* the respawn ghost timer is faaaaaaaaaaaaaar to long. it needs to be 5s max - not almost 20s (1)
* the respawn points need to make sense - not put you 4000043 miles away.(2)
Eliahnus
I got an insight from another player's comment about the respawn long time - it's made on purpose to help you run through enemies without aggroing them and rejoin your group/turn in quests. Yes, you can interact with quests while ghost.
So it helps and can stay, now that we still get credit.
BardokRedSnow wrote: »Different kinds of underwear too lol
This is 2026, cmon now lol y'all know you'd make money off underwear packs
Malprave
I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.
Edit: The 11 Companions would be a great guild name!
shadoza
ZOS_GinaBruno wrote: »
Touching on Necromancer first, we’ve seen folks looking for clarification on what the issue was with Malevolent Promise in PvP. The reason behind this change was specifically when it was paired with Corpseburster, it was doing insane damage in PvP – far higher than is fair, […]
Wildberryjack wrote: »The boxes we get for turning in the district side quests are not worth it. One piece of gear we don't want, that's it. Only 40 favor against the 10k we need total. Hardly worth it again. And the achievement for doing all those side quests is, well, nothing. Not even some little trophy to stick in our houses. Ugh. I don't expect some earth shattering reward for all this but at least make it worth our time. I guess my biggest problem is the various rewards don't equal the time involved in earning them. I really want the monster set so I'm trying to plow through as best I can but at this point I'm not having fun, it feels like a chore.
To start things off, we’ve seen some general frustration that some of the Werewolf kit has been nerfed in PvE, leading to the skill line feeling like it is in a weaker state than what’s currently on live, to some. From what we have observed, Werewolves have been extremely strong on the PTS and have been dominating the damage parses.
In general, Werewolves also benefit from a lot of things that aren't exclusive to just the Werewolf, and we don’t want to balance the Werewolf in isolation where you only get buffs from one skill line. We feel doing so would create a stale experience where you don’t get to build-craft with the Werewolf like you can with other classes, and there’s already a limitation of having one skill line.
It’s also worth mentioning that the way we balance is based around the “floor” and, more importantly, the “ceiling”. What this means is that when we are making adjustments, we consider if we can reduce the ceiling without harming the floor. In the specific case with Werewolf’s base damage, its floor is higher than most other builds and there isn’t as much wiggle room as there is with classes.
We’ve also seen some commentary that Werewolf continues to create some problem spaces with certain Class Mastery passives. What we can say is that some Class Masteries affect Werewolf in ways that we didn’t plan for, and this will be adjusted over time.
we do want there to be a healthy balance and that’s something we are experimenting with more, in particular around separating PvE from PvP scenarios. Doing this is something we haven’t done much in the past, and we do expect there to be some growing pains.
For those mentioning that Werewolf tanking and healing doesn’t feel like it’s been improved, we did buff defensive capabilities and gave more mitigation to make Werewolves tankier. You do need to pick the right morphs to get that harder-to-kill build, though, and you also need to pick one or the other. It’s not realistic or fair to make an unkillable build where you do a ton of damage and also heal yourself indefinitely; there needs to be a balance.
I mean this with no disrepsect what so ever. I invite whatever internal PVP playtester to come fight the 40-50k HP WW builds we have been testing and providing data for this PTS cycle. They absolutely are unkillable, do the highest possible DPS you can achieve in PVP, and heal themselves indefinitely with infinite sustain and extremely strong health-scaling heals. It's good that you acknowledge this is unfair because it absolutely is, but at the same time it's being allowed to go live in this state. Just very frustrating to see.