There are dozens of ways to make spawncamping harder, including fantastical ones like mystical matchmaking that require population to be a hundred times what it is right now. Don't you think it's far more elegant to deftly remove the very reasons spawncamping became so useful in the first place?
I'm so glad that EP is having fun in this campaign
Since Vengeance is so awesome, I propose we also apply this ruleset to Trial groups. I think the fact that the builds are simpler and easier to understand would make us PVPers able to handle PVE content.
If PVEers need simpler builds to compete in PVP, then PVPers need simpler builds to understand the complex PVE.
This is only fair.
Vengeance for PVE as well!
I know i have posted something on this thread already but i would like to address this as well. Do you guys think this is gatekeeping or just high expectation? The boldest measures are the safest.
For me the 'death knell' of this mechanic was the event that rolled the loot from treasure maps twice.
Even doubling the 'rolls' per map there was no improvement on the drop rate of leads and at the time the devs said that it was 'working as intended' (which is still to this day the official line).
When considering the system as a whole:
- Treasure maps do not stack and are 'unique' items; this results in a ludicrous amount of busywork regardless of the approach (trying to 'store' them using the mail system, alt accounts etc or 'unearthing' them as they come).
- Treasure map pool is beyond diluted now, and at least regarding zones that only have two treasure maps levelled lists seem to be weighed to favour S.Elsweyr/Galen.
- Antiquity furnishings are often multi-lead affairs.
- Lead drop rate (beyond the first 'set') is atrocious.
You get four layers of inconvenience/adverse odds stacked on top of each other (with the last layer taking the moldy, stale cake in that regard).
If this is 'working as intended' - as the devs insist on - I can only conclude that whomever this is intended for that player is not me and the only sane course of action - in my case - is to disengage.
Completely agree with you ! i recently scream loud enough, that @ZOS_Kevin said that they will test that again.
We'll see, but i won't stop until this is fixed, i invested too much money in this to give up
@ZOS_GinaBruno @ZOS_Kevin
As a content creator I often think of topics to discuss either on stream or in the next video but I thought this would be more suitable on here.
With the huge power creep added with subclassing, I would like to propose an idea around battle spirit. What if battle spirit only allowed crafted sets in PvP. This would allow easier balance to be done on both the dev side and with how the current meta is. Not to mention giving some much needed attention to the hundreds of sets that are being neglected in the game. I think all these other sets that are farmed are better suited for harder continent like PVE and would eliminate the nonsense that happens on a daily basis in PvP.
Also… stop cross healing in PvP all together, or put a cap on it. Only people in your group up to a max of 6 players, and the more players you have to heal the less healing they receive. Creates a diminishing return.
Join me in the graveyard on Xbox NA.