Please remove the orb that circles the player while the Inner Light morph is running.Please remove the orb completely from Inner Light and be done with it.
- It is wildly too bright.
- Its graphic is incorrect for the morph (it is appropriate for the other morph, Radiant Magelight, but not for Inner Light which is clearly supposed to be....well, Inner).
- It can cause epileptic seizures. This is no joke.
ZOS_GinaBruno wrote: »[*] Guild History will now last longer than 24 hours.
- Everything under the General category will be cleared after 180 days. This includes the Roster Changes, Customization changes, and all locks/unlocks.
- All other categories will have their history cleared after 10 days.
I've always thought the exact same. Few (if any) players picks the Inner Light morph to have the increased stealth detection.
Or perhaps have the spell critical and max magicka reduction be passively active from having the spell slottede. Much like 'Defensive Posture' or 'Structured Entropy'
So what's the difference between level 48 and 49 vs VR12 and VR13
Level 48 to 49:
1 skill point
1 attribute point
Increased Spell Damage
Increased Health/Magicka/Stamina Softcaps
Access to higher level armor
Level VR12 to VR13:
Increased Spell Damage
Increased Health/Magicka/Stamina Softcaps
Access to higher level armor
+10 Health/+10 Magicka/+10 Stamina (According to this post:
http://forums.elderscrollsonline.com/discussion/89349/for-info-official-reply-to-skill-points-attribute-points-for-veteran-level-up-and-shadowfen-quest)
Seems very nearly the same.
So @Attorneyatlawl , why is 49 considered a level and VR13 not?
Because of a skill point you can put into a skill that you don't have room on your ability bar to use?
And yes the gains are all very minor and are probably undeserving of the name "level". Yes the mechanic changes once you hit VR but I dispute that the gains are any less than they were prior to the VR levels.
The correct course of action is obviously to ask for it to be removed.Attorneyatlawl wrote: »I slot it both for the spell crit and stealth detection, as do many people. The orb is cool looking and a nice aesthetic... I sympathize if some people have issues due to health problems with the graphic, and if they do, then the right course of action is to ask for a toggle on the graphic, not ask for it to be removed and whittle the fluff part out of it for other people.
Maotti_Nor wrote: »So how long will the 9th trait take to research?
Attorneyatlawl wrote: »
Actually, it's literally the definition of an AA system. In RPG titles, a "level" is typically a primary determiner of character power including miss chance, earned attributes and skill points, etc. VR's simply provide a few weapon dmg and magicka which account for maybe 2-3% of your character's power level in ESO between VR12 and 14.
Pixysticks wrote: »
Attorneyatlawl wrote: »I slot it both for the spell crit and stealth detection, as do many people. The orb is cool looking and a nice aesthetic... I sympathize if some people have issues due to health problems with the graphic, and if they do, then the right course of action is to ask for a toggle on the graphic, not ask for it to be removed and whittle the fluff part out of it for other people.
Contrary to some peoples beliefs, yeah, vet levels are going bye bye. I just wish they'd get rid of them sooner rather than later.
Learn 2 watch a video and comprehend words ppl..
@ZOS_GinaBruno, I think it's time to add a couple of "should be quick to implement" features to crafting that would go a long way to appeasing the masses.
- Single-Tier, 1-Time Item Upgrade - In Improvement add a tab to the Improvement window that currently exists. That new tab would allow upgrading a piece of gear within the same tier of quality until max level is hit, or to the next tier of quality once.
- You could upgrade within the same tier as many times as it would take to hit max, by putting the item into the window + 1 material of the appropriate type used for that tier. For example you could put a level 4 iron axe into the upgrade window and add 1 iron ingot and... voila, you've upgraded to a level 6 axe.
- You could only upgrade from tier to tier once (with some note on the item description that it had occurred, or some change to the item name as a result). But you would have to upgrade it to max level within it's material tier first. For example that same iron axe could be upgrade from level 4 to level 16 but you'd first have to upgrade the iron 5 times (6, 8, 10, 12 & 14) at the cost of 5 iron ingots, and then you could upgrade to steel for the cost of 3 steel ingots (base cost of creating the steel weapon in the first place).
- If the item in question was of Uncommon, Rare, Epic or Legendary quality you would also be required to add 1 upgrade mat of that same quality to the upgrade window when upgrading from one material tier to another. IE: upgrading from iron axe to a higher level iron axe would only cost iron. Upgrading from iron axe to steel axe would also cost an upgrade material if the axe wasn't white quality.
- Re-style Existing Gear - Add a third tab to the improvement window that allows you to re-style gear. A player's character might know styles but not have tons of points in their crafting professions locally. Take that Khajiit helm and put it into the Style tab of the improvement window, add a Daedric heart... since you've learned that Motif and... boom, Daedric helm.
Why would you do this? Well, if you had a v12 legendary chest you could upgrade it to the new v14 version by throwing ingots or cloth or leather at it. If that crossed material tier boundaries you would simply throw a yellow mat at it as well.. and boom, you've kept your item for LESS than the cost of building an entirely new one from scratch.
For lower level gear this would benefit levelers who wanted to persist the STYLE and DYE of their gear without building whole new sets, or having guildmates or friends tromp around the world to trait crafting stations to make whole new sets.
And yes, I freely admit that such a system would put a damper on the economy to some extent. That would even out over time, imo.
The End of Campaign Leaderboard rewards now contain items if you are in the top 10% or higher for your Alliance.
The top 2% of the Leaderboard for each alliance will receive a gold set item and an ability-altering weapon.
The top 3% - 10% of the Leaderboard for each alliance will receive a purple set item.
Without clarification it sounds like there is no difference in rewards based on the length of the campaigns. Won't this force everyone to play the shorter campaigns? Please clarify.
Venturing a guess: 60 days, 50 w/ passive to decrease time skilled.
Hoping I'm wrong. <.<
AllPlayAndNoWork wrote: »
I agree, yet again PvPers get shafted up the proverbial... This will make a lot of peeps unsub - But ZoS does not give a toss.
That's still way too long because the 8th trait time has always been too long. Pressing a button and then waiting a month is the most boring game mechanic in the history of gaming.xsorusb14_ESO wrote: »
30 days, there is a new upgrade in the crafting line that limits trait increase to 30 days max
Maverick827 wrote: »That's still way too long because the 8th trait time has always been too long. Pressing a button and then waiting a month is the most boring game mechanic in the history of gaming.
@ZOS_GinaBruno, I think it's time to add a couple of "should be quick to implement" features to crafting that would go a long way to appeasing the masses.
- Single-Tier, 1-Time Item Upgrade - In Improvement add a tab to the Improvement window that currently exists. That new tab would allow upgrading a piece of gear within the same tier of quality until max level is hit, or to the next tier of quality once.
- You could upgrade within the same tier as many times as it would take to hit max, by putting the item into the window + 1 material of the appropriate type used for that tier. For example you could put a level 4 iron axe into the upgrade window and add 1 iron ingot and... voila, you've upgraded to a level 6 axe.
- You could only upgrade from tier to tier once (with some note on the item description that it had occurred, or some change to the item name as a result). But you would have to upgrade it to max level within it's material tier first. For example that same iron axe could be upgrade from level 4 to level 16 but you'd first have to upgrade the iron 5 times (6, 8, 10, 12 & 14) at the cost of 5 iron ingots, and then you could upgrade to steel for the cost of 3 steel ingots (base cost of creating the steel weapon in the first place).
- If the item in question was of Uncommon, Rare, Epic or Legendary quality you would also be required to add 1 upgrade mat of that same quality to the upgrade window when upgrading from one material tier to another. IE: upgrading from iron axe to a higher level iron axe would only cost iron. Upgrading from iron axe to steel axe would also cost an upgrade material if the axe wasn't white quality.
- Re-style Existing Gear - Add a third tab to the improvement window that allows you to re-style gear. A player's character might know styles but not have tons of points in their crafting professions locally. Take that Khajiit helm and put it into the Style tab of the improvement window, add a Daedric heart... since you've learned that Motif and... boom, Daedric helm.
Why would you do this? Well, if you had a v12 legendary chest you could upgrade it to the new v14 version by throwing ingots or cloth or leather at it. If that crossed material tier boundaries you would simply throw a yellow mat at it as well.. and boom, you've kept your item for LESS than the cost of building an entirely new one from scratch.
For lower level gear this would benefit levelers who wanted to persist the STYLE and DYE of their gear without building whole new sets, or having guildmates or friends tromp around the world to trait crafting stations to make whole new sets.
And yes, I freely admit that such a system would put a damper on the economy to some extent. That would even out over time, imo.
KhajitFurTrader wrote: »
I'm not sure what you want to say by that. If you mean to say that since the move of the EU megaserver to FFM/Germany there has been greatly decreased latency (11ms mean for me) and an all-round better playing experience, and playing on a still U.S. based PTS will remove that improvement, I can agree with you. But personally, I'd be willing to make that sacrifice in order to help them iron out the bugs.
Attorneyatlawl wrote: »
Ah, that actually makes sense, I hadn't even thought about it in the context of first-person view since I always play in 3rd. Maybe they could hide it to the caster in first-person mode...?
Seriously, why was this an issue? Let them wear whatever they feel like ^^ZOS_GinaBruno wrote: »[*] Fixed an issue where some Altmer male NPCs were wearing female clothing.
Seriously, why was this an issue? Let them wear whatever they feel like ^^
yea but adding 2 lvl first is not removing the veteran lvls
Interviewer: Whats going to happen to gear thats above level 50 the vet rank gear, how are people going to obtain that gear or is it all being set to 50?
Paul: When we take away Veteran points, that's not going to take away veteran ranks, its just that veteran points are being associated with normal experience now, so you will gain veteran ranks through experience, it wont affect the itemisation.
I'd rather not.xsorusb14_ESO wrote: »Someone made a very good point on the reddit, Reason they're probably upgrading the level to VR14 is you're going to get Champion levels based on how much xp you've gotten. If you're VR12 and they didn't increase the level cap, and you went out and did upper Craglorn, you're basically wasting XP. Now you're getting VR14 doing it, and when champion levels come out, You'll have more Champion Points.