On reddit there is a lot of discussion too but people are respectfully and not everyone thinks they are right, because we simply dont know anything yet.
I wish the discussion tone on this forum would be more like this too.
Overall people are looking forward to this but also discussing concerns, how it should be in a community.
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the upvote rate speaks for itsself. People want the feature. Zos are working on it, for the rest trust the progress and have some faith in the deav team who brought us here overr all these years.
The thing that really annoys me is leg styles are never finished below the knees. There's not many shoe styles that aren't knee length boots but I struggle to use the few sandals because of this.
Also (more on topic, sorry!) why the insistence on adding leg warmers to almost all the skirt styles? Same with chests and wrapped forearms. Why add something when it's completely hidden by different parts of the same style?
tomofhyrule wrote: »Well, I've finished the story, and it's a thing that exists.
I still stand by my original statements. At least this wasn't High Isle levels of bad, but it was really formulaic. I was really hoping for my "Meridia is actually a villian" story, but I guess that's too high-concept.
It does feel like the emotion is totally robbed though because of the penchant for bringing characters back. I see a character die and instead of being like "oh no! [Character] is dead! This is such a powerful story!" I'm just sitting here wondering what kind of excuse they're gonna bring up in the next part to bring that person back from the dead.
I'm also really not a fan of this new method of "if you don't do the main quest within the first month, we'll spoil it for you" storytelling. It was like that with Necrom, when the reveal event for Gold Road straight up told us what happened in the Necrom story, and it's like that now. And I can only imagine they'll continue with that...
randconfig wrote: »YandereGirlfriend wrote: »Minimum Travel Times, Cast Times on ultimates... things that the game never needed yet here we are dealing with them and their baggage anyway.
Personally I think these minor adjustments to abilities make sense, as they let the ability animation play out correctly, making the game better visually. A lot of people point out how the minimum travel time makes this ability feel bad to use, but the issue isn't the minimum travel time being so great, it's that the ability itself is so underwhelming/doesn't last long enough to feel good to use.
When they finally buffed the damage and added the corpse mechanic to Flame Skull necromancer grave lord ability, it went from being a meme to being a class staple ability, despite having the long minimum travel time.
Mage's Wrath was already a class staple ability when it's duration was 4seconds, the 2 seconds duration nerf is the reason the ability is trash now. The only way they could make this work is if the base damage of Mage's Wrath was equal to a standard spammable class ability, and the 2 second execute bonus damage was left in place.
I'm fine with either, revert the duration nerf to bring it back to 4 seconds, or buff the base damage to be equal to a spammable single target ability in addition to the 2 second execute bonus.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »YandereGirlfriend wrote: »I love Oakensoul for the roleplay... Because going into battle with 1 weapon is much more realistic than spazz-swapping 2 weapons every few seconds.
The enormous combat disadvantage of using Oakensoul is backwards. It needs to grant a significant power opportunity to make it competitive and offset the losses.
There are lots of ways to go about it. One idea:
Nerf Empower from 70% to 20%, then add Major Berserk, Major Courage, and Minor Resolve.
Huh?! At that point you have basically every named buff in the entire game. That is worth way more than a back-bar slot.
What even is the "problem" that is being solved here? Oakensoul players can already do basically anything.
I don’t know where you’re getting that from.
Not only is Oakensoul intended to be broad use (non class specific), we can tell it was intended for PvP with the onset of the Oakenfathers set. It was put into the game as a direct counter to Oakensoul. So no, I’m not reading more into it.
As for what’s wrong with Oakensoul now; it’s not PvE, Oakensoul is fine in PvE, the problem is PvP.
Currently PvP is crit meta and Oakensoul users don’t have the build flexibility to compete with that; especially with subclassing. Yes Oakensoul gives buffs but it ONLY gives you buffs. Slotting abilities or skill line passives provide these buffs PLUS other benefits.
This wasn’t a big deal before subclassing because classes were limited to what they could slot based on their class. But now, with subclassing; classes have overlaps in PvP that Oakensoul users can’t match due to the lack of a back bar.
So the only way to fix that would be to adjust the benefits Oakensoul gives while in PvP. Hence, adjustments to the buffs only when Battle Spirit is active.
Still not seeing the issue.
I also think it's quite a stretch to equate Oakensoul to Oakfather. Just because they both have Oak in the name doesn't really mean anything.
The other issue is just handing out random buffs to people in a competitive environment. Monsters don't object when it happens in PvE but other human players do - and for good enough reason.
Whatever someone's reason for using Oakensoul, it should not enable basically developer mode where you just console command yourself every buff in the game. We sort of had that already when Oakensoul launched and it was completely bonkers how broken it was. I remember getting zerged-down by like 60 AD in Ravenwatch spamming multiple Meteors per second on me because everyone had 100% Major Heroism uptime. We also had DKs out there with 100% Corrosive uptime immortality (which, in turn, got that skill nerfed into Oblivion for everyone else).
It’s not a stretch at all, it’s literally in the 5 piece description! The more buffs a player has the harder the set hits! It’s not just the name it’s the legit set mechanics. If you read it’s pretty clear.
https://forums.elderscrollsonline.com/en/discussion/667833/oakfathers-retribution-amazing-crap-ok#:~:text=they have active.-,Gain 20 Weapon and Spell Damage against enemies for each,some opinions on Oakfather's Retribution.
Your experiences aren’t reflective of Oakensoul as a whole, in fact, Oakensoul doesn’t even provide Major Heroism.
Nobody said anything about giving players developer mode or every buff in the game; we’re talking about fact based balancing. Now players have the access to slot the most relevant buffs through passives or abilities with multiple benefits. Oakensoul doesn’t do that. Because of that Oakensoul users have to sacrifice either damage output or durability.
Prior to subclassing Oakensoul was fine but it isn’t anymore. Subclassing changed a lot.
The reason that Oakensoul does not have Major Heroism anymore is because it was wildly overpowered and was nerfed down to Minor Heroism. Precisely BECAUSE handing out these ultra-rare Major buffs for basically free was overpowered. It did not matter that you lost access to a back-bar because having permanent uptime on something as powerful as Major Heroism was way more than worth it. The exact same thing would be true for Major Berserk and Major Courage, etc. Those buffs are rare for a reason.
In all honesty it doesn't feel like the same amount of passion is being invested into ESO anymore