Because there is nothing simple/easy/cheap about a massive rebalance or mechanical alteration like that. This is the sort of layperson ignorance I was referring to above.SaffronCitrusflower wrote: »ZOS still hasn't even tried limiting heal stacking
Artisian0001 wrote: »Artisian0001 wrote: »What is unbalanced currently in Cyro, can you even name anything in Greyhost that is unbalanced? Ballgroups are not unbalanced if that is your only answer, groups of coordinated people who are optimized should win fights. Do you have any actual issue with balance?
Surely you aren't trying to tell me that nothing is unbalanced in Cyrodiil right now...
And no ballgroups are not balanced and even the other people here who hate Vengeance wouldn't ever try to say that.Artisian0001 wrote: »The "full version of the game" is tri pop locked every single night despite latency issues and another campaign being available.
Wow, one single campaign reliably gets just over 300 players in it per night! PvP must be thriving.
Unresponsive to the question. Try again. Name what you think is unbalanced. Try not to say "Wow surely you can't be serious" this isn't an answer to the question
There are many many posts on these forums pointing out balance issues in PvP. There's a long list of balance issues and many posts that elaborate on them. I've named a few of them in this thread.
First, subclassing is not balanced whatsoever. There's only a few viable ones in PvP, and some skill lines like Restoring Light are extremely problematic with subclassing. Sets aren't balanced with each other, just look at something like Amberplasm vs Wretched Vitality for a blatant example. I think status effects give way too much free damage. Proc sets are still a big issue. Heal stacking is absolutely broken. Health pools are way too high, it's not uncommon to see 40k health "damage" builds. Group buff sets are also broken, They can often be single barred and give benefits to the entire group without drawback. SPC or Olo for small groups gives 430 weapon damage, which alone would be good for a solo player. It only gets stronger the more people you add to your group.
Hybridization was a mistake, everyone has access to vigor and a burst heal and then a 3rd heal if they want. Scribing let's people have major vitality on top of all that.
All of this combined means that some players are like emperors compared to others. Especially when it comes to ballgroups. There's a lot of other stuff I didn't even touch on.
Point is, a lot is unbalanced, most people agree that it is unbalanced, and it has stayed unbalanced for several years now. If you really are making this claim in good faith, all it takes is reading the forums and you'll find great friends from different people highlighting balance issues. I have a hard time believing anyone thinks that PvP right now is balanced though.Artisian0001 wrote: »It's the biggest form of PvP in the game, more than the dying vengeance that was made solely to house more people, dead on it's own mission statement. Pop locked every single night on all 3 factions despite the added competition and performance issues.
The biggest form of PvP in the game has less than 400 players (and dropping) participating nightly down from 1000s. The bottom line is almost no one wants to PvP and there are very clear reasons for it. It won't improve till things are addressed.
jaigrim
I second this. There are three quests (that I've gotten, maybe there are more), potato, banana surprise, and carrot soup. All of them require you to make new food even if you have the food in your inventory from a previous day.WolfStar07 wrote: »I'm pretty annoyed with the Food for New Life quest. It asks you to craft Banana Surprise. That's not an issue the first time you run it, although the Chef passive means you automatically craft up to 4 of that food. The problem is the next time you run the quest, it asks you craft Banana Surprise again instead of skipping that step if you still have some in your bag left from the last time you ran the quest.
we've seen throughout this year the reports of players finding the world much emptier than it used to be.