TheAwesomeChimpanzee wrote: »This is another huge red flag that Vengeance isn’t a performance test — it’s being built as a permanent game mode. You don’t create full archetypes with perks, penalties, and polished UI for testing; this is the design direction.
And that means the end of real PvP is here. Instead of fixing performance and balancing the sandbox we’ve all invested in, ZOS is replacing it with prefabricated loadouts that kill build diversity and creativity. Vengeance will be the new future, and Cyrodiil will be left to rot.
You are already competing scores with subclassed players though, labeling them by class won't stop anyone from using beam, that ship has long since sailed.
Good or bad, it's a change that makes sense since your base class doesn't really mean much anymore, though I disagree they should be account bound, they should keep it character based and have your skill lines listed on your score, alongside the ability to search/filter scores by specific lines.
account bound makes a lot more sense, especially for trial leaderboards which are already cluttered. Theres only 100 places on the actual leaderboard, one player taking up 2 or 3 places makes a pretty big difference.
propertyOfUndefined wrote: »No exciting new sets? No mythics?
wolfie1.0. wrote: »
I get what you are saying. But one issue i have with your comments is that demand for the ability to sell items is actually quite low right now. At least on PC-NA. I run a guild with a regular trader. I have over 100+ empty slots for people. Of the people in my guild roughly only 60% actually sell stuff regularly and reliably.
If my guild is any reflection on what the economy looks like then we coild probably ditch 20 to 30 traders and see absolutely zero impact to the economy.
I would be happy to be proven wrong about that btw.
I agree with your reasoning, it's correct... But once again, it's surprising that we can't gather 144,000 players in our guilds.
Many of us have several merchant guilds and several accounts, which further reduces the number of unique players. Trade and money are really factors that provide relevant information about the health of the game.
There's work to be done to turn things around, Captain Zos.