Chilly-McFreeze schrieb: »I can't help but are those who experience far better performance on NA? I keep reading how bad the perf is on EU.
StaticWave schrieb: »Grianasteri schrieb: »1vX are using very specific builds, designed to buff their defense and survivability. There are sets which drastically increase offensive capabilities, after taking damage for a period, and that is one of the ways they can also deal damage.
The skill use within the build is also vital, these folks are using specific skills, in specific situations, that keep them alive or offer huge burst damage in combination with the sets I eluded to earlier.
Also, speed buffs with line of sight mechanic exploitation. You may think 6 people are doing damage to them the reality is its probably less cos they are line of sighting, dodging, blocking etc.
Frankly I find the 1vX playstyle deeply boring for anything more than a short spell. I also find it quite immersion breaking, cos 1 player running around a stone for 10 mins chassed by 6 or more people who cant kill them, is just silly. But each to their own.
I like to break those upA nice bow gank followed by bow ulti, executed in quick succession, at a point when the 1vXer drops lower on health, as they do periodically before regaining quickly... but you time it right, its good bye 1vXer and its incredibly satisfying
Yea imagine hiding in stealth for the majority of the fight and spam cloak when you get pressured. That's very fun gameplay indeed
oXI_Viper_IXo schrieb: »Grianasteri schrieb: »1vX are using very specific builds, designed to buff their defense and survivability. There are sets which drastically increase offensive capabilities, after taking damage for a period, and that is one of the ways they can also deal damage.
The skill use within the build is also vital, these folks are using specific skills, in specific situations, that keep them alive or offer huge burst damage in combination with the sets I eluded to earlier.
Also, speed buffs with line of sight mechanic exploitation. You may think 6 people are doing damage to them the reality is its probably less cos they are line of sighting, dodging, blocking etc.
Frankly I find the 1vX playstyle deeply boring for anything more than a short spell. I also find it quite immersion breaking, cos 1 player running around a stone for 10 mins chassed by 6 or more people who cant kill them, is just silly. But each to their own.
I like to break those upA nice bow gank followed by bow ulti, executed in quick succession, at a point when the 1vXer drops lower on health, as they do periodically before regaining quickly... but you time it right, its good bye 1vXer and its incredibly satisfying
The fact that you refer to using LoS as an exploit is very telling as to what type of player you are.
Recapitated schrieb: »Nah, if anything buff proc set, way to much set in this game are useless, make them all viable.
Cool, let's make Adept Rider instakill players whenever you roll your reticle over them; the game will make no sense but those who don't quit won't have to cope with all these useless sets -- and isn't that what matters in the end?
There's no sense in using Sheer Venom in PVE. You can, and you'll be doing pretty bad, and I guess if for some reason you were doing that and Sheer Venom gets nerfed you'll be doing worse. So what? Does every set have to be viable in PVE? I don't get it, it's like if Siroria was overperforming in PVE and anytime someone asked to nerf it I were like "Well I like to be wearing Siroria when I die in BGs so don't touch it, possibly just delete PVE"
starkerealm schrieb: »I never went out of my way to farm for the staff, but I do have it.
That is absurdly lucky. I say this as someone who's had the BSW BBQ stick drop at least three times, once at level 48.Typically it's only the last 1-3 pieces from a set that are a pain to farm. Even with 3 missing pieces it's still a cost of 30 or so transmute stones which is still low.
I think that's the point. No, seriously, I think the low cost is the point.
So, a major, longstanding, issue with ESO has been inventory pressure. Our inventories have been getting more, and more, cluttered over the years. Each DLC has brought with it significant changes to existing sets, and the addition of new ones. If a set was useless a couple patches ago, and you deconned everything associated with it, but now it's suddenly useful to your build, you have to go back in and refarm the parts you need.
This is a long term solution.
Instead of us collecting more items, we're looking to unlock a collection set. At that point, a major portion of this is to get us to break down stuff in our inventories that we're not using. Tear up the old sets we've been holding onto on the idea that, maybe, someday, it will be useful.
It also alleviates some of the grind from getting a new character to 50, and having to gear them up. If we already have gear for them, great, but a lot of the time, it means going out and chasing specific drops all over again.
So, let's run some numbers. With the costs as they exist on live, if you take a new character to level 50 and want to gear them up, that will cost somewhere between 300 and 1050 crystals. (Now, it will never actually hit 1050, and will probably cap out at around 910 in realistic circumstances, but that's the theoretical upper limit.) 300's a reasonable amount of grind, 1000 crystals is pretty crazy.
And, yeah, the purpose is to get us to stop carrying so much crap in our inventories and clean those out a bit. At least scrap all the sets we're not using, and may never use.
I think 25 is a pretty reasonable crystal cost for someone who's done a lot of grinding. Now, it does create a fairly complicated question over when you want to scrap items vs when you want to retrait actual drops. Retraiting costs more crystals, but reconstituting requires upgrade materials. I'm not 100% convinced that those options are entirely equivalent. (Jewelry heavily favors retraiting, while the other three favor reconstruction, in my opinion), but there is a legitimate decision to make here.
Given the free limit is 500, and the ESO+ limit is 1k, I think the current prices are calculated around the idea that you'll have most of a set, and then if some balance change hits, you'll be able to afford to pull a complete lineup of gear from storage to keep your character playable, while you work up the crystals for your alts.
Moving the floor up to 75 or 100, would push the "best case," 12 loadout to 900 crystals, well outside the reach of anyone but the most dedicated grinders with ESO+, and have the potential to create situations where players could be left without a solid gear setup if existing sets are heavily retooled.
Now, the thing about this that does worry me is, it opens the door to further reworks similar to what happened with Eternal and Immortal Warrior. I'm not wild about the idea that this will lead to even more impermanence with existing sets. If that's what's going to happen, then that 25 crystal cost will add up fast.
Right now, the system feels like it's designed to be a slightly more inconvenient option for gear storage. If we want the inventory slots for other things, we can just, straight up, junk some armor, and then spend the crystals if we want that back a couple years down the road.
If that is the main goal, I feel like the system could've been designed differently to achieve that goal.
ie: After deconstructing x amount of an item with y trait, you can reconstruct the the same item x amount of times with y trait, at the same quality (?).
The cost for reconstruction would be reduced to 5 stones flat.
The current system seems to better fulfill the purpose of replacing gear farming, more so than to allow for easy reconstruction of previously obtained gear.