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PvE Tanking Discussion for Dragon Bones

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Hey everyone . Been doing some testing and ran one of the new dungeons with a DK tank in PTS today . Nerfs to PvE Tank sustain is quite high sadly . I am hoping this thread will help you understand what is going on and/or find a way around it .

BLOCK COST

Base block cost reduced to 1730 from 2160 .

Live patch block cost calculation :

Block Cost = (( 2160 * (1-Shadow Ward) (1-Sturdy) (1-Fortress)) - Shield-Play) * (1-Defensive Posture)

Lowest possible block cost for this formula is 88 .

And here is the new one =

Block Cost = (( 1730 - Shield-Play ) * (1-Shadow Ward) (1-Sturdy) ( 1-Fortress)) * (1-Defensive Posture)

Lowest possible block cost for this formula is 336 .

Now , the important part is , how effective Shield-Play is .

Let's do two different setups . First one with 3 Shield-Play enchants , second one with none .

First setup has 336 block cost while the second one has 520 . Looking at the difference , Shield-Play enchants doesn't seem to be as effective as before . 3 enchants give you a block cost reduction of 184 , which was 609 before the nerf . This brings up the question . Shield-Play enchants are worth it or not ?

I think the answer lies in what kind of fight you will be tanking in . For example , while tanking axes , Shield-Play enchants will win without a doubt while Magicka Recovery enchants perform better in fights where you don't block as much . I would say Stamina Cost Reduction could be useful as well but they get their share from diminishing returns too and there isn't really a lot of skills that cost stamina except Pierce Armor and Heroic Slash . To sum it up , I think we have to keep different jewelries with different enchants on them , for different fights .

While running one of the new dungeons , I tried 3 Magicka Recovery glyphs on jewelry . My build was Ebon/Alkosh/Lord Warden , 8 Sturdy , all tri-stat enchants as an Imperial . Classic trials tank build in other words . I was running Lord Mundus and Equilibrium . Being honest with you , I had issues whenever I permablocked . I had to drop my block and throw some heavy attacks time to time . You actually can keep permablocking with just Equilibrium and Igneous Shield spam , especially with the help of potions and Battle Roar passive , it is quite easy as long as you have a decent healer . Still , this doesn't matter because you will have to support your team with usage of other skills , costing time and resources .

SYNERGIES AND ALKOSH

Another nerf we need to talk about is Orb and Spear synergy . The cooldown increased to 30 seconds from 20 seconds . This is a straight nerf to Alkosh and sustain . I don't know why this happened , even though ZOS says it's because they are not triggering the Global Cooldown anymore . I don't see it being a good reason for such a strong nerf like this .

There are some more nerfs to Alkosh wearing tanks and Stamina DDs . Such as ;

Blood Funnel and Blood Feast (Blood Altar & morphs) : Increased the radius of the prompt to 28 meters.
Radiate (Inner Fire & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.

With these changes , I don't see Alkosh being as good as before even though you could use it on both tanks and still get high uptime . Only synergies you will be using are Conduit and Orbs/Shards as a tank , which makes Alkosh uptime really low when solo and worse compared to current live version .

With the new CP increase , DDs will get less and less benefits from damage oriented CPs . I think it is time for DDs to cover the lack of penetration with the extra CP and let tanks use some other support set .

It almost looks like ZOS wants to make Alkosh useless (both for tanks and melee DDs) but it is such a good set , I hope ZOS will revent some of these changes so we can keep using it more effectively .

OFF BALANCE AND LIGHTNING STAFF

Another important change is about Off Balance . I know a lot of tanks use Lightning Staff on their back bar for better Crusher uptime and some help with Off Balance . With the new block cost changes and Off Balance changes , I think Lightning Staff is not useful anymore . During my testing runs , I used a Frost Staff without the Tri-Focus passive . If you take that passive , your Magicka will be RIP while on back bar . It is really , really bad . I do not recommend it to anyone . Just don't take the passive and try to stay as low amount time as possible on your back bar .

I think keeping a Destro Staff on back bar is still a very good strat for better Crusher uptime , whether it be Frost , Lightning or Flame . Frost preferred obviously .

CLASS DIFFERENCE

Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .

FINAL WORDS

It almost looks like to me that ZOS wants tanks to drop support sets and wear sets that will give them self-sustain , tankiness etc. Tanking is and always been a support role in this game and should stay that way . These changes will make quite a lot of PvE tanks to stop playing their tank and play some other role . No offense to PvP players but these changes are hilarious just because some players fails to kill a tank in Cyrodiil . I think a lot of people on forums read that one thread where some guy kills 10 high-rank players (all of them had cost increase poisons) on his own as a permablock DK . What a joke ... Well guess what , there are already too few tanks in PvE and these changes will make some of them quit their role . I remember in Morrowind where ZOS introduced all the sustain nerfs and almost half of my raiding group quit the game because how boring it was to play . Now the same thing is happening to this small PvE tanking community that makes me wonder how many will continue . I know that this is only the first week of PTS and there will be changes but for now , this is what I think . I am hoping for better changes coming in the next several weeks .

Thanks for reading ,

Liofa

Items missing from housing chests

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I was looking for some gear and I was very upset to find that my housing chest was practically empty! Missing loads of gear (58 pieces to be exact). I wouldn't recommend anyone to use these chests until the issue is resolved :(......

Don't Worry About Getting Caught in the Experience Exploit Ban - Fear Not This Night

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Folks, don't worry about getting caught in the experience exploit ban. If you inadvertently came across this exploit, fear not this night. As ZOS said:
Please note that anyone found exploiting will be handled on a case-by-case basis.

So you will not just be a number swept up in a wave of bans. As ZOS also said:
We'll be doing an audit over the next few days to identify any players who were found exploiting XP gains, and will let you know of the outcome.

Again, if you just came across the exploit and didn't abuse it, you have nothing to fear. Let ZOS do their job. Trust the process. It's worked for you so far, as you are still playing the game and haven't been banned for any of the numerous other exploits that have been discovered. :)

everybody-calm-down.jpg

image

:)

LUA errors everywhere

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I'm finding the game basically unplayable due to UI/LUA errors. For example, I can't use a guild store AT ALL, even after deactivating Master Merchant and other trading add-ons. When I try, I get errors such as:

EsoUI/Ingame/TradingHouse/Keyboard/TradingHouse_Keyboard.lua:243: function expected instead of nil
stack traceback:
EsoUI/Ingame/TradingHouse/Keyboard/TradingHouse_Keyboard.lua:243: in function 'visibilityFunction'
EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:841: in function 'IsVisible'
EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:847: in function 'ZO_KeybindStrip:SetUpButton'
EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:516: in function 'ZO_KeybindStrip:AddKeybindButtonGroup'
EsoUI/Ingame/TradingHouse/Keyboard/TradingHouse_Keyboard.lua:150: in function 'SceneStateChange'
EsoUI/Libraries/Utility/ZO_CallbackObject.lua:111: in function 'ZO_CallbackObject:FireCallbacks'
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:269: in function 'ZO_Scene:SetState'
EsoUI/Ingame/Scenes/InteractScene.lua:75: in function 'ZO_InteractScene:SetState'
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:161: in function 'ZO_SceneManager_Base:ShowScene'
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:252: in function 'ZO_SceneManager_Leader:ShowScene'
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:335: in function 'ZO_SceneManager_Leader:OnSceneStateHidden'
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:239: in function 'ZO_SceneManager_Base:OnSceneStateChange'
EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:282: in function 'ZO_SceneManager_Leader:OnSceneStateChange'
EsoUI/Ingame/Scenes/IngameSceneManager.lua:329: in function 'ZO_IngameSceneManager:OnSceneStateChange'
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:270: in function 'ZO_Scene:SetState'
EsoUI/Ingame/Scenes/InteractScene.lua:75: in function 'ZO_InteractScene:SetState'
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:402: in function 'ZO_Scene:OnTransitionComplete'
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:397: in function 'ZO_Scene:DetermineIfTransitionIsComplete'
EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:330: in function 'ZO_Scene:OnSceneFragmentStateChange'
EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:114: in function 'ZO_SceneFragment:SetState'
EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:124: in function 'ZO_SceneFragment:OnHidden'
EsoUI/Libraries/ZO_Scene/ZO_SceneFragmentTemplates.lua:75: in function '(anonymous)'

Templar Repentance fix

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Dear Zenimax,

I like to talk to you today about the Templar skill line that has Restoring Aura and it's morph Repentance. I built a stamina templar and use bow and a lot of stamima skills. However the proble is, and especially in PvP area's what I'm about to say should make sense to you. So, as you overpowered Dragon Knights and Sorcerers with their shield stacking abilities making them immortal and unkillable unless 4, 6, 8, or more players attack the one, (cuz your game is so unfair but thats how YOU like it), it's impossible to keep up with battles sometimes when someone comes by and takes what you earned.

Ok, so I will use a bow and skills like Lethal arrow, Poison injection and Binding Javelin. All stamina. Once I kill an enemy, someone comes along and uses repentance stealing my opportunity to replenish my stamina so I can move on to the next enemy.

So asking you to fix this in anyway you deem fit, so long as I and other stamplars get to use the skill and replenish the stamina lost. I can't tell you just how many times I have to go stealth somewhere and wait for my stam to regen because someone snuck in there that didn't even do battle and use up Repentance to take all the stamina resource.


Thanks.

Zaan Hardmode (Scalecaller Peak) needs LOTS of adjustments

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Hey, first of all: I love the dungeon, it's really great. I love the general concept behind Zaan Hardmode, too. BUT the deeper I digged into the mechanics, the clearer it got to me that the current implementation is utter rng. There are some problems with the dungeon that need fixing. I'd differentiate between two problems: actual bugs and concept flaws.

Bugs:
During Peryite's tripe poison zone, the petrifying beam often fails to petrify players running into it.

Design/concept flaws:
The main issue with the fight is, that there are many combos that can kill you without any chance of avoiding it: Generally spoken, there are too many mechanics that can incarcerate people if they are occuring at the same location: Like some ranged DD getting targeted by the boss's fire beam and the petrifying beam and/or the frost atronach's spike zone blocking the way for the tank to react => ranged DD is dead. no chance of surviving.



1. Zaan's fire beam: Tanks/melees, that must interrupt/block the beam, have no time to run around other harmful and important AOE's that block their way, before the target gets killed.
=> The beam must either do far less damage (not preferred as it would be outhealable) or it has to build up for a longer time before the killing pulse comes (double the time)!
=> The beam should prefer players that are further away from the boss, so tanks and melees don't get surrounded, caged in them or get they path blocked.

2. The safety zones (petrifying beam, shield, gush spring, shield) CAN STACK during periytes triple breath. Players are guaranteed to die from that.
=> Just needs a plain fix, not a change of concept.

3. The petrifying beam vanishes/gets recast after it has been active for a specific amount of time and respawns on another location shortly after. This often happens when you need it (periyte tripe breath phase). If that happens, it's a guaranteed death.
=> The beam may not respawn unless a player got hit/petrified.

4. Periytes NORMAL breath (1 line) comes FAR!!! too quickly. You have no chance to react to it, if you don't stand at it's edge. Problem is: If you position yourself at the edge, there are the other mechanics that will push you out of position. Keeping your position is nearly impossible, especially if you bring melee DDs. The way this works currently, is extremely unfair.
=> Increase the time until the breath ticks after the telegrapher is displayed or display the telegrapher earlier (it's actually the same). This mechanic is extremely unfair the way it currently is.


Don't get me wrong ,I love difficult and sophisticated boss mechanics and it was high time that hard modes could deliver what their name promises, but the current combination of rng mechanics and the lack of reaction time is not making this fight hard, but simply unfair. Please retune the timings and fix mechanics that are guaranteed to kill players if they happen at the wrong time.

There is completly new music in auridon? unintentional or intentional

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Is this intended? I don't think I have ever heard it before

perhaps if its unintended its meant for the summerset chapter? either way its nice and chapter type quality

Dye Color Not Same Using Outfit System Compared to Dying A Crafted Piece

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I posed this in general but realized I should have put it in bugs, please feel free to delete my other post. (https://forums.elderscrollsonline.com/en/discussion/395272/outfit-system-changing-dye-hues-for-colors-compared-to-using-same-color-on-crafted-piece)

Has anyone else noticed that when using the outfit system to dye armor via the outfit menu, the colors hue/saturation are not the same for a given color as compared to using the same color on the same piece but crafted in that style instead of using the outfit system?

I.e., Use the pack conquer red dye on a set of light legs crafted in the dwemer style. Use the exact same color on the exact same armor but via the outfit system instead of dying the piece itself and the color is no where near the same in appearance (looks flat and washed out).

Sick of being kicked by Elitists

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Twice this week I've been kicked. I got bored of healing, so made a mag sorc and have been doing well. Good numbers, putting together good gear, etc. I'm only about 350 CP, but doing Vets hasn't been a problem.

First time, I admit, I think I made a mechanics error during COA 2 and the other 3 apparently had no patience to give me a 2nd chance, but the 2nd time I was kicked it happened everyone just rushed the final boss in Vet Volenfell and nobody said "Hey, lets do the Scroll of G.B." So I didn't read the scroll and I guess that makes everyone else wipe? Weird, because both wipes I was not the first one down either, but I guess they singled me out for some reason. When one guy typed, "read the scroll", I had already been removed from group! Seriously, if these guys are just so freaking good, why are they Pugging? Or at the very least, communicate to the group your plan. I don't mind that so many of you want to complete these dungeons in 10 minutes, but won't you have better success at doing so with guildmates? Not everyone plays this game religiously and just 'knows' what's up.

1500 crowns per outfit slot (1 slot) just under $1200 for every slot

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so over 13k crowns for all 9

or $100 at the most efficient crown bundle

fyi it was like 350 per slot on the test server

or more expensive then over 2 chapters (so do you want 2 eso chapters or 9 cosmetic slots?)

seems a little bit insane.

btw slots are per character as confirmed in this thread so its actually $100 PER CHARACTER

so 12 characters total x 13,500 crowns per character plus 1500 crowns for the 4 character slots above base 8 in the first place (6k crowns total) is a grand total of. . .

one hundred and sixty eight thousand crowns 168,000

at the most efficient crown bundle (21,000 crowns for $149.99) that's just under $1200 before tax

Decorating Hints, Tips & Ideas

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I've seen many great ideas from posters on decorating, and thought it would be good to have such tips etc together in one post. So please share yours here! :)

I'll start off with one of mine:

Turning furnishings upside down can often give you different looks to be creative with.
e.g the Vvardenfell Scale Model turned upside down makes for great patio paving!

8TLBSNy.jpg

Here I've turned the Daedric Platform, Ashen & Daedric Base, Ashen upside down to use as decking

zzZaEvb.jpg

The Orcish Bar, Long Branded Block (Blue pattern) makes a great planter pot when turned upside down

d5Ikme0.jpg

Problem with Harvest Map Add On

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Since the Maintenance and the new update all my saved Harvest Nodes Markers on my map are GONE ! ! !
how do i bring them back ? ? ?

ZOS's big mistake in the last update.

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ESO/ZOS is always the example that I use when I discuss how a gaming company can strike the balance between monetizing the game without exploiting players into having to pay to actually enjoy the game. The vast majority of monetized items are strictly cosmetic, like costumes and mounts, or can easily be acquired in game with minimal effort, like xp pots, potions, research scrolls. That makes the fact that most things are over-priced somewhat irrelevant because not purchasing the items will not affect your enjoyment of the game. Conversely, non-cosmetic core content is appropriately priced and often distributed to F2P costumers as well as those who buy specific DLC. So far, I've never seen players locked out of previously purchased content just because new DLC has come out, unlike some other companies that use a similar model (cough, Destiny, cough).

I think that ZOS has made a big mistake treating the new outfit system as an optional cosmetic instead of core content. Much of end-game content is centered around farming and collecting motif chapters (Vet DLC dungeons, Cyrodil, Trails, Dailies & Weeklies). Until the outfit system has come out, the motifs you've grinned for have been completely under-utilized in the main game. Fully using crafted gear sets is really only possible on leveling alts, but that means the training sets you make will have a fairly short and finite life. Using sets like hunding's rage or Law of Juleanos (spelling?) to supplement using a monster set means that your look was still dependent on the world sets and monster sets you use for the set abilities. The outfits give you a way to utilize the motifs you collect and gives you a reason to engage in the end game content more thuroughly.

The current system, however, is too exploitative for such a core element of the end-game. The cost of an outfit that uses rare motifs is too high for casual or medium-core players to constantly spend on outfits that will just disappear. For example, I tend to play ESO around 15 to 20 hours a week and since I don't specifically focus on farming gold, I only make around 30k gold a week. Losing 1/2 of that to make 1 outfit on 1 character that I will never use again makes the system untenable. 1500 crowns ($15) to just have one slot unlock on one toon is unrealistic for most people to pay. I have a few suggestions that ZOS could implement in order to both enhance the game and still monetize outfits.

1. Keep the crown cost of outfit slots the same, but give people the ability to save outfits and make any previously created outfits free to requip at an outfit station. An outfit slot would only really give people a way to convienently swap outfits, but doesn't make the system obsolete.
2. Keep the crown cost of outfit slots the same, but make unlocks account wide.
3. Reduce the crown cost of outfit slots to 250 (possibly 500 at most) and keep slots individual on characters. This still monetizes the new system for those that want to use it, but isn't oppressively expensive.

Nightblade Sap Tank... still dead?

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I left the game after Morrowind Patch completely destroyed my main character, my Nightblade Sap tank as well as the nonsense in changing Earthtear cavern.

Have recently returned...

Are Nightblade Tanks still dead in the water?

Would appreciate your thoughts

Do you feel that some of the characters resemble their voice actors? (what do you think of Terenus)

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Do you feel that any of the NPCs resemble their voice actors? Or do you think in most cases it's rather coincidence?


Looking for a casual guild

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Looking for a casual guild. My psn is traybags

Skill Advisor - Due Credit

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I happened dislike/really f-ing hate the changes ZoS adds but on this I have to say a tool I have thought should have been in the game one day one is here.

To be clear I have been here since beta and have no need for this but it will help new players without the easy mistake new players make. While not endgame it does point you in the right direction.

I would like to see “Set Advisor” added in the future overworld set nothing hardcore just to push new players in the right direction. But this really good. Honestly good job the tips are solid and very straight forward. This was needed for new players and a great job on this one.

So, that blizzard map, yeah or nah?

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Strong nah for me. It's PvP, keep it gimmick free.

Last poll option = "Other cause I'm special" ... hit enter instead of backspace.

What am I missing?

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So I have a templar hybrid pretty tanky I do around around 7k crit in pve and I know pvp and pve are different but I do 105 on players in pvp the most I did was 1k while I get hit hard with 17k hits while I have the recovery I have 2000 heath recovery and I almost have the warrior poet set but the fact is I can't kill I'm thinking it's because of cp but if I join the server with no cp I still do 100s

[PS4-NA] 490+ members. Dead Poet Society. Rawlkha Trader. Social Trading Guild. NO WEEKLY FEE.

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Welcome to the Dead Poet Society.

***MESSAGE JUGSoMILK on PSN or Leave comment with your PlayStaion Name below to join.

We are a FREE donations based Social Trading Guild. A ONE TIME DUE OF 8k IS REQUIRED TO GRANT "TRADER ACCESS" This only ensures EVERYONE who trades understands how to donate and contribute to our weekly trader.

Carpe Diem- "Belive it or not, Each and every one of us in this room is one day going to stop breathing, turn cold and die." Dead Poets Society.

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