MincMincMinc wrote: »Erickson9610 wrote: »Why do Vengeance perks have to be locked behind Veterancy at all? That's like saying we need to grind XP/AP to unlock Item Set slots or skill line passives in Gray Host, every 6 months.
So there's a progression. That's what a lot of the hardcore PvP crowd were complaining about in the first place; that Vengeance has no progression vs legacy Cyrodiil. Hopefully they expand the list of effects over time so there's added variety. I'm glad they added equivalents to Kagrenac's Hope though
People were mostly complaining about vengeance having no builds.
What I dont understand is why did zos even make this perk/bonus system function like this? The original intent was that because vengeance didnt have items enabled they wanted to make up for the lack of item sets and skill passives.......They could design the UI to look like ANYTHING. So why not design the UI for bonuses to look like slotting vengeance item sets? Instead they made a new system that people don't want to be bothered to learn.
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)
Sorc Conservation of Energy should only proc on Sorc class skills, or otherwise have its proc conditions restricted (can buff the numbers a little if the frequency would be less). For example this really doesn't need to proc off roll dodge or WW skills.
Athory
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?