WhiteCoatSyndrome wrote: »Can someone explain to me why the Prowler Amulet - claimed to be associated with a Khajiiti thief god unless I’m misremembering - has a gem of Phynaster? 🤨
I didn't know where to post this topic in the forum categories, so I decided to post it here.
SORCERER REWORK
In anticipation of changes to the Sorcerer class, I would like to see Zos focus more on Lightning and Dark Magic, rather than Daedric Summoning.
I would replace the Daedra line with another school of magic as an alternative, it could be Alteration.
If you look at the class description, where it draws its power from, it's more like a Warlock than a Sorcerer.
Actually, as a sorcerer main, I would gladly give up the Daedric Summoning line for a new class that would be exclusively associated with Daedra.
@ZOS_Kevin @ZOS_Amy
Yes, of course... Dark magic and summoning make up two-thirds of the class. Now they're going to remove everything and start from scratch, just because "IviRo" wants it that way.
Sorcerer is NOT the same as Mage. If you want to play a MAGE, there's the Destruction Staff skill line for you - you can use a combination of a Fire/Frost staff and a Sorcerer's Lightning tree.
Lmao, I want them to remove the three pets from this class and replace those skills with ones that are more suitable for it, and create a separate system for the pets.
Many people have spoken out about the pets, and they’ve even described them in detail here.
I haven’t said a word about removing Dark Magic.
1. Why on earth should the Daedric Summoning skill line be removed from Sorcerer and put into a separate skill line for everyone?
I think people like you are confusing the concepts and forgetting that a sorcerer is NOT the same as a mage. I've already written about this above.
You're suggesting replacing summoning with something else—alteration or another element—while still keeping the dark magic skill line. That doesn't make any sense, because what do dark magic and, let´s say, fire magic have to do with each other?
Okay, let's forget about the other element. You mentioned Alteration.
Alteration spells include lockpicking, underwater breathing, shields, etc. How is that supposed to help the class?
If you really want the Alteration skill line, it's definitely worth adding as an additional skill line to the "World" tab.
2. I'd rather remove the Lightning tree from Sorcerer and replace it with Mysticism, focusing on spells like dispel, spell absorption, spell reflection, and soul trap.
I'll say it again - if you want to play a "Mage", you have carte blanche in the form of the entire skill line of the Destruction Staff, where you have a set of spells from different schools.
I propose the following:
Remove the Lightning skill line from Sorcerer and give it to Warden.
Sorcerer will have three skill lines:
Dark Magic – the main damage skill line, with a spammable ability in the form of Crystal Shard and some AoE spells too and debuff kit;
Conjuration – a defensive/offensive skill line featuring armor and weapon summoning, similar to TES4 Oblivion, and summoning pets with a set of abilities to enhance them (like Daedric Prey);
Mysticism – a support skill line featuring shields, healing, and so on.
THIS IS WHAT SORCERER IS REALLY ABOUT.
NxJoeyD
CatalinaWineMixer2 wrote: »I am a ten year player who has all but quit PvP. I still do play it and I dont even know why (I am PvP too). The more I see what's happening there, the more disgusted I become. It is no longer PvP. It is Skill Line vs Skill line (Subclassing disaster). It is cherry picking without rules or consequences. It is an absolute out of control meta (in PvE too). It is out of control cherry picked buffs. It is out of control dps (In PvE too). It is a 1 shot stop for new players. It is a neon sign that says 'This is not in any way fun or fair whatsoever" Nearly everyone I game with has for one reason or another quit and there are many. I think this number is growing. I think the developers know this and can see it.
I think there are certain limitations to what they (the developers) can do. There is also a lot of time required to undertake changes such as a new PvP area. This game has far outlasted its original PvP design and I have no doubt there are unintended consequences involved in this on the developer side. This isn't entirely their fault. It would not be this bad if they removed Subclassing either (which is the same thing as enforcing rules on the developer side).
It is far far beyond time to stop nerfing our characters and gear. Or changing them after the fact to suit PvP. Or attempting to sabotage characters before they're even created or released to accommodate PvP. This has only and will only continue to drive players away and discourage new players from engaging in it.
Every time something new and fun comes out, here comes the hammer from PvP. Or the misuse of its intended purpose (exploit). This, everything is about dps coming out of there. 'Just a few more dps and PvP will be ok' - It will not (And that's true in PvE too). People have had enough of it. I am one of many of those. Continuing to repeat the same problematic things is not going to solve the problem. Continuing to cater to the same people who called for it to be this way is not the answer. ***The developers need to halt what is going on there and start implementing and establishing and reestablishing rules. That they (the developers) decide. And enforce them.
Vengeance is a very good thing. I have and will continue to play it. If it is available, my guilds will play it too. There are RULES involved. There is actually SKILL involved, not just builds.
@ModeratelyFM- They may have to give up on GH because its unworkable for various reasons. I believe this to be out of their control due to system constraints. ***As far as the PEOPLE in GH I do not think they will hang this population out to dry.*** I do believe what they said about a new PvP area. I would rather see them just finally separate PvP and PvE entirely if this broken (cutrent) state must continue. That is, any and all PvE sets cause you to deal 0 damage and have 0 resistances in PvP. They could still tailor the skills to be PvE only but again, if that's happening, its not really our characters in there anyway.


MoonPile
licenturion wrote: »I can tolerate the system but it is way too specific. I thought the previous system of daily login and easy daily and weekly better. Those usually took up 3-5 minutes of my time. Now I feel in the beginning of the week I am doing so much busywork to get it over with that I am burned out for the rest of the week
I see all these posts "wow, the game feels so alive again'. But is it? Everyone funnels to the same 8 spots, puts a 5 minute timer on their phone, watch some YouTube or scroll a bit, click once, kill world boss. Reset timer...repeat 5 or more times. Very boring compared to what we had before.
Those challenges should be way way less specific. They got it right with golden pursuit with "complete 5 dungeons' or kill 20 world bosses. The way it is now is boring and I am more waiting than playing the game.
Then there are the 'kill 1000+ of XXX' that last a month. I know you have a whole season, but ESO has been ramming into peoples head to complete everything as fast as possible. So, the other day I even changed my built to so I could steal as many easy crab kills from a distance from other players to get it done more quickly while the other part was farmed in a random +boss group while I was cooking. And yesterday I did the kill 100 bosses in Blessed Crucible at the part where there spawn 4 werewolf bosses, kill 3, jump in lava to die and repeat a few times to get that out of the way. And now I am burned out for the rest of the week and went back to Starfield.
And all of this is grinding is just to unlock the pages that have endeavors and trade bars on them. I don't get it. People used to complain that they were burned out with event. Now it feels like the game is constant having 20 events and they love it.
shadoza