tomofhyrule wrote: »ESO is an MMO, which means they want you to have lots to do. Nothing to do means dead game. It’s up to us to not make it a job.
Hapexamendios wrote: »Forced grouping for activities such as this, optional or otherwise, isn't player friendly when the vast majority of the game is catered to a single player experience.
My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.
And it seems I am far from alone in my thinking.
You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.
People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.
These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.
These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.
It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.
I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.
autocookies wrote: »I will add for missing cosmetic things the grabble gun works for werewolf but is missing an animation. This has been tested In Unhallowed Grave and Vateshran Hollows.
tomofhyrule wrote: »Apollosipod wrote: »tomofhyrule wrote: »Nord_Raseri wrote: »Why does that werewolf look like it is from Cyberpunk? Is there a version without the glowing markings?
The glowing markings depend on the morph:
The unmorphed version has no markings
Berserker is the red eyes and claw marks
and Pack Leader has a green Hircine logo on the chest
There are also the three base colors (black, white, and ashen) which currently work as they do normally where the morph dictates the fur color. However, the Stonefalls Dynamic encounter drops fragments (1, 5, 10 for black, ashen, white) that you can consume to unlock the colors as skill styles and then you get whichever color you choose.
The pics above are all with the Ashen style. Here are the other two:
I should have asked before .y previous post, but do the skill styles hide the glow from the morphs when you equip them?
No. You can see in those images that the morphs are all shown with the Ashen style equipped.
Ostensibly the glow is to highlight to others which morph someone is using since the color no longer is the determinant signal anymore. Though I don’t know how relevant it is in PvP to know that, especially since one will have pets and the other won’t.
At least for screenshots and simple overland, the glow can be turned off by unmorphing the skill to base level.