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How Much to Charge for Crafted Set?

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I have only used my master crafter for writs and making all my own gear. Occasionally I’ll see someone in guild or zone chat asking for something crafted and I always try to help out. My practice has been to ask for them to send mats and I’ll craft for free. Last night a player asked for help and we traded msgs. They want a complete set of CP 160 Purple Hundings Rage with Training (forgot to ask about glyphs). They said they had no mats, but plenty of gold (that couldn’t be too smart to tell a complete stranger, right?). Anyway, I have no idea how much to charge. Anyone have a rule of thumb for something like this?

I’m thinking maybe I should just tell them to research to get a shopping list - haggle with guild traders - then send me the mats.....

Chasing people is boring

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Does anyone enjoy chasing the enemy around a tower while they use mist form over and over?

Magicka Templar 1v1 situation: Am i stuck on healing duty?

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as templar im getting a hard time killing someone when im in a 1v1 situation, yes i can survive the battle but thats all i can do, my only attacks that reliably damage the enemy is puncturing sweep and i havent hit any single thing with that skill, whenever im using it my enemy is already at my back and spamming dizzying swing over and over.

How do we get our Summerset pre-order swag?

/forcemail Command

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Can we get a /forcemail command to get our in-game mail without re-zoning or relogging? Or is that technically unfeasible?

So, Gryphon mount please?

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Gryphon mounts are perfect for AD!
I'm not asking for a flying mount. Maybe a "pygmy" version that can't fly due to its size can't carry the rider? Smaller wing size?
There's already different colour variants seen in the trailer too!
I would spend alot of crowns wink wink ZOS ;)

Eventually could even work on other 'elite' mounts for other alliance/races too. (Obviously not 'locked' as we like choices/freedom to customize)

I know its been requested previously (by myself included) but now we have a real chance at getting it!

Thoughts on Stam Sorc (PVP Focused)

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Stam Sorc is a pretty interesting class in that they tend to be perceived as doing better than they actually are. Now there are a lot of reasons for this, beginning with their historic strength, the fact that they are a natural nightblade counter, their strength in no-cp, and the cheese that is implosion.
However, currently the class has a number of pain points that make it feel worse to play, and outside of no-CP battlegrounds as an answer to Stamblades, there really isn’t much reason to pick a Stam Sorc over something like a Stamden, which will do everything, but better, with more group utility.
So I thought I’d weigh in with my thoughts and ideas on the matter, as based on playing pretty much nothing but Stam Sorc since Morrowind dropped.


The Issues:

Firstly, the meta.
I know that sounds like a silly point to make. But hear me out. As a Stamina character, you need to run some form of snare removal. This means that you either need to give up Rally, or Heavy Armour. So why is this a problem on a Stam Sorc? Firstly Sorc is the only class in the game without a natural way to boost healing, leaving them with the weakest Vigor in the game. This on its own isn’t terrible, and can be compensated for, but with how stupidly strong Befoul is currently, any form of Defile is going to ruin your day. This in turn makes the previously mentioned choice tricky. Do you either give up a lot of in combat durability (Something else that the class innately lacks), but keep your burst heal, or do you keep the heal and play something squishier? Basically, you are dealing with a lose/lose situation the second you pick your gear.

Secondly, PVE balance.
Stam Sorc is in a good place in PVE right now. They aren’t the best class in the game DPS wise, but they aren’t far behind either. This makes it hard to buff the class for PVP without pushing them over the edge elsewhere. Honestly this shouldn’t be too hard to get around, given that the class mostly wants utility buffs over more raw damage anyway, and most of that sort of thing is ignored in PVE for more DPS anyway.

Thirdly, lack of options.
Stam Sorc has a grand total of three stamina abilities, two buffs and a sustain tool. And while the class does have access to some utility tools in its magicka abilities, the same is true for other classes as well. The class is the only one in the game that is almost entirely reliant on weapon abilities in order to deal damage. This in turn means that while something like bleeds make the class seem strong, the minute bleeds get hit with a nerf bat, the class has nothing to fall back on.

Fourth, Implosion.
This gets its own point, because this passive is honestly one of the worst parts about the class. An RNG instakill to low health targets eats up a massive portion of the classes power budget, and honestly isn’t fun for anyone.
Getting tagged by a single tick of Hurricane at 14% health and dying feels like a load of BS, and likewise keeping someone at 10% health for 20 seconds whilst everything is ticking on them and not getting a single proc feels like rubbish on the giving end. Hell, even winning a fight off of a lucky proc feels bad, because it cheapens the victory.
While this passive exists in its current state, the class will never be in a healthy position.


What Stam Sorc needs:

Honestly? Nothing. The class is in a great place in PVE and they are functional in PVP. However a lot of their functionality in both stems from the state of weapon abilities. Bleeds for instance are doing a lot to help out the class. The physical damage scaling and implosion passives give Stam Sorc the nastiest bleeds in the game.
However should Bleeds get nerfed (not unlikely given their current state) then you are kicking a crutch out from the class and you’ll see it drop further down the rankings.

To help prevent these future issues, it might be a good idea to give the class a bit of what it wants.


What Stam Sorc wants:

First of all, class based snare/immobilisation removal.
The class is meant to fit the archetype of a mobile warrior, but that is pretty heavily hampered by all the snares and roots that currently exist in the game.
Personally, I’d add this to either Ball of Lightning or to the base skill. The scaling cost should help keep the mobility it would offered somewhat in check, and it currently makes no sense that talons would still be latched onto you after teleporting away.

Second would be a change to Implosion.
This passive is on of the reasons that you pick the class, but it is also one of the things that make it frustrating to play as and against. Getting insta-killed because you took a tick of hurricane at 15% health and the Stam Sorc player got lucky doesn’t feel good. Likewise never getting the proc on a low health target just feel bad.
My suggestion would be to heavily cut the damage of the proc, increase the proc chance, give it a per target cooldown, and have it able to activate at any HP value, with increased damage to low health targets.
A base idea of the numbers I’ve been playing with.
Damage => 10% of current damage
Cooldown => 10 seconds per target
Proc Chance => 25% on physical/lightning
Execute => Double damage to targets below 15% hp

Of course these numbers would need to be tweaked in order to keep the passive in a balanced state
Stam Sorc lacks the same oomph to a burst combo that other classes have, this is made up for somewhat by passive damage increases and the random execute on Implosion. Making the passive more reliable makes it something that can be played around by both parties. The Stam Sorc player can time their burst around an implosion proc to take advantage of the extra damage for an execute, and the other player doesn’t have to deal with a 6% chance to instantly die.

Third is additional class Stamina abilities.
First of all Sorc is the only class in the game that does not have a physical damage ultimate morph, so one of those would be nice. A morph of Atronach for instance, after all the Air Atronach model exists in the game already.
Secondly some form of offensive ability would be nice. The most common suggestion is dropping the trash heap known as crystal blast, and changing the skill to a stam morph where you slap an opponent with a dark magic encased fist.
I’d say that this sort of skill would need to be more along the lines of Wrecking Blow than Surprise Attack, just to keep thing balanced with the passives in that skill line, along with keeping the class in check PVE wise.

Finally is a Bound Armaments change.
This is last on my list, mostly because I have come to terms with the skill. The three changes above would do much more for the class in terms of quality of play than any changes here, but I will still list it because it is important.
Not having to double bar the skill, and having it do something more interesting than a passive buff or two would definitely be much appreciated.
Honestly, you could do just about anything along those lines and have things be an improvement over what the skill is now.


Final Thoughts:

Honestly, that’s just about all I really have to say on the matter. I could go more into depth on what I’d like some of the changes to be, but often that just devolves into arguing semantics that are better left to the balance team at ZOS (haha). Regardless, I don’t think that the class really needs much more to be in a much better place. Innate snare and immobilisation removal would go a long way towards making the class feel more mobile again, and making Implosion into a more fair passive that both parties can play around removes a lot of cheese kills, and adds more of a skill cap to the class.
If you have any questions comments or criticisms about anything I have written here, I’d encourage you to leave a comment so we can get a good discussion going here.

Tl;Dr
Class wants some love because of weakness outside of fairly narrow niche, and reliance on outside factors

Buff:
Snare removal on bolt escape

Rework:
Stam Atro or Crystal blast pls
Implosion damage reduced, proc chance up, add a cooldown

Other:
Do something with Bound Armaments to make it interesting

Should they add the Empire as a forth playable faction?

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I think we should have another option of joining the imperial legion and work to try and drive all three factions out of cyrodiil.

spirit of Cyrodiil

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PS4 NA server Vivic.

Did the developers intend for an alliance that is large enough too field enough members to fill both AD and EP alliance at the same time (or at least enough) to work as one team? I know the developers have commented in the past this should not be happening but I guess there is no stopping it. It seems like a few regular crowns get upset if there side is not winning so they resort to locking up two alliances (always AD and EP on PS4 NA) or at least fielding enough players in two alliances to effectively out number DC 2 to 1. I don't believe this is a valid tactic because its essentially allowing the one group of players to defeat the player cap (exploit???) and bring up to twice the numbers to a fight. So if each alliance can bring in 100 (I don't know what the player cap is its just an example) people... well this team has the potential to field up to 200 members against a team with only 100 members, they predetermine one color will be first and what color will be second place.

Zenimax has said no alliance should be working with the other and to be clear this is one group of people logging in to two separate alliances with the intent of working as one team. should Zenimax just take out the 3 teams and just make it two teams to keep this from happening or should the alliance lock be put in place? pick your color and all your char. are locked in until the campaign is complete? The above could still happen with alliance lock but it would at least be harder to constantly work as one team.

last I couldn't give two [snip] who wins or looses as there really is not much left in this game worth anything as broke as it is and cyrodiil really is just killing time for me until game I'm waiting for is released but every now and then there can be some good fights but never when this crap is happening.

Solutions other than insults, alliance lock or reducing it to two teams?

[Edited to remove profanity]

Phoenix + Eternal Yokeda procs together

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Greetings,
I've been combining these two sets recently and noticed that when I die both of them proc together and go into cooldown, As i see it, as i'm only dying *once *only one of this sets should proc to prevent my death, so basically instead of getting two "saves" i'm only getting one, not to mention the buggy visual effect it has when they both proc together, and that sometimes only one of these set's effect actually occurs (but still, both of their cooldowns trigger), any thoughts on fixing these sets, giving one priority over the other to prevent double proccing and said bugs?

Cheers,
Bar

Toothro set plus viper set

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Thinking of using the tooth set in the wayrest set and a viper set
I use a stam sorc. As dps I do 8k dps without monumental and dual wield I haven't lvld up yet

Summerset architecture.

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ok ok so just to state what rich said. lore comes from lots of ingame accounts of stuff.

do you think when the author of the ingame book describing summerset and alinor wrote his book that he thought people would be interested in hearing about stone buildings?

probably not. we have not had anything to go on but his words. so why not exaggerate something so his readers are more entertained? its not like anyone can prove him wrong! people were not allowed there so his word was accepted at face value.

so all this hype behind insect wing buildings and glass and crystal. none of it was anything more then the account of an imperial writing a book. Not Concrete Information.

so please being that this is the first time we have seen the isle since arena can we just be happy to get something so beautiful and unique. Stop defending and standing bulwark to some npc's writings.

[Suggestion] Achivement Point Milestones

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I know that we can get dyes and some cool titles for our character with achivement points. But i believe it would be a good thing to have achivement point milestones that would yield addinational rewards for breaking certain scores. These milestones could include xp boosts, account wide furnishing, maybe crown crates, some exclusive cosmetic, costume, personality, skin, outfit unlock etc.. Giving small rewards every 500 points then giving out big reward pack every 2500 points or so.

I think this would add a feel of accomplishment for casual players who don't/can't bother doing hard veteran content for certain personality/skins while keeping those acts as a seperate success.

Please discuss,
Thank you.

How do I kill a "Zerg?"

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There's like this horrible mindless creature with 30-40 heads running all over cyrodiil, treading over my connection, making me look mundane & stuff.
How do I get rid of it?

We could really use a few gestures of good will Zeni.

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You keep telling us you want to increase the housing caps and have told us the current caps are because of performance issues. You never do explain how a small bank can hold 50 people all at once but a house can only hold, at MOST, twenty-four. We’d realllly like an explanation for this. But okay, we have no choice but to accept that this is true and the cap really IS twenty-four for a good reason. And you’re working on it.

HOWEVER, when you were first showing us housing you had more than 3 categories. The “largest” homes were called Estates and the houses just below them were called Notable homes. These homes were:
Stay-Moist Mansion
Old Mistveil Manor
Strident Springs Demesne
The Gorinir Estate
Mathiisen Manor
Forsaken Stronghold
Gardner House
Quondam Indorilia
Hunding's Palatial Hall
Dawnshadow

To this list I would also add the Amaya Lake Lodge.

These are BIG houses. Size-wise they are very nearly as big as the current Notable homes (formerly classed as Estates). It is absolutely silly that you can only fit TWELVE people into them when they are CLEARLY designed to hold far more.

You’ve acknowledged that the 24 player cap is too low and you are seeking to raise it. But you’ve given us absolutely no ETA on when that might happen...or even if it ever will. You charge top dollar for housing and we pay it… mostly gladly.

So this is what I’d like to see as a gesture of good will towards your players: Raise the cap on all of the above listed houses to 24. There’s no reason why they can’t accommodate that many players. This does NOT cheapen the value of the current far more expensive 24 player homes. It is an acknowledged stop-gap measure to make your players happy while you work on raising the caps overall. And honestly? You’ll make a pretty penny on it if you do it. Then when you CAN raise the caps overall, you can go back to having the current 24 player homes still having the highest player caps, whatever that number ends up being.

Of the remaining 12 player homes, please raise them to 18...which is not a huge increase at all. This adds value to all of these homes at no cost to you and will actually generate some quick profit. Leaving the item count higher in the current Notable homes will still give them an edge over these.

Players are really disappointed with the current state of housing, even those of us who keep buying them because they are beautiful and fun to decorate. Please show us you actually care by giving us something that you can do with very little effort to show that you are in earnest about improving this situation. It would go a long way. Please consider it.

Item the second… please roll out a pack that unlocks ALL the existing haircolors in the game like you did with the base game hairstyles and makeup/scars, etc. Put a reasonable modest price tag on it if you must like you did with those other two things. And leave it up permanently as an option in the store if you go that route. It’s just silly to have things like hair colors be race locked. Ditto eyecolors. Heck, do it with skin colors as well and acknowledge the TES lore that states that while a child will appear to be the race of its mother regardless of the race of its father that it MAY show SOME traits from the father as well.

Item the third… please acknowledge the TES lore AND the lore of your own game that clearly shows that some vampires ARE capable of hiding their condition and looking like normal mortals and make such a skin available for vampires. Add a Stage. Require a new passive unlock. Or, yes, even put it in the store. It is WELL past time for this.

Item the fourth… PLEASE give us a day/night toggle for housing, a way to lock our lights so no one but those with decorator privs can turn them on or off, and EXPAND the permissions we can set so that we can designate more than one house as our primary. Add a “public” choice so that we can open more houses to more players...which will in turn fuel player house sales.

ALL of these are EASY things to implement, rely on things already in the game for the vast majority of them, and will even generate more revenue for you. But most importantly they would show that you are listening to your players and that you genuinely WANT us to be happy with your product and are willing to take action to make it so.

Thank you for your time and consideration.

+/- for vampire on a Magplar in PVP

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Hey, I've noticed people have conflicting opinions on whether it's worth it to be a vampire on a Magplar. Here are what I believe are some of the main advantages and disadvantages:

+
elusive mist: snare removal, mobility
passives: extra regeneration, damage reduction

-
elusive mist is a situational skill that could be better replace by something else on your bar
extra damage from fire and fighter's guild abilities
(your toon looks kind of ugly)

Are there are any other points to consider in favour or against?

vCOS | Velidreth Catacombs question/guide?| [NEED A SOLUTION!!!]

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So, as a background before I have ran this COUNTLESS times and have helped many players, but new and vet alike pass this for first time clears. Here recently, I've been with some great guildies of mine and have tried to get the coveted Spiderkith skin I always wanted. That being said we get no deaths up to Velidreth (Speed run is done in case anyone is curious), but we get locked out of a door.... NOW here comes the countless theories and hopefully SOMEONE in the community has an answer for sure...

I've attached an image of the catacombs as they will be referenced below. Please see.unknown.png

  1. The doors are actually RNG based and on non-HM only 1 door is locked and such 3 doors on the top are unlocked and only 2 on the bottom rightfully so.
  2. One of my group members said she ran with her trial guild and this is the way to run the catacombs. If door 1 is taken by any team on the Top/Bottom, then that say coded door will be locked for the other team. Its first come, first serve, which makes Top team going doors 4/3 ideal and bottom team going 1/2 as to avoid locked doors. (we did this for our speed run and it worked like a charm, BUT we don't know if it was RNG that blessed us or not cuz on our no-death door 1 was locked literally 5x in a row without fail even when no team touched door 1).
  3. Thus, we did some research and found this off from http://elderscrollsonline.wiki.fextralife.com/Cradle+of+Shadows and it states "The main idea is to run through the maze, light a couple of the brazers to opendoors and make your way back to the boss. You can see the maze by opening your map." Soooo...does lighting the brazers actually open doors? If so what happens when you don't? If you do does that maybe unlock doors for you other team members not with you? One of my group members actually does light them even if we have a light sooo
  4. The last thing we've thought of doing is choosing the SAME DOOR over and over. So, instead of changing doors like we did in #2 we will just pick one door and run with it. If door 2 is open we stick with door 2 the second time and see if that is closed as well.

Most people just run left to right or right to left, but without any thought to it. It could be that this is just RNG and I'm playing right into it, but the information isn't matching up across sources. I also am prepared to find multiple answers within this forum and may likely have to try this for myself anyways, but I just had to bring it up and give the community a shout.

These are all speculations at the moment and we plan to try some control/variants later tonight when we go in again because it seems no amount of research is coming back with ANYTHING regarding "doors". Everyone mentions 1 is locked on non-HM and on HM all, but 1 is locked, but nothing else. If we find anything during our runs (assuming this doesn't get a definitive answer) I will post our findings here. It could be RNG, but the fact that there is so much uncertainty about this is quite alarming. If its RNG I will accept it, but multiple sources say different things...

Sothra Sil, AD, Magblade PvP/ SOLO,Group,Duo,1vX,2vX. MagBlade Life!

MAGPLAR PVP build advice.

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Hello,

I am trying to work on a PVP build for my Magplar, I have had a look online and there seems to be a number of people running a dual wield front bar and a S&B back bar, I like the idea of this as it will allow me to run a monster set and 2 other full sets at the same time, but i'm worried about sustain issues without having a staff. Does anyone play like this, and if so do you have sustain issues?

This is the build I'm thinking:

Front Bar:
2x Shacklebreaker sword, MH Nirnhoned, OH Sharpened?

Back Bar:
Shacklebreaker sword, Nirnhoned.
Shacklebreaker shield, Reinforced.

2x Valkyn Skoria, Heavy, Impen
1x Shacklebreaker, Heavy, Impen
2x Shacklebreaker, Light, Impen
2x Rattlecage, Heavy, Impen

3x Rattlecage Jewelry, Arcane

I will probably run the Atronach to help with sustain and Witchmothers Potent Brew food.

Does this seem at all sensible for a decent PVP build?

I'm fairly new to the game and have only just started properly looking into my builds.

Cheers.

Updated Magicka nightblade builds (for 1vX & dueling)

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Both builds are the strongest I've seen so far.

51k+ magicka
Skoria
2.4k regen
2.3k crit resist
800 stam regen (1k with Tri pots)
24k health

Any questions let me know

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