I have a DK, NB, Warden and Templar that i can turn into stamina, but i'm not sure who should i try first. I saw Fengrush play sorcerer stamina and it seems pretty fun, but i would like to know from you what really shines in BGs. I like all, there is no one that i like more or less, but the thing is that i don't have too much time to try all of them.
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What stamina base class is better for BGs?
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ZOS Please? We really need LOL reaction back!
There was nothing really wrong with it, and some posts are genuinely funny.
Also, it muddies Insightful because a lot of people situationally use it as sarcasm reaction.
Please just give lol back.
It's needed - and it would prevent comments that only say LOL or some gif saying LOL
I cannot seem to tag Gina from phone, if anyone wants to and can, that would be great and thanks in advance!
Also, it muddies Insightful because a lot of people situationally use it as sarcasm reaction.
Please just give lol back.
It's needed - and it would prevent comments that only say LOL or some gif saying LOL
I cannot seem to tag Gina from phone, if anyone wants to and can, that would be great and thanks in advance!
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Have you used the Harmony Trait = Worth it?
For those that have used it, is it worth it? What have you done to make it effective if you have? stories/anecdotes? hints, tips?
https://elderscrollsonline.wiki.fextralife.com/Harmony
https://elderscrollsonline.wiki.fextralife.com/Harmony
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Solution to rune cage problem.
Just give frags it's 10% dmg back and it's stun. Thank you.
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Character movement speed not reaching +100% cap
I attempted to min/max movement speed on my crafter/harvester after Summerset launch, but I noticed my character doesn't move any faster than before.
So I decided to do some testing. I was wearing 7 medium armor, 5 piece Fiord's, major expedition (from retreating maneuvers), orc racial passive, and 3x purple Swift jewelry.
Together, all these bonuses should give:
medium armor: 21% movement speed (3% per piece)
Fiord's: 15% bonus while sprinting (5-piece bonus)
Major Expedition: 30%
Orc Racial Passive: 10%
3x Purple Swift: 27%
Windrunning CP passive: 2%
Total Bonus: 105%
So I should be wasting 5% of my movement speed bonus, but hitting the 100% bonus movement speed cap. I sprinted a flat route through Craglorn, using my Retreating Maneuvers (RM) as a timer. I started at the same point and ran for 33 seconds until my RM expired. Then I removed my 3x Swift Fiord's Jewelry, so I would have lost 42% movement speed (27% swift and 15% from Fiord's). Effectively I would have only lost 37% since I was already 5% over the movement speed cap. However, I covered the EXACT same distance in 33 seconds with RM up, both with and without my Swift Fiord's jewelry.
I then conducted a different test. I ran from point A to point B on a route that took 30 seconds with my full 105% movement speed set up. I then repeated the test running from point A to B without my 3x Swift Fiord's jewelry. Again, it took EXACTLY 30 seconds. It should have taken (163% movement speed/200% movement speed)=0.815, 30/0.815=36.8 seconds.
It would seem something is preventing me from reaching the 100% movement speed bonus, unless sprint itself is counting as some percentage movement speed bonus (which would be counter intuitive to me). I would appreciate it if this were fixed, considering I invested 150 transmute crystals and 3,000 crowns for race change to min/max a movement speed farming, crafter build.
Thanks.
So I decided to do some testing. I was wearing 7 medium armor, 5 piece Fiord's, major expedition (from retreating maneuvers), orc racial passive, and 3x purple Swift jewelry.
Together, all these bonuses should give:
medium armor: 21% movement speed (3% per piece)
Fiord's: 15% bonus while sprinting (5-piece bonus)
Major Expedition: 30%
Orc Racial Passive: 10%
3x Purple Swift: 27%
Windrunning CP passive: 2%
Total Bonus: 105%
So I should be wasting 5% of my movement speed bonus, but hitting the 100% bonus movement speed cap. I sprinted a flat route through Craglorn, using my Retreating Maneuvers (RM) as a timer. I started at the same point and ran for 33 seconds until my RM expired. Then I removed my 3x Swift Fiord's Jewelry, so I would have lost 42% movement speed (27% swift and 15% from Fiord's). Effectively I would have only lost 37% since I was already 5% over the movement speed cap. However, I covered the EXACT same distance in 33 seconds with RM up, both with and without my Swift Fiord's jewelry.
I then conducted a different test. I ran from point A to point B on a route that took 30 seconds with my full 105% movement speed set up. I then repeated the test running from point A to B without my 3x Swift Fiord's jewelry. Again, it took EXACTLY 30 seconds. It should have taken (163% movement speed/200% movement speed)=0.815, 30/0.815=36.8 seconds.
It would seem something is preventing me from reaching the 100% movement speed bonus, unless sprint itself is counting as some percentage movement speed bonus (which would be counter intuitive to me). I would appreciate it if this were fixed, considering I invested 150 transmute crystals and 3,000 crowns for race change to min/max a movement speed farming, crafter build.
Thanks.
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What Is Your Favorite and Least Elder Scrolls Architecture?
For me, it is about a tie between clockwork and dwemer but dwemer architecture tends to have more variety in terms of environments and automatons along with often being in mountainous terrain. Often you might find their buildings in beautiful caves with amazing vegetation. For me my least favorite is Breton as I don't like the common fantasy aspect of their architecture.
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Which do you think is worse? B'korgen world boss or unfinished dolmen? (From a solo perspective)
This is of course intended for people that solo world bosses. But anyways recently I have done b'korgen world boss solo and wanted to compare what I think is a harder world boss... b'korgen or the unfinished dolmen world boss Today I have added another notch to doing the unfinished dolmen but still have problems where I can steadily say I was doing it solo the whole time because face it... b'korgen is hard to find times where people won't jump in on the fight when you get him down to 14% or so. I've come to realize the mechanics for the unfinished dolmen is super simple and mind numbing easy to do but can be a bit difficult with how hard he can potentially hit for. But at the same time I can also argue that if you don't take care of B'korgen's ads then he also gets a massive damage boost to boot. ie kill his ads. At this moment I am starting to think they are closely matched. Thoughts fellow solo world boss conquerors?
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Would you like more playable races?
If yes, what ones? If no, why not?
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Why is the trial scene so toxic?
Hi, I have been doing a lot of trials recently and man this is personally my least favorite scene to deal with. Vet/Norm Dungeon scene is the most the most chill to me, then pvp, then last is trials. Everybody to me in trials are just very toxic for the most part. What are your guys’s most and least favorite scenes?
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Mend wounds annoyances
So I love this new skill, it’s one of the best things to happen to healers in the game in a while if you ask me. It is really useful and fun to use; however it doesn’t only target players. In dungeons when people are getting in the way of you healing someone with this skill you almost have to rely on your other heals, but what’s even worse is that pets and npcs can get in the way of this skill too. Can we please make it so it can only target players? Healing someone’s bear or imp is a pain in the butt when I’m trying to have fun with this heal...
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A New Take on Classes
I’d like to touch upon a concept that has be discussed casually as a side-note on previous posts. It’s possible to entertain an idea without accepting it; so I’m asking you to consider this perspective and reply with a measured response. I'm grateful to hear that Class Reps have been assigned and feedback has been cultivated to enhance and improve outdated mechanics. This concept only enhances that further.
The Idea
Classes still exist, however they are now in the form of 'Aspects’. The Aspect of a class is the breakdown of their three skill lines. Eg: Aspect of the Nightblade: Assassination, Shadow and Siphoning.
At the creation of a new character, and at designated shrines (similar to skill point and attribute shrines), you can assign three Aspects to your character.
For instance, if, for roleplay purposes, you were inspired to create a ‘Lich’ style character, you could combine:
If you are loyal to one particular class, you can align all three Aspects to that one class, so you can keep your DragonKnight Classic with less likelihood of creating a character with overlapping Active/Passive skills.
If a new class is to be introduced, you can temporarily play with each dedicated Aspect, and then dissect the class to incorporate it into your play style, without having to grind a new character all over again. This also means there’s less likelihood of the devs redesigning great skills to fit the mould of a role that the class is currently underperforming in.
The Critique
While this opens build diversity, especially for PvP, it may also cause a limitation for BiS roles for Vet Dungeons and Trials. BiS is BiS for a reason, but customising your character specifically for trials does not mean it cannot later be altered for other forms of play.
What aspects would you combine for a trials Primary and Secondary Tank? Would they be different?
The Primary and Secondary Healer? Again, would there be different Aspects utilised?
Mag DPS (Ranged vs Melee)?
Stam DPS (Ranged vs Melee)?
How would you build a solid PvP character? Would this make PvP more exciting because it wouldn’t necessarily be the same class combos; Aspects could be aligned to cover any potential weaknesses based on your personal playstyle. Would everyone be running cookie-cutter builds? Are they currently? Would racial skill importance play a greater role in character design than it currently does?
How would this affect Zenimax?
Because I am an altaholic, I have 15 toons. 1 Mag DPS 1 Stam DPS and 1 Argonian Healer/Tank for each class. I like to try different playstyles and understand how each class works. I also love building new character concepts and designing rich backgrounds. If this were to be introduced, would sales in additional character slots and associated utility purchases increase or be reduced?
While it's easy for us to sit back and feel personally attacked with each new update, the devs work hard to produce a game that we as a community respond positively to. Regardless of its flaws, I personally love this game, and I want to support the developers in their ever-thankless quest in trying to improve it.
TLDR
Classes still exist, only now in the form of 'Aspects'.
You create a character and chose three exisiting skill lines from any class you wish. These can later be reformatted at shrines, similar to the mechanics of resetting attributes and skill points.
What do you think the pros and cons of this concept - How would this effect PvP and PvE?
What unique builds would you put together and why?
The Idea
Classes still exist, however they are now in the form of 'Aspects’. The Aspect of a class is the breakdown of their three skill lines. Eg: Aspect of the Nightblade: Assassination, Shadow and Siphoning.
At the creation of a new character, and at designated shrines (similar to skill point and attribute shrines), you can assign three Aspects to your character.
For instance, if, for roleplay purposes, you were inspired to create a ‘Lich’ style character, you could combine:
- Warden’s Aspect: Winter’s Embrace
- Sorcerer’s Aspect: Dark Magic
- Nightblade’s Aspect: Siphoning
If you are loyal to one particular class, you can align all three Aspects to that one class, so you can keep your DragonKnight Classic with less likelihood of creating a character with overlapping Active/Passive skills.
If a new class is to be introduced, you can temporarily play with each dedicated Aspect, and then dissect the class to incorporate it into your play style, without having to grind a new character all over again. This also means there’s less likelihood of the devs redesigning great skills to fit the mould of a role that the class is currently underperforming in.
The Critique
While this opens build diversity, especially for PvP, it may also cause a limitation for BiS roles for Vet Dungeons and Trials. BiS is BiS for a reason, but customising your character specifically for trials does not mean it cannot later be altered for other forms of play.
What aspects would you combine for a trials Primary and Secondary Tank? Would they be different?
The Primary and Secondary Healer? Again, would there be different Aspects utilised?
Mag DPS (Ranged vs Melee)?
Stam DPS (Ranged vs Melee)?
How would you build a solid PvP character? Would this make PvP more exciting because it wouldn’t necessarily be the same class combos; Aspects could be aligned to cover any potential weaknesses based on your personal playstyle. Would everyone be running cookie-cutter builds? Are they currently? Would racial skill importance play a greater role in character design than it currently does?
How would this affect Zenimax?
Because I am an altaholic, I have 15 toons. 1 Mag DPS 1 Stam DPS and 1 Argonian Healer/Tank for each class. I like to try different playstyles and understand how each class works. I also love building new character concepts and designing rich backgrounds. If this were to be introduced, would sales in additional character slots and associated utility purchases increase or be reduced?
While it's easy for us to sit back and feel personally attacked with each new update, the devs work hard to produce a game that we as a community respond positively to. Regardless of its flaws, I personally love this game, and I want to support the developers in their ever-thankless quest in trying to improve it.
TLDR
Classes still exist, only now in the form of 'Aspects'.
You create a character and chose three exisiting skill lines from any class you wish. These can later be reformatted at shrines, similar to the mechanics of resetting attributes and skill points.
What do you think the pros and cons of this concept - How would this effect PvP and PvE?
What unique builds would you put together and why?
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Daily Rewards
So because Steam/the whole server went down, daily rewards wouldnt come up on another day, and the daily rewards reset timer being weird; ive lost about 3 days with nothing i can do about it. Cant ZOS make some kind of extra time allowance when these types of things happen?
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Werewolf Claws of Life Dot Still AOE Capped. Please Fix. Poison Spray and Cleave too
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Official Discussion Thread for "ESO Live: July 6 @ 6PM EDT – Wolfhunter Preview"
This is the official discussion thread for the blog article ESO Live: July 6 @ 6PM EDT – Wolfhunter Preview. Watch us live this Friday as we venture into the Hunting Grounds of Hircine and assault the werewolf-infested headquarters of the Order of the Silver Dawn with Dungeon Lead Mike Finnigan and Writer-Designer Tori Dougherty. They'll walk us through both March of Sacrifices and Moon Hunter Keep, discuss each dungeon's design, mechanics, and story (without spoilers). See you then!
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Who Wants a CP Battleground Option?
I get why currently battlegrounds are no cp, but I would want zos to separate battlegrounds into a cp and no cp category, then allow the player to decide.
I want to be able to use the extra regen etc that I've grown accustomed to. Currently with no cp, bg has a very different feel and the gameplay is very different as a result.
Let us play the way we do in cyrodiil but in small groups zos.
Please.
I want to be able to use the extra regen etc that I've grown accustomed to. Currently with no cp, bg has a very different feel and the gameplay is very different as a result.
Let us play the way we do in cyrodiil but in small groups zos.
Please.
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The lack of Culanda Lacquer will negatively impact Summerset housing
First of all, let me start up on a positive note, the droprate for Summerset furnishing plans is actually quite decent, already there are plenty of plans for sale, including lots of purples. People still try and take up to 1M for these at sellers, but I imagine that price will soon drop a lot, when more and more plans are put up for sale and no one buys them for that price. That was a nice decision, ZOS, instead of leaving them as rare unicorns like Vvardenfell plans at release.
Now for the main point of this post, the lack of the style mat, Culanda Lacquer, will negatively impact the Summerset housing and funiture market in the forseeable future. A point I already brought up on the PTS, but which didn't get that much attention, and none from the devs.
Vvardenfell plans required Obsidian as style mat, Alinor plans require 2 of these Culandas for each and every item. Why is this a bad idea? The source of Culanda is extremely restricted, only dropping from the 3 daily quests in Alinor and from no other place whatsoever. Even now when these dailies are heavily farmed, the Culanda price on PC-EU is already around 2k per item, and even increasing currently. There was a drop in price from release until today, but now they are again increasing somewhat. Why? Because people are finally catching up on the fact that these items are very limited, plus we are finally beginning to know a number of the new furnishing plans, and want to craft the items for ourselves or to sell.
Vvardenfell furnishings were kept in dark elf style mat, Obsidian, which also served as a great gold sink. Most furniture crafters bought Obsidian by the thousands at NPCs in order to craft, which was gold out of the economy. It also meant you could always craft these items, when you had the recipe and the other mats. Obsidian wasn't the bottleneck.
Clockwork City was different, now it was 1 style mat, Tempered Brass, per item. Tempered Brass dropped from 2 dailies, plus a lot of gear you found was in the Apostle style, which also dropped Brass. The recent anniversary event also poured a lot of Brass into the megaservers. Even with all these channels for Brass, the price was well over 500 per item before the anniversary event, and around 300 now. Brass is reasonably available, while still worth something.
What about Summerset/Alinor? It's now 2 Culandas per item, and no sets drop in this motif whatsoever, and you cannot get Culandas anywhere else than by doing the dailies. Right now there's a frenzy in dailies as people try and collect the Sapiarch motifs, what happens when that becomes old, the flow of Culanda into the playerbase will be little more than a trickle, while every recipe will require double the amount of style mats than CWC did. Prices of 5k per mat wouldn't be unthinkable. That's 10k just to craft a tiny cup, not even mentioning the cost of the other mats.
Who is going to pay 10k plus fee for a cup? No one. The furniture market for these items will be extremely limited, and the items will be heavily overpriced, so only the very rich players will buy them. This is bad for furniture sellers, it is also bad for the casual players who want to decorate their houses, but don't have the crafting skill or plans for it, and who now have to pay tens of thousands for every cup, chair or plate. It is even bad for the housing people who don't intend to sell furniture. With a 700 item limit of a large house, and every item costing 2 Culandas, that's 1400 Culandas just to decorate 1 house, assuming you want to keep it in that racial style. With a few thousand gold per Culanda, that's easily a handful of million gold - only for the style mats! Few people have that kind of money to throw away. Or you could do 1400 dailies. I don't know which is worse.
The solution is rather simple. The recipes should have been changed from Culanda to Adamantite, like Vvardenfell plans require Obsidian. The use of Culanda is inappropriate even from a lore perspective. Culanda is for Sapiarch motif, a specific faction of scholars on Summerset. Why would all the Altmer recipes call for Sapiarch related items? What do Sapiarchs have to do with household cups and plates? If ZOS insists on keeping the Culanda, they should at least be decreased to 1 per item, like the CWC recipes.
However, ZOS rarely goes back and changes mat requirements in plans, even when they are way out of balance or reason.
So what could they do instead? Make the Gryphon zone set in Summerset drop in Sapiarch motif, so you can decon it for a chance for Culanda. Right now, the 3 zone sets in Summerset drop in Ebonshadow, Psijic and Ancient Elf motif. Why on earth did you make the final set Ancient Elf instead of Sapiarch? Again look at Vvardenfell, or even CWC. Vvardenfell has 3 overland sets that drop in the 3 House motifs, Hlaalu, Telvanni and Redoran. CWC has 3 sets, 1 in Ebonshadow and 2 in Apostle, which you can decon for Brass. The Vanus set from Summerset is in Psijic which you can decon for mat, but it makes no sense from any perspective to have the Gryphon set in Ancient Elf. Following the logic that Sapiarch style mats are needed for cups and pots, this set should drop in Sapiarch motif as well, as this apparently is ZOS' "default" Alinor/Altmer mat. Ancient Elf is also another word of Ayleid, which is why the Palladium is used in Ayleid furniture crafting, it has nothing to do with Summerset or Alinor. At least making the Gryphon set drop in Sapiarch instead of Ancient Elf would release a few more Culanda into the economy.
Ideally, Culanda mat parts would also be found on the overland map, from node harvesting and killing mobs. Make it 1/10th of a mat, just like you can find Viridian Dust all over Vvardenfell, and combine 10 of them into a Volcanic Viridian style mat. This would again at least make people able to farm a bit of these mats without sourcing the entire mat behind daily quests, which currently aren't enough to feed the demand, even when the dailies are farmed like crazy, and which will be only a trickle of mats later on, when farming slows down and people already have the Sapiarch motif.
Long post, but I wanted to give a detailed explanation about this, so as to not get dismissed as "just yet another whine post". This isn't mere complaining, I'm trying to put down some suggestions as to how to make Summerset furniture crafting more viable and sustainable, both for the personal houseowner, as well as the furniture seller, and by extension, the playerbase at large.
I foresaw this on the PTS, and already, a week into the update, with dailies being farmed heavily, we see a large demand for Culandas, driving up the prices which are already increasing. Anyone who does trade or knows the server economy will know that this trend will only increase as more and more people get to know the recipes and want to craft or sell. The problem is only going to increase, unless more sources of Culandas are made available, or the recipes possibly changed.
Now for the main point of this post, the lack of the style mat, Culanda Lacquer, will negatively impact the Summerset housing and funiture market in the forseeable future. A point I already brought up on the PTS, but which didn't get that much attention, and none from the devs.
Vvardenfell plans required Obsidian as style mat, Alinor plans require 2 of these Culandas for each and every item. Why is this a bad idea? The source of Culanda is extremely restricted, only dropping from the 3 daily quests in Alinor and from no other place whatsoever. Even now when these dailies are heavily farmed, the Culanda price on PC-EU is already around 2k per item, and even increasing currently. There was a drop in price from release until today, but now they are again increasing somewhat. Why? Because people are finally catching up on the fact that these items are very limited, plus we are finally beginning to know a number of the new furnishing plans, and want to craft the items for ourselves or to sell.
Vvardenfell furnishings were kept in dark elf style mat, Obsidian, which also served as a great gold sink. Most furniture crafters bought Obsidian by the thousands at NPCs in order to craft, which was gold out of the economy. It also meant you could always craft these items, when you had the recipe and the other mats. Obsidian wasn't the bottleneck.
Clockwork City was different, now it was 1 style mat, Tempered Brass, per item. Tempered Brass dropped from 2 dailies, plus a lot of gear you found was in the Apostle style, which also dropped Brass. The recent anniversary event also poured a lot of Brass into the megaservers. Even with all these channels for Brass, the price was well over 500 per item before the anniversary event, and around 300 now. Brass is reasonably available, while still worth something.
What about Summerset/Alinor? It's now 2 Culandas per item, and no sets drop in this motif whatsoever, and you cannot get Culandas anywhere else than by doing the dailies. Right now there's a frenzy in dailies as people try and collect the Sapiarch motifs, what happens when that becomes old, the flow of Culanda into the playerbase will be little more than a trickle, while every recipe will require double the amount of style mats than CWC did. Prices of 5k per mat wouldn't be unthinkable. That's 10k just to craft a tiny cup, not even mentioning the cost of the other mats.
Who is going to pay 10k plus fee for a cup? No one. The furniture market for these items will be extremely limited, and the items will be heavily overpriced, so only the very rich players will buy them. This is bad for furniture sellers, it is also bad for the casual players who want to decorate their houses, but don't have the crafting skill or plans for it, and who now have to pay tens of thousands for every cup, chair or plate. It is even bad for the housing people who don't intend to sell furniture. With a 700 item limit of a large house, and every item costing 2 Culandas, that's 1400 Culandas just to decorate 1 house, assuming you want to keep it in that racial style. With a few thousand gold per Culanda, that's easily a handful of million gold - only for the style mats! Few people have that kind of money to throw away. Or you could do 1400 dailies. I don't know which is worse.
The solution is rather simple. The recipes should have been changed from Culanda to Adamantite, like Vvardenfell plans require Obsidian. The use of Culanda is inappropriate even from a lore perspective. Culanda is for Sapiarch motif, a specific faction of scholars on Summerset. Why would all the Altmer recipes call for Sapiarch related items? What do Sapiarchs have to do with household cups and plates? If ZOS insists on keeping the Culanda, they should at least be decreased to 1 per item, like the CWC recipes.
However, ZOS rarely goes back and changes mat requirements in plans, even when they are way out of balance or reason.
So what could they do instead? Make the Gryphon zone set in Summerset drop in Sapiarch motif, so you can decon it for a chance for Culanda. Right now, the 3 zone sets in Summerset drop in Ebonshadow, Psijic and Ancient Elf motif. Why on earth did you make the final set Ancient Elf instead of Sapiarch? Again look at Vvardenfell, or even CWC. Vvardenfell has 3 overland sets that drop in the 3 House motifs, Hlaalu, Telvanni and Redoran. CWC has 3 sets, 1 in Ebonshadow and 2 in Apostle, which you can decon for Brass. The Vanus set from Summerset is in Psijic which you can decon for mat, but it makes no sense from any perspective to have the Gryphon set in Ancient Elf. Following the logic that Sapiarch style mats are needed for cups and pots, this set should drop in Sapiarch motif as well, as this apparently is ZOS' "default" Alinor/Altmer mat. Ancient Elf is also another word of Ayleid, which is why the Palladium is used in Ayleid furniture crafting, it has nothing to do with Summerset or Alinor. At least making the Gryphon set drop in Sapiarch instead of Ancient Elf would release a few more Culanda into the economy.
Ideally, Culanda mat parts would also be found on the overland map, from node harvesting and killing mobs. Make it 1/10th of a mat, just like you can find Viridian Dust all over Vvardenfell, and combine 10 of them into a Volcanic Viridian style mat. This would again at least make people able to farm a bit of these mats without sourcing the entire mat behind daily quests, which currently aren't enough to feed the demand, even when the dailies are farmed like crazy, and which will be only a trickle of mats later on, when farming slows down and people already have the Sapiarch motif.
Long post, but I wanted to give a detailed explanation about this, so as to not get dismissed as "just yet another whine post". This isn't mere complaining, I'm trying to put down some suggestions as to how to make Summerset furniture crafting more viable and sustainable, both for the personal houseowner, as well as the furniture seller, and by extension, the playerbase at large.
I foresaw this on the PTS, and already, a week into the update, with dailies being farmed heavily, we see a large demand for Culandas, driving up the prices which are already increasing. Anyone who does trade or knows the server economy will know that this trend will only increase as more and more people get to know the recipes and want to craft or sell. The problem is only going to increase, unless more sources of Culandas are made available, or the recipes possibly changed.
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ALDMERI GROTTO!!!!!!!!!'!!!!!!!!!!!!
Twelve hours, I’m excited! I love the nautical summerset delves and sets, and I’m so touring this house first thing tomorrow morning!
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Question about the horses
I was wondering if there are any plans in development to update some of the old horses with the new model and texture assets.
General forum-goers may feel free to weigh in with whether they think that'd be a good idea.
My opinion: I'd love to see a nightmare courser done with the new assets, even if it were a separate crown store item that doesn't overwrite the classic.
General forum-goers may feel free to weigh in with whether they think that'd be a good idea.
My opinion: I'd love to see a nightmare courser done with the new assets, even if it were a separate crown store item that doesn't overwrite the classic.
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Curse of doylemish set
This set needs a major Re-haul it isn't viable in pvp or pve. Me and a buddy have been testing it and the damage tool tip on the set Does not hit as strong as it says it does. I believe something should be changed to make this set useful or is the set itself not working as intended? The highest damage I witnessed was 5156 on a death recap. The rest were lower, I do have 2500 crit resistant.
@ZOS_CoriJ
@ZOS_GinaBruno
@ZOS_JessicaFolsom
@ZOS_BillE
@ZOS_GaryA
@ZOS_MikaS
@ZOS_CoriJ
@ZOS_GinaBruno
@ZOS_JessicaFolsom
@ZOS_BillE
@ZOS_GaryA
@ZOS_MikaS
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When will the PvP freezes be fixed?
PvP is nearly unplayable right now with these constant freezes interrupting the game in crucial moments. I missed out on a 40K defense tick last night because of this crap, but that's definitely not the first time I've missed a nice chunk of AP like that. There have been instances where I've frozen within seconds of relogging three and four times in a row. I've frozen 6 times in one hour before. It really just kills the experience for me when I can't enjoy playing due to this bug. I'm a PvP player and I'm paying for a subscription to a game that I can barely play right now. Is there a timetable on when a fix for this is supposed to be released?
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