so with their delayed AoE abilities. The second is the stun on channeling targets. These 2 functions do not synergize very well with each other and leave 2 draw backs to the ability. The first draw back is that you will not be able to make use of the stun if you are starting this ability before you engage your targets which is the optimal use in PvP. The second draw back is that If you do stun targets then you need to be within 8 meters of them when you cast the ability. That removes your chance to hit your targets with the delayed damage without them putting up their guard since the stun lasts 2 seconds and the timer on the damage is 2.5 seconds. So using the ability would be a decision between AoE to add to your combo or stunning people. Of course there will be some cases where the stun and damage tie together perfectly but it would still mostly be a one or the other case; around 80% of the time you chose to stun or do damage and the other 20% gives you both.
The Passive
Warmth, Ardent Flame skill line.

The Problem
- The snare is extremely underwhelming for a passive. Not much else to say really.
The solution
- Make this passive give the user Minor Sorcery for 20 seconds. Could be from applying the burning status effect, casting a specific ability or when applying or receive a snare.
Why the solution would work
Many people have asked for the Earthen Heart passive "Mountains Blessing" to give Minor sorcery with the Minor Brutality it already gives. I think the devs ruled this out because it would make Igneous weapons give both Major and Minor damage buffs for both magic and stamina to your whole group. So just make the minor sorcery only apply to the caster by stacking it onto the least useful passive: Warmth.
TL;DR
STOP ASKING FOR YOUR LIST OF 10+ BUFFS TO GET PUSHED THROUGH THE NEXT UPDATE. PICK 1 ABILITY AND MAYBE 1 PASSIVE SO THE DEVS AT LEAST HAVE A CHANCE OF MAKING A CHANGE WE ATUALLY WANT.
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Tips for vet BC II last boss?
I think I'm getting PTSD from this vet dungeon's last boss fight- does anyone have any tips? I tank with a DK argonian & am able to wrangle the Daedroth's in the center of the room (we play catch me if you can around the pedestal there- it seems to work better then in a corner or the room or something).
The DPS try to concentrate on Rilis & killing the healing balls but it seems like they hardly do any damage before the Daedroth's get out of control.
What's worked for you guys and gals?
Thanks!
The DPS try to concentrate on Rilis & killing the healing balls but it seems like they hardly do any damage before the Daedroth's get out of control.
What's worked for you guys and gals?
Thanks!
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