* 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, […]