agelonestar wrote: »The inventory issue is a key reason people quit the game. It literally drives people away.
Sylosi
Well, i am going to say the sweaties that love to chase me in GH with their carry builds use nightblades in Veng. So you have a point. It is a tad stronger right now. But it is definitely not 100%. You play against Templars, Wardens, there are a lot of Magsorcs. There are actually 4 - 5 different classes involving at any fight. And most importantly NB is deadly but they are not also fast + tanky. That is what most matters. You can run away from them easily if you build for it, or you can attack and kill them. There are tradeoffs. No more carry builds, maybe not balanced, maybe stronger but not complete carry builds. Yes, it is not balanced still, but much much better than what is happening in GH rn.And vengeance is 100% nightblades so what is your point?
decairn
Erickson9610 wrote: »YandereGirlfriend wrote: »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)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Also as stated multiple times... I do think sorcerer werewolf is broken, but you wouldn't want them to blanket nerf every werewolf ability because one specific combination of things is broken
One has to be specific about what is broken so that it can be balanced accordingly, rather than providing ambiguous misleading statements that don't result in a more balanced, fun game in the end.
They have said (very clearly, and several times) that it is not possible to have both large population caps and decent performance in Cyrodiil owing to the drastically higher number of events the server has to process in a single thread (every hit of damage, every splash of healing, every movement etc.)
The PVP community has for a long time complained about decreasing population caps.
So the choices are either something that works a lot more like Vengeance and can support high population caps, or the status quo where each campaign has a small population cap and the popular one has a long queue.
I wonder if there is another option where each campaign is actually multi-instance, with population balancing. If you queue with a group you get to go in the same campaign otherwise you go in a random instance. All the scoring gets aggregated so whatever your instance of the campaign looks like you're still contributing to the overall month-end score. It would mean the system could keep legacy PVP behaviour and eliminate queueing for GH, but it would mean that the score didn't necessarily represent the battlefield and might be challenging for deciding how Emperorship should work, and it would mean just joining campaign and lfging in your PVP guild wouldn't be the same experience. But nobody else has suggested it to my knowledge, so I thought I would.
Bear in mind that there are also a ton of other persistent gripes that "stick with the current system" doesn't address - ball groups, troll tanks, edge builds with high damage, infinite resources and high armour at the same time.... Vengeance does effectively neuter them but the tests so far have probably been too far the other way in terms of neutering build diversity. And finally the issue of sets remains problematic for all game modes - there are far, far too many completely useless sets in the game, that see literally zero use in any form of gameplay except for by noobs that don't have a clue and are probably wearing completely mismatched gear in any case. Each new zone or dungeon adds to the problem.
Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.