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Maelstrom's Dual Wield weapons need a rework to make them usable.

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Maelstrom's Dual Wield weapons:
Cruel Flurry adds 2000 weapon damage to the next single target DoT effect applied within 10 seconds of the use of Flurry abilities.


There's is currently a bug: every tick of Poison Injection is consuming the Cruel Flurry buff. (Please fix!) I was still able to test these weapons however and came to the following conclusions:

There's one thing that prevents the use of these weapons: Rearming Trap consuming the Cruel Flurry buff twice. I understand that this is a bug fix. However, let me illustrate why the weapons were so great and how Rearming Trap played a huge role in that:
As many of you may remember, the "Maelstrom Daggers" rotation was very efficient in the way that it empowered all the single target DoTs, here's a very rough description of the rotation:
Cruel Flurry > Rearming Trap > Endless Hail > Poison Injection > Cruel Flurry > Rending Slashes.
You were able to empower Rearming Trap and Poison Injection with just one cast of Cruel Flurry, which allowed for a very smooth and efficient rotation, which is no longer possible. Now, Rearming Trap consuming the buff isn't a problem in itself, its possible to work your way around that. However, the second "arming" of the Trap also consumes the buff, and that is very problematic since you can't control when the Trap rearms, so you can't control when to cast Cruel Flurry to empower it. It also means that to empower one DoT you need to cast Cruel Flurry twice. I understand why it is happening and I also understand that its logical, since Rearming Trap is in fact 2 DoTs that are placed with 1 cast, so it makes sense that both Traps consume Cruel Flurry. What I'm trying to say here, is that its impossible to use the weapons due to the fact that you can't control the consumption of the buff on the second arming of Rearming Trap.
I will also mention that its almost impossible to perform a rotation that buffs all of your single target DoTs and includes heavy attacks, which are mandatory for sustain since Morrowind.

Now let's discuss the second aspect of these weapons: the value of the Cruel Flurry buff.
Here are a few parses of mine without Maelstrom weapons on all the different classes:
Sorcerer:
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Dragonknight:
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Templar:
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NIghtblade:
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The reason for 6 million target dummy on Nightblade is that on the 3 million ones, the fight is far too short to analyse anthing due to the ability of self-buffing Minor Berserk and Major Fracture, its all about burst and lucky critical hits. I could post my 50.3k parse on the 3 million dummy, but it wouldn't give any insight.
The reason for 6 million target dummy on Dragonknight is that on the 3 million ones, the fights is also too short and you are only able to use the Standard of Might once, thus falsifying the results, the fact that Major Fracture is present in the test also means that the 6 million dummy is better suited for these tests.

So from these parses, you can see that the "universal" single target DoTs (Rending Slashes, Rearming Trap and Poison Injection) amount to about 15% of the total damage (I was generous there), meaning that the 2003 Cruel Flurry damage buff is only giving you an average weapon damage of about 300 (= 2003 * 0.15). This is comparable to the 5th piece of Hunding's Rage. However, to use Cruel Flurry, you need to spend 2 item slots, thus sacrificing another bonus, in the case of Hunding's Rage, this is Critical Chance. BUT: the more single target DoTs you have in your kit, the better these weapons become. Another DoT that can be empowered is Rend (roughly 6% of the total damage), which is the ultimate you should be using with these weapons. This tips the scale in favor of the Maelstrom weapons over a simple Hunding's Rage. On a Dragonknight you have Noxious Breath and Venomous Claw, which adds further value to these weapons. So the value of the buff definitely isn't a problem, in fact its great!

So the verdict is: the weapons are unusable in their current state, although they have great potential since the amount of effective weapon damage that Cruel Flurry is offering is competitive to the bonuses of popular 5 piece DPS sets.

So I would like to propose a solution that will alter the way these weapons work, making them much simpler to use, thus making them once again a viable option for PvE Stamina DPS.
Cruel Flurry: Flurry abilites add 2003 weapon damage to all the single target DoT effects applied within the next X seconds. X = 3 (X = 4 would be the maximum)

No more "Cruel Flurry buff consumption". DoTs don't consume the buff, in fact, nothing consumes the buff at all, it just stays active for a very short time allowing to bypass the problems of the way Rearming Trap consumes the buff twice as well as limiting the need of using this ability extremely frequently which eases the sustain requirements. So you would apply Cruel Flurry then apply as many DoTs as possible within the next 3 seconds, in order to empower them with one cast of Cruel Flurry. In the end, this will make the rotation similar to what it has been pre-Morrowind.

@ZOS_GinaBruno @ZOS_Wrobel

I really hope you take the time to read this post, since the Maelstrom weapons have so much potential that is simply wasted on the fact that you can't control them. My suggestion is allowing a simple change in functionality to adapt them to the Morrowind sustain and to the fix of the Rearming Trap bug. Thank you for your time!

/IzakiOut

Should vet dlc dungeons be 5 group members

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Only vet white gold tower, vet cradle of shadows and vet ruins of mazzatan

Clever Alchemist in PTS 3.2.3

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From the notes:

Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.

Developer Comments:
This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth.

This change seems kind of silly in my opinion. Wouldn't a better option just be to not let you change your gear for 15s after drinking a potion? What do ya'll think?

Why do people want EotS nerfed?

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Now, I know what you're thinking. This is a troll post. Honestly, it's not.

1v1 this ultimate is hardly BiS, in fact, I'd argue that no duelist will opt to use it and only a small amount of solo players will use it. Small scale differs slightly as this is intended to be a zerg buster. So assuming that the discontent for this ability stems from its extensive zerg use, how does nerfing EotS nerf these large ball groups?

Arguably, this is in fact a buff to these large co-ordinated groups. 12% damage lost means that stacking on crown is even more affective than before, opening up the possibility for these groups to drop a healer and bring in another bomber. Time for some napkin math:

Lets assume the average group runs 5 bombers.
That's 60% dps loss if all 5 bomb at once, 48% for a 4 man bomb->36%->24%->12%

Now lets factor in the extra bomber due to less need for a healer.
Again, (napkin math) we can equate this to 88% more damage to bombs.
So a what was previously a 5 man bomb now does 28% more damage, 4' man does 40% more damage->52%->64%->72%

The best way to kill a zerg is to bomb it, and now this method is less effective. This is just my thought process, and I'm curious as to what the rest of you think.

*Disclaimer*-The above math is simply to illustrate the concept. The numbers will be significantly higher than reality but the fundamental concept still holds true.

TL;DR
ELI5 as to how nerfing destro ultimates is a good thing

What Happened to Medium Scale PvP?

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Very simple question. What happened to medium scale pvp on NA/PC? You hear a lot from the small scale pvp'ers who like to solo or run in groups of 8 or less and we all have ran into the 24+ man raids, and the faction stacks. People seemed focused on these 2 types of pvp. What about the people who like to play mid-scale? What happened to the organized coordinated serious pvp guilds out there? It seems the game has forgotten those of us who enjoy that play style have ever existed.

Exorcised Coven Cottage/ Cozy Fenside Cottage

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I am looking to clarify this. I understand this is the same thing. Now the Exorcised Coven Cottage will be available between certain dates for crowns and I understood the Cozy Fenside Cottage is available for coins after completing the event title. Want to confirm this and find out if there is a time frame for coin purchase if you have the event achievment. TIA!

Master's Destruction Staff and Maelstrom's Two-Handed weapons need adjustments

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So now that new weapons are being introduced and that a number of them are completely underwhelming, it is a good time to bring the lackluster weapons (or more accurately the decon/vendor/research weapons) up to par and to make them the rewards they are supposed to be. Now there are already a number of threads that give some very good insight as to which weapons are worth it and those that aren't. In this thread we won't be talking about any of the Asylum weapons, since those deserve threads of their own (you can write 500 page novels about how terrible some of those weapons are and still not mention everything that needs to be mentioned).

Now obviously, all these weapons don't have to be Best in Slot for every single situation. But once you complete something like Veteran Maelstrom Arena for the first time, which is a huge personal achievement, you expect to come out with a weapon that you can be proud to use. However, currently, only 2 Maelstrom weapons are actually worth slotting over a set bonus: the Maelstrom's Bow and the Maelstrom's Destruction Staff, both of which are very strong "back bar" weapons. There are 2 weapons in particular however, that are extremely lackluster in their current state on the Clockwork City PTS: the Maelstrom's Two-Handed weapons and the Master's Destruction Staff. They are so bad, that they stand out from the lot. The reason why I'm taking these 2 weapons is because all they need is adjustment to their set bonus value (not an entire rework like the Asylum Dual Wield).

Let's look at these weapons one by one and see where everything goes wrong and then study the easiest solutions to these problems.

The Master's Destruction Staff:
Destructive Impact increases the initial damage of Destructive Touch abilities by 1500 and reduces it's cost by
This results in a DPS increase of... 187.5 DPS. Yep. That's nothing at all. An extra spell damage bonus from completing a 4 piece set (like Infallible Aether or Moondancer or Master Architect) will bring more overall benefit since it increases all your damage and scales with the DPS you do: the more DPS you put out, the more beneficial the spell damage bonus becomes and the better it becomes over a proc (much like Molag Kena vs Ilambris or Grothdarr).
What's the easiest thing to do to make this weapon viable (yes we aren't even talking about BiS yet, we are only trying to make this thing viable, aka worth slotting)? Increase the DoT damage, just like with the Stinging Slashes set bonus. Now a 1500 increase per tick might be too high and let's not forget the cost reduction which is a great benefit. My suggestion? Scrap the initial damage increase completely, and instead increase every tick of Destructive Touch abilities by 1000. Keep the cost reduction. Now it will make this weapon a competitive choice for the classes using Destructive Touch, although it doesn't even compare with the Maelstrom's or Asylum's Destruction Staff which either increase your DPS by as much as 4k on heavy attack builds for the former or provide great utility to the group for the latter. But still, it makes this weapon viable.

Maestrom's Two-Handed weapons:
Merciless Charge applies a damage over time effect of ... on each use of Critical Charge abilities.
Needless to say, when the weapon had a 189 weapon damage attached, it was great. Now however... The DoT ticks for less than 1000 per tick outside of Cyrodiil without any modifiers from CP. Let's not fool ourselves, no one uses Critical Charge in PvE. So this translates to less than 500 damage per tick before mitigation values are applied. What's worse? It used to be able to critically strike. Now that its a set bonus, it can no longer do that. So how on earth is anyone going to slot this weapon over anything else? What needs to be done? Double the amount of damage cause by the DoT. That's the easiest solution. It will mean that the DoT will tick for a total of about 5000 damage inside of Cyrodiil without any CP boosts or mitigation values. Now that's a good DoT that is worth using in some situations over a stat bonus. Now obviously doubling the DoT damage is a bit too radical, but I would say that an increase of 50-75% of the DoT damage value is definitely needed to keep this weapon in use.

@ZOS_GinaBruno @ZOS_Wrobel

Please look into this, these weapons are easily rendered useful simply by tweaking the values... And its needed. Badly.

Giants

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Sinmur is one. http://en.uesp.net/wiki/Lore:Sinmur

Are there any other named Giants and is it known if Phynaster was a giant as well.

Phynaster

Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride. He is worshipped by both the Altmer and Bretons,[ as well as the Snow Elves. He also created the Ring of Phynaster to help him survive his adventurous life.

He was one of the ancestor spirits of the upper castes of the Aldmer who would eventually become worshipped by their entire society.


another question of the Giants:) from this:

They have places set aside as sacred burial grounds, such as Secunda's Kiss in Skyrim.[13] When a Giant is sick or dying, he or she goes to one of these places to die. If a Giant dies elsewhere, other Giants make sure the body gets to the burial ground. They typically don't live near these sacred locations, and they don't guard them. They simply make use of them.

Would they have a connection to the Moon that is named Secunda.









Clever alchemist change requires you to be in combat for it to proc what!!

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So you can't use clever alchemist to gank etc anymore unless you hit the person first or they hit you first in order to get the proc to increase your weapon damage or spell damage this is ridiculous this will ruin clever alchemist I usually popped a potion before I hit someone not after I would already hit them this set will be useless now for certain play styles

Templar.exe has stopped working

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Just here to waste my time with another thread.

For the love of god, stop with the random Templar nerfs.

Cleanse isn't something that needs "strategic" use. It's what makes templars viable. Other classes all have some form of mitigation (DK resistances, sorc shields) or escape (streak, cloak). Templars have no mobility or escape mechanisms, their CC has been repeatedly maimed by ZOS, and they must simply take the damage and heal through it. Cleanse spam is a vital component of this. If cleanse is too expensive, every single magplar is a simple defile away from death. It's already incredibly easy to defeat most templars by just slotting a defile ability.

Magicka templars are in no way overperforming in PvP right now. This change is utterly unnecessary. It seems like a dev got annoyed that their debuffs were being cleansed and decided to randomly nerf this spell, completely missing the point of how templars must be played to be competitive. Add on to that the change to siphoner and lol RIP templars. Not like those resource drain poisons aren't already absurd enough as it is, especially post-Morrowind.

To put this in perspective, I've been rank 1 on the NA megaserver for templars in VMA from time to time. I'm currently ranked third but hoping to push to first with some gear changes. Lazy runs until then. I'd like to think I'm pretty good at templars. Put me against an equally skilled stam sorc, stam DK, or mag NB and I just can't win anymore. Also compare top VMA scores between classes and you can see templars simply aren't performing anymore. I find t hem generally enjoyable to do the content with but they just don't have the effectiveness needed to compete. They're second only to wardens in the suck department.

Moving right along, how many years is it going to take until you listen to the community on Healing Ritual? Delayed burst healing makes zero sense. It will never make sense. As stated by others, if you make this spell make sense, it will just replace HtD / BoL and then we'll still have a useless spell. Redesign it entirely. Sun Shield is in the same boat. Virtually nobody uses it outside of troll builds.

Focused Charge is still buggy 3 1/2 years post-launch but it has uses when it wants to work. Radiant Oppression still isn't scaling damage correctly, neutering magplar DPS. Piercing Javelin still feels like it doesn't have a place the vast majority of the time, only seeming decent for stamina and rarely at that. It no longer even knocks people off outposts because of the knockback range increase simply landing them on the next outcropping. At least that used to be good for a laugh.

I will reserve judgement on the eclipse changes until I get a chance to test them extensively but I am predicting another clunky, too-situational-to-justify-the-slot spell.

Templars are still fighting over corpses because of the senseless change to the new selfish Repentance, making us the only class that comes to mind that actually has a basic incompatibility for group composition. Just gut the healing component to be far less than it is now (it's already 90% overhealing) and allow each player to repent a corpse once and it would be fine. Stamplar sustain is already garbage to begin with. Would be nice if Rune Focus followed suit with the recent orb / Shards changes and restored your highest resource pool instead of just magicka.

Nova is still vastly inferior to Meteor or the destro ult in anything but niche scenarios, perhaps such as hardcore vet trials where they want the mitigation it provides. Would be a lot better if synergies weren't an unreliable system, again, 3 1/2 years into launch.

There is a great wall of text by @Hymzir here with plenty of solid suggestions worth a read. Note that Hymzir may or may not agree with my statements here and I am not putting words in their mouth, but rather pointing to another templar post I found thoughtful.

Long story short, templars are a hot mess right now and have plenty of glaring issues that need addressed. Instead of addressing them, we're trying the same tired, useless approach that has repeatedly failed in the past, completely ignoring what the most informed players and biggest names in templars have been saying for years. At the same time, we're being kicked while we're down with a senseless nerf. Thanks, ZOS.

Why I feel it's hard to stick with the game.

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A lot of players like my self have been here since beta. But we never stick with the game for more than a few months even though we always return off and on. I believe there are 2 main reasons for this.

1) Lack of content.
2) Fast leveling.



When we had Veteran Ranks it felt like a real leveling system. It took a while to meet max rank. You had to do a lot of quests, pretty much clearing every quest in the zone to get proper leveling. Then they made it easier to level up, and finally introduced ChampionPoints for Veteran Ranks. With the CP there was a new reason to get XP after reaching max "level" (cp160/v16) since you had perks to spec. However the downside to this is everyone with CP160+ was automatically max "level" once they reached lvl50. Then you want to go through lvl1-50 as quick as possible so the gear drops you get will all be at max level. This makes the game feel boring and overused once you've completed just one character. You feel like you're always at end game.

When they introduced scaling it got even worse. Now instead of fighting high lvl mobs at low levels, you're always scaled so it's fair. Instead of feeling like windhelm is dangerous now it's like every zone is casual childs play. Me personally I liked MMOs where it felt like theres a huge gap between your new character and far off zones. The worst part is the scaling makes the available content seem even more lackluster, because you don't have to finish al your quests in the zone to be high enough lvl for the next zone. You just walk off ignoring 95% of the games quests. If this game was like WoW with a *** ton more content then maybe the scaling wouldn't of impacted it as much. But even then it makes players feel like they're gods when they can defeat a mob at lvl5 with the same difficulty as they could at Cp160.



Everything about ESO psychologically makes people feel like there isn't as much content as there is. And the amount of actual content, relative to other MMOs isn't that much. Excuses aside the game design choices here have made the lackluster content feeling even worse. For me, this is what really kills it. I like doing dailies, pledges, and stuff like that, but I also like questing in my spare time. I like having to do lots of quests to level up. But in ESO I just do all my dailies on my mains then I switch to some new character and just grind my character to CP. In my head I'm like "well I'd rather be Cp160 so I can get gear drops" or something like that. And for those who want to RP and take their time, too bad. If you do all the quests in a single zone you'll level up a few times. So you can't really "take it slow if you want to". You're forced to just speed level to CP160 in a day or two and then feel like all of the content in game is watered down casual ***. If they didn't have the scaling, and leveling up took longer to do, then It would make the world feel more real. It would make people like me, spend more time playing the game.

[PC NA] The-Breakfast-Club recruiting

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Good day all you adventurers in Tamriel! The-Breakfast-Club is a new NA/PC guild that is looking for players who want to try end-game PVE content. We are a small band of brothers and sisters who enjoy raiding and we are focused on getting more of the community involved in trials and dungeons. We have a mix of experienced raiders who have completed Trials content (including vMOL HM, and vHOF), as well as new raiders looking to break into the Trials scene.

We currently have 2 raid teams running (one team training on craglorn trials with plans to go to vMOL, the other team working on vHOF), as well as an open night of raiding once a week with plans to expand to twice a week. We run around 9pm EDT.

If you have at least 1 toon with 300 CPs, you have a willingness to learn/teach, the ability to listen and execute instructions, a love of shenanigans, and you are at least 18 years old, then TBC might be the place for you!

Our group is made up primarily of adult professionals enjoying an escape into ESO. We foster open communication and we abhor drama and we are looking for more like-minded individuals. If bad language, bad jokes, and good times appeal to you, shoot me a DM if you have any questions or if you want to see if this will be a good fit (in-game @Dragononyx64)! I wish you luck and good fortune in your travels across the Aurbis.

Poll on Crown crates plus cautionary tale

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In the Crown Store & ESO Plus sub-forum there is a cautionary tale of a man that purchased about 1130 crown crates and did not received the plague husk horse he wanted. That's $2690.30 even if he purchased them through 21000 Crown packs and $1,642.95 even if ALL crowns spent were purchased during crown sale. He had 30K leftover but those are crowns he paid for as well, probably purchased during crown sale. Link below for reference.

https://forums.elderscrollsonline.com/en/discussion/374682/the-tale-of-1000-crates-and-the-missing-plague-husk-horse/p1

I've never purchased crown crates myself and I had guessed that not many do. This post changed that perspective and I'd like to see if the forum community has tossed the dice or not. How many crown crates have you purchased this year alone so far?

PTS Update 16 - Feedback Thread for Dragonknights

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This is the official feedback thread for Dragonknights. Specific feedback that the team is looking for includes the changes on the Shifting Standard, Cauterize, and Petrify abilities.

Has ZOS Abandoned PVP?

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At this point I think we seriously need to consider whether ZOS has just stopped giving a care when it comes to PVP in general.

Chronic issues that would be simple to address (empty temporary campaigns that badly need to be closed) have not even been commented on. Numerous feedback threads with long, thoughtful writeups that were posted in extremely constructive manners have been ignored. The PVP population dwindles more and more every day with Sotha Sil now essentially dead and all NA PC players not even able to keep the one remaining active campaign pop locked through the entirety of prime time.

At what point is the dream dead? Is this the equivalent of maintenance mode, just for one section of the game?

When do we give up? At what point does ZOS even reply to us?

HA active skill 5% (230 stamina cost reduction)

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5% is not a meaningful change.
Make this buff costing 3.5k Stamina. It's been years overdue

Gj on making armor skills working only with their respective category.

Poison Damage morph to DK Standard

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They keep changing Shifting Standard to try and make it more appealing but it always fails... Maybe they should just make it a poison morph and do away with the 'shifting' part...

maybe something like....

New morph does poison damage and increase all poison damage on enemies within radius by 10% for the duration.

@Someone or whoever can poke the one to fix the infinite loading screens in Cyrodiil

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@ZOS_GinaBruno Isn't it about time somebody takes a look at this?! Every day.. multiple times a day... people have to face infinite loading screens / crashes in Cyrodiil (EU/TF). Has ZOS given up on the PvP player base or what?

[Edit to remove @name in title]

Transmutation system with base update 16?

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Seems to me that the only way your going to take advantage of this system is to buy the DLC? You can't change traits of your gear outside of clockwork city which you have to pay to get it.
So the base game update 16 update won't provide you with this new system for free. Am I missing something? Cause I tried clockwork on the PTS and no where else in the world exists the transmutation station.

WTB Housing Companions

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IMO, our homes are far too quiet and devoid of life. I'd love to buy a bard, chef, maid... I don't even need them to do much, just move around a bit, talk occasionally, make some background noise, sing/play instruments. Tythis and Nuzhimeh are great, but they're silent and stationary.

I'd also love for the pets to be able to move around a bit - no dog in history sat still this long.

Seems like it would be an easy money-spinner in the crown store for ZOS to introduce some live-in companions. And no, the mournfully swaying Soul Shriven dude doesn't count. Yikes.

(Before you say "Reo, you should get some real friends," lemme say: unless you're in an RP guild, no one is going to mill around just to fill your empty, echoing halls. And, with friends like mine, I just end up spending all my time turning my lights back on. Jerks.)
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