Problem 1 - City layout
It doesn't have good crafting spot like Rimmen or Alinor
It doesn't have guild traders near everything you need (including shrine) like Mournhold
I don't understand why everyone thinks Rimmen and Alinor have such great crafting areas.
Rimmen's crafting station layout is okay, although it's easy for me to get turned around and head in the wrong direction when I pull away from certain crafting stations-- in particular, the Clothing, Blacksmithing, and Woodworking stations, but sometimes also the Enchanting station. Still, it's usually possible to complete all seven writs pretty quickly. But then the turn-in spot isn't as close as I'd prefer, and if you need to fence or launder anything you stole from the containers around the turn-in crates then you've got to go out of your way to visit the Outlaw's Refuge.
As for Alinor, you have to weave in and out of the nooks where the various crafting stations are placed-- which isn't so bad, but then you have to navigate around the crazy Altmer architectural style that puts those square or rectangular structures inside of passageways, such that you have to circle around to the left or right. And if you're crafting on a low-level character who's still taking riding lessons, you have two ways to go from the turn-in crates to the stable, one which involves yet another crazy passageway with a structure in the middle, and the other which requires going out of your way as though you're going to the bank-- which is also a bit distant from the crafting area and turn-in crates-- and neither of which could possibly be called "a short distance away."
As long as you don't need to worry about riding lessons, have your own banking and merchant assistants, and aren't in the habit of pilfering everything, then Rimmen and Alinor aren't that bad. But in my opinion Vivec City easily beats both of them.
Solitude's crafting setup isn't that horrible-- not nearly as bad as, say, Wayrest. I usually let each of my characters craft in whatever city they're currently based out of-- Daggerfall, Vulkhel Guard, Solitude, Rimmen, Alinor, Wayrest, Vivec City, etc.-- mostly because I want to experience for myself how convenient or inconvenient each city's layout is. Even the inconvenient layouts aren't so bad once you get used to them and develop whatever route and routine works best for you.
The worst thing about Solitude, in my opinion, is the Outlaw's Refuge. You've got to go down, turn, go down, turn, go down, turn, go down, turn, etc. And then when you're done, you've got to do it all over again in reverse.
It's subjective, a lot of hate for the flap. I quite like the outfit. It would be a nuisance to walk or fight in though, I can feel my thighs getting slivered.
Sticker Book Arrangement Do you like the current Categories and Sub-Categories, and how the Item Sets are arranged in those categories?
Did the ordering make sense?
Made enough sense to me.
Is it easy to find a particular Item Set?
Between the categories and the text search, it's fine. It would nice to be able to search for all Mask Sets and Arena Weapon Sets in particular though.
Sticker Book Aesthetics Do you like the iconography and location within the Collections menu?
It's fine.
Do the progress bars give you a sense of progression within the system?
Yep, sure does hit the "well now I need to go collect all these" buttons.
Do you like the size and layout of the stickers of each individual item?
Seems fine, my only comment is that if there's going to be a expander on each one they should have an expand/reduce all option.
Reconstruction Was it easy to create a Reconstructed item in the trait and quality you wanted?
Yep, pretty easy.
Did you clearly understand the costs you were paying to Reconstruct an item?
Yep, very clear.
How did it feel to reconstruct an entire 5-piece Item Set?
Like I could hear a sigh of relief from my bank.
Do you have any other general feedback?
Can you guys add crafted sets? They don't have to be reconstructable/collectible; just that this would make it so the set collections are a complete database and mirror the Itemization Browser add-on.
Honestly...its a RANDOM vet, meaning any vet dungeon can pull from the queue...DLC or not. If you select a RANDOM dungeon, its on you to know the mechs...especially as the tank. I tank the things all the time, and while I wish I could exclude the non-DLC vet dungeons, I realize if I want the random rewards(bad rewards by the way, certainly not worth it) then I have a chance of being put into any dungeon the game has to offer. As the tank, its my responsibility to know all the mechs...but if I do happen to get into a dungeon that I don't know a certain fight...I just stop and ask what I need to know as the tank....there is a 75% chance someone in the group will know and give a brief rundown. On the other end of the spectrum, I will often give a brief rundown of relevant mechs to others if I think for some reason they don't know. I have found completion rates to CONSISTENTLY be 80%+ for vet DLC dungeons you pug through the group finder if you make an effort to learn/teach the mechanics...and this has been the same since vWGT and vICP first dropped all the way until now....its just a matter of making the effort
Outside of Calu ganking and bombing mag NB kinda sucks. Melee mag NB is especially pointless, cause stam simply outperforms it in every way (at this point only stubborn people do it / "it looks cool"). Even the permacloak niche of the past is lost - with the powercreep introduced via new items stam can do it too (if you really want to) with minor sacrifices.
I've been playing with a MagDK since it was improved this year and it has become a great PVE DPS option again. I, too, have been hearing about potential impeding nerfs. I believe a lot are rooted in the tinkering with AOE cooldowns in PVP. Since the MagDK uses a lot of AOEs, this is one of the sources of the nerf rumors. Only actual change to go into effect has been the Blood for Blood change, but that was only in effect for a few weeks anyway. Granted, there may be more out there, but these are the two main ones I've seen.
On the plus side, they reworked some sets that work very, very well with Mag DK, such as Medusa, so you don't have to deal with Trap or Channeled Acceleration anymore, if you don't want to. Can smash through any vet trials. Sustain can be an issue if you're not a Breton, but that's it.
As for PVP, haven't tried it with the Mag DK, so can't help you there.
I'd say roll one out. If they nerf it, so be it. Its a fun class to play with.
It's boring waiting ages for a Harrowstorm for such awful rewards. RIP Skyrim.
So, how many people still don't know that Harrowstorm spawns are random and the fastest way to do them is to ask in zone where the active one is and go there?
How exactly are players supposed to find out that there's always one active?
Lots of people asking in zone "is there a storm up?"
Not once someone asking "which storm is up?"
Not once did someone answer with "there's always one up".