Well it sounds like we are almost there. If the UI can do it free, then the code exists and could be simply modified to work in a different UI panel: Wizard's. LOL Thanks for confirming what I thought.
It's crazy now, we have SO many layers of redundant gear systems that could be condensed into one: just ONE build manager that swaps EVERYTHING and nothing else. We don't need a system for free menu respecs (that only respec skills) + shrine respecs, scroll respecs, etc. + another system that swaps skills and gear, etc. + another system (via addon) that let's you swap builds without swapping subclassing, etc. like bro, it's nuts.
can someone either code Wizard's to do everything (including some visual things + subclass lines) OR can ZOS stop being lazy and clean this mess up?
Thanks for letting me rant.
If you want to call it a bug, it is a long standing one. It has always been the case that if you die during an encounter, for instance a world boss, your participation resets and you need to reach damage/healing done again to get credit. If the boss dies before this, you won't get credited, regardless how much damage you did before dying. So if you're not sure the time will suffice, you need to stay dead on the ground and only revive after the encounter completed.
I don't know if this is a bug or an intended mechanic, but I agree it should be changed because it actively discourages reviving and further participation out of fear of missing out on the reward.
aLi3nZ
To make this thread actually about werewolf feedback again:
I'm not sure if the fix to the black werewolf texture took place, as the fur still looks like it has brown tips, but I would need @Erickson9610 to confirm properly.
Animation wise, I appreciate the update to the two-legged running animation! It looks much better, less goofy. The arms were lowered and the body was leaned forward a bit, and I think this improved it a lot. Claw Fury also feels a bit better, the animation quicker. I haven't noticed other changes yet, at least nothing major, but these two stood out to me and I wanted to mention them as a THANK YOU to the devs for revisiting especially the run animation.
BergisMacBride wrote: »BretonMage wrote: »I seem to always get swallowed when I'm alone, yet the one time I was with a group, and we were actually trying to get swallowed, it just didn't happen. I don't know what the requirements are to get there.
From what I can gather, you need to be in front it and be there when he surfaces with it’s mouth open.
A lot of people have been talking about soft grouping here... Except that there's nobody to group with. I don't know if there are too many instances, or if I've been getting on at bad times, but I can sit by the door in a district for an hour and never see another player come through, the whole place is like a ghost town. Where and how are these soft groups supposed to form?
From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.Turtle_Bot wrote: »I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
No, they can't. Before the u46 was released, there were rumors of a sorc achieving over 180K damage (the highest at the time) using Overload. But we all know that in actual PvE, the sorc's usage rate is still very low, tied for last place with the warden.