Maintenance for the week of October 12:
• PC/Mac: NA and EU megaservers for maintenance – October 12, 6:00AM EDT (10:00 UTC) – 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
Thoughts after 2 months...
This is solely for the off chance the Devs skim the forums. Just my some of my thoughts with resub looming tomorrow. By no means is all of this stuff I believe needs or warrants instant consideration/attention.
*First it really feels like the magicka and stamina related skills were developed by two separate groups with zero communication between them. I won't lie I have trouble understanding how something so small can be such a glaring issue after all the testing it went through.
*My class the Templar does come up lacking. I found ways to deal up to V6 just fine so far. However the lack of communication about the class given the amount of attention the other received is worrisome. Because not talking about it makes me think you realized it's not an easy fix. The skills and the way they can be use mean that buffing the class without creating the same OP builds that exist in certain situations with the other classes would be difficult. I think that is why you are hitting the others so hard with nerfs.
*Part of me wishes portions of the game would scale based on number of players within a certain distance.
*No rare/random layout changes to public dungeons that give you a reason to replay them. You have the cookie cutter corridors why wasn't this used to that end? I only ask because adding in the rare Dolmen events was a nice touch.
*Moving forward in this game means leaving everything behind. Since there is a Vet map for each faction why doesn't our original scale when we hit V1? We could play with members of the other factions there. I don't think it would be an issue. Coming from Aldmeri Dominion I hate that the only thing I do there now is use Grahtwood for bank/crafting services. And I only do that so I get to revisit my home zone now and then.
*Why can't we have a mentor option that lets us scale our toons stats down based on a friend so we can play with those who are lower levels and still charge our ult and gain the basic xp we would at that level? You scale stats just fine in Cyrodiil while allowing players to use their own gear so it should be possible in PVE.
*You went the way of Eve another game I play with arbitrary timed based development systems. While definitely not to the same extent it still rubs me the wrong way when Devs do this. This is done to prolong things and in no way is tied to the players effort, nor player enjoyment. Even so I understand at least in theory why the researching takes time. I don't understand why my 800-1000lb animal is only able to be fed once every 20hrs. It's a game realism isn't expect, but I thought the idea was to only add things that added the experience. I feel like these days Devs think systems to prolong it are always the same thing. It's troubling, but I tolerate it.
*Adding in Craglorn while the game was still in a rough state worries me. You seemed to be more worried about adding content than fixing the content we had. I am glad you wanted to give us a new zone. But it came before a lot of issues were fixed. If that wasn't bad enough it came with it's own issues as well. I know it unrealistic to expect perfection. All I am saying is doesn't feel like you are prioritizing the quality of gameplay or user experience. More like you are operating on a set time table for the next patch regardless of what issues arise.
*I know you are adding in an Armor dying system. I haven't looked into it past what was seen in 'The Road Ahead'. I am hoping the system applies to weapon crafting as well.
The odds of any Dev reading this is slim. I just wanted to put pen to paper so to speak. It's just one opinion, but if we omit our own opinions from discussion we have no right to complain where the things we care about end up.