Sneaky-Snurr wrote: »I think everyone who PvP is aware of the inconsistencies of each and every keep resource in Cyrodiil.
Currently, we see that at each level (except level 0) the NPCs all have the exact same abilities. For example, a level 5 resource has ALL its NPCs firing off DK chains and abilities (like volatile armour).
Yes I'm talking about to the extent that a 'worker' NPC using volatile armour buffs and dragon blood.
What the hell is up with that?
I know the other NPCs are called mages, mender and guards and those do mean that they are not bound to a specific class as a DK can be a mender or a mage just to name an example but I cannot, for the life of me, understand that a worker could use such abilities as they're just.. well.. workers.
Plus, we've seen before Morrowind patch that NPC mages are Sorcs and menders are Templars (as indicated by Templar's rune ability) and guards are DKs so I cannot understand what ZoS is trying to do here.
So my question is: Is this intended? Or is this a bug? I can't find anywhere in the patch notes about this 'change'. If it's even a change in the first place.
I do seriously hope this is a bug though.
@TheDoomsdayMonsterTheDoomsdayMonster wrote: »Sneaky-Snurr wrote: »I think everyone who PvP is aware of the inconsistencies of each and every keep resource in Cyrodiil.
Currently, we see that at each level (except level 0) the NPCs all have the exact same abilities. For example, a level 5 resource has ALL its NPCs firing off DK chains and abilities (like volatile armour).
Yes I'm talking about to the extent that a 'worker' NPC using volatile armour buffs and dragon blood.
What the hell is up with that?
I know the other NPCs are called mages, mender and guards and those do mean that they are not bound to a specific class as a DK can be a mender or a mage just to name an example but I cannot, for the life of me, understand that a worker could use such abilities as they're just.. well.. workers.
Plus, we've seen before Morrowind patch that NPC mages are Sorcs and menders are Templars (as indicated by Templar's rune ability) and guards are DKs so I cannot understand what ZoS is trying to do here.
So my question is: Is this intended? Or is this a bug? I can't find anywhere in the patch notes about this 'change'. If it's even a change in the first place.
I do seriously hope this is a bug though.
I made a thread about this a few days ago:
https://forums.elderscrollsonline.com/en/discussion/350982/man-those-npcs-at-keep-resources-farms-lumbermill-mines-sure-got-a-nice-buff#latest
And you know, Resource NPC's aren't the only ones that got buffs this update...
Some of the enemies in Imperial City got buffs as well...