IzakiBrotheSs wrote: »A new 12 man trial in Clockwork City. Or Murkmire. Or anything, just as long as there is a new 12 man trial.
A duo arena could be very very interesting too. Think vMA but for 2. With more different weapons in the end.
IzakiBrotheSs wrote: »A new 12 man trial in Clockwork City. Or Murkmire. Or anything, just as long as there is a new 12 man trial.
A duo arena could be very very interesting too. Think vMA but for 2. With more different weapons in the end.
its embarrassing that you didn't mention balance
IzakiBrotheSs wrote: »A new 12 man trial in Clockwork City. Or Murkmire. Or anything, just as long as there is a new 12 man trial.
A duo arena could be very very interesting too. Think vMA but for 2. With more different weapons in the end.
Thats the exact reason I hate MSA.
You are forced to play trough this alone. I dont like that, I'd prefer to do it with a friend, too.
I like the Idea of Class Oriented Glyphs.
Another Option is to introduce Weapons, similar to Master/maelstrom, which boost specific Class Abilities, instead of Weapon Abilities.
I like the Idea of Class Oriented Glyphs.
Another Option is to introduce Weapons, similar to Master/maelstrom, which boost specific Class Abilities, instead of Weapon Abilities.
The only thing I ask is for a Stability Update.
For me, I'd happily trade one DLC cycle (3 months?) to have one big, definitive update to fix lags, disconnects, desyncs, "Jump Failed: Instance Full" and general straigh up crashes (Xbox One).
There are a lot of things I'd like to see content-wise, but if I can't play the game for more than 30-40 minutes without it crashing, it is worthless.
Things I'd like to see ...
- Balance Battle Spirit out of the game, namely Shields and heals.
- Re-work Healing so it doesn't scale off of damage. (regen)
- Re-work Shields so they don't scale off magicka. (health + mag regen)
- Require a button press to proc set like you have to proc CF and Grim Focus.
- Remove poisons, or at least reduce their effects, and the amount of poisons.
- Add a "Token System" for players to turn in BoP gear for tokens to soften the RNG abuse.
- Remove useless traits from dungeon/Trial/PvP loot pools.
- PVP arenas where the objective is combat, not flipping flags or returning scrolls/flags. Quick cycle. Deathmatch style.
- Breath of Life: Replace it with an actual self heal. Make it a party only heal under the Undaunted or Resto line.
- Class Identity: Stamina builds lack class identity. Templar is not the healing class. Vigor for all. Classes with magicka abilities that don't scale (reflect, mass hyst, clock) retain their class identity and then get to use the plethora of stamina options to stack with them. Then their's magicka builds ...
- Soft caps ... It would be nice to be able to dodge roll or block as a magicka build, or not get insta-killed by HUGE burst dps. It would also allow stam builds to utilize more class skills, rather then the same skills on all stam builds.
- Rework CP so builds are unique. It to obvious where to spend CP. The only difference is how much CP you spend in the obvious places.
- Stop giving Attributes for CP.
- Remove player gaps in PVP. Scale players to CP cap rather then 160. Scale all gear to yellow or to green quality.
- Allow players to toggle their Triats to all Impen in PVP.
m0riarty23 wrote: »I had posted this a year ago in the armchair developer section (which got removed):
The Infinite Dungeon
This is an idea of having an infinite and random(ish) dungeon that increases in difficulty as played.
1) The dungeon has multiple, infinite levels.
2) Each level is randomly generated with a number of “tile” pieces. The pieces come from a set of corridors, rooms, natural areas that are skinned with a different looks.
3) Each level has a small goal to unlock the entrance to the next level (ie. defeat a certain boss, find the key, collect 3 artifacts, flip a switch, etc)
4) As the players descend to each level, the random building sets will be skinned differently. For example the first 5 levels might be set above ground in a jungle, the second 5 levels might look like active Dwemer structures, the next 5 levels might look like wrecked mines, the next 5 levels might look like natural caves, then molten caves, etc etc. The deeper you go the more ominous and frightening the level looks.
5)Each level, the enemies get more difficult and the loot gets better.
6)Maybe a trophy given out for each 5 levels proving how far down the player has gotten.
New corridor, room sets could be added in future updates to keep the infinite dungeon fresh.
You could make weapon enchant though that would boost your main class damage skill as the master weapon would
@dsalter
It is? But seriously, who cares if its a Feature from WoW
MMOS happen to have some similarities.
For Spellcrafting, im still unsure if we ever should get that.
I mean, the idea is definetly awesome, but only if its executed well, with keeping GAME BALANCE in check.
Since we know of ZOS Record, when it comes to maintain game balance, its a feature im really afraid of, therefore my concerns.You could make weapon enchant though that would boost your main class damage skill as the master weapon would
@potirondb16_ESO
Thats a cool Idea, but again, it needs lots of Balance. Imagine you could boost Jesus Beam even further, for instance.
@altemriel
And yea, AoE Caps need to go and Softcaps reintroduced in a fitting manner. But those are things, ZOS is too stubborn to bring back, it would mean they admit they were at fault, which is nothing thats gonna happen.
For the lag you mentioned, I felt way less lag back then, and there was even someone who did tons of calculations to prove ZOS, that removing AoE Caps would help the games performance - nothing.