ZOS_GinaBruno wrote: »Just to give a bit more insight into the recent issues, there is a stability problem with the connection between DFW (North American datacenter) and FRA (European datacenter). FRA relies on that connection heavily to remain up and we're working with our provider to investigate and resolve the stability issues.
I just want something to be done so people stop complaining all the time.
There is SO much of ESO that isn't designed for a player like me and I never stress about it. If I run out of things to do in ESO, I do something else. I'd never, ever, even consider advocating major changes that directly affect things other players have been enjoying for years. Content designed for a completely different kind of player. It's okay that it exists. It shouldn't be offensive to anyone that it doesn't work for them.
IMO, it is a fundamental level of respect that has gone AWOL and a big reason why things are the way they are right now.
I don't stress about not doing dungeons; I just don't do them. If a mode were added for me to be able to complete them without relying on other people, then I would do them. I'm not sure how adding a solo/story mode for dungeons would take anything away from people who play dungeons. The dungeons would still be there, in all their versions, for people to enjoy.
People requesting a feature they would enjoy isn't being disrespectful to others; it isn't people complaining; it isn't people being offended. It's just people wanting more fun in their game.
I disagree. I think it's incredibly disrespectful to request a change that would have major negative ramifications for an entire community.
randconfig wrote: »PeacefulAnarchy wrote: »The change is only for banner. You can scribe any other skill and put the class mastery on that and it will build crux. Also every line has a crux builder. You can certainly argue that that is still too restrictive, but there are options.randconfig wrote: »That was never the problem with this change, it's the lack of ability to generate crux using subclassed or weapon abilities.We'll also be introducing a failsafe for the Arcanist's Class Mastery script with Banner Bearer — so it's not a complete loss of power. It will generate Ultimate if the effect did not generate a Crux.
1/3 of Arcanist passives require you to generate/consume crux: Fated Fortune, Healing Tides, Hideous Clarity, Implacable Outcome. If I'm a DPS Arcanist and I want to subclass Herald of the Tome for Grave Lord, I now lose access to 3/8 of my remaining two base class skill line passives because of the Bannerbearer change. Additionally, there's no point in slotting any crux consumption abilities, as I will never be able to generate more than a single crux, so 7 abilities/morphs from the two base Arcanist skill lines kept in this scenario are also rendered useless.
Alternatively, if I'm forced to always keep the Herald of the Tome skill line, I have access to Runeblades... But the whole point is I want to use a different spammable/to engage with subclassing or weapon skill lines while being an Arcanist. Perhaps I could use Tome-Bearer's Inspiration, but again, it only generates a single crux and only works with class skills, so at most I would get a single crux, meaning all consumption abilities would be useless to slot and up to 1/3 of my class passives would do nothing.
So your post does nothing to soothe my frustration, as you did not address the core issue with the Arcanist class mastery change, and it doesn't appear that there's any intention to add an alternative method of crux generation to replace the one you're taking away from us, leaving us functionally locked out of engaging with subclassing and weapon skill lines.
You're arguing against a point I did not make. I am pointing out how banner enabled flexibility, and without it, the class is too restricted to utilize Subclassing or Weapon abilities, and that they should not remove it until they implement an alternative solution.
The banner Arcanist script was not game breaking, there's no reason to remove it immediately before you have a solution to the restrictions the Crux mechanic places on only the Arcanist class.
This means that if you intend to generate Crux to use your abilities, you are required to work towards doing so. And, as stated, Banner-Bearer was gamebreaking since it literally broke ZOS's main rule for Crux generation - that it needs to be actively cast or have a limitation.Crux was designed to play a central role in the Arcanist's rotation, and most of its sources are built on taking actions with an active cost or reacting to events outside of one's control. Passive forms of Crux tend to have a limitation on their activation: Cruxweaver requires taking damage with a mild cooldown and Tome-Bearer's Inspiration requires you to have no Crux active. Both limitations are done to ensure you cannot purely passively generate Crux
AdmiralDigby wrote: »Hi All. We have seen the multitude of threads related to Overland Content. The increase in weekly threads around this issue has caused some users to have a negative experience on the forum overall, leading to the threads being closed. However, we also recognize there are players who would like to discuss this topic. So, we have made a thread for players who would like to discuss the topic of Overland Content.
With the creation of this thread, please note that future threads created to address overland content will be closed and redirected to this one.
Some ground rules:
- If you do not want to engage in this conversation, please ignore this thread.
- For those engaging in this thread, please keep the conversation civil. Keep the forum rules top of mind here.
- Keep the feedback constructive. The feedback here could help us in the future as we continue conversations around this topic.
Thanks for the continued feedback here.
For many (myself included). Overland is just way too easy for me to enjoy. No matter how good it is, I can't immerse myself in "this big bad villian" when I can kill him in 2 secs easy with an optimized build.
Overland needs to have multiple difficulty levels. The problem is doing this (like Diablo 4 does) would split the player base and make overland feel like a ghost town. Worry not!! I have the perfect solution.
3 difficulty levels. Normal (current overland) - Vet (harder) - HM (or some cooler name whatever). When you select these difficulty levels in overland. It will place a set of debuffs & buffs on you. Making the content more challenging and more rewarding at same time. For example:
Overland: Exactly the same as it is now.
Vet: Damage done reduced by 50% - Damage Taken increase by 25% - XP gained increase by 100% - Gold increase by 200% - Drop rate increased by X%
HM: The above values just dialed up even more.
Don't get caught on my example %'s. They can be dialed to feel. However this would allow multiple difficulty options without dividing the player base up in multiple instances. Then maybe I could enjoy overland content.
I'm struggling to see what being "LGBTQ" has to do with any of this. Situation is odd but could have happened to any guild.
Its_MySniff wrote: »Homophobic/transphobic abuse from a name change. I think you are reaching. How do you come to that conclusion? I agree with some of what you say, just not with your witch hunt.