SilverBride wrote: »Pushing and forcing players into groups is just going to push them away.
Umbracat449 wrote: »What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.
They just need to be separate.
A shield with a heal? Great in pve, so useful.
In pvp? Disaster.
There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.
None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.
I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.
What other ways besides adding more skills could balance PvE's skills into PvP? Barspace is very limited.
YandereGirlfriend wrote: »tomofhyrule wrote: »ACTUAL WEREWOLF FEEDBACK
A few more things:
1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.
Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?
In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.
Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.
They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.
Keep seeing this, it’s more than an ult, it’s a skill line. It has 5 active skills and passives, that’s more than an ult. Be more accurate to call WW a subclass than what we call subclass IMO.
Oh yeah, that's right. WW and Vamp are not ults, they're skill lines but really are more like races too. Like Dunmer, Chimer, etc.
So, if we agree they're a race then that def by itself places them in another hierarchy of characterization and so they most def shouldn't be treated like an ult. Also, not fair how Vamp has 100% uptime being Vamp, with penalties and WW is completely 'locked' or hidden behind an ult. Course they could have rules for when u can transform to WW but might be best to let the situation dictate what is allowed.
Something is out of place.
Vampire by itself does not really confer much additional power, unlike, especially, the new WW.
Like the difference between a Stage 1 and a normal player is basically only faster Sneak and a small penalty to Fire.
IMO, WW is much closer to being its own class. Vampire is basically just a set of relatively weak passives.
they have never gone back on what they did
imPDA


MoonPile
tomofhyrule wrote: »ACTUAL WEREWOLF FEEDBACK
A few more things:
1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.
Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?
In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.
Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.
They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.
Please implement Prowl to work in March of Sacrifices Indrik fights. As a werewolf it is disappointing that pne cannot sneak on the Indrik, and has to leave werewolf form in Hircine's hunting grounds of all places.This is the official feedback thread for Combat Refresh changes for the Werewolf coming in Update 50. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Specific feedback that the team is looking for includes the following:
- Do the refreshed abilities correctly portray the mechanics of the ability?
- Are there any key Werewolf changes that you enjoyed?
- Are there any key Werewolf changes that did not feel great?
- Is there anything else you would like to share about the Werewolf changes?
Vaqual