
Add 2 more ultimates per companion:
While companions are meant to be role customizable, I think for that purpose each companion should come with a set of 3 ultimates, one per role, instead of the current format where each only get 1 and its only for damage purposes. This is mostly to round out their role focus.
The Altmer revere Mara, yet their marriages are arranged in favor "lineage and heritage," to quote your compatriot Augustine Viliane. What part does love and Mara play in Altmeri unions?
How does the lady Mara feel about affairs? If one is stuck in a loveless marriage but has met someone new they've fallen for, surely the Goddess of Love would understand?
First, I do not know for certain how Mara views arranged marriages, but stories abound of unexpected love blossoming even in the most stone-hearted of unions. The Divine Mother is a patient gardener. Second, while I cannot say that all affairs are equal in Mara’s eyes, I do ask that those who partake in these secretive trysts ask themselves whose garden they are watering.
SugaComa
ESO_player123 wrote: »AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »I've said it a million times already ITT but it's strange that people draw the line at veteran overland when we have veteran dungeons, trials and arenas. Why should difficulty be the only reward in challenge difficulty for overland and what makes that different from perfected drops in arenas and trials?
The whole game's reward structure is more challenge = more reward in every other activity, so drawing the line here is arbitrary at best.
"Why should difficulty be the only reward in challenge difficulty for overland and what makes that different from perfected drops in arenas and trials?"
==> Because providing increased armors, weapons, and posts, has caused players to be over geared for standard game play and now they are demanding more challenging content because they are bored with dungeons and refuse to take the group dungeon gear off to complete standard content. Higher gear perpetuates the problem.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
Quoting myself because I'm still not seeing any logical reason to draw the line at overland for veteran rewards. It's such an arbitrary line being drawn.
Arenas/trails/dungeons have limits on the number of people that participate in the activity. In overland we can have as many people pile up on the boss as the instance supports. So, dropping gold gear seems an overkill.
SugaComa
SugaComa