Giles.floydub17_ESO wrote: »Two of the minor buffs mentioned we get automatically from two classes that provide them to the group. The other two come from multiple sources. Buffs do not stack so none of them would be beneficial.
Mundus provide a stats that are additive and are a constant presence on our character sheets.
lolo_01b16_ESO wrote: »That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.
lolo_01b16_ESO wrote: »That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.
You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.
leepalmer95 wrote: »lolo_01b16_ESO wrote: »That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.
You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.
The ceiling is being lowered anyway via the sustain nerf.
Not that i agree nerfing top players in order to bring them closer to more causal ones, zos should just make ways for worse players to get better easily.
Just introduce Advanced Tutorials or something, the game has such a lack of information actually built into the game, it tells you how to interrupt block and dodge and thats it. Doesn't give you any information on max stats = dmg, builds, general information etc...
The game really needs more information out there so the players who are pretty casual will actually start to improve because from their point of view they can just spam 1 skill for 95% of the time and then suddenly can't do the harder content such as vet dungeons.
Giles.floydub17_ESO wrote: »Two of the minor buffs mentioned we get automatically from two classes that provide them to the group. The other two come from multiple sources. Buffs do not stack so none of them would be beneficial.
Mundus provide a stats that are additive and are a constant presence on our character sheets.
That would be part of the intention, which is to lower the ceiling on the additive stats but keep mundus stones to make the minor buffs available more easily. Keep in mind there are several more buffs that can be used for healing, tanking, and dpsing.
I agree that it would be nice if we did less damage overall, but I don't think making some core aspects of elder scrolls games almost useless is the right way.leepalmer95 wrote: »lolo_01b16_ESO wrote: »That would basicly make mundus stones useless. In an average raid you'll have 100% uptime on most of the useful minor buffs anyway. The only one that might be good would be minor force for magicka builds who don't use trap.
You are right, i pointed to this in my original post, but its part of the point to lower the ceiling.
The ceiling is being lowered anyway via the sustain nerf.
Not that i agree nerfing top players in order to bring them closer to more causal ones, zos should just make ways for worse players to get better easily.
Just introduce Advanced Tutorials or something, the game has such a lack of information actually built into the game, it tells you how to interrupt block and dodge and thats it. Doesn't give you any information on max stats = dmg, builds, general information etc...
The game really needs more information out there so the players who are pretty casual will actually start to improve because from their point of view they can just spam 1 skill for 95% of the time and then suddenly can't do the harder content such as vet dungeons.
I dunno ive been on console since release, and im a pretty good pvp player, and ive completed nearly all pve content to the point of being sick of the grinding for rng and to feel lack of challenge.
Id love it if the pvp fights and pve fights were a little more intuitive, and less based on having the best build possible.
Being able to create tanks with insane damage just bothers me.
Then add in insane tanks who can take a beating from 10 players, with enough burst to kill them, and the ability to heal themselves and allies.
I hope the cp changes do fix this but i think there will still be some work to do.
I do like your idea of advanced tutorials though.