Inner FIre is too expensive

  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    yodased wrote: »
    If you use it as your main taunt then your main attribute should be magic and you should be using an ice staff anyway. You regain magic by having a resto back bar and a s+b front bar.

    If you want to use it as your main taunt then you totes mcgotes can you just build around it.

    I tank/heal every dungeon in the game up to tier 6 on a magplar with spc and worm so its not impossible to do, if I can tank and heal the thing you can tank it with magic.

    It's not question about if it is usable. Ofc it's usable every tank uses it and sustain is not an issue. But from simple common sense this cost looks like hardblock to prevent using of this ability for anything other secondary taunt. Resto -heavy attacks on non-S&B tank? Yes it works in some content, but in content where one-shots are incoming every few seconds, you won't be able to land them consistently without being cc'd or killed.
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just found interesting description in Sunspire guide:

    https://forums.elderscrollsonline.com/en/discussion/474066/sunspire-mechanics-guide

    Frostbolt: Punishment for range-tanking. This is a very hard-hitting (but dodgeable) projectile that will be launched at the tank if the tank is too far from the boss. The damage is very high and it serves as a means to discourage/punish ranged tanking.

    OP, that's your answer. Same as true hybrid dps or stamina healer is not viable in hardest content, same comes for full magicka tank. Those things are punished by game design and cost of inner fire is part of it. Of course any build can be carried by the group, but in equal conditions there are only 4 roles - S&B tank, resto healer, destro mage, bow fighter. Lacking of any of those core weapons leads to HUGE disadvantage.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    yodased wrote: »
    If you use it as your main taunt then your main attribute should be magic and you should be using an ice staff anyway. You regain magic by having a resto back bar and a s+b front bar.

    If you want to use it as your main taunt then you totes mcgotes can you just build around it.

    I tank/heal every dungeon in the game up to tier 6 on a magplar with spc and worm so its not impossible to do, if I can tank and heal the thing you can tank it with magic.

    Sure, you can use it as a main taunt if you back bar a staff and heavy attack after it empties your pool. But why would you ever want to? When you can just use your sword and shield to taunt instead - for much cheaper -- without having to worry about your taunt eating up all your magicka like a greedy pig so you can actually use it toward some other abilities. The point is: it's too expensive even for magicka tanks to want to use as a main taunt. It's just stupidly expensive and for no conceivable reason.

    I have some magicka tanks builds. I have a healing Templar for example who can heal/tank through most Vet Dungeons on this game. But I would never even consider using Inner Fire as my main taunt because there is just no logical reason to do it. The costs are just too prohibitive. And for what? Range? That's only rarely an advantage worth paying 3x the costs for.
    Edited by Jeremy on June 30, 2019 7:05PM
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    f047ys3v3n wrote: »
    I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.

    The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.

    The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.

    The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.

    This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.

    No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.

    Some of us have been playign since 2014. I imagine he is one of those.

    we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?

    i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.

    and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.

    again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?

    That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.

    As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.

    they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.

    And I don't understand why you feel the spell needs to be so expensive either - or why you feel people shouldn't be using ranged taunts often. You've yet to give a reason for either of those feelings. So neither of us understand each other it seems.

    Giving Ice Staff heavies a quicker taunt would also be a step in the right direction. Though it would be easier to simply make Inner Fire cheap enough to use as a consistent taunt. There is no good reason why it's so expensive.

    okay. look at it this way, with inner fire you have a 2463 square meter area to taunt in, with pierce armor, you have a 78 meter area to taunt in, that is 31.5 times the area to taunt, for only 2.3 the cost( with inner rage, inner beast is 2 times the cost of pierce armor). don't you thing that makes it a steal?

    Inner fire costs nearly 4k magicka.

    Pierce Amor cost closer to 1.5k stamina. That's more than double the cost and with no debuffs. Do you really think the extra range makes up for that difference? Or are you just arguing with me for the sake of it?

    There are very few battles where a ranged taunt is worth spending that much more on resources. So I really just don't understand how you feel the costs of Inner Fire is justified. You describing the ability as "a steal" almost makes me question rather you are being serious or not.
    Edited by Jeremy on June 30, 2019 7:16PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    f047ys3v3n wrote: »
    I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.

    The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.

    The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.

    The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.

    This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.

    No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.

    Some of us have been playign since 2014. I imagine he is one of those.

    we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?

    i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.

    and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.

    again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?

    That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.

    As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.

    they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.

    And I don't understand why you feel the spell needs to be so expensive either - or why you feel people shouldn't be using ranged taunts often. You've yet to give a reason for either of those feelings. So neither of us understand each other it seems.

    Giving Ice Staff heavies a quicker taunt would also be a step in the right direction. Though it would be easier to simply make Inner Fire cheap enough to use as a consistent taunt. There is no good reason why it's so expensive.

    okay. look at it this way, with inner fire you have a 2463 square meter area to taunt in, with pierce armor, you have a 78 meter area to taunt in, that is 31.5 times the area to taunt, for only 2.3 the cost( with inner rage, inner beast is 2 times the cost of pierce armor). don't you thing that makes it a steal?

    Inner fire costs nearly 4k magicka.

    Pierce Amor cost closer to 1.5k stamina. That's more than double the cost and with no debuffs. Do you really think the extra range makes up for that difference? Or are you just arguing with me for the sake of it?

    There are very few battles where a ranged taunt is worth spending that much more on resources. So I really just don't understand how you feel the costs of Inner Fire is justified. You describing the ability as "a steal" almost makes me question rather you are being serious or not.

    At base, inner fire is 4051. At base, pierce armor is 1701, before the 10% cost reduction of the passives. So at base, inner fire is only 2.3 times the cost. With the passive, it is 1531. So even with the passives, it is only 2.6 times the cost. But wait, on my tankcer, who's a Breton and wears one piece of light, inner rages goes to 3687 and also on Stam cost reduction in the jewelry, so pierce armor costs 1328, so only 2.7 times the cost. Still with that, and the fact that I have 22k mag on my necro tank and the cost reduction, I can taunt 6 targets before I am out of magic. And my builds the average.

    Reference, I have a Nord tankden, his costs are 3783 for inner rage and 1497 for pierce armor, only 2.5 times. Agian, 22k magic and able to taunt 5-6 times before out of magic.

    On my imperial dk tank, inner fire is 3930 magic, pierce armor is 1284. So this one is 3.06 times the cost, I have 1 medium and one Stam cost reduction on this tank, as I use vigor a lot on her. Funny thing though, Inner beast is only 3090, so if I wanted to, the cost would only be 2.4 times the amount. And the cost on this tank is hardly any issue, I use balance very liberally.

    So out of my 3 tanks your only right in one specific example.

    Do you really think the extra range makes up for that difference?

    Yes. When you get almost 32 times the area to use a skill, you have to pay for that ablity.
    There are very few battles where a ranged taunt is worth spending that much more on resources.

    I agree very much on this, in fact there is only a few fights I even slot the range taunt, I get by most of the time with ice heavys when I need to taunt something that I can't chain in. That is the only time you really need a range taunt, when you can't chain something.
    Edited by Lightspeedflashb14_ESO on June 30, 2019 8:00PM
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    f047ys3v3n wrote: »
    I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.

    The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.

    The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.

    The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.

    This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.

    No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.

    Some of us have been playign since 2014. I imagine he is one of those.

    we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?

    i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.

    and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.

    again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?

    That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.

    As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.

    they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.

    And I don't understand why you feel the spell needs to be so expensive either - or why you feel people shouldn't be using ranged taunts often. You've yet to give a reason for either of those feelings. So neither of us understand each other it seems.

    Giving Ice Staff heavies a quicker taunt would also be a step in the right direction. Though it would be easier to simply make Inner Fire cheap enough to use as a consistent taunt. There is no good reason why it's so expensive.

    okay. look at it this way, with inner fire you have a 2463 square meter area to taunt in, with pierce armor, you have a 78 meter area to taunt in, that is 31.5 times the area to taunt, for only 2.3 the cost( with inner rage, inner beast is 2 times the cost of pierce armor). don't you thing that makes it a steal?

    Inner fire costs nearly 4k magicka.

    Pierce Amor cost closer to 1.5k stamina. That's more than double the cost and with no debuffs. Do you really think the extra range makes up for that difference? Or are you just arguing with me for the sake of it?

    There are very few battles where a ranged taunt is worth spending that much more on resources. So I really just don't understand how you feel the costs of Inner Fire is justified. You describing the ability as "a steal" almost makes me question rather you are being serious or not.

    At base, inner fire is 4051. At base, pierce armor is 1701, before the 10% cost reduction of the passives. So at base, inner fire is only 2.3 times the cost. With the passive, it is 1531. So even with the passives, it is only 2.6 times the cost. But wait, on my tankcer, who's a Breton and wears one piece of light, inner rages goes to 3687 and also on Stam cost reduction in the jewelry, so pierce armor costs 1328, so only 2.7 times the cost. Still with that, and the fact that I have 22k mag on my necro tank and the cost reduction, I can taunt 6 targets before I am out of magic. And my builds the average.

    Reference, I have a Nord tankden, his costs are 3783 for inner rage and 1497 for pierce armor, only 2.5 times. Agian, 22k magic and able to taunt 5-6 times before out of magic.

    On my imperial dk tank, inner fire is 3930 magic, pierce armor is 1284. So this one is 3.06 times the cost, I have 1 medium and one Stam cost reduction on this tank, as I use vigor a lot on her. Funny thing though, Inner beast is only 3090, so if I wanted to, the cost would only be 2.4 times the amount. And the cost on this tank is hardly any issue, I use balance very liberally.

    So out of my 3 tanks your only right in one specific example.

    Do you really think the extra range makes up for that difference?

    Yes. When you get almost 32 times the area to use a skill, you have to pay for that ablity.
    There are very few battles where a ranged taunt is worth spending that much more on resources.

    I agree very much on this, in fact there is only a few fights I even slot the range taunt, I get by most of the time with ice heavys when I need to taunt something that I can't chain in. That is the only time you really need a range taunt, when you can't chain something.

    You contradict your own argument. First - you say the ability is a "steal".

    Then you go on to say you agree with me that there are very few battles where this ranged taunt is worth spending so much more resources on.

    So yeah - I've come to the conclusion you are just arguing with me for the sake of arguing.

    There is a reason there is only a few fights you even slot this taunt. Because it's too expensive. Hence - the purpose of my OP.
    Edited by Jeremy on June 30, 2019 8:14PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    . You contradict your own argument. First - you say the ability is a "steal".

    Then you go on to say you agree with me that there are very few battles where this ranged taunt is worth spending so much more resources on.

    So yeah - I've come to the conclusion you are just arguing with me for the sake of arguing.

    There is a reason there is only a few fights you even slot this taunt. Because it's too expensive. Hence - the purpose of my OP.

    I was agreeing on the fact that there is very few times you actually need the skill. Not the cost.

    Funny you are accusing me of arguing in bad Faith when you are not admitting your own mistakes, the cost is not what you said. That makes you look like you are just fudging the facts to make your "argument" look better.


    Fact is, I don't care if you think I am legit. The fact that the skill has need the same cost for 80% of the games life speaks for itself, ZOS believes the skill is fine. Working as intended. That is all that matters. Whether you like it or not, there is literally no skin off my back.
    Edited by Lightspeedflashb14_ESO on June 30, 2019 8:20PM
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    . You contradict your own argument. First - you say the ability is a "steal".

    Then you go on to say you agree with me that there are very few battles where this ranged taunt is worth spending so much more resources on.

    So yeah - I've come to the conclusion you are just arguing with me for the sake of arguing.

    There is a reason there is only a few fights you even slot this taunt. Because it's too expensive. Hence - the purpose of my OP.

    I was agreeing on the fact that there is very few times you actually need the skill. Not the cost.

    Funny you are accusing me of arguing in bad Faith when you are not admitting your own mistakes, the cost is not what you said. That makes you look like you are just fudging the facts to make your "argument" look better.


    Fact is, I don't care if you think I am legit. The fact that the skill has need the same cost for 80% of the games life speaks for itself, ZOS believes the skill is fine. Working as intended. That is all that matters. Whether you like it or not, there is literally no skin off my back.


    No what makes my argument "look better" is that first you say the ability is a "steal" to use then go on to say you barely slot it because it's not worth it except in very few fights. If you can't see the obvious contradiction there then I can't help you.

    Also: I'm not "fudging" anything, especially not "facts". Just indicating that you're making my point for me you just don't seem to realize it. Either that or you just like to argue for the sake of it. Because this is literally the quote of mine you said you very much agreed with.
    There are very few battles where a ranged taunt is worth spending that much more on resources.

    So if anyone is making "mistakes" here and then "not admitting to them" it's you. Because all i did was simply take you at your word. Spending that much more on resources obviously means costs. There is just no other way to reasonably interpret that. So your accusation that I'm somehow fudging what you said or deliberately twisting your words to try and make my argument look better are without any merit.

    The bottom line here is if ability really was such a "steal" like you suggest - then you would be using it more often. The reason you don't - is because it's just not worth it except in rare situations. Which again: is the point of this thread. And unless you are a developer (which you aren't) - you can't really use the argument "working like intended" either or speak on behalf of ZoS. I can do that too, and pretend I'm a developer and tell you the skill isn't working as intended and isn't fine. That's not very persuasive. Nor is your counter argument that an ability people rarely use - and one you even admit you hardly even slot - is somehow just fine and a total steal to use. That's illogical.
    Edited by Jeremy on June 30, 2019 9:40PM
  • f047ys3v3n
    f047ys3v3n
    ✭✭✭✭✭

    we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was March 03 2015.. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1577 days, that saying the cost from those first 334 days is the correct one and the one that makes the most sense? for 79% of the games life, the skill has had the same cost.

    i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.

    and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.

    again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?

    The important thing to remember here is that that 79% of the game with a pricey inner fire was all under one development team. The original development team thought it should be cheap, when the new balance team lead came in he thought it should cost a lot, it is quite possible that the current balance lead will change it as there has only really been one patch under him. Presumably, he has a lot more changes he intends to make. I certainly don't think he intends to have every single melee dps in every trial be a stam necro for instance.

    A lot of changes have been made over the course of the game and different dev teams have had wildly differing ideas of what they wanted the game to be. Under the original team, for instance, direct damage abilities were much stronger relative to DOT's. This allowed DD's in raids to carry a significant number of utility abilities on their bar and still be viable. Those utilities were necessary at that time as well because mechanics required more mitigation, heal checks, and crowd control of enemies was predictably functional and worth doing. Also, ulti-gen was dynamic scaling off of crits and ultimate generation and deployment was a significant strategic part of builds and tactics. At that time softcaps existed making builds more balanced.

    Simply put, ESO was a different game under the first combat balance team and could well become different yet again under a third. Even the pace of changes was not the same. The first teams changes were not in huge quarterly patches but more little by little every week and they were generally less controversial than the changes during the last teams time. Many of us consider the first combat team to be much more competent than the second was and I certainly think that their vision was more interesting and fitting to the limited skill bar size that ESO was designed around than the current system is.

    For what it is worth I am hoping this combat team is looking to fix issues like the super high cost of inner fire which causes it's use to be limited to being basically a backup taunt for if you run out of resources or have a niche mechanics think like switching the twins in vMoL. The game could be a lot better and in many ways (no CP, soft caps, less dps inequality, more build diversity, ultimates being a dynamic thing) it was before.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Eeeek! Thanks, gods ZOS, inner fire and inner rage will have proper cost now. Thanks to anyone from ZOS who considered and added this change.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    EatCrow.gif?fit=561%2C490&ssl=1
Sign In or Register to comment.