MincMincMinc wrote: »IncultaWolf wrote: »I lost count of how many threads there are about this issue at this point. My main problem with it is the fact that it cannot be blocked and cannot be roll dodged on top of the 70% snare and huge aoe leaving little counterplay. I think it's doing too much compared to other class mastery scripts and I'd rather see something like an increased cooldown or lower resource restore than just nuking it.
I remember doing a battleground, and it forced my character into a wall, and I had to sit there until the game ended. Couldn't take damage or cast abilities. They changed the old fear mechanic a long time ago for the same reason because it would make your character run away and cause you to get stuck. Just apply battlespirit to the script so it stuns instead of charm perhaps?
it can be "prepared" and healed up LMAO.
about undodgeable/unblockable stuns: streak, fossilize, javelin isn't an issue for you, but charm is?
learn to deal with it guys, if you lack of skill, then don't ask someone to make it easier for you.
Are we going to pretend that single target, gcd locked uncounterable stuns with no burst are the same as the strongest healing skill in the game that also gives the strongest healing buff in the game can have an effect that on its own could be an entire skill or even ultimate?
At least on streak the damage is non existent compared to the healing tooltip
Streak's mobility probably is comparable to major vitality, however this is also a bane too because it makes streak not usable for offense in alot of fight scenarios.
As far as the stun or charm comparison the core issue is that it is rather clear when an enemy streaks. Versus the ground effect that most people cant see in combat because of the other million effects going off with their own animations. There used to be a point in this game where the design team would highlight important animations like stuns or ultimates instead of making every little proc animation look as crazy as possible.
Really confused about the discussion surrounding ESO lately.
IMO the base game is the best it's ever been. PC EU also seems healthy, I can even find ToT matches quite quickly.
Really looking forward to their plans next year.
I'd rather see each skill line have a mixture of DPS/tank/sustain passives, along with morphs consolidated and expanded so that every line has something appealing for each role. That would limit the current power of stacking 3x lines dedicated to your role. It would also not leave pure classes in a state where you "need" to drop a skill line because it doesn't benefit you, since each skill line should now have something you can meaningfully benefit from.
colossalvoids wrote: »colossalvoids wrote: »colossalvoids wrote: »Honestly finding it quite comical checking ESO and Path of Exile 1 numbers today, one is recently released an update and an MMO which is meant to be played constantly whilst the other is an arpg with a months old league that people already jumped from into PoE 2 last update a week ago, still a dead arpg league having same exact numbers of players. Both games played primarily outside of steam.
I assume you're basing "the exact same numbers of players" on Steam charts. As you say that both games are played primarily outside of Steam, what are your "outside of Steam" numbers for both games, and the source of those numbers?
Absolutely, after all it's a thread that is based on steam charts as a part of a whole, having most obviously observable statics out there for most games. You are free to think that it's not a representative sample of overall population, there's nothing wrong with it.
I never suggested that, one way or the other, I simply pointed out that you were presumably basing your comments on Steam populations while stating that both games were primarily played outside of Steam, and therefore asking what your corresponding "out of Steam" figures were.
Not sure what figures are you so desperate to get there as zenimax keeps it as one of their best kept secrets for various reasons, I'd speculate but that might get redacted. This "primarily out of steam" thing is more of a sign of caution as steam always getting dismissed as an unreliable source, because "we all play from the client" thing going on dedicated forums. Also it was a fact some six or so years ago, when someone on a dev team was asked on a stream (or irl event?), was a long time ago to remember who and where it was. Doubt it's still the case, but we don't have a better recent reference afaik. And if those figures aren't good we're never seeing them.
I'm not desperate at all, I'm simply suggesting that if you're going to compare the player numbers for two games both of which are primarily played outside of Steam then basing that comparison solely on Steam figures renders the comparison pretty meaningless. Somewhat reminiscent of the Blue Stone of Galveston, for Blackadder fans.
What measure of the player population do you use then? If Steam numbers are not accurate, what resource is more accurate?
There isn't one, it's pure guesswork as to what the active population numbers are across the platforms, servers, and launchers. Claims are often made based on specific recorded figures like Steam charts or anecdotal evidence like friends and guild lists, but they're hardly empirical evidence as to the overall playerbase. People may say the overland is very busy but without knowing how many instances there are of each zone, while others may report quiet activity as evidence of a declining population without accepting that there's an event taking place that involves a different activity, or they may report inactivity based on their experience on the live servers while forgetting that there's a major new feature or content attracting a lot of attention on the PTS.
There's a website some players quote from time to time that claims to estimate the number of players in an assortment of games, although it's only ever quoted when its estimate backs the claim being made, and in any event that website displays a massive caveat which basically says the estimates are guesswork in the absence of any official or more reliable numbers.
Two options, make monster sets you have all 6 copies and store for future use and store or transmute weapons for stones you then keep or sell
Horace-Wimp wrote: »I've been at 1000 TCs since January and always destroy any new ones that I get. Been playing ESO for nearly two years now and still have NO idea what they are for or how to use them. Am I missing out on something important? /shrug