It would be easy to pick apart the entirety of your ludicrous, laughable post but I'll settle for this one tidbit because it's otherwise not worth the time to dispel your well-entrenched illusions. I didn't even bring my wizard hat.
So before you make a comment that the devs made the wrong balancing pass, you should ask yourself why they may have made such changes "in the wrong direction".
@oxygen_boarderb16_ESO It's the latter.oxygen_boarderb16_ESO wrote: »Wait so a lot of this arm chair commentary is coming off of actually testing the PTS or just throwing wild accusations around?
maxilaub17_ESO wrote: »I agree with other's abut "inhale", if it needed a nerf fine, but give us our points back because it now sucks. The amount of health return from 3 mobs and its majika cost is too high. So return our points for it like you have done for other ability nerfs.
@ToBbErTNothing about a true fullscreen mode. My second gpu eating dust
GossiTheDog wrote: »Right now, AOE is already limited to 6 in almost all situations. It has always been like this.
Here's video evidence:
https://www.youtube.com/watch?v=VHwbrXNfbNM
The internet outcry about ZOS was ruining the game (thanks, Tamriel Foundary by the way!) had one small problem - nobody had checked what they were on about.
can you test if forcing anti aliasing in the settings works? I really hate the current low quality shader based AA and would like to use MSAA or SSAA instead.@ToBbErTNothing about a true fullscreen mode. My second gpu eating dust
True fullscreen is in the version we're testing on PTS right now, albeit a bit wonky.
It didn't recognize my desktop resolution at first and started at 800x600 but after i set it manually, it did work OK ...
;-)
PS: I have yet to test SLI or anything else that requires true fullscreen, maybe tonight ...
spokenworddb14_ESO wrote: »While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.
Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....
Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.
spokenworddb14_ESO wrote: »While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.
Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....
Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.
Couldn't agree more.
So if we argue 1 peep shouldnt be able to kill 24 peeps (like certain vampires ehrm...), why should 1 healer be able to heal 24 people?spokenworddb14_ESO wrote: »While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.
Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....
Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.
Couldn't agree more.
Yeah, only that in order to not die (to not recieve full aoe damage) you are forced to run in zergs, so that you are not hit by AoEs. So you are kinda supposed to run in smaller groups to heal better, but still run in zergs in order to not receive damage at all.murklor007neb18_ESO wrote: »So if we argue 1 peep shouldnt be able to kill 24 peeps (like certain vampires ehrm...), why should 1 healer be able to heal 24 people?spokenworddb14_ESO wrote: »While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.
Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....
Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.
Couldn't agree more.
If the AoE limit is 6, bring 4 healers and dont run in a 10m radius zergblob, use small group tactics to get the heals where they are supposed to be.
Aint more complicated than that