Xoelarasizerer wrote: »1. Weapon Dyes
2. Weapon Dyes
3. Weapon Dyes
4. Weapon Dyes
5. Did I mention Weapon Dyes yet? Pretty obscure low priority one from the back of my head, so I'll sneak it in at the end here.
SantieClaws wrote: »A relatively empty piece of land - a walled enclosure would be acceptable - on which to set up a market, build a park, a campsite or farm perhaps.
Synapsis123 wrote: »3. Change the way exp is shared when killing monsters so 4 or more people can get the same xp from 1 monster that someone soloing it would. The community becomes incredibly hostile towards each other during double exp events because of players leeching each other. Other games handle this by having everyone get full credit for a kill even if multiple players participated in the kill. Mechanics shouldn't exist in a game that cause the community to eat itself.
The group XP penalty is meant to stop those obnoxiously huge groups from forming in the first place.
If you want full XP during events, don't group. Just do 3% total damage to each enemy. Save the grouping for something like a weeknight public dungeon where getting some experience is better than having to tag every single mob before somebody else kills it.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.