ZOS_JessicaFolsom wrote: »Sorry for the confusion regarding the Monster Set bind-on-pickup note. There was a bit of a miscommunication. We've updated the note to say the following:
ZOS_GinaBruno wrote: »rhapsodious wrote: »You said that Monster Set pieces are untradeable by design... but the picture shows a monster set item which says it can be traded. So, uh... can they be traded or not?
@ZOS_GinaBruno @ZOS_JessicaFolsom clarification please? That's a really confusing image.
We're working on getting this clarified now. Stand by!
clarifie it as tradeable...pls:)
Can we please get a smarter loot table?ZOS_JessicaFolsom wrote: »We've added Powered versions of The Master's Greatsword, Sword, Inferno Staff, and Restoration Staff to the pool of possible Master Weapons available in the Dragonstar Arena.
Why would anyone in their right mind want a Powered Greatsword? Yes, the Powered trait would be quite nice for the Restoration Staff. So add it to that. Don't add it to the weapons for which the trait makes absolutely no sense.
For vigor!
SirCritical wrote: »"Not all items that are bind-on-pickup can be traded. Monster Set pieces, for example, are not tradeable by design."
Hm, but you show a monster helm as example. And these kind of items should really be tradable, while most groups are formed for helm-farming.
And no switches in the bosmer and khajiit racial skills (you know, the pickpocketing bonus). Sad.
GreenSoup2HoT wrote: »Nothing new about the racial passives huh? So i guess the changes will stick regardless of all the feedback? Interesting...
Clearly on the Training trait they are thinking ahead on their plan, which we don't have access to except for:I wish you wouldn't keep adding nonsensical traits to places they don't belong. Like Prosperous and Training on endgame gear, and powered on other things than resto staves. Sure there will always be one or two people who will use powered on a destro staff or a bow, or whatever, but for the majority of players it will be a useless trait. I feel like the endgame gear should have traits that people desire.
Precise/Sharpened/Nirnhoned on offensive weapons, Defensive/Powered on defensive/healing weapons.
Infused/Divines/Nirnhoned/Reinforced/Well-fitted/Impenetrable on gear pieces.
The other traits are extremely useless for the most part as they either don't compare to the good traits or simply have no proper application at end level.
Training is good for levelling, but that's about it.
Prosperous is good for ???, I've yet to figure out if this actually is good for anyone but inefficient goldfarmers.
Charged on weapons doesn't really seem to do much either.
EDIT: At the very least if you aren't going to make the traits sensible, give the players a way to change traits. Maybe a max level crafter has a cooldown ability to change one trait on an item per week or something like that.
FREQUENTLY ASKED QUESTIONS
We also wanted to take this opportunity to answer a few of the more common questions we've seen on the official ESO forums from players who have gotten a chance to try these changes on the PTS:
...
Q: Can I get Champion Point 101 or Champion Point 400 gear?
A: The gear cap is currently CP 160, but it will be raised in the future. Gear will exist every 10 Champion Points so in the case of CP 101, the gear level will be rounded to the nearest ten; it will drop at either CP 100 or CP 110.
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Maybe stop this already? and make trait pool separate for each weapon? some "weapons" you make are useless even in omst hipster builds ever. The bigger pool is, the lesser chance to get weapon you would use. Instead of adding variety to builds, you actually reduce it to crafted weapons, because trait matters too much, and you will not use master weapon with a crap trait.We've added Powered versions of The Master's Greatsword, Sword, Inferno Staff, and Restoration Staff to the pool of possible Master Weapons available in the Dragonstar Arena.
Nothing on wearing hats causing Macs to crash? Will authenticate when the PTS goes live to see if it's still there.
- Survey Report Runestones now produce a Potency Rune in lieu of one of their previous two Essence Runes. Additionally, these Runestones have been renamed to avoid confusion related to calling them "dual" when they produce four (or more) runes.
Gina coming in with the big news! Thank you GinaWe're planning on discussing the Racial Passives during ESO Live this Friday, so we'll address some of the concerns and questions.
You don't understand! I play console, so the news that breaks doesn't even hit us on console for weeks... its so stressful.AverageFurry wrote: »Patience, grasshopper. This won't be the only patch to the update.GreenSoup2HoT wrote: »Nothing new about the racial passives huh? So i guess the changes will stick regardless of all the feedback? Interesting...
ZOS_JessicaFolsom wrote: »Trade Bind-on-Pickup Items in Dungeons & Trials to Group Members
Equipment looted while in a group can now be traded to active group members for two hours after being looted.
- Group members must have been present when the items dropped, and in the instance (if applicable), in order for trading to be an option.
- Items that can be traded will have modified tooltips indicating how long they can be traded for, as well as to whom.
- Not all items that are bind-on-pickup can be traded. Monster Set pieces, for example, are not tradeable by design.
- This system is not exclusive to Dungeons and Trials—the system is universal, but most of our bind-on-pickup items that are tradeable do drop in Dungeons and Trials.
Cool, literally the only piece of gear that'd I'd be interested in trading. I'm going back to never owning a bloodspawn helmet, because since debut it remains the one helmet that I've never been able to loot, not even in a bad trait.
MyNameIsElias wrote: »I really do not like the fact that this motif will only be available to players who played during the event. Unless you make this event happen once every year i find this to be a horrible gameplay decision.
dylanjaygrobbelaarb16_ESO wrote: »ZOS_JessicaFolsom wrote: »Trade Bind-on-Pickup Items in Dungeons & Trials to Group Members
Equipment looted while in a group can now be traded to active group members for two hours after being looted.
- Group members must have been present when the items dropped, and in the instance (if applicable), in order for trading to be an option.
- Items that can be traded will have modified tooltips indicating how long they can be traded for, as well as to whom.
- Not all items that are bind-on-pickup can be traded. Monster Set pieces, for example, are not tradeable by design.
- This system is not exclusive to Dungeons and Trials—the system is universal, but most of our bind-on-pickup items that are tradeable do drop in Dungeons and Trials.
Cool, literally the only piece of gear that'd I'd be interested in trading. I'm going back to never owning a bloodspawn helmet, because since debut it remains the one helmet that I've never been able to loot, not even in a bad trait.
did you even read it? how did you managed to misquote it is beyond me?
Not all items that are bind-on-pickup can be traded. Monster Shoulders, since they drop from Undaunted chests for example, are not tradeable by design. (Monster Helms, since they drop from Veteran Dungeon final bosses, on the other hand, are.)
ps check the special pvp vendor on the weekends you can buy it for gold or ap when its cycles in... you now will have 2 additional ways aside from it dropping for you
dylanjaygrobbelaarb16_ESO wrote: »ZOS_JessicaFolsom wrote: »Trade Bind-on-Pickup Items in Dungeons & Trials to Group Members
Equipment looted while in a group can now be traded to active group members for two hours after being looted.
- Group members must have been present when the items dropped, and in the instance (if applicable), in order for trading to be an option.
- Items that can be traded will have modified tooltips indicating how long they can be traded for, as well as to whom.
- Not all items that are bind-on-pickup can be traded. Monster Set pieces, for example, are not tradeable by design.
- This system is not exclusive to Dungeons and Trials—the system is universal, but most of our bind-on-pickup items that are tradeable do drop in Dungeons and Trials.
Cool, literally the only piece of gear that'd I'd be interested in trading. I'm going back to never owning a bloodspawn helmet, because since debut it remains the one helmet that I've never been able to loot, not even in a bad trait.
did you even read it? how did you managed to misquote it is beyond me?
Not all items that are bind-on-pickup can be traded. Monster Shoulders, since they drop from Undaunted chests for example, are not tradeable by design. (Monster Helms, since they drop from Veteran Dungeon final bosses, on the other hand, are.)
ps check the special pvp vendor on the weekends you can buy it for gold or ap when its cycles in... you now will have 2 additional ways aside from it dropping for you
cschwingeb14_ESO wrote: »My stealing character is khajit, and they are also a thievish race. I don't see why they would change that
SirCritical wrote: »cschwingeb14_ESO wrote: »My stealing character is khajit, and they are also a thievish race. I don't see why they would change that
My master thief is a bosmer, so that's why OK, do not give us pickpocketing bonus, but add us a maneater bonus :P
Can you ask someone about adding impen back to the PVE loot table?Many PVPers will like to use these new sets but if they don't come in impenetrable we really can't use them.
ZOS_JessicaFolsom wrote: »Can you ask someone about adding impen back to the PVE loot table?Many PVPers will like to use these new sets but if they don't come in impenetrable we really can't use them.
This has been long asked about (and long discussed internally), and we'd like to get the community's thoughts on it. There are some pros and cons, and ultimately it boils down to doing what's best for you, the players. We'll try to get a thread up about this later in the week, and get the discussion going.
What would be the cons?
ZOS_JessicaFolsom wrote: »Can you ask someone about adding impen back to the PVE loot table?Many PVPers will like to use these new sets but if they don't come in impenetrable we really can't use them.
This has been long asked about (and long discussed internally), and we'd like to get the community's thoughts on it. There are some pros and cons, and ultimately it boils down to doing what's best for you, the players. We'll try to get a thread up about this later in the week, and get the discussion going.
ZOS_JessicaFolsom wrote: »What would be the cons?
Every added Trait adds to the RNG aspect of trying to get the specific item set piece(s) and Trait combination you want. We're sensitive to the fact that this can already be a frustrating experience due to the randomness of it. So, we'd like to hear from the community if adding another Trait to the pool, as it were, is considered worthwhile.
A text box on the main screen. The current one on the server looks more of a hassle.
ZOS_JessicaFolsom wrote: »What would be the cons?
Every added Trait adds to the RNG aspect of trying to get the specific item set piece(s) and Trait combination you want. We're sensitive to the fact that this can already be a frustrating experience due to the randomness of it. So, we'd like to hear from the community if adding another Trait to the pool, as it were, is considered worthwhile.