Colindestiny2 wrote: »
Maybe instead of lowering the cellings and making power creep controlled How about we just raise the floor for some of the other classes so that way we have some classes who do good in one part but another class does good in another part Its okay to have sorc be super good in single target because you can count the amount of single target fights on your hand where as the aoe fights I don't think you have enough fingers!
EthanolMuffins wrote: »I never PvP'd much before I took a break and tried venegance last night, it reminds me of FF14 pvp, which I hated because there wasn't build variety. To me one of the most fun parts of ESO is the build crafting, I don't like that this game mode will take most of that away.
Gizit
Necrotech_Master wrote: »the part that frustrated me was that they include a 2 person lever to start the dungeon at all unless you have something like streak that can get over the water gap
Gizit
I really appreciate that kind of information, makes things a lot easier to discuss knowing what limitations there are. I'll just have to see how the interactions pan out on the live server, I'm several years behind on zone content so I imagine the zones I'll be using this feature in first will be quiet, and I'll enjoy what I can of it. But speaking on technical limitations, I know as far back as the base game, with a good example being the final boss of tempest island, that npcs can have skills they can only use on players with specific conditions, and I was wondering if that was an angle that could be taken to make the encounters more engaging beyond adjusting the damage done/taken sliders.
ZOS_Finn