YandereGirlfriend wrote: »This set needs the full "against monsters" treatment and to be permanently banished to PvE-land where it belongs.
Celas_Dranacea wrote: »Turtle_Bot wrote: »Celas_Dranacea wrote: »This has to be done very carefully, as the movement speed cap is there for a reason. I'm personally fine with the current speed cap, including for werewolf, as there's a lot of fringe cases you have to keep in mind. Including PvP, but also another thing nobody mentioned yet.
Since the timer doesn't drop out of combat, this would make werewolf 100% meta for farming mats in the starter zones to beat other players to it. I dunno about you guys, but while I would enjoy that in a bubble, it's not fair to other players, and thus one major reason I'd have to say this isn't a good idea.
I also rather not remove Werewolf ability to harvest at all, so I think this is something best left be.
I'm thinking about this a bit more - wouldn't a streaking max speed build be the best currently then?
Streak is actually really bad for material gathering (beyond just the 1 second stutter it has), because casting streak draws your weapons so to interact with a node you need to sheath your weapons (which takes another second) before you actually interact with the node, so using streak to gather materials is much slower than just moving at speed cap with weapons always sheathed.
Ring of the Wild Hunt mythic has been best for me for resource gathering. +45% movement speed (so basically always at cap even when not sprinting) and just running node to node to gather materials.
The only time streak is useful is if there's a super niche area with a gap to cross for the most efficient path that would otherwise need a longer route to run around, but those area's are typically not very efficient for material gathering, even with streak since they don't really have many nodes (or densely packed nodes) like starter zones or a few other areas.
It appears that a resource gathering meta already exists. Lets shake that meta up. Werewolf speed!
RaptorRodeoGod wrote: »RaptorRodeoGod wrote: »For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
To add to that, I hope they're able to balance pets in a way that lets them remove the "when you don't have a pet active" condition on things. To be just banned from specific interactions feels bad.
The same to goes for when things are "when you have a pet active"
I think it's a good idea for both options to bring various things to the table, rather than just either option being excluded.
Fair, but then Necropotence and Unleashed Ritualist would need to be reworked.
I always kind of equated Unleashed Ritualist as the pet version of Deadly Strike, which was why I didn't call out "when you have a pet active" myself
BretonMage wrote: »
wolfie1.0. wrote: »Does the player have to be in the same instance? Or zone?
ApoAlaia