I red it wrong and thought you were having exponential amount of fun.BalticBlues wrote: »TIRESOME WORK.
Versispellis wrote: »1. Group of 12 people, way too many, like herding a clowder of cats
Starlight_Whisper wrote: »😭 that they haven't fixed sugar skulls bug even after months
Versispellis wrote: »1. Group of 12 people, way too many, like herding a clowder of cats
Oh man... 12 is too many? Sorry, I came from the old Vanilla WoW days of 40 man raids....
But I do see what you mean, mechanics wise the trails are same old same old, but with the combat style we have, what else can you do?
No AoE taunt so tank can only position the big bad, no tab heals so healers need to be 'just outside the mass', globs of trash mobs whom if you ignore will kill you by death from 1000 cuts, directional attacks (read no tab targeting dps) meaning that AoE dps is king... *shrugs*
What we have is the best we can do, at this time I guess
So, would I wish the NPCs in ESO had a daily routine? No. Because my encounters with the NPCs in the cities are always very short, as I am constantly jumping from one place to another on the huge map. For me, the feeling wouldn't change much, whether on a short visit to e.g. Alinor I walk past a guard at work or in the tavern at the end of his day. But thats just me.
Finedaible wrote: »There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.
Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).
Supreme_Atromancer wrote: »@Lugaldu but that's because from the outset, the game herds everyone into the slipstream of grind. Wondering about npcs is a waste of time and you're better served clicking through and racing to the wayshrine because there's a lot of grind to get through and you just want to get the thing.
Rugby_hook wrote: »Finedaible wrote: »There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.
Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).
This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.
I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.
RupzSkooma wrote: »Thanks to them their complains made theSilverBride wrote: »Negative players who do nothing but complain... yet they are still here.
game from beta quality to what it is now.
If all of them were silent you still be playing the ESO beta.
Criticism of a product is what make progress.
RupzSkooma wrote: »Thanks to them their complains made theSilverBride wrote: »Negative players who do nothing but complain... yet they are still here.
game from beta quality to what it is now.
If all of them were silent you still be playing the ESO beta.
Criticism of a product is what make progress.
Glad to someone whos not suffering from buyers regret where they have to justify everything. I love the game i have more 2k hours on it. Despite having a job and being a student. Criticism is needed otherwise Devs become complacent. Like the lad said about the beta period. Or how No mans sky did a full 360, or the entire Cyberpunk debaucle. If you wanna support the lackluster combat in favour of the amazing RP side then that's you're stroke. However people and devs need to realise that their game has multiple groups who enjoy overland, PVP etc yet those elements have been in a bad spot for a while with weird a s s changes sometimes yet nothing making Overland enjoyable or pvp more performant. While the RP side of things have been great, multiple housing additions, companions, antiquities. I'm pretty sure i even heard Zenimax change ESO genre to a onlineRPG from an MMO indicating their direction of the future.
Supreme_Atromancer wrote: »Rugby_hook wrote: »Finedaible wrote: »There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.
Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).
This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.
I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.
I think its too much burden for any particular skill to be responsible for class identity. If a skill is going to serve as the basis of four radically different tasks, why do they need to be tied to a base skill via morphs? What's the basis of that connection?
Initially, with the way that the game was designed, the two morphs were reasonably similar, at least, and weapons (and guild skill lines) were meant to be the tools for diversifying into roles and specs. The trend has been further into classes taking on that burden to the point where, thematically (and lore-wise), they don't really make much sense and they're contrived beyond any real meaning and even then, at least for very challenging content, there are one or two meta combinations for roles, and the others wont get a look-in.
Class identity, by default, is (or was) baked-in. We all know what a sorcerer is, for instance, and have some intuition about how it should behave, what strategies it might use within the framework of an MMO. Its not much of a stretch beyond that to imagine a sorcerer wielding a 2h weapon if they so chose, or using the techniques of a sword and shield to do tanky things. But what is a stamina sorcerer? You can say that its arbitrarily someone who generates whirlwinds with stamina but what's that got to do with the concept or identity of a sorcerer? We're contriving the concept so drastically that the classes don't make any sense, identity has been twisted into some bizarre, unrecognisable mess, and that's why we don't have it.
I personally think that weapons should shoulder the burden of role identity, and class identity shouldn't have anything to do with it. Class identity should be tied to the core, intuitive concept of the class.
I dislike:
Sledgehammer approach to balancing
Nerfs every patch which makes progression go backwards
Untauntable boss mechanics when I'm tanking
Tank play style QOL made worse over the past few years
Bosmers not having stealth, and decisions that go against traditional TES lore
Not having PvP and PvE separated with balancing
Needing high APM coupled with desyncs (I have carpal tunnel)
Block not going off reliably on my tanks
Skills not firing when I hit my keyboard
Gutted Crown Store in favor of loot crates which I despise
Slow roll out of hairstyles and costumes on Crown Store