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How would YOU improve infinite archive over the years ahead?

Gray_howling_parrot
Gray_howling_parrot
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Yo yo, I wanted to ask yall a quick question here: how would you improve the infinite archive? I’m completely addicted and have been since its launch on PC - BUT - we know to keep things fresh, things need to be added over time!

What rewards do you want to see in the future?
ESO YouTube Content Creator & Templar Tank/Healer Main
  • Soarora
    Soarora
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    I’d add new trash mobs, maybe new environments, and a save progress function. I think the rewards are fine since they’re a rotating vendor with plenty of options.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • Gray_howling_parrot
    Gray_howling_parrot
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    Me personally, I’d love a save & non-leaderboard instance for IA as well as a new mount with each chapter release to keep a constant chase item!
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Gray_howling_parrot
    Gray_howling_parrot
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    Soarora wrote: »
    I’d add new trash mobs, maybe new environments, and a save progress function. I think the rewards are fine since they’re a rotating vendor with plenty of options.

    Ooo yes new cool environments and mobs would be super cool
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Necrotech_Master
    Necrotech_Master
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    Soarora wrote: »
    I’d add new trash mobs, maybe new environments, and a save progress function. I think the rewards are fine since they’re a rotating vendor with plenty of options.

    this, definitely want to see more enemy groups/bosses show up

    my own suggestion would be upgrades that allow you to "banish" or "reroll" verse/vision selections

    banish (like in other rogue-likes) would prevent a certain vision/verse from appearing for the rest of your run (obviously this would have some hard limit like 1-2 visions and 1-2 verses)

    reroll (also like in other rogue-likes) would allow you to get a new selection of visions or verses, there could be 2 ways to do this, one is hard limits like 3 verse and 3 vision re-rolls per run, the other would allow you to re-roll as much as you want, but it would cost archival fortunes to do so, with a ramping cost for each re-roll (this would reset each run back to some base value)

    both of these could be purchaseable upgrades similar to the one that expands your vision choices, expands verse choices, or the permanent extra thread
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • El_Borracho
    El_Borracho
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    I would have locked save points where you can leave EA start again from there. For instance, after every Tho'at round. If you leave before then, you start at the beginning of that Arc. EA is not timed like VMA or the other arenas, so your score is only dependent on how far you get. If you use up all your threads, you can start again with the number of threads you had at the beginning of that Arc. You do not get a score until you opt to not restart at the saved Arc you started at.

    I've really tried to like EA, but its the repetitive nature and length that is its biggest drawback. If you do not have at least an hour or more set aside, you are not going to make it past Arc 3 in one sitting. Which means you have to quit and start over every time. I can get beyond the annoyance that is the random bosses (thank you for the all-new version of Lady Belain in Arc 3 yesterday, with the annoying massive AOEs, adds, and AOEs that follow you around while depleting your stamina, super fun!) and the increasing difficulty (actually like this). But starting over at Arc 1 every time is just a time suck.
    Edited by El_Borracho on December 15, 2023 6:07PM
  • LunaFlora
    LunaFlora
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    i would really love
    - more threads
    - increased fortunes
    - more quests to do, like the two Destunzo quests

    it would be cool to have either a different version of the archive in some other realm or just more areas in the archive.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Arthtur
    Arthtur
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    Well i would like to see "seasons" just like with event rewards. But 2 per year not only 1. So every 6 months rewards would change for new ones (old ones could still show in weekly shop) and we would get new locations, enemies and stuff that would make it feel fresh again.

    As for mechanics i would like to see modifiers that let us make our run harder for increase in drop rewards. For example we get 1 more flag bearer per wave (so 3 instead of 2 at later arcs) and we get like 15% increase in rewards. There is many options for that but leaderboards are a problem so i doubt we will see that.

    Option to skip early arcs would be nice too.
    Remaking class sets into 3p sets would be amazing.

    Well there is many ways that would make Archives better but leaderboards are a problem... until ZOS allows non-leaderboard runs i doubt we will see anything "crazy". Most likely we will just get new enemies, locations and rewards.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Necrotech_Master
    Necrotech_Master
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    Arthtur wrote: »
    Well i would like to see "seasons" just like with event rewards. But 2 per year not only 1. So every 6 months rewards would change for new ones (old ones could still show in weekly shop) and we would get new locations, enemies and stuff that would make it feel fresh again.

    As for mechanics i would like to see modifiers that let us make our run harder for increase in drop rewards. For example we get 1 more flag bearer per wave (so 3 instead of 2 at later arcs) and we get like 15% increase in rewards. There is many options for that but leaderboards are a problem so i doubt we will see that.

    Option to skip early arcs would be nice too.
    Remaking class sets into 3p sets would be amazing.

    Well there is many ways that would make Archives better but leaderboards are a problem... until ZOS allows non-leaderboard runs i doubt we will see anything "crazy". Most likely we will just get new enemies, locations and rewards.

    i think starting in arc 3, there is already 4 elites per add stage (first wave spawns 1, 2nd wave 0, and 3rd wave has 3) (i think this does vary a little as some enemy groups dont spawn an elite so it is possible to only get 2 elite on the 3rd wave)

    the first arc is very forgiving, as there is almost no elites in the add stages, the 2nd arc starts to add a few more elites, and arc 3 is usually where it settles into the same pattern for the rest of the run
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Arthtur
    Arthtur
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    Arthtur wrote: »
    Well i would like to see "seasons" just like with event rewards. But 2 per year not only 1. So every 6 months rewards would change for new ones (old ones could still show in weekly shop) and we would get new locations, enemies and stuff that would make it feel fresh again.

    As for mechanics i would like to see modifiers that let us make our run harder for increase in drop rewards. For example we get 1 more flag bearer per wave (so 3 instead of 2 at later arcs) and we get like 15% increase in rewards. There is many options for that but leaderboards are a problem so i doubt we will see that.

    Option to skip early arcs would be nice too.
    Remaking class sets into 3p sets would be amazing.

    Well there is many ways that would make Archives better but leaderboards are a problem... until ZOS allows non-leaderboard runs i doubt we will see anything "crazy". Most likely we will just get new enemies, locations and rewards.

    i think starting in arc 3, there is already 4 elites per add stage (first wave spawns 1, 2nd wave 0, and 3rd wave has 3) (i think this does vary a little as some enemy groups dont spawn an elite so it is possible to only get 2 elite on the 3rd wave)

    the first arc is very forgiving, as there is almost no elites in the add stages, the 2nd arc starts to add a few more elites, and arc 3 is usually where it settles into the same pattern for the rest of the run

    I wasnt talking about elite enemies but about the special ones. Suneaters etc. Currently they max out at 2 per wave and 4 per stage if i remember correctly (2 first wave, 2 third wave). If we count Elite enemies from whatever pool of enemies we got it will be more but i didnt think about them when writing the example. Well its just example anyway.
    My main idea was an option to make run a lot harder with few modifiers so we wouldnt be bored in early arcs and the run would take less time as we would run faster into the wall while still being rewarding.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Necrotech_Master
    Necrotech_Master
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    Arthtur wrote: »
    Arthtur wrote: »
    Well i would like to see "seasons" just like with event rewards. But 2 per year not only 1. So every 6 months rewards would change for new ones (old ones could still show in weekly shop) and we would get new locations, enemies and stuff that would make it feel fresh again.

    As for mechanics i would like to see modifiers that let us make our run harder for increase in drop rewards. For example we get 1 more flag bearer per wave (so 3 instead of 2 at later arcs) and we get like 15% increase in rewards. There is many options for that but leaderboards are a problem so i doubt we will see that.

    Option to skip early arcs would be nice too.
    Remaking class sets into 3p sets would be amazing.

    Well there is many ways that would make Archives better but leaderboards are a problem... until ZOS allows non-leaderboard runs i doubt we will see anything "crazy". Most likely we will just get new enemies, locations and rewards.

    i think starting in arc 3, there is already 4 elites per add stage (first wave spawns 1, 2nd wave 0, and 3rd wave has 3) (i think this does vary a little as some enemy groups dont spawn an elite so it is possible to only get 2 elite on the 3rd wave)

    the first arc is very forgiving, as there is almost no elites in the add stages, the 2nd arc starts to add a few more elites, and arc 3 is usually where it settles into the same pattern for the rest of the run

    I wasnt talking about elite enemies but about the special ones. Suneaters etc. Currently they max out at 2 per wave and 4 per stage if i remember correctly (2 first wave, 2 third wave). If we count Elite enemies from whatever pool of enemies we got it will be more but i didnt think about them when writing the example. Well its just example anyway.
    My main idea was an option to make run a lot harder with few modifiers so we wouldnt be bored in early arcs and the run would take less time as we would run faster into the wall while still being rewarding.

    i count those elites as the same as the fabled enemies, because they provide the same (or in some cases more) difficulty

    honestly you could add like 3 more suneaters per wave and it still would not be hard because those are the easiest of the fabled as long as your not standing in melee range right in front of them when they are throwing the spheres out

    i also dont really think that even adding more fabled/elites to even arc 1 would really increase the difficulty much, just increase the time it took you to clear the stage because its more things you have to kill
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Erickson9610
    Erickson9610
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    I wish the Infinite Archive had:
    • More enemy types. I know there are many more kinds of enemies in the game than the ones that are shown in the Archive.
    • More Cycle bosses. The current roster of bosses is decent, but I know there are many more bosses that could be there.
    • More rooms in the Archive. I would've preferred if the Archive had the visual diversity of arenas like Maelstrom Arena, Dragonstar Arena, and Vateshran Hollows.
    • More (Class) item sets. We don't know where the other two Class Sets will be given from, but if the Archive is meant to be the ultimate time sink, then it makes sense to tie the other Class Sets to content like this. Though, maybe some other feature like the Infinite Archive will be announced in the future, where we can obtain our second Class Set.
    • More Verses and Visions. The variety is decent, but seeing more would make the experience more interesting.

    To tie everything together, the new Verses, Visions, stages, enemies, bosses, and so on should be on a "seasonal" cycle, similar to the weekly rotating selection of overland item set drops in the Archive. Doing so would make the Infinite Archive more interesting on repeat visits throughout the year.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    Add save points and make Arc 1 easy enough (Arc 1 final boss needs nerf) so ANYONE can complete it to knock out the daily.

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
    Jahsul at-Sahan | Redguard Sorcerer | Stamina | Werewolf - Free Bites | PVP Main
    Derrok Gunnolf | Redguard Dragonknight | Stamina | Werewolf - Free Bites
    Liliana Littleleaf | 9-Trait Grand Master Crafter/Jeweler (non-combat)
    Amber Emberheart | Breton Dragonknight | Stamina | Master Angler
    Vlos Anon | Dunmer Nightblade | Magicka | Vampire - Free Bites
    Kalina Valos | Dunmer Warden | Magicka | Vampire - Free Bites
    Swiftpaws-Moonshadow | Khajiit Nightblade | Stamina
    Morgul Vardar | Altmer Necromancer | Magicka
    Tithin Geil | Altmer Sorceress | Magicka
    Dhryk | Imperial Dragonknight | Stamina

    Guild Master - ESO Traders Union
    PC/NA - CP 2540+
  • Sordidfairytale
    Sordidfairytale
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    I would enjoy it if there were additional Archives. Similar concept to the current one, but different class items so you could choose the archive you wanted to run based on the set you wanted to get.

    Infinite Archives based on thieves guild abilities or healing would be rewarding for other playstyles as well.
    The Vegemite Knight
  • FlipFlopFrog
    FlipFlopFrog
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    Along side the solo arena make it 4 player like a proper dungeon.
    PC EU
  • CameraBeardThePirate
    CameraBeardThePirate
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    How about we start with making sure the sets that drop from there actually function?

    The Necro set is still bugged over a month out from release, despite ZOS citing a fix in the latest hotfix.
    Edited by CameraBeardThePirate on December 15, 2023 7:15PM
  • AcadianPaladin
    AcadianPaladin
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    It is clear that quite a few players are happy with the idea of the current Infinite Archives and I've no problem with tweaking it around the edges to improve the concept.

    That said, IA is of no more interest to me than any other progressive arena - tedious and not enjoyable.

    What I do like is prioritizing exploring over combat. I'd love to see an additional and very different type of endless dungeon. Still a discrete instance for each player (or their party) but where the focus is exploring, not so much combat. Difficulty need not be any more than a delve for this purpose where the focus is on discovering and exploring an interesting endless dungeons. It seems to me that artificial intelligence might be able to help continuously change and evolve the dungeon. Think more Indiana Jones than Hack & Slash.
    PC NA(no Steam), PvE, mostly solo
  • AzuraFan
    AzuraFan
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    I'd add a difficulty setting.
  • Sarannah
    Sarannah
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    One: Chase upgrades which cost millions of fortunes and make the gameplay in there more fun:
    -Upgrade: Have a 5% chance per stage to grant one of each of the transformations, without having unlocked all the visions for it. (Cost 1 Million fortunes)
    -Upgrade: You permanently keep 10% of each and every verse choice throughout the archive as if it were a vision. (Cost: 2 million fortunes)
    -Upgrade: You get to pick one verse and have a 50% chance to spawn that verse at every verse choice(can change this choice at any time with master Malketh, which will only activate from the next run on). (Cost: 5 million fortunes)
    -Upgrade: When dying, you have a 50% chance not to lose a thread. (Cost: 10 million fortunes)
    -Upgrade: Instead of the second wave of mobs at every stage, have a 10% chance to spawn a marauder. (Cost: 1 million fortunes)
    -Upgrade: Treasure scamps drop a 100% increased fortune amount(double). (Cost: 2 million fortunes)
    -Upgrade: Pick your favorite unknown portal and have a 50% chance to spawn this unknown portal at any unknown portal spawn(can change this choice at any time with master Malketh, which will only activate from the next run on). (Cost: 4 million fortunes)
    -Upgrade: Terrorizing the archive: When you damage a mob, you have a 2% chance to kill them instantly(does not work on boss stage adds, bosses, and Tho'at). (Cost: 2 million fortunes)

    Two: As a small chance let the archival fortune pouches leads of all rarities drop again even after completing them once.

    To keep people playing the archive, and to keep it fresh for those spending a lot of time in there.
  • Necrotech_Master
    Necrotech_Master
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    Sarannah wrote: »
    One: Chase upgrades which cost millions of fortunes and make the gameplay in there more fun:
    -Upgrade: Have a 5% chance per stage to grant one of each of the transformations, without having unlocked all the visions for it. (Cost 1 Million fortunes)
    -Upgrade: You permanently keep 10% of each and every verse choice throughout the archive as if it were a vision. (Cost: 2 million fortunes)
    -Upgrade: You get to pick one verse and have a 50% chance to spawn that verse at every verse choice(can change this choice at any time with master Malketh, which will only activate from the next run on). (Cost: 5 million fortunes)
    -Upgrade: When dying, you have a 50% chance not to lose a thread. (Cost: 10 million fortunes)
    -Upgrade: Instead of the second wave of mobs at every stage, have a 10% chance to spawn a marauder. (Cost: 1 million fortunes)
    -Upgrade: Treasure scamps drop a 100% increased fortune amount(double). (Cost: 2 million fortunes)
    -Upgrade: Pick your favorite unknown portal and have a 50% chance to spawn this unknown portal at any unknown portal spawn(can change this choice at any time with master Malketh, which will only activate from the next run on). (Cost: 4 million fortunes)
    -Upgrade: Terrorizing the archive: When you damage a mob, you have a 2% chance to kill them instantly(does not work on boss stage adds, bosses, and Tho'at). (Cost: 2 million fortunes)

    Two: As a small chance let the archival fortune pouches leads of all rarities drop again even after completing them once.

    To keep people playing the archive, and to keep it fresh for those spending a lot of time in there.

    ill be honest ive spent a LOT of time in the archives and those costs are insane

    even with all of the time ive spent in the archive ive only maybe earned like 600k archive fortunes (it costs about 125k to buy all of the current upgrades, then i spent another roughly 150k on ichor to finish the mount, and about 60k on style pages, maybe another 30k on treasure maps and have about 250k fortunes sitting around right now)

    people who are barely clearing arc 1 or 2 are barely making 15k fortunes to be able to buy the monster style page each week as is

    i also see the suggestion of a 10% chance to spawn a marauder as the 2nd add wave in each add stage to be a massive massive nerf considering how hard they are in later arcs (especially gothmau) its usually a death sentence and i doubt anyone would buy that lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • KlauthWarthog
    KlauthWarthog
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    I would remove a trash pack from each stage.
  • jad11mumbler
    jad11mumbler
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    Seconded for more variety in locations, even if it's a reuse of existing areas outside of the archive.

    I'd like to see more permanent upgrades that you can buy over time and later push further into the archive / making earlier arcs easier.

    Maybe that you can swap out, and/or trade for. Say you're allowed X amount of upgrades at a time, one run you could have upgrades that focus on one thing, then swap them the next run for another.

    https://youtube.com/watch?v=aoVVCwx6k1w

    Maybe I've just been watching too much decked out recently from a Minecraft server, but I'd take some inspiration from that.



    One of my least favourite things about IA is how repetitive it gets with the similar locations and meaningless trash fights to progress each round.
    174 characters and counting over 13 accounts.

    120 writ certified. 73 at CP rank.
  • Artim_X
    Artim_X
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    I would make it so that one can start from any arc they previously cleared. So although progress isn't saved, one can get to the more challenging content faster.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Bobargus
    Bobargus
    ✭✭✭✭
    I know i have written this more than once in the past, but i would have added seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.
    Edited by Bobargus on December 15, 2023 8:27PM
  • Necrotech_Master
    Necrotech_Master
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    ✭✭✭✭✭
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Bobargus
    Bobargus
    ✭✭✭✭
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)

    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.
  • CameraBeardThePirate
    CameraBeardThePirate
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    ✭✭✭✭✭
    Bobargus wrote: »
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)

    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.

    You shouldn't expect to clear content balanced for max level at level 25. Normal =/= low level.

    I mean cmon, you don't even have over half your skills and passives.
    Edited by CameraBeardThePirate on December 15, 2023 8:30PM
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bobargus wrote: »
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)

    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.

    try doing the same thing in maelstrom or vateshran on normal (functionally equivalent to archive arc 1) on a level 25 character

    if you could clear those on a lvl 25 character on normal, you could clear arc 1 on normal
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Bobargus
    Bobargus
    ✭✭✭✭
    Bobargus wrote: »
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)

    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.

    You shouldn't expect to clear content balanced for max level at level 25. Normal =/= low level.

    I mean cmon, you don't even have over half your skills and passives.

    Why should a pve content have to be limited to being suitable just for beginners or endgame players, when that content can be designed or updated to be flexible enough to work for everyone?
  • jad11mumbler
    jad11mumbler
    ✭✭✭✭✭
    Bobargus wrote: »
    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.

    Nope.
    It'll change as your character grows, which is how it should be.

    Harder overland / solo content has been one of the most requested changes to the game.
    EA / IA is one of their solutions to that, making it easier would invalidate that.


    Not every piece of content should be accessible for any level, especially unequipped lower levels.
    That's why overland is so easy and why so many complain about it.
    Edited by jad11mumbler on December 15, 2023 8:43PM
    174 characters and counting over 13 accounts.

    120 writ certified. 73 at CP rank.
  • Braffin
    Braffin
    ✭✭✭✭✭
    ✭✭✭
    Bobargus wrote: »
    Bobargus wrote: »
    Bobargus wrote: »
    I know i have written this more than once in the past, but i would have added a seperate difficulty options for those who care about using the correct builds, skills, and gears, and also for those who don't care about - or don't want to need - any of those things and just want to have a casual and chill experience.

    tl,dr: normal/casual and veteran difficulty options.

    arc 1 is already the "normal" difficulty, people have cleared it with no gear equipped, and you could use pretty much any gear to clear it, especially now that companions are virtually immune to 95% of the dmg from the archive they can actually tank bosses (with only a few exceptions)

    using "the right" gear just allows you to clear it much faster (on a dps spec character ive cleared arc 1 in ~15-20 min at the fastest)

    I disagree. A couple of days ago, i have tried to do the infinite archive with a level 25 nightblade in a solo setting, with no companions, good build or gear, and i got my behind handed to me by the adds. First turn, first stage, first arc.

    That needs to change.

    You shouldn't expect to clear content balanced for max level at level 25. Normal =/= low level.

    I mean cmon, you don't even have over half your skills and passives.

    Why should a pve content have to be limited to being suitable just for beginners or endgame players, when that content can be designed or updated to be flexible enough to work for everyone?

    A "normal" mode of IA with guaranteed "I win" button isn't necessary at all.

    Besides that: There is already a lot of content only suitable for beginners. It's called overland and completely lacks a veteran option.

    Better they adress this issue instead of nerfing an already braindead easy Arc 1.
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an 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. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
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