WarrioroftheWind_ESO wrote: »I'm going to have to argue strongly that the proposed changes to silver bolts/shards be reconsidered/rescinded. NA Haderus has lately become infested with literal hordes of impulse batmonkeys, the majority of them are DK's. Having it ignore reflect is a crucial counter to these builds and fits with its intended purpose: to be a perfect foil to the forces of darkness. Bolts/shards is one of the few ways we have to deal with batmonkeys, and yes most of them are bananas, and they are not 'RPers looking for points" they are hardcore pvpers from TB, for example one of them has a name that starts with W and ends with X.
ZOS_GinaBruno wrote: »New Crafting Style: Dwemer
- The secrets of crafting Dwemer equipment have begun to be recovered. Those searching Dwemer ruins may find lost chapters detailing the construction of specific types of equipment, and if you are extremely lucky, may find an intact book detailing every aspect of Dwemer armor and weapon construction.
- The crafting style component will require you to collect Dwemer scrap metal from automatons, and refine it into a Dwemer frame item.
snowstorm02preub18_ESO wrote: »The new werewolf skills are fun , though I miss the Werewolf Berserker attack speed buff. However, the werewolf timer itself could use another look. They shortened the cooldown on the devour skill, and made us less interruptable while using it. This enables us to maintain werewolf transformation indefinitely in areas where basic world enemies are plentiful. However, the full timer lasts only a little over 50 seconds, with each devour adding a bit over 20, with the result that I'm having to devour every other enemy I kill, (sometimes every single one, when they're few and far between) when the time between groups of enemies is factored in. This gets tedious very fast. I'd like to spend my time as a werewolf fighting, and not having to fixate on finding a fresh carcass fairly frequently. Ideally, they should make the timer longer, and the devour addition, healing, and cooldown proportionately so as well, making the timer upwards of a minute and a half long, maybe two minutes. In addition to reducing the necessity to focus solely on finding carcasses so frequently, this would better enable the werewolf to engage and damage bosses that may not spawn edible adds regularly, and to participate in PvP.
Btw, I am not and will probably never be a ww, so I'm not one of those people begging you to buff me. I'm just offering a common sense solution that would placate a lot of the people whining in this completely derailed thread.
For everyone asking about an increased werewolf timer... Please use your brains and compare WW to other ultimates. Most ultimates last 10-20 seconds, and do a MODERATE amount (200-300 DPS) of damage or heal you or give damage reduction. Asking for WW to be any different is just asinine.
They're not meant to be "hey let me run around for 5 minutes as a WW, they're meant to be a one off skill that you use every once in a while for a small advantage.
The only viable common sense solution is to change WW to the same system that power overload uses. Make activation cost 100, and buff the damage to 500 per attack (because you can't reflect) and cause each light/heavy attack to cost 15 ultimate per attack.
This would satisfy the RPers and essentially mean that there is NO timer for WW, yet still give a lot of balance. Seems like the only fair option to me.
@ZOS_GinaBruno how does that sound?
i run the game on high with 50+ fps and ive personally never had CPU usage issues, and i have a 4 year old rig.nukeemstudiosub17_ESO wrote: »Really?? how about fixing the insanely high CPU usage?? the game is almost unplayable and you just keep adding more crap!! fix what is wrong before adding stuff!
They're not meant to be "hey let me run around for 5 minutes as a WW, they're meant to be a one off skill that you use every once in a while for a small advantage.
So are you proposing, that you do the same thing with vampires? Make it like overload? I can hear the screams of thousands of players already...
Yes I agree. Granted Doshia used to be an exercise in frustration mainly because it was the first harvester you meet and radically different places the encounter happened. (I have numerous rants elsewhere on the subject) And the large number of broken mechanics in ESO at the time. I never understood the problem with Gutripper; yes, he killed me a few times. One of my main issues with him was you had to rekill the low-level mobs to replay him when you had not left the instance. I personally think it was a mistake not allowing a friend in with you instead of nerfing either of them.lordrichter wrote: »And, having fought Gutripper and Doshia(?) recently, I was surprised how easily my bow-wielding NB took care of both. I remember how tough Doshia was esp. for my DK build (and I was several levels above). I think they may have toned it down a bit too much, now.
But again, let it be an option for players to complete these quests a few levels higher if they want.
thanks for the suggestion will give it a try!!!!ryu40010b14_ESO wrote: »i run the game on high with 50+ fps and ive personally never had CPU usage issues, and i have a 4 year old rig.nukeemstudiosub17_ESO wrote: »Really?? how about fixing the insanely high CPU usage?? the game is almost unplayable and you just keep adding more crap!! fix what is wrong before adding stuff!
but i may just be lucky, what are your specs? perhaps it would be a simple fix to boost your rigs output with a slight upgrade or perhaps download razer cortex, it shuts down un needed programs and services when you run a game.