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What exactly will the Balancing Update entail?

ArchMikem
ArchMikem
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Rumor has it Update 13 will focus on Class and Skill Balancing, ie. stat tweaking. If it means what I hope it means then I'll be very interested (depending which way the tweaks go), considering my experiences especially in PvP Land. I'm not "Meta" build, my characters are making do with the simple crafted sets I gave them and I just want to participate and play support in Cyrodiil, but at the same time, I'm getting really, really...REALLY, sick and tired of getting one hit wondered by Proc Sets and seeing my own damage get mitigated by 90% right before the enemy player smashes me into the ground. Then if I'm lucky they'll dance on my corpse.

What I hope these Balancing tweaks turn out to be,
  • Mitigation, and how it works, gets either reworked to where the amount you can block tapers off the more hits you take, or at least gets HEAVILY nerfed. Considering my Venom Arrow can do 10k to a Mob but only 1k to another player, something is wrong there. Also how can Soul Assault tell me it's tooltip says 53k damage but in reality barely even leave a tickle?
  • COMPLETELY nerf/revamp the Shuffle/Mist Form/Dodge Rollers and how many times they can dodge every little thing thrown their way. When I try to Incap a guy standing right in front of me, only to see the game say "MISS", or to fire off my Bow Ult and have the person dodge every single arrow for the whole channel, it gets upsetting.
  • Change how Detection works. Make it rely on Line of Sight instead of what seems like a cooldown timer. I have been chased after, found, and subsequently murdered all because the game kept telling me I was Detected even though I had successfully broke contact around some boulders or a corner.
  • Also not PvP related, but give Light Armor more similar passives that Medium Armor grants, like increasing Spell Damage per piece of Light Armor equipped.
CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
Quest Objective: OMG Go Talk To That Kitty!
  • MaxwellC
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    Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
    RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.

    Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti. Fear should have is range nerf'd too + ambush should have it's empower removed for a different buff :)
    Edited by MaxwellC on November 14, 2016 9:38PM
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • ArchMikem
    ArchMikem
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    Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
    RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.

    Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti.

    I'm with you on shield stackers, but why should Soul Assault be interruptable? Players can already break it via line of sight not to mention most just mitigate and heal right though it anyway..

    The Bow Ult, yeah I have noticed it still fires even through objects.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • MaxwellC
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    Because it slows you and does high damage so if someone is in front of me I will have to block or take all that largely unmitigated damage to the face.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Doctordarkspawn
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    Overhauling how scaling as a whole effects group content would be nice, the kinks need to be ironed out.

    I'd honestly be in favor of a mitigation rework. Give us some direction on where they want tanks at the moment.
  • KhajiitiLizard
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    Lots of crying and people screaming learn2play...
  • Nestor
    Nestor
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    Probably a whole lot of this:

    https://www.youtube.com/watch?v=Bp4tGTNNi1I
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • STEVIL
    STEVIL
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    ArchMikem wrote: »
    Rumor has it Update 13 will focus on Class and Skill Balancing, ie. stat tweaking. If it means what I hope it means then I'll be very interested (depending which way the tweaks go), considering my experiences especially in PvP Land. I'm not "Meta" build, my characters are making do with the simple crafted sets I gave them and I just want to participate and play support in Cyrodiil, but at the same time, I'm getting really, really...REALLY, sick and tired of getting one hit wondered by Proc Sets and seeing my own damage get mitigated by 90% right before the enemy player smashes me into the ground. Then if I'm lucky they'll dance on my corpse.

    What I hope these Balancing tweaks turn out to be,
    • Mitigation, and how it works, gets either reworked to where the amount you can block tapers off the more hits you take, or at least gets HEAVILY nerfed. Considering my Venom Arrow can do 10k to a Mob but only 1k to another player, something is wrong there. Also how can Soul Assault tell me it's tooltip says 53k damage but in reality barely even leave a tickle?
    • COMPLETELY nerf/revamp the Shuffle/Mist Form/Dodge Rollers and how many times they can dodge every little thing thrown their way. When I try to Incap a guy standing right in front of me, only to see the game say "MISS", or to fire off my Bow Ult and have the person dodge every single arrow for the whole channel, it gets upsetting.
    • Change how Detection works. Make it rely on Line of Sight instead of what seems like a cooldown timer. I have been chased after, found, and subsequently murdered all because the game kept telling me I was Detected even though I had successfully broke contact around some boulders or a corner.
    • Also not PvP related, but give Light Armor more similar passives that Medium Armor grants, like increasing Spell Damage per piece of Light Armor equipped.

    just to be clear on the lt and medium thing.

    Light provides imp crit and pen for spells.

    Medium provides imp crit and imp wpn damage

    You would like to replace the pen bonus (which improves the whole damage done - spelldmg plus magica) with one that just raises the spelldmg part of the damage so its passives are more like med?



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • WhiteMage
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    You know, not many people talk about stealth detection but I think it does deserve a looking at. Rather often have I seen an enemy in the distance (they didn't see me) who stealthed before I could get within gap closing range, so I stealth up too and approach. Being a magplar in only one piece medium armor, my detection radius is reduced by 5%. All of my "prey" are stamina characters with 25-35% detection radius reduction.

    These players are incredibly hard to find after they've stealthed. I use my larger stealth detection radius as a sort of radar: when closed, I'm too far away. When half open, I'm close. I use this to create a perimeter that they are likely in and search it thoroughly. Unless I am lucky enough to step on them, I never find them, even when using a detection potion (to increase stealth detection by 20 meters). There have even been times where they have detected me without me detecting them (I suppose I walk in front of them without facing them) and only when they're dumb enough to shoot me with a poison injection do I find them.

    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Danksta
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    I'm sure I'd be disappointed if I had any hopes for it. Mostly because I'm sure they still haven't figured out that skills need to behave differently in PvP than PvE. If they don't do that then the real balancing hasn't begun yet.
    BawKinTackWarDs PS4/NA

  • Tryxus
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    Well they did a good job on Stam Sorcs the last time...

    I'm hoping they'll do the same to MagBlades and Mag DKs. Espec Mag DKs, they kinda need it
    "We're all born under the same sky and on the same earth. Therefore, we all deserve the same amount of respect."
    Tryxus of the Undying Song - Warden - PC/EU
  • Malamar1229
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    theres a simple way, i think anyway, to address balance in pvp without upsetting pve. Take hardened ward for example. They could have written it like,
    "Grants a shield for 20 seconds...blah blah blah.....Shield lasts 6 seconds when in Cyrodiil or dueling"

    Then to address some of the worthless monster sets,
    "Creates a swirl of lava that does 1200 dmg, blah blah blah. This dmg is not affected by scaling in PvP"

    Instead they toss blanket adjustmemts to abilities where normally one fix to pvp upsets the pve or vice versa.
  • Nebthet78
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    My hope for Balance is the Dev's having learned to completely seperate PVP and PVE skills so changing one does not affect the other!
    Far too many characters to list any more.
  • fastolfv_ESO
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    its not going to be this crazy range of balancing, it started as a promise to look into stam being overwhelmingly superior to magika, but with 0 promises anything would be changed. I would expect minor tweaks with very little change leaving stam still broken
  • raglau
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    Nebthet78 wrote: »
    My hope for Balance is the Dev's having learned to completely seperate PVP and PVE skills so changing one does not affect the other!

    Would be great but knowing ZOS they'll make a total pig's ear of it and disappoint everyone.
  • SnubbS
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    Nerf Heavy. Nerf heavy again. Then after that, probably need to nerf heavy again.
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • MarrazzMist
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    What! Wasn't update 13 about housing? Or are they doing both?
  • Minalan
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    What! Wasn't update 13 about housing? Or are they doing both?

    They promised to look into a few balance issues between magicka and stamina. They also listed a few fixes to magicka DK that they're looking into (like dragon blood).

    The problem is, on the scale of ZOS changes from 1 being a 'minor skill tweak' and 10 being a 'whole class revamp'. We are probably looking at a 2 or a 3. Tops. The forum expectation is an 11 or 12.

  • mb10
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    In my opinion:
    • Shuffle needs to stay at 20% for PVE but down to 10 or 15% for PVP
    • Proc sets need some sort of dealing with
    • Either sharpened gets nerfed or the other traits become more desirable (buffed)
    • Group finder for Dragonstar Arena
    • Magicka builds need some love
    Edited by mb10 on November 14, 2016 11:12PM
  • Publius_Scipio
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    Bring all this proc addiction in line. Allow CRAFTED GEAR to be competitive again.
  • Nyghthowler
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    I'm tired of hearing PvPers' whine 'balance the whole game around what we do'...
    I'm not prejudiced; I hate everyone equally !
  • NewBlacksmurf
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    62674541.jpg
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • FriedEggSandwich
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    I'm tired of hearing PvPers' whine 'balance the whole game around what we do'...

    Why? Feeling unloved because pve needs no balancing?
    PC | EU
  • runagate
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    WhiteMage wrote: »
    You know, not many people talk about stealth detection but I think it does deserve a looking at. Rather often have I seen an enemy in the distance (they didn't see me) who stealthed before I could get within gap closing range, so I stealth up too and approach. Being a magplar in only one piece medium armor, my detection radius is reduced by 5%. All of my "prey" are stamina characters with 25-35% detection radius reduction.

    These players are incredibly hard to find after they've stealthed. I use my larger stealth detection radius as a sort of radar: when closed, I'm too far away. When half open, I'm close. I use this to create a perimeter that they are likely in and search it thoroughly. Unless I am lucky enough to step on them, I never find them, even when using a detection potion (to increase stealth detection by 20 meters). There have even been times where they have detected me without me detecting them (I suppose I walk in front of them without facing them) and only when they're dumb enough to shoot me with a poison injection do I find them.

    Just to be clear a character with a larger stealth detection radius than yours can in fact see you, entirely visible, without you being able to see them. Way of Air and Sentry both enable that. In fact, I've walked (well, crouched) right up to someone them, and seen them while I was invisible to them.
  • AzuraKin
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    Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
    RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.

    Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti. Fear should have is range nerf'd too + ambush should have it's empower removed for a different buff :)

    dude l2p, thier this set that does 2k damage to a player who has a shield on. newsflash, every pvper out there will tell you that makes shields useless. also shields do not mitigate damage, if you do a wrecking blow that hits for 6k, it will hit for 6k unless well they blocking, but if they blocking they gonna run out of stam quickly and thus wont be able to block or cc break anymore.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • RebornV3x
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    I don't even know if u can balance ESO at this point these proc sets opened pandoras box as far as balance gos the main things that need to be addressed is more specific roles for armor.

    I think that the Wraith passive should be reworked and heavy armor should be more about dmg mitigation there should be no passives for weapon or spell damage buffs

    Also Sword and Board passive needs rework and should be more about protection someone in 5 in heavy with a sword and shield shouldn't be able to out DPS someone in medium with either dual wield/two handed or 5 light and a staff so that's about all

    TLDR Version: I sick of seeing players in full heavy with sword and shield just wreaking why even wear light or medium or use anything but sword and shield in PVP while tanking so much damage.
    Heavy should be about protection and shouldn't get any dmg buffs period

    Edited by RebornV3x on November 15, 2016 3:01AM
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Brutusmax1mus
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    WhiteMage wrote: »
    You know, not many people talk about stealth detection but I think it does deserve a looking at. Rather often have I seen an enemy in the distance (they didn't see me) who stealthed before I could get within gap closing range, so I stealth up too and approach. Being a magplar in only one piece medium armor, my detection radius is reduced by 5%. All of my "prey" are stamina characters with 25-35% detection radius reduction.

    These players are incredibly hard to find after they've stealthed. I use my larger stealth detection radius as a sort of radar: when closed, I'm too far away. When half open, I'm close. I use this to create a perimeter that they are likely in and search it thoroughly. Unless I am lucky enough to step on them, I never find them, even when using a detection potion (to increase stealth detection by 20 meters). There have even been times where they have detected me without me detecting them (I suppose I walk in front of them without facing them) and only when they're dumb enough to shoot me with a poison injection do I find them.

    Your eye ball opening and closing is based on where you last saw them. It never changes until you see them again.
  • Synfaer
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    Balancing PvP?

    EVqZIoG.jpg


  • Silver_Strider
    Silver_Strider
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    The next update will entail a lot of belly aching from people that are upset because
    A: They didn't get everything they expected
    B: XYZ was changed in some way that now "ruins" their entire build
    C: The changes were too extreme.

    Honestly, I have low expectations for the "balance" update, like Mariana Trench low. The most I expect is a change to Dragon's Blood for DKs, maybe a basic command control system for Pets on console and a slight decrease in magic cost across the board. Nothing largely OP, game breaking or meta changing
    Argonian forever
  • Gothren
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    Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
    RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.

    Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti. Fear should have is range nerf'd too + ambush should have it's empower removed for a different buff :)

    no shield stacking and crit on shields lmao. you must be a that terrible with your damage output. lol. i stopped reading after I read that. seriously learn to play for real lol.
  • Cody_svk
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    I think that nice way of solving the "procing sets issue" would be to make these problematic sets to share the same cooldown -> therefore using more than one of these (Viper, Velidreth, Tremorscale, Widowmaker, Selene) would not make sense, but still all of these will be untouched, so there would not be needed any nerfs to them individually...This way, people still could use them, but only one at a time, because more would not provide any additional benefit, therefore solving the "proc set stacking issue"...
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