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Trait changes and how they affect pvp.

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This is all speculation and i posted this in a general forum thread but though't i'd post it here to see what other pvp'ers think.

So the actual difference between precise/ sharp/ nirn is around 1-1.5%? Dps wise? According to the tests people have done.

So unless your really going for that end game pve leaderboards its not worth regrinding and regolding?

I'm guessing pvp is a different story.

I'd say:

Nirn > Precise> Sharp for pvp.

Nirn - Only on crafted sets + msa weps, most pvp builds are based on dungeon sets and open world sets so thats it limitation, deals the most dmg by like 0.7% or something but affects heals and works on shields.

Precise - Still around the 1% mark dps wise, doesn't work on shields but still works on heals. I'd say give more possible burst dmg as crits is how you burst people even if they have shields, if you don't crit s shield users when you catch them without shields you won't kill them without proc sets.

Sharpened - Not the highest dps, coming behind nirn but higher than precise, but its more reliable damage when it works but doesn't with shields. No limitation and its available on all weapons. Most people will already have gold weapons of sharpened.

Any one of these seems viable in pvp.

I'm likely gonna go shadow/ precise though because the dps is around the same and i really want that heal boost, more crits heals and higher crit heals. My damage is fine to burst people usually, its healing that becomes a problem when i have several people on me. Rather give up 1~% dmg for better heals.

Selene NEEDS a nerf

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Adding a telegraph will not prevent all insta 5k-8k hits. The animation is fast enough. Either reduce the damage, increase the cooldown or add 1-2 second delay to the animation so one can actually move away.

Suggestion: add Nirnhoned weapons to loot tables

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Hello,

Just thought that given new trait changes, the whole diversity thing would profit from Nirnhoned drops for overland and dungeon sets. Maybe the developers can consider that?

If there are counterarguments against that, please tell, of course.

Just read the patch notes.

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Awesome.

Thanks it seems you really listen to players or are definitely making an effort. I have only been here a little over a month but have done A LOT of forum reading learning mechanics and what not and it really seemed you guys took care of a lot of gripes from the community on this one and weren't too heavy handed with nerfs like most companies always are.

Clarification on changes to Prosperous trait?

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I was wondering if someone could clarify the prosperous changes? The patch notes say that it ads 11 to stam, magicka, health recovery at gold level? Just 11 points? or 11% Because if it only ads 11 points...that is quite possibly worse than it was before.

Magika Templar Imperial Tank

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I created my first tank and I am level 30. I am looking for suggestions for skills and armor sets for a Magika Templar Imperial Tank. Looking for PVE end game but would like to dabble in PVP group play. I have searched for a morrowind build for this and can't find one I like or is helpful. I have no problem tanking or staying alive in Random dungeons. I use the heavy armor resistance buff and the light armor shield when I need it. Ok go for it.

Stuck in furniture, mushrooms, doors etc

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Edit: hm, can a mod move this topic to Bugs please? Not sure how it was posted to general.

First, I appreciate the long tradition of clipping and Bethesda games. However, it has become increasingly common to use the Blade of Woe on an NPC standing in front of a piece of furniture, somehow clip into the furniture, and have to warp out, as roll dodging stops at the "doors". Same with mushrooms on Vvardenfell; fighting something around a cluster of mushroom stems? Hope one of them is thin enough to let you roll out. Has happened on doors in delves as well.

I don't mind clipping inside of things, it's the not being able to get back out that's annoying.

<3

The hottest NPC in the game...


"Sorc-owind" and "Sorcs of the Reach": Death of Class Diversity

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ZoS has now officially admitted to killing off Twisting Path. It's the final nail in the coffin for magblades, who were finally starting to come back. Here's the proof:
ZOS_KNowak wrote: »

Twisting Path was never intended to be a "direct damage" attack - it should be considered a "damage over time" attack (much like other area of effect ticking abilities such as Wall of Elements or Ash Cloud). This first PTS build has a partial fix to its behavior, and a later PTS build will have the full fix for it (and the accompanying patch note).

We are also investigating better ways to communicate what is a "direct damage" attack versus a "damage over time" attack (along with other tooltip terms such as "melee" attack), so that it is more clear how certain Item Set procs interact with certain abilities.

Goodbye magicka Nightblades. The life support from Scathing Mage was sufficient while it lasted, lol. With the destruction of sustain to struggling classes like DK and Templar (along with losing its class-defining buff, Major Mending), and then you consider the ridiculously weak nature of Warden's DPS, ZoS' message is quite clear to the rest of the community:
"GO SORC OR GTFO"

There are no other choices anymore. Grab a lightning staff, get your Necropotence set, and hold down the attack button.

Why no nerf to magicka sorcs?

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Everything is nerfed ..but magicka sorcs are untouched....

Costume Crafting

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Grinding for certain gear sets oftentimes results in a profusion of items with undesirable traits.
While the traits may be undesirable, the look or design of the gear may be very appealing.
The look or design of this otherwise undesirable gear may be more appealing than the best-in-slot gear for a particular class or of a weight (light, medium, or heavy) that is ruled out by a particular build.
If for a player there is an aesthetic concern with how his or her character appears, there are only two options: collectible costumes and accoutrement awarded for achievements or purchased through the crown store and costumes used in quests which are equipped using the costume slot, e.g. Kollopi essence.
Using the existing costume slot and profusion of farmed gear with undesirable traits that might have the right look for a particular character, it is easy to imagine a costume crafting station (possibly added to the dye station) where a player can slot from his or her inventory into the crafting interface a head, shoulders, chest, hands, belt, legs, and feet, apply dye to each piece using the three-color system, and craft a costume taking up one inventory space which can be equipped using the costume slot.
In practice, this will allow for more customization of costumes than is presently available, make use an underutilized slot, allow players more versatility in appearance (a heavily armored magicka user, a robe wearing tank), and develop a new form of artistic self-expression.
Additionally, players would be able to utilize their hard-to-find and expensive motifs to craft pieces for costumes without having to worry about changing a build or losing function as a result of using crafted gear over farmed gear.
Special costume pieces may also become available as loot, quest rewards, or purchased through the crown store--items having no armor value or any practical use other than costume crafting.
Just a thought.

Does VMA drop set rings now?

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As the title says......since the double drop anniversary event, I've run VMA so many times, and for the past several months I've noticed that no rings drop for sets like winterborn, glory, etc.

I read somewhere there was a bug preventing ring drops in the later rounds. Was it ever fixed? I ran it last week and no rings.

There is a set I want to experiment with on a build, but I need rings.....

[ZOS] The secret to class balance, add a 4th resource

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Right now:

- Pure magicka builds can use their magicka pool 100% for their abilities and use their stamina pool 100% for block/dodge/jump/sprint.
- Pure stamina builds have to share their stamina pool for both their abilities and for block/dodge/jump/sprint and their magicka pool is completely wasted, 0% usage.

Simple solution:

The only way ZOS will ever be able to balance magicka and stamina builds is to introduce a 4th resource and use it exclusively for shared activities like block/dodge/jump/sprint.

That way both magicka and stamina builds can have 100% of their main pool for their abilities and use the 4th pool for block/dodge/jump/sprint.
popcorn.gif

ZOS PLEASE READ - The Feedback You Were Looking For - Update 15 PLEASE COMMENT

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I spent a couple hours writing this entire thing, computer restarted for an update and now have to write it again.
I have played ESO since Beta, as a hobbiest game developer and an experience competitive gamer I believe you will appreciate these suggestions.
After reading through everyone's comments, it's pretty obvious that this is an amazing update! Lets take this game, to the next level! Remember Everquest, how it inspired imagination. Fighting, with fear of defeat, lost XP and then travelling armorless searching for your body. People didn't worry about Max Level, because of the enjoyment of using other players skills, to travel, resurrect, enchant, and assist. Until the easyness of WoW arrived, creating the endless grind to Max Level, ignoring quest dialogue, scenery, rushing, until you maxed out.
Elder Scrolls Single Player to this MMO, has a stronger foundation and direction than any other MMO, I have played. Which is Why I am taking the time to write all of this. So...

Housing | Crafting | Quality of Life | Guild Store Suggestions:
Ability for guilds to host events, at their houses, kinda like they do when bidding for a guild store, that people could queue for.
Purpose: to motivate players to meet other players, creating more of a community experience. What they can do at the event is up to you.

Battlegrounds Suggestions:
1) Allow players to rank the game modes they enjoy playing (this also will allow you to pull stats on which modes need improvement)
2) Or Change the ratio that deathmatch is selected. Similar to Halo, consider combining Domination and CTF into OBJECTIVE then queue Objectives & Deathmatch equally.
Purpose: This new game mode sounds amazing, but after you add it, you will get a number of people quiting, because they never queue for Deathmatch, I love Objective, but a number of players including streamers like Krotha, hate, absolutely hate objective and may not even go for the objective when playing.

Gameplay Suggestion 1, "Keep the Newcomers & Vets Entertained and Engaged"
Getting to Level 50 or cp160 as a easy, time-consuming grind, gathering obsolete items. Eventhough, the boss mechanics are fun and the options to level are endless, I find myself ignoring the amazing visuals & lore this game has to offer. Instead I travel to the Akir Desert to just left click my way through the Anchored Dolmens, to hopefully reach level 50 as soon as possible.
Suggestions:
-- For levels 1-50, increase the drop rate of training trait to drop 1/3 to 1/2 of all mobs.
-- I would lower the training percentage a bit, but change it to included experience from all types, not just kills, but skills, quests, etc.
-- For all levels, increase the enemy mob difficulty by a lot and the experience gained slightly . (this would not be changed for dungeons or world bosses, only for world enemy NPC's)
-- Restructure the dolmens, to increase in difficulty and experience to scale for each player there. (currently there is no challenge)
-- The difficulty of World Bosses is great, but increase the experience gained from them.
-- The mobs and enemies should chase the player a lot further. (remember in Everquest, where trains of mobs would be so frightening, you would have to run to guards just to stay alive).
-- Increase the damage to items and the repair cost for dying everywhere, except dungeons.
-- After level 50, Even out the drop rate of all traits, including nirnhoned,
-- Increase the dungeon drop rate for Jewelry, since it can't be crafted (which I like), but running the same dungeon over and over, is not what this game is about.
-- Part 1 of Dungeons should take as much time as Part 2 of Dungeons. Part 1 dungeons should have way tougher enemies to compensate for them being smaller.
-- (The time it takes to complete City of Ash I vs the time to complete City of Ash 2, is insane. If the item sets are balanced, then the time to grind it should be balanced as well.)
Overall:
This should create more enjoyment for players leveling and require more skill to level, but leveling will grant a lot more exp from training gear. By the time they are 50 or CP160, they may have cleared 4 zones and the main quest. But this gives them more reason to explore more and actually enjoy creating new characters.
The players should enjoy and all of the things you guys spent the time making, remembering mobs that were tough, and using skill to succeed.

Gameplay Suggestion 2, "The Endless Zerg Battle Fix":
In PVP the current Meta, heavily favors Tank Builds. Some combinations are unkillable, Blood Spawn, Eyes of Mara, & Akavir Dragonguard, allowing the continuous cast of Resto ultimate, one after the other. Various combinations with Troll King, can make a DK or a Stam Sorc immortal. After leveling to cp160, Players shouldn't have to pick an ability or a Set to feel Viable. If every single STAM build grabs Vigor and Every MAG build grabs Resto Ult, it's an issue. Now after these proc sets and sharpened nerfs(which I agree with), you just made the tank builds a whole lot stronger. People don't ever put attributes in max health, because they can just full heal instantly and focus on resistance instead.
Decrease peoples overall ability to self-heal, while adding some extra health, and this will create better, more fulfilling battles.
Suggestions:
-- Add 80 health gained per level, at a total of 4000 health, when they reach 50.
-- Remove Vigors ability to heal allies -> Vigor should be a Self Heal and Self Defensive Buff and morphs that change the playstyle of buffs.
-- (Unlike Healing Ward, When casting Vigor, especially with Troll King it buffs everyone around you, making the power of the zerg in cyrodil insane. Vigor has created a Zerg syndrome that is so
-- Increase Resto Staff Ultimate cost by double (100 to 200 Ultimate), but increase the time from 5 seconds to 6 seconds.
Purpose:
With many ways to protect yourself, there is no need for everyone to be a healer. This will make TEMPLAR'S and WARDENS much more vital in the game.
In the end, the issue in PVP is that people are not walking around injured or spread out like you would be in real battle. Why be scared of an AOE or a Proc Set, when you can just stand in a zerg of people who all have the ability to heal everyone. So you are either full health, or dead. Not every character should be both healers and DPS, having the distinction between healers, tanks, support, and DPS, is what makes PVP fun. Overwatch for example, would be boring if every character could heal everyone. Diversity is what's fun. Thanks for the Mundus Stone buff, another step in the right direction. Please test this out, increase health and nerf the ability to self-heal & heal nearby allies, it will make for the most epic battles!

Gameplay Suggestion 3, "Balance the Ultimate's Once and For All"
The most balanced way to do this is to go through every ability and every set and make Subtle changes on the PTS, until it feels right, but that takes a while.
So first thing to balance should be the ultimate's, until all the ultimates and morphs are being used and feel right.
Ultimate's should have higher and similar costs, to prevent spamming of ultimates, maybe around 175-250 ultimate and be reworked to be worth that.
Increase the costs |Nerf | or Rework Mechanic of:
|| Resto Ult || Destro Ult || Dragon Leap - >Take Flight || Death Stroke || Soul Assault ||
Reduce the costs | Buff | or Rework Mechanic of:
|| Dark Magic - Negate Magic || Shadow Skills - Consuming Darkness || Duel Wield - Lascrate || Berseker Strike || Vampire - Bat Swarm || Werewolf Ult || Dragonknight Standard ||
**Due to the lack of Wardens and Templars in PVP, and since I don't feel they are to overpowered in PVE, I won't comment on their ultimate's.

Last Gameplay Suggestion, "Overall Tweaks, Changes and Buffs"
Traits:
It seems through PTR testing, Sharpened seems at a really good place right now. It still tends to be the most damage output for PVP against full impen.
For PvE Percise seems to be the best trait for DPS.
There are a lot better options for the back bar now, with these changes.
Nirnhorned: Should Drop Equally, maybe it should be buffed again to 16%, to be the better option for Stam classes.
Powered: Should change to increase spell damage overall instead of bonus to healing (Add the tool-tip that spell damage affects healing).
*Then you have one for each Spell Damage and Weapon Damage.
Sharpened: Shouldn't be buffed anymore, from wear it is at, as it currently does the most damage, in most case scenarios, unless Nirnhoned or something else is buffed.

Mundus:
I personally believe that all the Mundus's could go up even higher to promote diversity.
Lover: This is the only Mundus, I am afraid of, I think it is currently to powerful for PVP.
Lady: Increase to 3300 Resistance
Lord: Increase to 3000 Health.
Crit:
Possibly redoing the crit system. In dungeons and dragons. A crit is 5% with 2x base damage before modifier. In eso, you have 50% chance at a 1.5x damage including modifier.
-Increase Crit Damage, but Lower Crit Chance
Werewolf: Needs a rework, not going to even begin to suggest.
Cold Damage: Add more cold damage, to make it more viable especially after the nerf. Cold staves have always been the least wanted, but it should be equal.
Sets to Nerf:
Sheer Venom: It's Overpowered, because of poison injection 1) change it to a debuff, activates when enemy is lower than 25% health. 2) Or raise the cooldown to 10 seconds instead of 6.
Selene: Reduce the damage it causes
Troll King: Reduce the Health Recovery to 1300 for 8 seconds and the activate to below 40%
Valkyn Skoria: Reduce the damage it causes
Necropotence: Reduce it from 4000 to 3600 Max Magicka
Sets to Buff: Buffing is better than Nerfing. Run statistics on which sets are never used & buff those.
Spell Power Cure: Increase Weapon and Spell Damage by 350 for 9 Seconds.
Curse Eater: Reduces Duration of Negative Effects by 35%
Light of Cyrodil: Add Max Health Trait
Shadow Dancer's Rainment: Add Increases Sneak Speed by 10%
Syrabane's Grip: Add when you block any type of damage.
Vampire Lord: Reduces the cost of your Vampire Abilities by 15%
Ysgramor's Birthright: Increases Cold Spell Damage by 450. (since there are less sets and abilities that do cold damage compared).
Crusader: Increases from 0.03 to 0.04 Seconds.
Ward of Cyrodiil: Increases damage you block by 10%
Footman's Fortune: Increases damage you block by 10% (set similar to above, may want to change)
Wilderqueen's Arch: Reduces Movement Speed by 50%, but has a 6 second cooldown.
Bastion of the Heartland: Increase from 20% to 30%
NightSilence: Add 200 Weapon Critical.
Assassains Guile: Increases by 7 seconds.
Berserking Warrior: Increase critical by 450 up to 5 times for 6 seconds.
Thews of the Harbringer: Change the third stat from spell damage to max health.
Thunderbug's Carapace: Increase radius to 7 meters.
Footman's Fortune: Increase to 10%
Sorry I wrote so much. I spent hours writing this. Had so much fun doing it though. Hopefully someone over there reads this and comments, would really make my day.

@ZOS_AntonioP @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK

How would you rate ESO with respect to fixing bugs, issues, QoL, balances ?

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I am a long time player of MMOs (WoW for about 10 years and GW2 for about 3 years).
I strongly believe ESO has the absolute best chance of all for dethroning WoW and getting the #1 spot of MMOs.
But when compared to WoW I am highly appalled at the sluggish and non responsiveness of ZOS in fixing the issues/balances/bugs etc.

This PVP video was made a long time back when a spec of their mage class got accidentally buffed up as to being a nuisance in PVP

image

Just see the burst of that player.

This spec was wrecking left and right in BGs.

But more importantly Blizzard fixed the balance right away

I can give a lot of similar examples of them being pretty fast in fixing the issues widely affecting the community.

My point being when folks crib in the forums, Blizzard responds and pretty fast.

Is it because players are actually subscribing and they are worried about the loss of subs ??
Does that make them more responsive ?

In the current business world MMO, you would need to entice players and not the other way around.

I am not a ESO Plus subscriber even though I can be if i want to be (especially loved the crafting bag thingy during my trial last week) because I am not motivated enough to subscribe for a team who simply ignore glaring issues.

I mean real glaring.

I bought Morrowind (right word is deceived) after seeing this trailer.

image

My main issue (I have a quite a few threads opened on this)is with respect to the absurd ridiculous implementation of this bear ultimate.



I am pretty sure Blizzard would have fixed/buffed/balanced or whatever you wanna call it with an incremental patch right away…not let it rot.

In todays' world you would need to impress players if not they lose interest very fast.

Earlier we did not have smartphones as such we were resorted to console/PC for our multiplayer gaming.

Now with the advent of tons of mobile apps offering the same benefit, MMO will take a toll.

Anyways before I get distracted further let me ask you a simple question.

How would you rate ZOS with respect to fixing issues, QoL (quality of life), bugs ?

Blood-Forged Skin pulled from Bloodroot Forge

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You may ask how I know this.

For one, there's a Locked square in Collectibles. This usually only occurs for Collectibles obtainable outside the Crown Store.

sPSxGet.png

For two, one of the descriptions in the Crown Store for Horns of the Reach makes explicit mention of this skin.

txdn5qN.png

This leads me to believe the Blood-Forged skin was pulled from the Bloodroot Challenger achievement at the last moment and replaced with a mediocre hat. Not only is this shady, it's underselling a marked achievement.

You're better than this, ZOS.

Game unplayable

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Hey.
So I just finished installing the game about 2 hours ago, and along with having several issues even getting past the login screen, I am now faced with a game breaking issue.

At the very first maybe 25 - 30 seconds of me logging in I am able to interact with things fine such as the crown store etc, (NPC's and stuff do not load in quick enough for me to interact) and after this time, chat messages are extremely delayed and I am unable to interact with absolutely anything around me. And then about 45 seconds after this problem occurs, I am disconnected with no error message.

I have a GTX 960 with an AMD A10 Processor.

Not sure what the issue is here?

WEAPON DYES! Its been a long wait!

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Everyone I play with and most everyone playing this game without a doubt would love the ability to dye their weapons so they might make their costumes / outfits match more appropriately!
Who wants weapon dyes to be available in the near future?!

I did not add a Don't care option because it's most people say there are other priorities, but this is to get a direct answer. If you wish to create another poll with more options I think the more polls on this subject the better :-)

To the people that steal vmaw instances....

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I hope you have to shovel snow out of your driveway everyday for the rest of your life.

The Age Of Gankers/Procs Is Here To Stay

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Crit bonuses go way up, Selenes isnt nerfed at all, and Vipers now procs Skoria, fantastic. Look Im pretty happy with a lot of the changes, but basically the problematic procs are still an issue and not only that but theyre introducing new ones that will be even worse.
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