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Is a combined Magicka AND Stanima build viable?

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Every build discussion I see is either focused on Magicka OR Stanima. I was wondering, is a combined Magicka AND Stanima build viable? Or would such a build always be inferior to a full Magicka or full Stanima build?

Who Wants the Fall OF Thieves guild & Dark Brotherhood option?

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i have a issue with not having this option in this DLC'S i don't want to be Thief & a Killer with all my chars & it takes away experience (i don't mean that XP u get with missions & from kills), this DLC need 2 options for playing them trough, coin has to have to sides not one so i want Wants the Fall OF Thieves guild or Dark Brotherhood option, who else wants it? VOTE :)

that's one reason i haven't gotten the 2 DLC'S yet & another is W8 the EU Number to crow in my gaming bank acc to buy more

Imp City Prison Vault

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I thought you could use the Key Fragments found in Imperial City to open the chests in Imperial City Prison and White Gold Tower? I have a ton of keys on me right now but the vault door says I need Daedric Shackle pieces or something. I swear it's opened before.

Looking for Sheer Venom and Scathing Mage pieces.

For all that is holy make everything bind on equip!!!

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I don't care that a noob can just get lots of gold and buy BiS gear. I don't care that some idiot scum is out there farming it and making real world money off of it or some idiot is buying it for real world money. I don't care that some elitists would be upset. I just want to be able to play my favorite game without spending useless hours trying to get BiS gear...again so I can enjoy more time doing other things. Like...shocker...playing my free time after work on a game I enjoy. I'm almost out of darkshade with all my divine netches but I don't feel like I earned anything. I just feel like the knucklehead that wasted dozens of hours repeating content over and over. Title says it all. Just make it happen ZOS before you lose more than one fun and entertaining YouTuber in Nebraska. Ps to stop the trolls...I have beaten vma multiple times on a stamblade and no I don't care that someone could just buy or sell my gear I worked so hard at getting. Seriously...I do not care.

Dive needs to be dodgeable

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Medium armor is the weakest armor class currently and having this move be undodgeable is a gross disregard towards balance.

GUIDE: How make gold and become rich

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Hi,
I'm itreboiz. Master Crafter (still need Buoyant), all provisioning recipe, 1000+ furnishing recipe, motif book collector. GM of Trinity Merchants, Payday II and IV.

Every week alot of people/trader in my guilds can't hit the 10k/week minimum sales. So, i'm here to explain how game economy works and how make gold. The game economy is basically a game insdie a game (TESO). Consist in a dynamic system that usually reflect the real life economy (trading, inflation, speculative bubble,...). This is why alot of people like it and play it.

Year ago was difficult make a million, now it's easy. More way to make gold, new stuff (like cipher and dust) and new events helped alot. Make money it's only a matter of time. Not luck. Time.
Sure u can find the Cipher or other expesnive stuff but is not luck, is probability. More time u spend farming or trading more gold you make. Usually playing 3-4h/day means making something like 100k.


ADD ON:

You need to install Master Merchants and Awesome Guild Sotre. You can even use TTC instead of MM.

There are alot of way to make gold:

- FARMING:

- MOTIFS:

ASHLANDER/MORAG TONG:
Right now it's easy for everyone make Daily quest (Ashlander+Justice) in vvardenfell. The quest are sharable so u can do t every qeust with all yuor pg. Right now Ashlander page worth around 9-10k and Morag Tong 10-15k each. Drop rate i think is something like 30-40%. It's easly make 50k/day or more.

BUOYANT ARMINGER:
If you have alot of time the best way is farming Buoyant Arminger Motif pages. Run around all vvardenfell, open ALL chests and pick up your page. You can find it even in simple chest. It's not easy to farm it. Drop rate is really low. Usually you can find 1 page in 3-4h of farming, but is not sure. We're talking about a drop rate of 0,0001% or something like that i guess.
To be prepared u need: Savior of Morrowind achievement for better drop rate and the Harvest Map addon too see all the chest in vvardenfell. So, when you're ready run in circle around all vvardenfell and open the chests. A page worth 150-300k (form mace to chest one). During your farming route you could find some War Maiden stuff like divine gear (10-20k) or sharpened weapon (inferno staff worth right now 200k). If you decide to farm it my advice is to run for 3-4h, and if u can twice a day. If youy find 1 page/day + gerar you can make 200k/day, or something like 1,5m/week (net income).

- SETS:
Check always the pve/pvp builds form Alcast and other big players and farm their sets. Right now Necropotence is still a good and usefull set. You can always farm War Maiden, Sun, Red Mountain, Spriggan,...Go in the specific zone and farm public dungeon or world boss.

- FISHING:
Look in google for the bati guide and start fishing. Fish alot and after start fillet. You have the probability to find the Perfect Roe that worth 10-13k/each. It's a good way to make gold when you're low level. I dont know the drop rate right now. Year ago was 1,5%, now is probably changed.

- RAW MATS:
Craglorn is still my favourite zone. Farming around every raw mats + flowers + furnishing mats + nirn. Then you can resell raw mat's stacks or refine and sell Temper Alloy (5,8k/ea), Wax (4,5k/ea), Rosin (3,2k/ea), nirn fortified (2,4k/ea), nirn potent (10k/ea).

- FLOWERS:
Corn flowers (310g/ea), lady smock (250g/ea), columbine (180g/ea), bugloss (120g/ea), nirn root (200g/ea). Cold Harbour is probably one of the best farming place in the game. You can resell flowers or craft potion yourself. Right now alot of ppl need Spell Dmg pots.

- FURNISHING RECIPE:
You can steal from noble or other npc and find expensive stuff (check in reddit the guides for wood elf, orc, breton throne and skooma bubbler) or farm the Nchulefting Public Dungeon, so yuo can find dwemer pet part (7-8k/ea) + dwarven recipe (50-400k, depend which). Steal npc or safebox inside homes.

- PET/COSTUME:
Farm the public dungeons so you can find Dwemer pet parts (7-8k each) or the Six House Costume (12-15k each). You can sell the pieces or farm/buy all and sell the complete pet (60/70k) or complete robe (120-130k).

- XP POTS:
Buy poerfect roe and dust at good price and resell Mythical Ambrosia (19-20k/ea) or the normal amborisa (2,7-3k/ea). If you are a crafter and u "farm" voucher u can always buy diminished dust and craft the medium xp pot and sell it for 10-12k/ea.

- CRAFTRING:

- DAILY WRIT:
Do all daily writs, especially blacksmith, clothing and wood for alloy, wax, rosin + harvest raw mat maps + master wirt. If you do every day with 10-12 pg's you can easily make 100-150k for free basically (as a master crafter i have alot of mats so i don't give value to the mats that i spend for the writs).

- MASTER WRIT:
Do yours or buy Master Writ at a good price. Make alot of vouchers buy stuff from vendor and sell it in guild store.

- CRAFT GEAR:
Go around all Tamriel and spa your crafter's message. I usually ask to customer mats+1-2k gold for each piece. A full 5 pieces set is something like 5-10k (depend number of trait and style).

- RESELLING:

This is the BEST way to make gold. Use multi monitors, open ttc browsers pages, refresh and monitor TTC so you'll be the first to buy the good deals. Go around ALL trade guilds in Tamriel (if you can 3 time day, morning/afternoon/night). Check all guids using filter and buy good deal to resell. Sometime u can find really good deals like spriggan or other expensive weapon sharpened at ridiculus price like 10-20k and resell at 150-300k gold. Reselling every day it's easy make 2-5m/week. Obviously is not net income, maybe you can have a 25-30% clean income. Depend how much good you are and how many good deal u find.

- PVP:

I'm not a pvp player (i hate pvp). But you can farm AP and rersell Akaviri motif pages or sets. Or going farming Tel Var and resell flowers or sets.

Q/A:

- Who is a good/veteran trader?
Someone that can make 1kgold/min or can resell 3-5m/week

- Why if i'm a low level?
I'm my opinion one of the best way for low lvl is fishing for perfect roe or right now even farmign daily in vvardenfell

- Why sell in a guild store and not in zone chat?
In a guild store u can have visibility 24/7, so u dont need to go crazy around Tamriel spammign in zone chat. Some times is more the time u spend spamming then the vaule of gold that u can make i nthe same amount of time.

...work in progress...

Dungeon Run with lower level players

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Question: How do you feel about a lower level player following you into a dungeon.

I don't mean in a party, but he kind of starts to follow you as you begin the dungeon run, he fights with you and heals you, maybe get some stuff from boss kills, skyshard, etc.

My cp 225 magsorc is very underpowered, and I can't solo a dungeon. So, last night in Rivenspire (I'm trying to get Necro gear), there were numerous cp600+, 400, etc., entering the public dungeon there, but no invites which I understand - they're trying to get done and move on - I understand that.

With the overland bosses and the dolmen it's a different thing, that's more of a free-for-all.

Thoughts pls.

Next discussion: RNG. In four days of running chests and overland bosses, I got 2 pair of green Necro shoes the first day, nothing since lol.





Adorable Assassin Hair colors

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I'm curious how are the coloring conventions for the Adorable Assassin hair is, mostly for characters who have blonde or brown hair. Is it similar to the Casual Rascal's hair or does it grey out the hair similar to the Dominion Locks or Tousled Bard?

Leveling The PvP Trees Without PvPing

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I tried battlegrounds and cyrodil and both of these are extremely slow to level. Is there another way?

2k Crowns for Naryu's costume and Morag Tong goggle's bundle

Stamina Nb PvP build suggestions? (no proc sets)

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Hello, i am looking to play on my Imperial stam nb more and i need some build suggestions. Everything ive seen on youtube is cheese or gank builds or has very low sustain. Since im Imperial, im looking for something on the sustain side, while doing a good bit of damage. i prefer 2h and bow but i can try duel wield if it works. Also no proc sets or cheese plz

My current set up:

5 Eternal hunt
1 kena
1 bloodspawn
3 agility
1 sharp VMA 2h or 2 leki

i still feel like im not doing alot of damage to even squishy people. :/

Animals in the Crown Store

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Why won't Zenimax put the more desirable animals in the store? Since the store began we get lesser animals like goats and other non "cool" ones. Where are the hawks, wolves, owls, and perhaps tougher dog breeds like a German shepard or Doberman. I mean these types would sell. With morrowwind we got that flying reptile so I know they can handle a simple hawk. Anyone else wish they would quit fooling around with pigs and goats and get to stuff players would actually want?

5 Changes to help mDK open world PvP

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Magicka DK struggles in its current form relative to other classes because it lacks burst, mobility, and defensive utility beyond blocking. Many of us are frustrated with the mDK permablock builds that ZOS is (rightfully) trying to kill off. But those builds are part of a larger problem--mDK defensive utility has been significantly nerfed over the last several years. This has pigeonholed mDKs into permablock builds which are neither fun to play nor to fight. Obviously reliance on blocking is only further compounded when you factor in that DKs have an average at best escape mechanic in Mist Form, and that DKs rely heavily on defense as the attrition class--that is, wearing opponents down via DoTs.

The suggestions that follow are aimed at making Magicka DK less reliant on block. Full stop. With more build-in defensive mechanics, Magicka DK can begin to really explore build options outside of S/B.

Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.

Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability. Furthermore, DKs already have a superb single-target ranged CC in Fossilize--we don't need another one with slightly more range and more damage. Adding the "Off-Balance" effect will allow for an immediate Power Lash follow-up attack instead of the more drawn out Stone Fist -> Flame Lash to Off-Balance -> Power Lash follow-up. Allowing a direct and immediate Power Lash follow up will create that one-two burst combo punch that DKs desperately need. Removing the ranged component is, I think, a good compromise for the buff off adding the Off-Balance effect, and would make this ability feel like a unique melee ability that can deal good damage, stun, and prep a target for Power Lash.

Cinder Storm - Ash Storm morph
In addition to current damage and snares, while standing in your Cinder Storm negative effects have their duration on you reduced by 50% and enemies damaged by your Cinder Storm have a 50% chance to be set Off-Balance. Ability is now cast at your feet.

Reasoning
Cinder Storm used to be one of our best defensive abilities but both morphs were converted into placeable DPS abilities when Miss Chance was removed from the game. This was a big mistake by ZOS as removing defensive abilities from a stand-your-ground class just makes that class more reliant on whatever defense is left (in this case, block). Reducing the duration of negative effects on you while standing inside your Cinder Storm would go a loooong way toward allowing DKs to stand their ground without just trying to block everything. The reduction duration is the same as Efficient Purge, so I don't think it's too much. The addition of Off-Balance I think also helps a lot as it allows the DK to proc Power Lash more often. Making Off-Balance more available to DK helps both their sustain (because Power Lash is free to cast) and their defense (because Power Lash procs a short HoT).

Magma Shell - Magma Armor morph
Duration increased by 30%;
Damage increased by 150%.

Reasoning
A duration increase is warranted because this ability costs 200 ultimate and is, frankly, less effective a defensive ult than Spell Wall which costs only 100 ultimate. Increasing the duration to about 14 seconds makes it double the duration (and double the cost) of Spell Wall. The damage increase would make the DoT tick for around ~2,500 damage in PvE, so about ~1,250 damage per tick in PvP. The damage is currently laughable, and since its outclassed by Spell Wall the ultimate really doesn't make sense to use in any scenario. Compare it to Corrosive Armor which is very useful because it adds a significant damage buff in addition to making you very tanky. Buffing the damage of Magma Shell by about 150% would make this ultimate do decent damage and you would start seeing mDKs pop this to jump into the fray and go ham for ~14-15 seconds. Again, opening up build options for DKs to soak up and dish out damage without standing there holding block.

Volatile Armor - Spiked Armor morph
Continues to grant Major Ward and Major Resolve for 20 seconds;
No longer provides a 10-second DoT activation;
Damage return on melee hit changed to deal Flame damage, melee attack return damage increased by 100%.

Reasoning
Let's make this a true Thorns type ability that really punishes people for spamming melee attacks on mDK. A weak reactive DoT paired with a weak active DoT is still weak. A ~100% damage buff to the damage return would put the tooltip around 2k, or 1k damage return in PvP. This helps mDK defensively because people will be punished for just spamming melee attacks on you. Removing the DoT on activation balances the ability around these buffs and keeps it mechanically distinct from, say, Hurricane or Boundless Storm.

Flames and Oblivion and Cauterize - Inferno Morphs
Both abilities changed to 9m AoE

Reasoning
This one is pretty obvious. Inferno used to be an AoE and was a super cool skill. Now it's just some weird magelight. The biggest problem with Flames of Oblivion is that you can't control who it hits and it only hits once every 5 seconds. As a mDK I need to keep up constant DoT pressure and I need to be able to control who those DoTs hit. Changing this ability to an AoE solves that problem. Another benefit of making this an AoE is that it gives DK access to a DoT they can keep on enemy players that that player cannot purge. I am not a fan of unpurgeable DoTs, but DK needs more AoE DoTs that can't be purged off.

Hope you guys consider some if not all of these changes. I think they're pretty balanced for the most part. I also think they would go a loooong way toward breaking mDK's reliance on 1h/S.

@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel

So Glad I Researched 9 Traits On Everything and Learned All The Style Motifs... NOT

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Seriously, I feel like I wasted (well more so than usual) in researching everything and learning all the Style Motifs.

1. Monster Armor - The helmet and shoulder pieces, which is the most noticeable style is completely negated by monster armor. No one uses crafted shoulder and helmets anymore.

2. New Armor Sets - I used to get messages all the time people asking me to craft for them. Since the Thieves Guild update, I think I've crafted twice for someone.

3. New Craftable Armor - Why is there DLC armor that IS NOT 9 trait research? All DLC armor should be 9 trait research. Why did I research 9 traits?

I am glad I can craft twice born, but I don't see much use for it anymore and even less in the future.

My Ticket Has Not Been Resolved After Almost Three Weeks

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@ZOS_GinaBruno, @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_AntonioP @ZOS_TristanK

It's going on three weeks now since I first submitted a ticket about being charged multiple times for my ESO+. I contacted Microsoft, and everything has been worked out on their end. I still have crowns from the multiple transactions on my account. I'm just wanting to find out what is going to happen to the crowns.

I assume this is the ticket number if you need it? - 170607-000591

Thanks!

Trying to decide what cpu to get that would run best with eso

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My old amd fx 8350 is starting to show its age and not handling eso well I think but I'm unsure of which cpu to upgrade to.

I'm looking at either the Intel Core i5-7600 or AMD Ryzen 5 1600. My friend says the Ryzen and most other people say the i5. I'm not sure if it's true that the Ryzen isn't doing well with eso.
I got an Nvidia 970 atm that will have to work for now.

Which is the worst race according to you ?

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Set your own benchmark ...be it be racial passives, looks, or whatever.
Be 100% opinionated and subjective.

Which is the worst race in ESO according to you ?

101 Suggestions to make Cyrodiil PvP great again

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Gear & General PvP Mechanics
1. Only one instant-damage proc set functions.
2. The Shieldbreaker set and resource draining poisons are acknowledged as well-intentioned but unsatisfying attempts to ameliorate specific PvP problems from another era of ESO and thus are disabled in Cyrodiil.
3. Skillful play and player abilities have more of an impact on combat than gear like Vipers, Vicious Death, and Red Mountain.
4. As much as I’d love to say “Bring back Ground Oils,” I know that won’t happen. Instead offer consumable trap/mine items to somewhat replicate their old function and to help defend keeps against the Power Creep and destro/negate bomb groups that all but ignore the single ground snare placed on a breech and the occasional oil catapult shot landing on it.
5. Blocking is too prohibitively expensive for people who do not abuse it, yet “permablocking” remains a thing.
6. The next time a proposal comes up to make an ability ignore traditional counters such as interrupt, dodge, reflect, etc., someone with authority in ZoS says, “No.”
7. Following up on the last point, gear will never be thought of as a counter to general balance issues again.
8. Group size reduced to 18. 24 made sense when there were many hardcore guilds and pop cap was in the thousands. Neither is the case anymore.

Rewards
9. End of campaign rewards have a chance to drop Master weapons.
10. The prosperous trait is either removed from all PvP drops or changed such that is awards bonus AP since that is the relevant currency in Cyrodiil. Actually I prefer it removed entirely from the game.
11. Rewards for the worthy are not just outdated gear. Alliance war heroes are sometimes awarded with alchemy mats, Alliance motif stones, lumps of gold, (very rarely) an Alliance motif chapter, a new collectible set that can only be attained via PvP (but can be sold I guild stores, like the Morrowind spider), etc.
12. I just made General, what did I get? A title. And some house accessories I can buy. How did I get more from a DLC I finished in two weeks than a PvP rank that took more than two years?
13. How about a squire to help carry siege, camps, repair kits, etc., (increase bag space)?
14. Or a scepter collectible that I can use in Cyrodiil?
15. Speaking of which, why can’t I use my collectibles in Cyrodiil? That change gets reverted.
16. Capturing an Elder Scroll grants an achievement.
17. Upon reaching the Alliance ranks Tyro, Sergeant, Captain, Tribune, Prefect, August Palatine, Warlord, and Grand Overlord, players are awarded an Alliance motif.

Scoring, AP & Alliance-wide Mechanics
18. Sorry, no more 6K AP for PvDooring an undefended keep.
19. Or 1.5K for building ultimate from resource guards.
20. Elder Scrolls are worth more Alliance points than Chalman Mine.
21. The Empress’s buffs are tied to how many home keeps she controls. Having all six makes her stronger than currently, having less makes her progressively weaker. If the Empress loses a home scroll she is disgraced and is removed from her throne. (now there are two dethrone mechanics to help alleviate the last empress keep lag. She is stronger initially because it’s a lot harder to defend).
22. The scroll tick region for North High Rock needs to extend beyond the gate like the other 5 (it currently does not even encompass the gate entrance).
23. Defense ticks are awarded on every 10 minutes on a temporary basis. Upon the successful completed defense of a keep/resource (i.e. when a normal defense tick would be awarded in the current system), these Alliance Points become permanent. If the keep is lost, so are the temporary defense ticks. This way the people actually responsible for the defense are always justly rewarded rather than the leeches.
24. There are capture nodes all over Cyrodiil that flip about as quickly as the “domination” flags in Battlegrounds. These control a small region around them which is turned red, yellow, or blue on players Alliance war maps depending on which alliance controls them. Each are worth ½ Alliance point and serve to make it such that an alliance that “faction stacks” is guaranteed to lose a campaign.
25. Scroll & Keep bonuses are turned off if a faction has two more population bars than both of its opponents.
26. The Elder Scroll system needs to be reworked as the game is called “Elder Scrolls Online” and currently it is (correctly, I think) perceived as a disadvantage to actually capture one. The bonuses and Alliance score they provided should be tied to population disparity at the time of the scroll gates open (they give larger bonuses if the side that loses them has the highest population; they give tiny bonuses if the side that loses them has the lowest population).

Map improvements
27. Objectives such as supply dumps, strategic resources, transportation nodes, etc. are added through the 85% of the map that nobody goes to. Some of these objectives do not affect AvA scoring, but do provide Alliance-wide boons for control and personal loot for players who capture them. Some specific suggestions:
28. Supply wagons traveling in-between each enemy keep. Let me loot columbine, mats, fun stuff.
29. The Alyied Wells are a nice idea, however 10 minutes is not worth the bother for such a small bonus.
30. Strategic resources in random places on the map. If I liberate them, I get some raw mats. These count on scoreboard and have minor Alliance wide combat effects.
31. NPCs encampments / supply dumps. Put a boss NPC here (that’s actually mildly threatening). Make this give the God of War AP buff bonus (the same one for defeating delve NPC bosses).
32. In random spawning spots over Cyrodiil are ancient relics of the Dwemer/Alyieds/Akaviri that function as either consumables and deployables and, get this, collectibles, skins, stuff to hang in my house that I can sell to PVE players. One of these is a “dwemer ground oil”. I absolutely will go out of my way to get these.
33. Have things (resources, NPCs, daedric stuff, the usual fantasy plot items, etc) away from the Emperor ring that are harvestable at marked and known locations that players can go get and bring back to the Alliance base. I get a small pocket share of this stuff and AP for doing this. Have flags at these. The more an Alliance controls, the sturdier their castle walls are, the stronger their NPC are, and more effective their siege is.
34. Also, a new quest board awards bounties for some of these out-of-the-way objectives.
35. The other two bridges that span the Upper Niben River are objectives that each provide a continuous 3% bonus to resource recovery for the AD or EP alliance that controls them to represent the military logistic value controlling them would provide.
36. The Western two gates between Castle Brindle and Fort Rayles provide a similar function for DC and AD.
37. The town of Bruma likewise serves as the hub between DC and EP (the northern gates are too close and thus advantageous for EP).

Keeps & Siege
38. The castle wall extension from the corner towers serve little useful purpose for defenders. Each should at least provide an additional siege weapon slot.
39. It is paradoxically disadvantageous for a castle to have a Postern House as it prevents countersiege placement and disrupts defender’s line of sight. The “house” part should allow for elevated ranged defenders to better do their job as it an upgrade.
40. The “tri” keeps of Farragut/Kingscrest/Arrius and their DC and AD equivalents have a capture flag on the Third Floor (I would put it in the behind the arch facing the rear). These keeps should be more difficult to actually capture rather than just being bigger.
41. The keep upgrades from mines, farms, and mills are significant and actually make a perceptible difference.
42. Dragonclaw, Brindle, and Drakelowe provide an Alliance wide boon if controlled by home alliance as befitting of their importance in controlling flanking positions rather than just being nuisances that are annoying to travel to.
43. The Scattershot Catapult is reformed to perform a useful function (suggest a ground AoE caltrops-like effect)
44. The Ice Trebuchet takes up so much space, is so long in reloading, and travels so slowly that it should have a devastating effect when hitting enemy players.
45. In the CP campaignS (yes), the keep and resource guards are given CP such that they serve a purpose beyond building ultimate for enemy players.
46. The NPCs’ heal ability actually heals other NPCs (currently it’s imperceptible).
47. The Tower Guard Eclipse spell is converted to the current Templar ability so I am not painfully reminded how interesting my class used to be.
48. The Honor Guards should get the chain ability back to deal with ranged players who can kill them all with impunity.
49. Dumping flaming oil from the grate over the keep front door does zero damage. This needs to be fixed.

Class stuff
50. Templar Spear Shards (base ability) stuns one enemy.
51. Templar Sun Shield is reworked such that it is useful on all Templar builds rather than niche Blazing Shield troll builds.
52. DK Leap range nerf is reverted.
53. The DK cinderstorm morph returns to its original design function granting the DK minor protection and minor evasion.
54. Cauterize can heal the casting DK.
55. Sorcerer Crystal Fragment nerf is reverted. Wrong nerf as that’s the one sorc ability I can easily counter.
56. The sorcerer bolt escape spell no longer abruptly stops forward momentum giving its user whiplash
57. Concealed weapon is reformed into something that does more than make a cloaked NB quick; melee “mageblade” is really tough.
58. The NB agony skill is redesigned such that it siphons an opponent’s defenses while augmenting the NB’s (I think one morph should be a lesser AoE version to help the NB’s group).
59. Warden Artic Wind needs rethinking.
60. The “cool” and more interesting Warden skills Frozen Gate and Nature’s Grasp need help/versatility/more reward for using because they are situational and difficult to execute properly.
61. Each class has a skill that promotes smaller and skillful group sustain upon successfully defeating larger groups. Specifically:
61a. Templars: Repentance is unnerfed.
61b. Dragonknights: Shifting Standard awards ultimate for every enemy that dies in it.
61c. Nightblades: A kill with a siphoning power temporarily gives a minor boost to allies’ spell and weapon damage.
61d. Wardens: An ally under the effect of a Green Balance skill who deals a killing blow receives a temporary boost to their resistance bonuses.
61e. Sorcerers: Should be able to reanimate the dead!
62. The following class ultimates need reconsideration for competitive use in PvP:
62a. Sorcerer – Strom Atronach (only effective in duels)
62b. Templar – Nova (even my PvE raid leader wants me using Warhorn instead)
62c. Nightblade – Veil of Blades (Warden’s mitigation is larger and moves).
62d. Warden – Bear (I dunno how a single pet can be good in AvAvA setting)
62e. Dragonknight – Standard (can’t compete with destro ultimate and players can move away).

Quality of Life
63. If you get disconnected while in Cyordiil, you don’t not lose your spot for 10 minutes (i.e. the old system please).
64. After 10 seconds of having zero interaction with another player (i.e., not healing, damaging, or taking damage), you are able to mount regardless of what the game thinks is your current combat status.
65. Synergies to be made just as responsive as the sorcerer execute (it’s super frustrating how finicky these are).
66. Same with the open-door mechanic.
67. If the server receives multiple door inputs from a player and that player is taking damage, under half health, or there are 30 enemies just outside the door, the game prompts a dialogue box “The system apologizes for the lag that prevented a quick entry into the safety this keep. We believe the second door interaction command received by the system was unintended. Do you really wish to go back outside?”
68. A player who sieges a postern door gets a huge notification across their UI (not that little message in the upper-right hand corner) to hit the wall beside it instead.
69. When someone takes a siege weapon from another player, if the original owner clicks on the player, there is an option to prompt a huge “please get off my siege weapon, I was using it” notice on the thief’s user interface. If this request is ignored, after 10 seconds, the original owner gets an additional option to launch the thief miles in the air (much like the giant club attack in Skyrim).
70. When I go to burn a forward camp of a siege weapon, the torch icon clearly displays so I don’t have to guess if my command went through.
71. Also, taking damage does not stop me from burning a camp/siege, only an interrupt skill or bash does. (I really dislike these burn changes).
72. Unfortunately, the welcome progress with lag before Morrowind has taken a step backward this update. Anyone who PvPs regularly will say that if this game’s performance was on point it would be the preeminent PvP game and steal a huge number of gamers from ESO’s competition.
73. The next time a forum poster suggests something needs to be nerfed, ESO’s servers take over the forum user’s computer and keeps replaying over and over cached footage of how the user survived and defeated another opponent using the allegedly OP thing or how the user died because of L2P issues. The user is not able to resume access of their computer until they take a test proving they watched and understood said footage.
74. Engineer and bug testing team #1 priority: FIX. THE. FIVE. MINUTE. LOADSCREENS.

Cyrodiil Mechanics
75. If you rez someone while having another resurrection pending, it is the original rez request that fails and is overwritten by the new one. This way one AFK grabbing a beer does not disrupt everyone else’s experience.
76. Placing caltrops on an Elder Scroll does not impede my ability to take it.
77. I don’t know if the interaction/taking of an Elder Scroll can be interrupted, but it should be.
78. Players (and horses) travel faster along roads and consume less stamina.
79. I’d love to make a dynamic ultimate system that was connected to how often players got hit (i.e. help smaller groups vs. overwhelming numbers), but what will happen is perma shield ultimate tanks and perma restoration ultimate light armor shield builds.
80. Instead, I’d like to see the minor heroism buff awarded for the original idea of “skillful” play (i.e., interrupting opponents, activating synergies, healing an ally [not yourself] under 10% health, doing more than 50% damage to an opponent but not getting a killing blow, etc.).
81. A no AoE cap week experiment is tried just to see what happens.
82. If a player is under the effect of a specific movement speed or no snare/root buff, then that player is immune to gap-closer snares.
83. Purge prioritizes group members, but it no longer restricted to cleansing just group members because the current system heavily favors “ball groups.”
84. More thought into how to make fights between groups consist of more than just “bombs” and avoidance of said bombs.
85. An honest assessment of how every skill and game mechanic was before and after the 1.6 changes; not everything was changed for the better.
86. More Alliance war skills like Guard that require actual coordination between players to be effective.
87. Less Alliance war skills like Proximity Detonation that require just massing of numbers to be effective.
88. Rapid Maneuver and Purge are necessary skills, but the current mechanics are too “easy” (i.e. least experienced player in large group equips high regen gear and does nothing but spam).
89. Not let the combat development team go home until they found a way to make the Blood Altar skill legitimately interesting and useful.
90. Alliance war skill dedicated for magicka mobility; #humanlivesmatter. So do Argonians and Dunmmer I suppose as they sided with the correct alliance.
91. The animation for getting knocked of your horse is long enough and no need for a prolonged period when you cannot CC break.
92. Speaking of CC break, that should have priority over every other action or input the server calculates.
93. Rezzing at a Forward Camp does not automatically give you full resources.
94. Capturing a keep or resource does not automatically destroy an enemy Forward Camp.

Returning to Roots (Not Nostalgia!)
95. Look at what a Launch Templar can do. Look at what it can’t do now. Each class has had much of its soul sacrificed to Champion system, generic buffs/debuffs, and gear.
96. Health as a desirable attribute help make group fights more interesting than bomb-counterbomb and alleviated issues regarding proc sets and one-shots.
97. I occasionally ran into a NB that was a tank as opposed to gank and an occasional solo magicka DK. Gone but not forgotten.
98. More player friendly as each player preference had a place. Raids of 24 focused on map control. Smaller groups had mechanics that worked against disorganized mobs and reinforced success. Solo players didn’t have to be a super maneuverable sorcerer or nightblade to survive in the open world. Large player base ensured there were always training guilds on for newer players and larger population cap ensured action was always somewhere for players to find their niche. This game would be such a cash cow if ZoS invested in server performance.
99. Hybrid friendly mechanics made for more interesting variety and gameplay.
100. You cast Dragonfire Scales to reflect my projectile. I cast Eclipse so that reflected projectile hits you in the face. RIP play-counterplay.

Before getting to the final (and what I think is the most important) suggestion, I want to acknowledge ten changes that I think improved PvP.
1. Removing the doors from Resource Towers worked. They can be defended without killing attackers stuck in the door animation.
2. I can live with Forward Camps under the current system. Good compromise. 5 minutes is an acceptable cooldown, though I don’t think players should rez with full resources.
3. Adding Transit to Outposts has improved Cyrodiil.
4. The current milegate setup with the stairs on the side and multiple floors has made these strategic locations more interesting.
5. The Golden Vendor is a good idea. It would be better if the gear it offered was regularly appealing (there are too many ‘bad’ sets diluting the loot table).
6. I do appreciate the steps taken in weakening AoE caps. I still think they ought to be removed altogether, but at least we have moved in the right direction.
7. While there are certain specs and builds that are very strong, in my estimation each class can at least compete in PvP.
8. I do appreciate the upcoming holiday event centered on PvP; 4 PvE themes to 1 PvP is about the right ratio.
9. I very much enjoyed the double AP week. It was great to see so many people and new faces in Cyrodiil. Please have more special-themed weeks in the future (but please open another CP campaign as the queues are already in excess of 100 for EP NA PC on the weekend).
10. Decreasing the Vigor grind, which once required I think Alliance rank 23, was best for the game.

And finally …
101. Unify the PvP (and PvE) communities by living up to the standard ZoS themselves aspires to:
ZoS wrote:
“We know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments.”
Mechanics and abilities do not work consistently across the three different systems ZoS is trying to juggle (Regular base-game PvE, standard Cyrodiil CP campaigns governed by Battlespirit, non-CP campaigns & Battlegrounds). The proc sets that work fine in PvE and is annoying but survivable in standard Cyrodiil has now become a scourge that instant-kills in no CP. It’s not just proc sets. Remember this in the Morrowind Patch notes:
ZoS wrote:
“Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become somewhat trivial; it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage.”
That was not the case at all for the old Azura’s Star campaign. Which brings up a relevant point that Rich Lambert on ESO Live himself talked about the problems with balancing different systems (he was asked why doesn’t ZoS balance PvE and PvP separately):
“When you separate the two you have multiple sets of data. When you have multiple sets of data and you have to fix an ability, you have to fix it twice or three times or four times. And if you make a fix in one area and not in the other, you just have problems. So it’s really hard to wrangle all that data, and the more moving parts, the potential to make mistakes is increased exponentially.

ZoS for the love of the 8 divines please follow your own advice! No CP and CP PvP are fundamentally different; they require different builds, different philosophies, different gameplay – the very fact they are so different is why most players have a strong preference for one over the other (and why people sit in queues over 100!). Multiple sets of data, more and more moving parts in different rule systems that you are trying to balance simultaneously. This is an untenable course and, yes, you have made mistakes and will continue to make more and more of them as the gap between CP and no CP widens with every update.

Get rid of the Champion System. Return the power stolen from classes and the base game that went into the Champion System back to the players (thus we aren’t just nerfed). Come up with a new end-game progression system that is not full of dramatic and generic flat percentage boosts. Instead offer players choices of feats/powers/perks – whatever you want to call them – that allow us to customize our characters that offer minor and interesting things they can do beyond our classes, i.e., more than just spellpower, stats, and % damage increase/decrease. That way we have the motivation to continue to progress our characters, a system that allows my templar to play differently than generic cookie-cutter meta templar, without acquiring so much power that you have to nerf us every 6 months.

Who gets credit for what?

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Have played PVE for a long time, but decided to dedicate this update to PVP. Just curious really, who gets credit for a kill and who gets an assist. For example, does the kill go to the last person to damage or whoever does the most damage? Similar question for assists.

EDIT: talking about BG here.

Sotha Sil EP Appreciation Station

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There's so much angst in the other factions, let's have a positive EP only thread.

It's more fun chatting with the EP bros anyways.
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