MincMincMinc wrote: »Grim focus and morphs still scale drastically higher than most ultimates other than takeflight. This delayed burst skill should be at least equivalent to deep fissure or blastbones or curse. Even with the incap damage boost, I am fairly certain incap still doesn't hit harder than merciless. An ultimate......that takes 10x as long to build up and use.
- Merciless = 2.1476 dmg/wd
- Relentless = 1.9524
- Dawnbreaker = 1.627
- ice comet = 2.0880
- incap = 1.7354
- takeflight = 2.2764
- haunting curse = 1.3558
- Blastbones = 1.627
- deep fissure = 1.627
Not to mention how obscenely strong the rest of the toolkit is with the skill giving prophecy while also giving access to the slotted passives and crit. That is an entirely other discussion to be had.
Some of your comparisons are very misleading here.
He's right.What does everyone think?
So do you think that balancing is not important because a "meta" doesn't need to be followed?
I think it's a true statement that meta doesn't need to be followed. In practice that means you will do lower damage than you could be doing in trials, you might not make it on to teams, and you'll be outmatched in PvP constantly. This argument doesn't address the fact that in certain environments, performance measured against other players matters. Most people don't want to be unnecessarily gimped. They are essentially punishing being creative when creative builds underperform so much compared to what's meta.
you can try to balance as much as you want, there will allways be a meta.
People even choose a race where they get just a small benefit over another race, therefore if the second best build would be 1% less effectiv they would still just use the meta build
Let us talk about the question I posed. Where is the level of difficulty supposed to be?
SilverBride wrote: »How will any player know which difficulty option any other player has chosen unless they ask them? I doubt it will be obvious just by looking at them.
Agreed, ESO is an MMO, a genre that is known for being played for years and/or decades. Which means the in-game systems need to take that into consideration. In this instance with transmute crystals, but also with CP's, storage(bank/inven), housing, etc. In ESO the systems are all there, but not to complement being used by longterm players. Which is quite an oversight given the genre ESO is in, and which types of players the game attracts.I personally agree that transmute crystals should be treated like any other non-CS currency and be uncapped regardless of ESO+ status.
I'm sure they originally capped it for a reason (and probably monetising the inconvenience did factor in the design), but as time passes and the game evolves systems - like Jewellery crafting was for instance - need to be reassessed.