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Dream summerset teaser patch notes?

Aliyavana
Aliyavana
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What are your dream summerset isle dlc patch notes?

1. Dlc set in summerset, not filthy murkmire

2. Housing slots increased
Edited by Aliyavana on March 14, 2018 4:33AM
  • dazee
    dazee
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    PVP stats removed from game, most likely replaced by another stat useful in pve, Animation cancelling exploit fixed, Skill buffs to any skill no top end player uses, (since theres probably a reason they aren't using it) and no CP cap raise.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Morgul667
    Morgul667
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    Incentive to go in Imperial city to collect tel vars

    Stam sorc buff

    Short time trial / dungeons

    More storage coffers

    2 Free outfit slots for all chars

    Housing music and gardening for alchemy
  • Morgul667
    Morgul667
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    Also a PVP activity of sorts
  • chaserstorm16909
    chaserstorm16909
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    Spell crafting and a UI addition that allows you to quick change your gear and skills (I am on console).
  • Silver_Strider
    Silver_Strider
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    1) Set, Class and Racial Balance (again)
    2) Boss enemies in IC now have a chance to drop set coffers on top of their Tel Var rewards. Molag Bal has a guaranteed set coffer.
    3) Control of IC districts provides alliance wide buffs (Crit Resist, Mount Speed, Fortified Keep Walls and Doors, Improved Siege Damage, Cheaper AP purchases, Stronger NPCs)
    4) LAG FIXES!!!!!

    Everything else is gravy.
    Argonian forever
  • MLGProPlayer
    MLGProPlayer
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    Just my general wish list...

    PvP will be balanced separately from PvE
    Warden buffs
    Overland hard mode
    Housing furniture limit increase
    Dungeon leader boards
    Edited by MLGProPlayer on March 14, 2018 2:55AM
  • Juhasow
    Juhasow
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    Cloak cuts health recovery by some percentage and halts counting of roll dodge cost debuff.
  • pod88kk
    pod88kk
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    That everything works as it should and there's no bugs or exploits...... And that they count medium weaves as attacks for resource gain
  • The_Brosteen
    The_Brosteen
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    dazee wrote: »
    PVP stats removed from game, most likely replaced by another stat useful in pve, Animation cancelling exploit fixed, Skill buffs to any skill no top end player uses, (since theres probably a reason they aren't using it) and no CP cap raise.

    Animation cancelimg exploit looooool
  • Aliyavana
    Aliyavana
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    dazee wrote: »
    PVP stats removed from game, most likely replaced by another stat useful in pve, Animation cancelling exploit fixed, Skill buffs to any skill no top end player uses, (since theres probably a reason they aren't using it) and no CP cap raise.

    Lol, what exploit? it was an unintended glitch turned into a feature
  • Blackbird_V
    Blackbird_V
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    Mundus Stones:
    • Thief Stone: From 7% crit chance to 8%
    • Shadow Stone: From 9% crit damage to 10%

    Champion Points:
    The Tower:
    • Siphoner: From "Reduces all resource restore effects of enemies you hit with Light or Heavy Attacks by [0-15]% for 3 seconds including potions, item sets and ability passives as well as Health/Magicka/Stamina regeneration" to War Mount: "decreases stamina drain from your mounts by [0-35%]."
    • War Mount: Removed and replaced as the 120 CP Passive.
    • Quick Learner: Passives unlocked after spending 120 points in The Tower. Decrease research times and rate you can train your mounts by 50%.. Serious about this one. Horse training and researching is too long.

    Racial Passives:
    • Khajiit: Nimble from "Increase your Health Recovery by 6%/14%/20% and Stamina Recovery by 3%/6%/10%" to "Decrease Stamina Cost of your Abilities by 2%/4%/6% and increases Stamina Recovery by 2%/4%/8%."
    • Nord: Rugged now calculates damage reduction before all other calculations. Rugged from "2%/4%/6% damage reduction" to "3%/6%/9% damage reduction" before all calculations.
    • Breton: Magicka Mastery from "Reduces the Magicka cost of your abilities by 1%/2%/3%" to "Increases damage done with Magic Damage by 2%/4%/6%."
    • Bosmer (Wood Elf): Resist Affliction reworked. Now "Potent Affliction" - Increases damage done with Poison and Disease damage by 2%/4%/6%.

    Weapons:
    Destruction Staff:
    • Tri Focus: "Fully-charged Frost Heavy Attack taunt the enemy to attack you for 15 seconds and grant a damage shield that absorbs 805 damage. While a Frost Staff is equipped, blocking cost Magicka instead of Stamina" to " Fully-charged Frost Heavy Attacks fires a glacial whirlwind in a straight path for 18 metres, damaging enemies and slowing them by 50% for 2/3 seconds." ---> Similar to what some NPC's use, and instead of a root it's a slow.
    • Ancient Knowledge: "Frost Staff reduces the cost of blocking by 15%/30% and increases the amount of damage you block by 10%/20%" to "Frost Staff Increases your damage done with Damage over Time abilities by 4%/8%."
    Two-Handed:
    • Cleave: Increased the damage of this ability and it's morphs by 15%.
    Dual Wield:
    • Thrive in Chaos (Lacerate Morph): From "Each enemy hit increases your damage done by [5]% for the duration, up to a maximum of [30]% damage done" to "Reduced Cost" from 150 Ultimate to ~80.

    Status Effects:
    • Chilled Now "When you apply the chilled status effect on an enemy, they take frost damage over time based on your current Spell damage. Chilled effect lasts 4 seconds and ticks every 1 second, increasing in damage the longer it ticks." 65%/90%/115%/140% damage.

    Item Sets:
    • Domihaus Now a static circle. (Similar to Grothdarr, but doesn't move with you). 8 Metre Radius.
    • Molag Kena: From "(2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516 but also increases the cost of your abilities by 20%." to "(2 items) When you deal damage you have a 15% to trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 400 but also increases the cost of your abilities by 15%.
    • Nerien'eth: 1 Piece now provides Spell Damage. Increased proc chance from 10% to 15%.
    • Scathing Mage: Now procs off of Critical Damage, rather than Direct Critical Damage. Proc chance from 20% to 15%.
    • Silks of the Sun: 2-piece now provides Spell Critical instead of Maximum Health.
    Edited by Blackbird_V on March 14, 2018 4:36PM
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • AlienatedGoat
    AlienatedGoat
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    More goats.

    Also more Maormer.
    PC-NA Goat
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    PZu6TSy.jpg
  • Narvuntien
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    Yeah I mostly agree with Valkyn_Eltrys.

    1% on thief and 2% on shadow would be great...there was that great PBE patch that they changed at the last minute. :( Shadow didn't need a nerf and thief was ever so slightly overnerfed.

    There is a whole host of sets that need to be changed, including Silks and Ice Furnace. A bunch of weak proc sets need their numbers tweaked. Situational sets need to be better at doing that niche so they are better to take over standard meta sets, if you want to do something weird.

    There is also a stack of unused and unusable morphs that need to be changed to at least give them a niche. Sorc and DK healers need a bump. Templar tanks need low cost CC. There are never used morphs available for it.

    Sorcs need better Pet AI.

    Personally I would like to wind back some of the resource nerfs from morrowind, but make sure to tie it to the mechanics of the classes. NBs are good resource wise atm but the others are struggling. Dragonknight, they need to be able to return more magicka!, magdks can't pay for their abilities without resource scaling on Battle Roar! if you don't return resource scaling to the passive at least reduce the magicka cost of some of their abilities. Templars, repentance the body stealing from other temps sucks. Also need to amplify the resource return from the (forgot the name) circle you stand in that returns magicka. Templars have to fight... in their home... for resource return. Sorcs, the passive that returns Mag when a pet dies is pretty terrible since you don't want the pets to die, give some resource return tied to pets. Warden well their resource return isn't too bad, their issue is damage potential.... so they need a rework of their Ice skill line for more damage.

    Edit: take taunt off ice heavy. Make ice staffs reduce targets armor and spell resist instead of damage amps the other staffs get.
    Edited by Narvuntien on March 14, 2018 2:19PM
  • Nemesis7884
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    make hybrids viable again

    and buff the freakin warden especially its dumb pet-bot
  • Acrolas
    Acrolas
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    Hermaeus Mora models across Tamriel have had the number of eyes reduced. To reflect this slight visual change, all forum threads will be deleted after four seconds of inactivity.
    signing off
  • MagnusBlackmane
    MagnusBlackmane
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    No CP cap raise... Say no to power creep!
    "You're trying too hard... do it at 80%, never 100%. Relax." - My sensei.
    --==--==--==--
    Server: EU PC
    Dracart - AD Khajiit, Currently Stamina Nightblade
  • Turelus
    Turelus
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    Removal or change of CP to not be combat attribute focused.

    Removal of bonus damage from ability pool size.

    Rebalance of current mechanics for a less complex and damage creep style of gameplay.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Shad0wfire99
    Shad0wfire99
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    Nerf to animation cancelling qq'ing.


    XBox NA
  • Seraphayel
    Seraphayel
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    Spellcrafting
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • SaintSubwayy
    SaintSubwayy
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    Finally separate pvp and pve
    Revert some sustainchanges back to OT state (for pve only)
    Revert offbalancechanges from DB dlc.
    Fix vma dw
    Buff 2h weapons to count as 2 pieces
    Buff dw passive for weapons daggers 4% krit, swords 4% dmg done and axes 10% procchance per axe, maces to flat pen.

    Fix aoes with slow idicators (vas hm sorc miniboss, scalecallerpeak dodgebug ect)
    Edited by SaintSubwayy on March 14, 2018 10:55AM
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • ZeroXFF
    ZeroXFF
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    Fewer loading screens. As long as you aren't opening a door or teleporting, there is no longer any loading screen. Explore the open world freely.

    Increased the distance from the coast at which slaughterfish appear by 500 meters, and it's no longer chasing you when you get closer to land.

    You no longer get your spells disabled when falling or swimming. Seriously, it's the first TES game I played where it is the case.

    Your character no longer gets stuck in the falling animation if you aren't actually moving at a speed high enough to be considered "falling" (like very slowly sliding down a slope).

    Better optimization for multi core processors. It's 2018, and this game still loads 1 thread to 100% while the other 15 are doing barely anything at all, and because of it the FPS drops under 30 despite even a 6 years old mid-range GPU never surpassing 50% load.
  • Voxicity
    Voxicity
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    Fix Cyrodiil lag
    New stuff added to Cyrodiil
  • Nighn_9
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    aliyavana wrote: »
    What are your dream summerset isle dlc patch notes?

    1. Dlc set in summerset, not filthy murkmire

    2. Housing slots increased

    yeah but murkmire was suppose to be the next craglorn, which would have 3 new trials and a 4 man arena sooooo......
    NA / PC
    November Beta 2013
    WEBSITE LINK MY TWITCH
    WEBSITE LINK MY YOUTUBE
  • Tryxus
    Tryxus
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    For Dive and morphs to become an actual pet instead of a suicidal Cliff Racer, with its special ability dealing as much damage as the skill does now while applying Minor Fracture + Breach (Screaming Cliff Racer) or increasing the damage at range (Cutting Dive)

    A rework of Arctic Wind + morphs, preferrably into smth that protects Pets (like Conjured Ward for Sorcs) as well as the caster.

    Replacing the Frozen Armor passive with a 8% Max Magicka increase, taken from Northern Storm. And have Northern Storm provide an additional protection buff for the caster

    To have the Taunt and the Magicka Blocking removed from Tri Focus, and have Ancient Knowledge provide a 8% Damage Reduction instead (for Ice Staves)

    Campaign lock reinstated

    And finally, enabling us to rearrange our chars on the selection screen
    Edited by Tryxus on March 14, 2018 12:10PM
    "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
  • Peekachu99
    Peekachu99
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    dazee wrote: »
    PVP stats removed from game, most likely replaced by another stat useful in pve, Animation cancelling exploit fixed, Skill buffs to any skill no top end player uses, (since theres probably a reason they aren't using it) and no CP cap raise.

    Actually tying impen (Crit resistance) to Armor rating would encourage proper PVP gearing and skill placement. All Armor sets across the board need tuning, too, and that’s long overdue.

    Also: A PROPER LFG INTERFACE.
  • Synthwavius
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    1: You will be able to roll your boat on high waves as we added wave water system and sailing
  • SantieClaws
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    Summerset just an overnight boat stop on the way to Elsweyr.

    Yours with paws
    Santie Claws
    Shunrr's Skooma Oasis - The Movie. A housing video like no other ...
    Find it here - https://youtube.com/user/wenxue2222

    Clan Claws - now recruiting khajiit and like minded others for parties, fishing and other khajiit stuff. Contact this one for an invite.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    https://www.imperialtradingcompany.eu/
  • leothedino
    leothedino
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    Spellcrafting
    Something realistic for an MMO, not something that will be slowly nerfed into non-existence over six months through regretful implementing. Spells everybody could use, stamina and magicka, with the obvious iconic spells included. I'm so hungry for a decent big-blast fireball spell!

    Jewel crafting
    So many crafted sets don't feel viable anymore, but many people are scared about this feature ruining endgame, too. Let's please both sides. Allow Jewel Crafting, but make one of the materials needed crystals and gems, reagents only found at the end of trials or vet-HM dungeons?

    Remove PVE to PVP balance
    This problem is causing a wide divide in the community between pvp and pve'ers. Stop trying to balance the two against one another, and in my opinion, simply build classes to have a PVE and PVP build, passives and skills adjusted for that content. There is no open-world PVP in ESO (turning on a 'flag' whilst levelling, having pvp outside of cyrodiil), there is no reason to keep this stress and ridiculous pressure up. It may appear biased to say, but PVP changes only make PVE suffer and it's getting stale.

    End Animation Cancelling
    I was always hesitant with this before, and i've had friends jump down my throat for this (especially those doing killer DPS, sorry you guys). Nothing is more immersion breaking than watching a character fire off 12+ skills whilst their animations barely twitch and all of this stuff is pouring out of them with no visible sign of when and why. It's an RPG, this feels like a bug and positively broken. I'll keep block-breaking my elemental wall, but I have to admit, I feel like I am cheating.
  • Orjix
    Orjix
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    Have different skill sets in PvP and PvE, so I can run twisting path in PvE and refreshing path in Pvp
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