JodaGreyhame wrote: »
You realise that One Tamriel is basically a massive game overhaul likely stuffedwith fixes bugs etc?
No paid DLC at all. Just one massive base game patch.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
What is 'healer-oriented' content?
...a dungeon where everyone but the healer is CC'd and the healer has to pass a heal-check for 20 minutes?
Healing and Tanking are group-oriented classes. If you don't want to play group-oriented content, don't play a healer or a tank.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
What is 'healer-oriented' content?
...a dungeon where everyone but the healer is CC'd and the healer has to pass a heal-check for 20 minutes?
Healing and Tanking are group-oriented classes. If you don't want to play group-oriented content, don't play a healer or a tank.
Be imaginative !And list goes on.
- For example, let's say an escort mission where there is emphasis on support or survival.
- Another one could be a Stay alive until reinforcements arrive. A long siege story for instance...
- Or bodyguard some kind of crazy Prince or something because his wife asked you to and follow him in his adventures...
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
What is 'healer-oriented' content?
...a dungeon where everyone but the healer is CC'd and the healer has to pass a heal-check for 20 minutes?
Healing and Tanking are group-oriented classes. If you don't want to play group-oriented content, don't play a healer or a tank.
Be imaginative !And list goes on.
- For example, let's say an escort mission where there is emphasis on support or survival.
- Another one could be a Stay alive until reinforcements arrive. A long siege story for instance...
- Or bodyguard some kind of crazy Prince or something because his wife asked you to and follow him in his adventures...
From what I can tell, you're asking for DLCs that require you to play the healer or tank from a group setting like how dark brotherhood and thieves guild ask you to be stealthy. The problem is, to experience that content on a character that is not set up that way, you'd have to respec your character into a way you may not even like, or face a difficult time through the content.
Meanwhile, to make your character stealthy, literally all you need is to equip a set of night's silence armor with stamina enchants, and some throwaway jewelry to help with regen (Maybe spending a skill point on rapid maneuvers), and there you go, you don't need to change anything else and you can just throw away the gear when it's no longer needed.
If you want the need to use group-oriented roles, go to group content, not solo PvE content.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.
What is 'healer-oriented' content?
...a dungeon where everyone but the healer is CC'd and the healer has to pass a heal-check for 20 minutes?
Healing and Tanking are group-oriented classes. If you don't want to play group-oriented content, don't play a healer or a tank.
Be imaginative !And list goes on.
- For example, let's say an escort mission where there is emphasis on support or survival.
- Another one could be a Stay alive until reinforcements arrive. A long siege story for instance...
- Or bodyguard some kind of crazy Prince or something because his wife asked you to and follow him in his adventures...
From what I can tell, you're asking for DLCs that require you to play the healer or tank from a group setting like how dark brotherhood and thieves guild ask you to be stealthy. The problem is, to experience that content on a character that is not set up that way, you'd have to respec your character into a way you may not even like, or face a difficult time through the content.
Meanwhile, to make your character stealthy, literally all you need is to equip a set of night's silence armor with stamina enchants, and some throwaway jewelry to help with regen (Maybe spending a skill point on rapid maneuvers), and there you go, you don't need to change anything else and you can just throw away the gear when it's no longer needed.
If you want the need to use group-oriented roles, go to group content, not solo PvE content.
And you see a difference ?
IF I want to be over-competitive in IC, I need stealth and the ability to teleport out of line of sight even on higher ground.
Then I can use every NPC in IC at my advantage... by pulling them and then go invisible.
I can cait for people farming and jump them at low health with 100% chance to obliterate them with the correct build.
Fair ?
That was precisely my point.
I saw people talk about NB bias before,and I always found it unfair to include DB and TG in the argument. An assassin and a thieves guild are both important parts of TES games, and not including them on release caused a lot of backlash. It is not like ZOS could just not add them, and making them any less stealth-heavy would make little sense.
My argument is not that they are not important or great, but that for example there is no healer oriented content or tanking oriented content (expansion-wise) or in your face oriented content taking advantage of other classes strengths like purge or heal for templar (supportive plays) or mobility/invocation range for sorcs (mobility plays), or just warrior style solo adventures with front line warriors for DKs (leading a battalion)...
Front line game play is still unsupported in this game (Cyrodiil, Donjons, etc...) probably cause they messed up armor mitigation formula, health and health regen so badly.