*** Official Elder Scrolls MMO Thread ***

Sorry i missed part of your question.

Its mainly for the staff, because of things like Destructive Clench for the knockback and the Unstable Wall of Elements.

You could adapt it to play with any weapon really, but a lot of the abilities are ranged ones, so the synergy would be weird, but hey, this is what the game is about.
 
New patch!

Highlighted what i feel are big changes.

OVERVIEW

The Elder Scrolls Online v0.182 features many fixes and improvements to existing content, and will be one of the last significant patches until launch. Here’s a brief overview of what awaits you in this test: Preparations and updates in Cyrodiil for Early Access and launch. Many fixes and improvements to quests, animations, and gameplay. Tweaked many issues relating to UI.

Please note that we found the underlying cause of the broken quest issues that showed up in last weekend's beta test, and we're currently working to fix them. To aid players who want to visit the former starter islands, we've made changes that more explicitly direct you to them, and the tutorial is getting a few final tweaks as well. These changes aren't in today's patch, but they'll be on the PTS early next week.

FIXES & IMPROVEMENTS

Alliance War

General

In preparation for Early Access, we have changed the campaign reassignment and guest campaign assignment cooldown to 12 hours. In addition, we have also changed the cost to reassign your campaign any time from 100,000 AP to 15,000 AP. This change was done to help you find your campaign of choice, and play with your friends in our first month with ease and lesser burden on their Alliance point gains.

You will no longer be able to enter the alliance entry gates with an Elder Scroll. Those who attempt to will find themselves teleported to an accessible position a short distance away from the gate. Those without a scroll who manage to get into an enemy alliance entry gate will continue to be teleported back to their own alliance’s entry gate.
Bloodmayne Farm will now properly upgrade over time.
Disbanding a guild while owning a keep will now properly relinquish ownership of that claim.
Mages Guild books have been removed from keeps, and have been placed in other locations within Cyrodiil.
Fixed an issue that would occasionally cause the game to crash while in Cyrodiil.

Art & Animations

General

Fixed an issue where characters would play their death animation while on their horse.
Fixed various issues with horse and player animations in relation to transitioning from one animation to another while running and jumping.
Fixed animation clipping issues with Argonian and Khajiit tails in positions with your hands behind your back.
Fixed an issue where bard NPC hands clipped through the lute.
Fixed an Ice Wraith monster ability that caused an icicle to appear in the wrong orientation.
Many crafted and dropped gear colors were updated to better match their main ingredient type and rarity quality designation.
Fixed an issue with the Wisp so it can now be properly targeted.

Audio

General

Fixed an issue where audio would occasionally drop out the longer you played.
Improved the audio for a number of monsters and abilities.
Added a new sound when monsters appear from Dark Fissures.
A number of text VO mismatches have been corrected.
Improved audio for when you become Emperor!

Combat & Gameplay

General

Fixed an issue when leveling through a quest and getting a skill point could incorrectly calculate the number of points actually gained.
Fixed an issue where items granted by skipping the tutorial would be enchanted.
In order to address some XP grinding exploits, we have reduced the XP received from kills in certain areas of the game:
Significantly reduced the XP from monster kills in Public Dungeons.
Slightly reduced the XP from monster kills in Explorable Caves.

Your weapons will now be hidden while eating or drinking.
Increased the veteran points gained from completing over world content; instanced dungeons and Cyrodiil are unaffected by this change.
Reduced the base magicka and stamina recovery gained as you increase your veteran rank.

Armor

Fixed an issue where spending points in the medium armor passive Athletics was removing the effect of the Wind Walker passive.

AvA

Reduced Replenishing Barrier’s restoration when a shield expires.
Fixed an issue where the Emperor was receiving full value of his or her passive bonuses outside of Cyrodiil.
Reduced the ultimate gain bonus for the passive ability Authority while you are Emperor.
Fixed several issues where Scroll bonuses weren’t properly applying to battle leveled characters.
Fixed an issue that would allow others to see a floating map or backpack at a stealthed enemy’s location while they were looking at their inventory or UI.
Fixed an issue where grouped players could gain the benefits of multiple siege shields.

Fighters Guild

Fixed an issue where the FX for Trap Beast weren’t appearing properly.

Item Sets

Fixed a few issues with the Kynne’s Flight set bonus where it was returning stamina on all bow attacks instead of on 33% of attacks (as was stated in the tooltip).
Fixed an issue where Precise Trait was not properly applying to battle leveled characters.
Properly set the cooldown of the Juggernaut set bonus to 90 seconds instead of 1 second.

Nightblade

Fixed an issue with Assassin’s Blade where the ability was not properly dealing bonus damage against targets with low health.
Fixed an issue with Dark Shade where one of the two shades wouldn’t disappear when the ability was re-cast.
Fixed an issue where the damage bonus from Agony could stack when the ability was repeatedly cast.

Sorcerer

Fixed an issue where the damage bonus from Empowered Ward was stacking when repeatedly cast.

Skills

Set a maximum amount of ultimate gained per cast on several AoE heal abilities, including:
Healing Ritual
Cleansing Ritual
Regeneration
Grand Healing
Blessing of Protection
Force Siphon
Fixed an issue where some ultimate abilities were improperly generating the ultimate resource. Most notably, this affected:
Dragonknight standard ability and its morphs
Veil of Blades

Werewolf

Blood Rage effect can now only apply once every 3 seconds.
Fixed an issue where you could occasionally get stuck or could not attack after using the Pounce ability.

Racial

Removed the critical damage bonus from the Khajiit passive Carnage, and doubled its critical strike chance bonus.

Crafting and Economy

General

Fixed an issue where you would receive empty hireling mails.

Dungeons/Group Content

General

Fixed many issues where dungeon bosses could be interrupted when they should not have been.
Fixed an issue where you were able to enter an unpopulated version of Vaults of Madness.
Modified the loot that would drop from monsters in Wayrest Sewers.
Fixed some mismatched VO for the Undaunted.

Veteran Dungeons

Fixed an issue where you could accidentally reset the fight in Fungal Grotto.
Fixed an issue where High Kinlord Rilis could not be targeted if engaged during his intro in Banished Cells.
Fixed an issue where you were unable to exit the Daedric Realm via the portal provided in Elden Hollow.
Fixed an issue where the on-screen effects from Praxin’s Dream could get stuck on players in Spindleclutch.
Enabled the boss bar UI for Praxin and Vorenor Winterbourne in Spindleclutch.
Edited Veteran Dungeon quest organization in your journal.
Fixed an issue where you could block the intro sequence for Snagg gro-Mashul in Blessed Crucible.

Mac Client

General

Fixed an issue where the game window would not close until you moved your mouse when you quit the game.
Fixed an issue where your screen would go blank (white) while attempting to switch between the game window and other windows using command + tab.
Fixed an issue causing an “x” to appear next to every keybind character in the tutorial UI.

Miscellaneous

General

Fixed an issue that would cause the client to hang for 5-13 seconds. If you continue to experience this, please report it on the forums.
Fixed an issue where you would appear standing up on your horse while reading the map.
Fixed an issue with NPCs loading in beneath fixtures or the world.
Fixed an issue when you would create a new character and would be forced to enter a different name, and you would still enter the tutorial even after requesting to skip it.

Quests

General

Fixed an issue with the quest Long Lost Lore in the Mages Guild.

Alik’r

All achievements in Alik’r should be obtainable and are now correctly labeled.

Auridon

The Veil Falls: Fixed an issue where any group that engaged the bosses Ondicantar, Endartirinque, and Nenaronald would be kicked out to the instance door with most of the quest progress reset.
Soul Shriven in Coldharbour: The Prophet should no longer appear in inaccessible locations.

Bangkorai

Treasure hunters will no longer be frustrated by the far too cleverly hidden treasure chest in Southern Bangkorai. The chest has been dug up and reburied in a new location, and the map has been updated to match.

Bal Foyen

Breaking the Tide: You should no longer need to relog in order to exit the ship in this quest.

Bleakrock Isle

Escape from Bleakrock: Fixed an issue if you were sprinting during the “Wait for Refugees” quest step, which would cause the refugees to never show up.

Coldharbour

Into the Woods: Fixed an issue where the quest would not progress to next step if you got killed, and then respawned at the ambush point near the second sword.

Deshaan

Search and Rescue: Fixed an issue where you could not enter Deepcrag Den on the quest step “Find Boril Drelas.”
The Trail of the Ghost Snake: Fixed an issue if you were in a group and one group member killed the Shadow Snake, they would move on to the next step while you would remain stuck with no Shadow Snake to interact with.

Eastmarch

Strange Allies: Fixed an issue where Aspera Giant-Friend would not appear if you completed “The Siege of Cradlecrush” first.

Reaper’s March

Gates of Fire: Fixed an issue where you could get stuck when following a group member through a door on quest step “Find Razum-dar.”
A Traitor's Luck: Fixed an issue where you could become blocked if you leave the conversation with Cariel after quest has advanced to step “Follow Cariel.”

Rivenspire

Group Boss: All monsters surrounding Stroda gra-Drom’s area should now be more of a fair fight.
Children of Yokuda: The poison barrels in the quest can now only be interacted with one time per barrel. In addition, all three barrels should now be visible.

Shadowfen

Scales of Retribution: Fixed an issue where Pale-Heart would not appear at the rendezvous point, which would block progression.

Stonefalls

Giving for the Greater Good: Fixed an issue that would require you to relog in order to see Reesa on quest step “Deliever Kwama Cap to Reesa.”

User Interface

General

There is now a confirmation dialogue when attempting to convert the style of an item to the Imperial style.
Updated Active Combat Text to better indicate that to Interrupt an enemy, you must first press the Right Mouse Button then Left Mouse Button, in that order.
Fixed an issue where you could become stuck while talking to an NPC if a nearby player harvested a crafting node or used a siege engine.
This should also fix the issue where you occasionally could not bring up the Escape menu.

Fixed an issue where pressing F1 Help and selecting Customer Support would not load the Help Portal.
Fixed an issue where the same tutorial could occasionally be triggered multiple times in a row.
The skyshard achievements should now show the correct icons.

AvA

The Battering Ram UI in Cyrodiil has been updated.
Fixed an issue when reaching the mercenary deploy limit would display the message "Over the siege limit".
Fixed an issue where selecting a Resource Keep’s map icon after it has been attacked would show "Show Keep Information" multiple times.
Fixed an issue where keep icons were displaying on maps outside of Cyrodiil after being attacked.
Fixed an issue where the battering ram health bar would persist over the top of other UI, blocking your visibility.

Chat

Fixed an issue where pressing Backspace to delete the first letter of a /whisper message deleted the whole message.
Fixed an issue where some methods of entering accented/extended characters were not working on a Mac, including pasting from other programs and using ALT + LETTER.

Crafting

You will now be able to successfully drag items, which are actually in your bank, while in the Crafting UI.
After you have added ingredients, the E key will now say "Remove".

HUD

Fixed an issue where group unit frames obscured the XP bar.
Fixed an issue where player unit frames in the large group UI were spaced too far apart.

Keybinds

Active Combat Text now prompts you to use the Command key to Interrupt, which is mapped as an alternate keybinding by default on the Mac client.

Maps

The map for Edrald Manor in Rivenspire now includes the area before the portal.
The wayshrines in Reapers March no longer show older maps.
 
That's my plan too. Got 5 days head start, so a boosted level 10 shouldn't be a hindrance in the first couple of weeks to levelling effectively in PvP.
Once I hit 50, I'll head out looking for skyshards etc.

Last MMO I played, Rift, I levelled all my characters in BGs (Sma a Mage and Playtime a Rogue.)

I would say that during Early Access, PvP will be very small. As not everyone has 5 day early access and not everyone has pre ordered the game.
 
Also here is some important API changes:

They removed API features:

you can only see your own damage numbers now

you can see how much damage you take, but not what kind of damage (no spell info) or from who (which player hit you). What kind of damage might seem obvious, but in this game, there is for example a fireball spell that does not do fire damage...

you can no longer see your Resistances, spell penetration, critical damage...etc. They restricted character information.

You can no longer see enemy cast bars

You can no longer see your own buffs (short buffs), in a buff window (the buff animations are still there) ie: lightning form, critical surge, mutagen (you can see food buffs, and it seems, buffs that last a minute or more)

You can no longer see what any other player picks up (loot window is restricted)


For the LUA people:

Main changes: - Removed a number of deprecated events and functions. - Locked down access to Unit information and ability cast functionality. - Locked down access to combat events so that only your own outgoing spells can be monitored with any level of detail. Incoming damage and healing from spells have been restricted to only showing the value and not the name of the spell, type of damage or healing, or who is casting it.

Global Variable Changes: - Removed CastBarType enumeration

Added MouseDestroyItemFailedReason to help inform the user why an item couldn't be destroyed

Removed TOOLTIP_GAME_DATA_SOCKET because much of the old item socketing API has been removed.

Removed a number of unused, irrelevant, or private ActionResults: ACTION_RESULT_BEGIN ACTION_RESULT_BEGIN_CHANNEL ACTION_RESULT_BUFF ACTION_RESULT_COMPLETE ACTION_RESULT_DEBUFF ACTION_RESULT_EFFECT_FADED ACTION_RESULT_EFFECT_GAINED ACTION_RESULT_EFFECT_GAINED_DURATION ACTION_RESULT_LINKED_CAST

Added ACTION_RESULT_MERCENARY_LIMIT (for errors from keep/siege messaging)

Added CampaignReassignmentErrorReason enumeration value for CAMPAIGN_REASSIGN_ERROR_CAMPAIGNS_DISABLED

Added QueueForCampaignResponseType enumeration values: QUEUE_FOR_CAMPAIGN_RESULT_CAMPAIGNS_DISABLED QUEUE_FOR_CAMPAIGN_RESULT_CAMPAIGN_FULL QUEUE_FOR_CAMPAIGN_RESULT_DESTINATION_NOT_UP QUEUE_FOR_CAMPAIGN_RESULT_GROUP_MEMBER_WITH_INSUFFICIENT_LEVEL QUEUE_FOR_CAMPAIGN_RESULT_INSUFFICIENT_LEVEL QUEUE_FOR_CAMPAIGN_RESULT_NOT_ONLINE

Game API Changes:

Removed deprecated functions: DoesUnitHaveTooltip GetUnitFinesseRankInfo GetUnitXPDebt GetUnitPrimaryPowerType GetUnitPrimaryPowerIndex GetMaxPowerPools DoesUnitUsePowerType GetUnitCastingInfo GetUnitBuffSlot GetBuffEffectType GetBuffAbilityType GetBuffStatusEffectType CheckUnitBuffsForAbilityType GetPoisonEffectColorIndex GetPlayerBuffPriorities GetSynergyInfo GetNumSynergies GetSlotAbilityRank CheckSlotAbilityStatusLine HasOtherAbilityOngoingFailure GetActionSlotType IsSlotActionInRange IsSlotActionTooClose GetJournalQuestIsPushed GetQuestDailyCount SetUseInteractionCamera GetItemNumSockets GetItemSocketType GetMaxTransformPlugs GetPlugItemInfo GetPlugItemLink StartSocketingItem StartSocketingUnit ResetSocketing StopSocketing ApplySocketing ClearSocket ApplyPlugToSocket IsCurrentlySocketingItem IsCurrentlySocketingUnit CanPlayerModifySockets AreSocketingChangesPending SocketingChangesWillDestroyUpgrades CanPlugGoInSocket GetClosestKeep GetClosestKeepOfType GetAvAKeepsHeld GetKeepPvPSystem GetParentKeepForKeep GetActiveKeepId DepositBattleTokens GetBattleTokensForKeepUpgradePathLevel GetKeepInCombat RequestKeepInfoForKeep GetBattleTokens IsMapPinFilterSet SetMapPinFilter GetNumMapPinFilters GetSiegeAmmoIcon GetNumGuildReputationRanks GetGuildReputationRankInfo GetNumUsedPlayerAuras GetPlayerAuraInfo GetPlayerMaxLevel GetStatIncreasePerLevel GetNumWeaponSets GetCurrentWeaponSet GetWeaponSetInfo GetWeaponSetXPInfo GetNumWeaponSetRanks GetWeaponSetAbilityInfo RespecAbilityProgression GetNumAbilityProgressions GetNumAbilityProgressionRanks GetNumAttributePassives GetAttributePassiveInfo GetNumAttributeDerivedStats GetAttributeDerivedStatInfo GetNumActiveCombatTips GetGameCameraMinCameraDistance GetGameCameraMaxCameraDistance IsGameCameraTargetInMeleeRange IsGameCameraTargetOutOfRange IsGameCameraUnitHighlightedValid IsGameCameraPreferredTargetHighlightedByReticle IsGameCameraFirstPerson GetKeepWallInfo GetNumHookPoints GetHookPointInfo GetNumHookPointStoreEntries GetHookPointStoreInfo AddHookPointPurchase CompleteHookPointPurchase GetNumKeepPieceHealItems RepairKeepPiece PlaceInSocket IsFriendlyForwardCampAvailable

Removed LogChatText entirely. The user can still create chat logs with the /chatlog command, however the logs are not flushed immediately. It's no longer possible to log arbitrary data to that file.

Added new Synergy API: GetSynergyInfo: returns information about the currently available synergy. Arguments: None Returns: synergyName, iconFilename

Added GetPendingItemPost for information about an item that is being posted to the Guild Store. Arguments: None Returns: bag, slot, quantity

Restricted information that GetUnitBuffInfo has access to. It can now only be used to discover long term buffs about the local player. As such, the final return value "isLongTermBuff" has been removed since the API only returns long-term buffs.

Restricted access to the following functions. They are now private functions and cannot be called by AddOns. SendChatMessage GameCameraInteractStart GameCameraMouseFreeLookStart GameCameraMouseFreeLookStop CycleGameCameraPreferredEnemyTarget ClearGameCameraPreferredTarget ReleaseGameCameraSiegeControlled

Changed Synergy ability API to use a new function ActivateSynergy instead of the old API functions (Activate Buff, UseSynergyEffect, and UseMostRecentSynergyEffect)

Renamed InventoryContainsEmptySoulGem to DoesInventoryContainEmptySoulGem

The Emote API has been changed so that it no longer allows emotes that didn't have slash commands to be used by the player.

Game Event Changes:

Removed events: EVENT_ABILITY_PROGRESSION_FULL_UPDATE EVENT_ABILITY_RANGE_CHANGED EVENT_ACTION_PAGE_UPDATED EVENT_BATTLE_TOKEN_UPDATE EVENT_BEGIN_CAST EVENT_CAMERA_DISTANCE_SETTING_CHANGED EVENT_CHAT_MESSAGE_COMBAT EVENT_CLOSE_HOOK_POINT_STORE EVENT_CONTROLLED_SIEGE_SOCKETS_CHANGED EVENT_CURRENT_WEAPON_SET_UPDATE EVENT_DELAY_CAST EVENT_DROWN_TIMER_UPDATE EVENT_END_CAST EVENT_GAME_SCORE EVENT_GAME_STATE_CHANGED EVENT_GAME_TIMER_PAUSED EVENT_GUILD_REPUTATION_ADDED EVENT_GUILD_REPUTATION_LOADED EVENT_GUILD_REPUTATION_POINTS_UPDATED EVENT_GUILD_REPUTATION_RANK_UPDATED EVENT_HOOK_POINTS_UPDATED EVENT_INTERACTION_TRANSITION_PENDING EVENT_KEEP_BATTLE_TOKENS_UPDATE EVENT_KEEP_CAPTURE_REWARDS EVENT_KEEP_COMBAT_STATE_CHANGED EVENT_KEEP_RESOURCE_LOCK_UPDATE EVENT_KILL_SPAM EVENT_LEVEL_UP_INFO_UPDATED EVENT_LOCAL_PLAYER_ABILITY_OCCURED EVENT_LOCAL_PLAYER_CHARGEUP_BEGIN EVENT_LOCAL_PLAYER_CHARGEUP_COMPLETE EVENT_LOCAL_PLAYER_KICKOFF_CAST EVENT_LOCAL_PLAYER_WEAPON_ABILITY_WAIT_BEGIN EVENT_LOCAL_PLAYER_WEAPON_ABILITY_WAIT_END EVENT_MINIMAP_FILTERS_INITIALIZED EVENT_MOUSEOVER_CHANGED EVENT_NEW_DISCOVERY_AREA EVENT_NEW_REVEAL EVENT_OPEN_HOOK_POINT_STORE EVENT_PLAYER_AURA_UPDATE EVENT_PREFERRED_TARGET_HIGHLIGHT_UPDATE EVENT_PVP_FLAG_CHANGED EVENT_QUEST_DAILY_COUNT_CHANGED EVENT_QUEST_INTERACT_DIALOG EVENT_REASSIGN_CAMPAIGN_FAILED EVENT_SET_CHEVRON EVENT_SHOW_LINKED_CAST EVENT_SHOW_SCOREBOARD EVENT_SHOW_SCOREBUTTON EVENT_SHOW_TIME EVENT_SOCKETING_ITEM_ALREADY_HAS_PROPERTY EVENT_SOCKETING_UNIT_DESTROYED EVENT_SOCKETING_UNIT_SOCKETS_CHANGED EVENT_UPDATE_GAME_STATE EVENT_WEAPON_SET_FULL_UPDATE EVENT_WEAPON_SET_RANK_UPDATE EVENT_WEAPON_SET_XP_UPDATE

Added Event: EVENT_MOUSE_REQUEST_DESTROY_ITEM_FAILED (bagId, slotIndex, itemCount, name, reason)

Changed Event EVENT_SKILL_POINTS_CHANGED to pass information about partial point gains: EVENT_SKILL_POINTS_CHANGED (pointsBefore, pointsNow, partialPointsBefore, partialPointsNow)

Changed Synergy Event API replacing existing events with a single EVENT_SYNERGY_ABILITY_CHANGED that should be used to know when to query the Synergy API about changes to the current Synergy that will be used.

UI Object API Changes:

Changed CompassDisplayControl API for GetCenterOveredPinInfo to return the draw level of the pin currently in the center of the compass. Returns: description, type, distance, drawLayer, (new field) drawLevel, suppressed

Removed TooltipControl API: SetAttributePassive SetHookPointStoreEntry SetPlugItem SetSiegeFire SetSocketingItem SetSynergyBuff SetUnit SetWeaponSetAbility
 
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Likewise, I got ripped to shreds in big yellow capitals for daring to suggest that maybe there was a cash shop after all, and Firor had just let it slip by accident. Which it turns out is exactly what happened.

If he'd even been man enough to apologise for that I'd let it lie, but just carrying on and pretending it never happened is pretty low.

At the time of my post there was not a cash shop.

And everything I've posted prior is EXACTLY what is going on. They are closing off the API, which is exactly what i said would happen. They left it wide open for testing, which is exactly what i said. ;)

Are we going to have another 2-3 pages of this bickering back and forth or are you going to grow up and move on?

As for newbie, who cares about that idiot, just put him on ignore. Your life will thank you for it.
 
My plan is to play this like I would skyrim enjoying the experience,exploring everywhere getting all the shards and just taking my time to enjoy the game,quests and surroundings

Then i don't think you'll like it.

You have to remember this isn't Skyrim, Morrowind or Oblivion. Its a MMO based in the ES universe and as such you can't play it like the previous games.
 
While I could understand a few of these changes I'm just wondering how it'll effect end-game PvE?
Now obviously I haven't played any of the endgame yet, but if every other MMO is anything to go by there's going to be at least a few bosses that'll have some kind of elemental attack that you'll need to gear your resistances accordingly around? Not knowing which kind of damage keeps killing you is going to be a major source of frustration for a lot of guilds if it stays that way surely.

Also the fact you can't see your own character information will mean that you'll be unable to min/max your build as there's bound to be some optimal stat threshold in regards to Penetration etc?

I'm still probably going to pick this up alongside Wildstar and then decide on which to pay the additional sub for, but these points are worrying to someone such as me who primarily focuses on the PvE side of MMOs

IMO, it will make PvE harder and it'll make PvE require more player skill then staring at bars.

The thing people need to remember is ZOS never intended the LUA to be as open as it was. They opened it up to see what could be made and how well to worked with the game.

They have said all a long that they don't want you to have to get an addon to be competitive and as such i think this will reflect on the addon policy.
 
It's more than that though. Damage types, critical numbers, ability orders. You just get used to seeing that kind of information in games so you can learn and adapt to improve your character.

After playing so many other MMOs in the past, it's going to be strange to not being able to see buffs and debuffs.

Just teasing :p
 
I respectfully disagree latex,In the two betas I've played I've played multiple characters and non going above level 7 and I have enjoyed the game very much and reading that it gets much better after level 10 -15 will only make it a better experience for me,I like the massive open world and exploring it and enjoying the pve that's what I enjoy but I will also be putting a lot of time into PvP it looks amazing from what I have seen and I'm very excited about it but I myself will not be rushing through the game for the purpose of just getting into PvP or just to level fast for the sake of saying I'm this level after such little time I see why people do it its just not for me,I want to take in everything they have taken there time building for me to enjoy.

I can respect that others feel differently about this and that's what makes life interesting variety.

Sorry i was talking in reference to treating the game like Skyrim and Oblivion. How ever you play it or what ever is your choice. I just feel if you decide to play it like Skyrim and Oblivion you might be disappointed.
 
I wouldn't be surprised if they implement their own ingame combat log type thing and something buff/debuff related also.

I think the patch notes i posted on the previous page contained something about a Combat Log / Combat text.

EDIT:

Updated Active Combat Text to better indicate that to Interrupt an enemy, you must first press the Right Mouse Button then Left Mouse Button, in that order.

Active Combat Text now prompts you to use the Command key to Interrupt, which is mapped as an alternate keybinding by default on the Mac client.

Maybe its not the same thing?
 
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