VaranisArano wrote: »My initial reaction was "Prismatic has been the most expensive enchantment for most of my playtime. Who decided now was the moment to change it? What's next - changing potent nirncrux?"
Red_Feather wrote: »I saw the upcoming combat change to make Prismatic Onslaught a resource granting enchant instead.
These devs are so disconnected from it all. Probably the same person who thought buffing all DoTs was a good idea.
trackdemon5512 wrote: »Red_Feather wrote: »I saw the upcoming combat change to make Prismatic Onslaught a resource granting enchant instead.
These devs are so disconnected from it all. Probably the same person who thought buffing all DoTs was a good idea.
I think it’s a brilliant change. The current one is actually very narrowly used and utility wise is out of line with the other hakeijo and idenko. The new one is more useful esp for PvP and PVE with resource sustain.
VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
Red_Feather wrote: »VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
From what I read in the combat topic they said they don't like things having to check what type of creature it is hitting because I guess it is coded so poorly. I have doubts we'll see anything now that specifies creature type. And so this means endeavours have to be changed as well.
VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
trackdemon5512 wrote: »VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
How is it locked behind DLC? Everyone has free access to Imperial City.
trackdemon5512 wrote: »VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
How is it locked behind DLC? Everyone has free access to Imperial City.
Red_Feather wrote: »VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
From what I read in the combat topic they said they don't like things having to check what type of creature it is hitting because I guess it is coded so poorly. I have doubts we'll see anything now that specifies creature type. And so this means endeavours have to be changed as well.
killing x creature type is a different kind of check then a weapon enchantment procc for said creature type...plus you're the first person I've heard who says they use and enjoy pris onslaught ha
Red_Feather wrote: »I crafted my first prismatic onslaught glyph and stuck it on a weapon and now when I am doing overland pve I find myself actually caring what enemy type the monsters are.
I went after chain of the werewolf lead for the mythic and it was in a group delve called Hircine's Haunt. So I planned my gear bringing along prismatic weapon, and skills bringing along fighter's guild skills, all to match the area and faction I'm going up against. It felt like an honest role playing game. I haven't felt this since the old days of rpg gaming. I really missed that depth old role playing games had. Now the new games are so streamlined and dumbed down.
I got a longing for more things like prismatic onslaught.
Red_Feather wrote: »I saw the upcoming combat change to make Prismatic Onslaught a resource granting enchant instead.
These devs are so disconnected from it all. Probably the same person who thought buffing all DoTs was a good idea.
FrancisCrawford wrote: »I like(d) daedra/undead/werewolf targeting in PvE too, but I can see where abolishing it should help reduce processing load, and I don't LOVE those capabilities enough to object to this optimization.
FrancisCrawford wrote: »I like(d) daedra/undead/werewolf targeting in PvE too, but I can see where abolishing it should help reduce processing load, and I don't LOVE those capabilities enough to object to this optimization.
It went from a niche but powerful glyph, to one nobody is ever going to use. Congratulations ZOS, you made yet another good thing undesirable.
Indeed. Sometimes I think ... if you really like something ...Girl_Number8 wrote: »It was good for certain VPvE content and certain arena stages.
Actually it was very, very useful....what wasteful change
Red_Feather wrote: »I crafted my first prismatic onslaught glyph and stuck it on a weapon and now when I am doing overland pve I find myself actually caring what enemy type the monsters are.
I went after chain of the werewolf lead for the mythic and it was in a group delve called Hircine's Haunt. So I planned my gear bringing along prismatic weapon, and skills bringing along fighter's guild skills, all to match the area and faction I'm going up against. It felt like an honest role playing game. I haven't felt this since the old days of rpg gaming. I really missed that depth old role playing games had. Now the new games are so streamlined and dumbed down.
I got a longing for more things like prismatic onslaught.
I see where OP is coming from and I partially agree that adjusting your tactics to the strenghts and weaknesses of your opponent would be interesting. But in ESO, it would just create an enormous amount of micro management in return for very little effect. People would be forced to either carry around an arsenal of identical weapons, each one with a different enchantment, or carry a bunch of enchantments and apply them before each fight. And while that might be ok on PC via AddOns, I imagine it would be a nightmare on consoles.
Another problem is, that you can not "delve" monsters in ESO. There is no bestiary. Sometimes it is not quite clear what category certain mobs belong to and since there is no direct feedback during combat, players would be forced to trial and error.
trackdemon5512 wrote: »I see where OP is coming from and I partially agree that adjusting your tactics to the strenghts and weaknesses of your opponent would be interesting. But in ESO, it would just create an enormous amount of micro management in return for very little effect. People would be forced to either carry around an arsenal of identical weapons, each one with a different enchantment, or carry a bunch of enchantments and apply them before each fight. And while that might be ok on PC via AddOns, I imagine it would be a nightmare on consoles.
Another problem is, that you can not "delve" monsters in ESO. There is no bestiary. Sometimes it is not quite clear what category certain mobs belong to and since there is no direct feedback during combat, players would be forced to trial and error.
Totally agreed. The vast amount of enemies for dlc dungeons and trials aren’t undead, daedra, or werewolves. I found myself frustrated and stating “it’s a waste” to enchant my weapons with a prismatic glyph just for content like final boss vMOL and then re-enchant a weapon afterwards. This helps to cut down on that excess.
Red_Feather wrote: »VaxtinTheWolf wrote: »Now they can make yet another rune that'll be locked behind DLC with a rare spawn/drop/acquire rate that does the same thing this one used to do.
From what I read in the combat topic they said they don't like things having to check what type of creature it is hitting because I guess it is coded so poorly. I have doubts we'll see anything now that specifies creature type. And so this means endeavours have to be changed as well.
killing x creature type is a different kind of check then a weapon enchantment procc for said creature type...plus you're the first person I've heard who says they use and enjoy pris onslaught ha