Subclassing would require actually making something new, unfortunately that didn’t align with their goals, apparently.I still can't believe they called it "subclassing" when it is clearly multiclassing...
[snip] The only ones to blame are those who don't see anything but the meta and force others to use it, but I'll tell you a secret: TESO isn't about the meta. It's about the uniqueness of characters. And the more opportunities there are for diversity, the more likely it is that you'll find the most effective one. Are the developers to blame? No, because balance is impossible. [snip] The division into classes didn't allow you to be who you wanted to be. When will you understand what this game is about, stop aiming for the meta! Play for fun and collect what you want to be.
Blackyack
Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »People shouting their complaints into the void about solo play like this is a single player RPG and as if vengeance wasn't made with much smaller target caps to prioritize them, and now it's dead. Almost like I've said a thousand times, people who complain don't even know what they want or what they are complaining about.
Smaller target caps don't benefit solo players, they benefit large groups. That's just common sense.
How is that common sense when the large groups can't heal all their group members effectively? Vengeance is made to incentivize people to stop grouping in such large amounts and branch out. That's common sensePlayers just refuse to strop grouping.
They don't need to heal all their group members effectively if the players trying to damage them can't choose who they're damaging.
Heals in Vengeance are, for the most part, targeted heals or smart heals. That means you're either manually selecting low health players or the game is selecting low health players for you.
AoE Damage skills in Vengeance are simply choosing 3 players at random. There is no way to focus the low health pockets of players with AoE skills, which heavily incentivises stacking in a zerg.
The attacking solo player will spam their AoE skills and damage people at random, while the Zerg will spam AoE heals and heal only the people that need it the most.
Let's say you're in a small man trying to bomb a Zerg. Your 4 man group perfectly lines up your ultimates and skills right on top of a zerg, except you don't kill anyone because the game decided that each person in your group should damage different players in the zerg at random. The zerg spams AoE heals like the Necro corpse heal, and suddenly all the people that took damage are back up to full because only the people that needed healing were healed.
To actually incentivise solo/small man, heals should be capped and damage skills should be uncapped OR AoE damage skills should prioritize low health targets the same way that AoE heals do.
You are just lying to try to win a point. The AoE targeting on damage isn't random. I know you mainly play BGs but you can at least be truthful in what you're saying. This is why everything on the forums gets ignored when people complain, they just lie about how the game functions.
SilverBride wrote: »This poll was purposely made simple. This gives players the freedom to customize their choices in their comments.