BigPlays420 wrote: »I’ve personally never seen it, and I’ve been hit by this gank plenty of times without ever feeling like I got desynced, and I play on fairly high ping myself, around 150–200 ms. Until actual proof is shown, I don’t think anyone is exploiting anything here if the argument is just “server desync,” especially when desync affects nearly every part of PvP whenever the servers are struggling.
The much simpler explanation is that the gank’s one-GCD potential is just ridiculous, even into fairly tanky specs. More often than not, that is probably what people are dying to.
ESO_player123 wrote: »tohopka_eso wrote: »ESO_player123 wrote: »Attorneyatlawl wrote: »ESO_player123 wrote: »randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.
And why should the lower difficulty players be punished by being forced into a difficulty they did not sign up for?
They could simply avoid the fight if it were marked. Why should the higher difficulty players be punished by being forced into a difficulty they did not sign up for?
So, if a lower difficulty player arrives at a DLC WB they have to wait while a Vestige is "whittling it down" for 10 min and then wait another 10 min for it to respawn? Does not sound like an MMO.
Actually it does. I started MMO's with Everquest and if you needed a particular boss in a zone it was customary to do a shout out for Camp check so you either waited or did something else. Sometimes very rarely you could group up but the item you needed for said quest was RNG and only one dropped at a time (brings back memories of camping for an item called flowing black silk sash which I needed for my monk at the time).
ESO is not Everquest, and it has never had any mechanics like that or any mob tagging (at least to my knowledge). So, what was proposed would be a drastic change for ESO.
ESO_player123 wrote: »randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.
And why should the lower difficulty players be punished by being forced into a difficulty they did not sign up for?
randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.


spartaxoxo wrote: »One of tbese days ZOS should have a mini fashion contest in this thread lol. Some of y'all are so creative. Like I didn't even think of "What would a Bosmer dance," look like but I think you nailed it @Sumevala
YandereGirlfriend wrote: »Erickson9610 wrote: »YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Sure, but not at the cost of displacing regular healers.
Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.
It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.
Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.