or to just bring BoE back, but increasing that 10,000 gold to something like 50,000 seeing as it has a cooldown of a week attached to it, and just how gold consuming trials are.Hard Modes all contain an item worth 10,000 gold which can only be acquired once every 5 days.
All harvest nodes now scale to your combat level or applicable crafting passive rank.
When opening a Clothing, Woodworking, or Blacksmithing Writ reward box, you now have a chance to obtain a shipment of 25 refined materials from a previous tier of materials.
Soul gem usage has been simplified.
Players of all levels will receive and fill Grand Soul Gems, which can be used to revive players of any level, as well as to refill enchantments.
Non-grand Soul Gems no longer fill these roles, and may be sold to vendors.
Bandit1215 wrote: »Does anyone know if the dungeon and overland sets have jewlery?
ZOS_GinaBruno wrote: »
Don't forget you can trade within your group.
Unlikely_Ghostbuster wrote: »This isn't about gap closers, this is about Tower farming.Translation: "Somehow, nobody in the studio was able to fix gap closers, so we fixed it this way"ZOS_GinaBruno wrote: »[*]The carpenters of Cyrodiil are on strike, and Towers no longer have doors.
And I say "Thank goodness" and "about time."
It's conceptually incoherent that (to date) the easiest way to get enough AP to become Emperor is to master the art of camping a resource tower, which doesn't contribute to your alliance in any significant way. One would think our Emperor would be someone who pitched in the most to help our faction win the campaign by taking and defending primary alliance war objectives (keeps, outposts, scrolls) and not our top-ranked resource troll.
@ZOS_GinaBrunoThis sounds like a mistake, if not, what the hell is that change? You want people to be broke? How do you expect people to be raid ready?All set drops from dungeons and Trials are bind-on-pickup.
Wtf is this
This is my first time ever asking to nerf anything.
Destro Staff ulti. Nerf it or change it.
It might take people some time to understand how HUGE this is, but just like the Shield Bash skill in the start of ESO, this skill is way, way, way overpowered.
Mettaricana wrote: »@ZOS_GinaBrunoThis sounds like a mistake, if not, what the hell is that change? You want people to be broke? How do you expect people to be raid ready?All set drops from dungeons and Trials are bind-on-pickup.
Wtf is this
Seriously at this point just remove guild traders we'll have nothing to put in the friggan thing. Should honestly unbind everything but boss helms bring this economy back to life kinda boring seeing same 3 sets for each armor type as the only things valued since everything else is bound..
I enjoyed escaping into the Tower and using it as a vantage point as well. This is one of the reasons why I think putting the flag in the Tower would be a better solution than removing the door. As you alluded to yourself, a lot of players have been destroying the Tower before capturing the flag anyway; putting the flag in the Tower would therefore not really affect those players at all, while simultaneously preventing the Tower farming issue, as players who are not listening to chat would not be able to capture the flag before the Tower is down.Knootewoot wrote: »I agree.Unlikely_Ghostbuster wrote: »This isn't about gap closers, this is about Tower farming.Translation: "Somehow, nobody in the studio was able to fix gap closers, so we fixed it this way"ZOS_GinaBruno wrote: »[*]The carpenters of Cyrodiil are on strike, and Towers no longer have doors.
And I say "Thank goodness" and "about time."
It's conceptually incoherent that (to date) the easiest way to get enough AP to become Emperor is to master the art of camping a resource tower, which doesn't contribute to your alliance in any significant way. One would think our Emperor would be someone who pitched in the most to help our faction win the campaign by taking and defending primary alliance war objectives (keeps, outposts, scrolls) and not our top-ranked resource troll.
But towerfarming is imho mostly the fault of the other party. Is it easy to counter it. If the enemy was hiding in the tower:
- Don't capture the flag and destroy the tower (= door gone and no hiding place)
- If flag is captured.... just move away and don't enter tower.
I am not really happy the door is gone. Sometimes I protect (at least try to) a resource and see a few enemies coming. Then I can enter the tower en shoot them from top without them being able to come to me unless they actually capture it.
With the door gone, entire zergs can just enter the enemy tower and hide there and kill anyone who comes in the tower. For me it was supposed to be the last save place when to many enemies around. Now placing ballista's on top to protect resource won't work because enemies will first enter the tower so they are save from NPC's, kill of the ballista's and shoot enemies from top and get flag.
Oh well we will see how this works.
Since all mobs are now CP160, they will only fill Grand Soul Gems anyway, unless they changed how they work. It's quite likely that lower level soul gems will no longer exist.Shadowshire wrote: »Does this mean that the Soul-Trap ability will capture the soul of any and all mobs regardless of their level to fill a Grand Soul Gem? Or was this aspect of the change overlooked?
For what it is worth, the lower-level Soul Gems are still useful for recharging an enchantment which is less than about 30% depleted. It is better than using a more expensive full Grand Soul Gem while the enchantment has some charge remaining, depending upon how much risk of total depletion that the player is willing to accept.
The structure of the Tower doesn't need to be changed at all. When a Tower reaches 0%, both the door and walls are destroyed, so you can get inside. There's no need to separate them. Since the majority of the upper Tower structure is also destroyed, the flag would be located at the top of the lowest set of steps (the stone ones), just above the ground floor level.If they put the flag in the tower, it will have to have a separate breakable door and at least one breakable wall, like a mini-outpost. Now it's just one entity. Removing the door is a better idea overall. A door is still a small space that can be defended with enough players, by stacking DoTs and concentrating AoE there, much like a smaller wall breach in keeps. The ballistas can now shoot both in and out. So it will be much more interesting than the current situation.
ZOS_GinaBruno wrote: »ONE TAMRIEL
[*]Right out of the tutorial you'll have the freedom to go anywhere in Tamriel and play any content, in any order, just like other Elder Scrolls games. Your character will automatically scale and balance to the content.
If scaling works the same as it has done in battle-levelled areas, then no. The player with Level 20 gear will have their gear scaled lower, since it is 10 levels outlevelled. The lower your gear is relative to your character level, the less it scales.ZOS_GinaBruno wrote: »ONE TAMRIEL
[*]Right out of the tutorial you'll have the freedom to go anywhere in Tamriel and play any content, in any order, just like other Elder Scrolls games. Your character will automatically scale and balance to the content.
Maybe someone can help me understand this a little better.
Imagine 2 players with the same class and skill point setup but their gear is different.
Player A - let's say level 30 with appropriate level 30 gear.
Player B - let's say level 30 but still wearing level 20 gear.
If they are grouped together and zone in at the same time - will both player's gear scale to the same level/stats?
Thanks
ZOS_GinaBruno wrote: »ONE TAMRIEL
[*]Right out of the tutorial you'll have the freedom to go anywhere in Tamriel and play any content, in any order, just like other Elder Scrolls games. Your character will automatically scale and balance to the content.
Maybe someone can help me understand this a little better.
Imagine 2 players with the same class and skill point setup but their gear is different.
Player A - let's say level 30 with appropriate level 30 gear.
Player B - let's say level 30 but still wearing level 20 gear.
If they are grouped together and zone in at the same time - will both player's gear scale to the same level/stats?
Thanks
Shadowshire wrote: »While playing the next update of the game on the PTS, for what it is worth, I easily discovered a bug in the Crafting UI which, if memory serves, was present in the game software version prior to release of the first DLC (Imperial City). The bug is not present in the current release of the software and was corrected quite a long time ago.
Apparently, this implies that Bethesda has reverted to a previous version of the game software in order to develop it with the features of One Tamriel. That is, they aren't doing that with the current game software version as the point of departure. Instead of altering the features of the extant software, they are developing the new features to add to the previous version.
So I suppose we should expect to see a lot of old bugs. Of course, Bethesda should already know about these specific bugs, which were removed from the software previously. There is no reason to release the software to the PTS without removing them before doing that. In this case deja vu is not a pleasant experience.
Frankly, I am weary of wasting my time and effort to report bugs. Some are corrected, some are only partially correctable, if at all, and others are ignored. It isn't any fun, and it isn't why I bought the game and pay the monthly subscription. If Bethesda wants their software debugged, then they should hire Alpha Testers to do that before it is ever available on the PTS. In my experience, the PTS releases have not qualified as suitable even for Beta Testing. The only reason for the PTS is that there are so many different computers which can, in theory at least, run the software despite their differences -- differences which can cause problems. IMHO, Bethesda and Z.O. are abusing the PTS and those who are willing to test the software by installing Alpha versions on it.