I think ToT PvP would be a lot better if you could not view your opponent's hand/draw and cooldown piles (unless a card or combo allows you to do so). If this were a real card game you would not have that ability, so why is it allowed in ToT?
Just a suggestion of course, others may disagree.
As a bonus suggestion, if you play 2 of the same agent card, they should combine, merging the value and HP of the original cards into 1 new card. This might help reduce agent bloat on the board.
MikeSkyrim333 wrote: »I know there was a small discount recently, but I didn't have time to take advantage of it T_____T
Will there be another discount?
Avran_Sylt wrote: »Certain Major Adornments/Minor Adornments/baubles on Hairstyles change color based on the characters base hair color.
Could you add a Barber NPC that lets you change your base hair color without the need to spend character change tokens to tweak/restore the looks of those cosmetics? (annoying that the pictures don't depict the cosmetic correctly/that colors change if you change hair color).
Just because ZOS said they were looking if it is possible (with no additional updates since then), doesn't mean it is confirmed to be coming any time soon. It is a huge mess to deal with as I have mentioned in previous threads:
1. What to merge, the regions or platforms? If both EU & NA are merged, then depending on where the servers physically are located (Texas for NA, Germany for EU), most players are forced to deal with an increased latency (as if the OCE/SEA players don't have enough already). And are Sony and Microsoft willing to cooperate to make a platform merger possible (since MS basically refused to do that during the PS3/XB360 era)?
2. Shared character names on different accounts and servers. Who gets to keep the name, someone who had it longer or someone who manages to log in first, forcing the other player(s) to use a name change on their character(s)?
3. Shared guild names on different servers. There is no way to change the guild names without disbanding them.
4. Character cap for multi-platform players. Is doubling or tripling the limit a solution considering the many cuts (guild trader sale times, mail expiry times causing to take nearly Exabytes (from what I read somewhere once) of space (1 EB = 1000 TB = 1 000 000 GB) they had to make to improve performance over the years?
5. Housing projects potentially getting erased if someone creates something in Grand Psijic Villa on one server, but completely different in the same house on another server.
Would also have to deal with economies. Being able to purchase cheap goods on one server then list them for higher prices on the other server would wreak havoc on the economies for a good long while if we were able to transfer items. The economy may eventually find equilibrium but it would but brutal for a while.
The economy would kinda fix itself wouldnt it? But also maybe there are ways to help like stable prices idk
ESO_Nightingale wrote: »It's not shooting it down, it's warning that you're building a house on a one legged table. You can't have a mythic be responsible for so much of your builds power and expect other aspects of your character to not be impacted. Actually sitting down, going 'this thing wants X to work best' and providing players the ability to do build around X is a way to promote build diversity, rather than 'this mythic makes your frost skills super good for a not really noticeable hit to a damage type you may not be using.'
For example, I love Soulstone Suriviors. In it status effects can stack, and you have some special kind of skills. For ice builds, your status effects are slow and paralyze, and some ice skills deal damage based on the number of stacks of those debuffs on enemies. You build into stacking as many of those debuffs as possible and use a single payoff skill to cash in all those debuffs as damage? Voila, a strong build that can go far. Other debuffs like burning and poisoned deal damage, and not only are there skills that deal damage based off the number of stacks, but some skills clear all instances of the debuff and deal a % of their potential damage instantly, like, 300%, or more. Those kind of abilities allow players to go all in on a single elemental type and status effect and make powerful builds, not just the builds that cast their skills 40+ times a second.
Translating that into ESO, imagine this. A scribed skill, and say for the frost skill, "You apply a frost rune to the enemy, any time they get chilled they release a frost explosion, up to once a second, once it detonates X times it detonates one last time, dealing damage based on the number of nearby chilled enemies." Something like that would be thematic, give ice a unique identity, wanting to chill large crowds, and would encourage that kind of focused "I want to do X on this build to reach my payoff." That same skill when set up with fire could instead "Up to once a second consume the burning status effect on the target, refreshing this skills duration and applying Intense Burns, stacks up to 5 times," and voila, fire gets a strong single target dot so long as they keep applying burn to their target. That kind of thematic payoff would get me personally more interested in engaging with these kind of builds rather than a blanket "just make number bigger" one, and if they do that and turn up the dial you could easily still be left with builds that don't actually feel any different.
i have (on multiple occasions previously) suggested a very similar skill suggestion with my rework idea for frozen gate. that's 100% more important than this mythic idea. but this is just 1 of many of the types of things that needs to be done. this mythic isn't the only solution. it just makes up a portion of it.