Apparently this is how its going to be and it looks like nothing will change their minds. Either that or they are taking forever to change things. The second scenario is more hopeful but probably the wrong one
Apparently this is how its going to be and it looks like nothing will change their minds. Either that or they are taking forever to change things. The second scenario is more hopeful but probably the wrong one
GoodFella146 wrote: »It'll get changed just like the cast times on ultimates. Don't worry.
darthgummibear_ESO wrote: »They really just don't seem to care at all.
If nothing is changed, honestly I'll be so disappointed. It's the main reason I was gonna come back and play this year, heck I would have subscribed for another year of gold membership. I'm definitely going to want my refund on Greymoor if that's the case, but I doubt I can get that too. Just feels bad...
I wish they would finally see that 20% cost increase or anything near it is insanity.
Several threads after the preview a month ago told them this and almost everyone except for 2 people or so says the same here.
I hope everyone is aware that this 20% is based of base cost, not cost after decreases. So it is not 20%, but more close to 30%. My hardened ward goes from 3600 magicka cost to slightly over 4600 magicka cost.
Please... I would be up to remove this nonsense completely and maybe add some sort of defile instead.
Charon_on_Vacation wrote: »I wish they would finally see that 20% cost increase or anything near it is insanity.
Several threads after the preview a month ago told them this and almost everyone except for 2 people or so says the same here.
I hope everyone is aware that this 20% is based of base cost, not cost after decreases. So it is not 20%, but more close to 30%. My hardened ward goes from 3600 magicka cost to slightly over 4600 magicka cost.
Please... I would be up to remove this nonsense completely and maybe add some sort of defile instead.
yeah, cost is too high for anything but niche builds.
i'd also like to add that it does effect things like block, dodge and break free, which makes it even worse.
darthgummibear_ESO wrote: »Apparently this is how its going to be and it looks like nothing will change their minds. Either that or they are taking forever to change things. The second scenario is more hopeful but probably the wrong one
This is why I try to explain to people that the test server only exists as a marketing tool, because they obviously don't heed any feedback whatsoever.
Apparently this is how its going to be and it looks like nothing will change their minds. Either that or they are taking forever to change things. The second scenario is more hopeful but probably the wrong one
At this point @ZOS_GinaBruno should stop posting feedback threads if they're not going to encourage the transparency of it. They being the developers, not her. The devs are wasting her time and ours for having hours wasted. They'll probably slap some 'fixes' on the fourth week without really testing it, just like they did with necromancer and release it as a broken mess.
darthgummibear_ESO wrote: »Apparently this is how its going to be and it looks like nothing will change their minds. Either that or they are taking forever to change things. The second scenario is more hopeful but probably the wrong one
This is why I try to explain to people that the test server only exists as a marketing tool, because they obviously don't heed any feedback whatsoever.
Wow. One does not need to look far to see how wrong this comment is. Zos recently held an off-cycle test and choose to not move forward with it and consider other options specifically because of our feedback. Just stating an extremely solid fact from the very recent history.
and I thought I was critical of how Zos managed this game.
Even if that's true, the skill line rework is still a failure...unless of course it's supposed to be a "weapon line" that's exclusively for ganking (aka, sucking every ounce of fun out of PvP). The only classes that are realistically able to make use of the spammable are the same ones who will never use it since they've already got something better. If they truly want the Vampire skill line to be something that players build around, they need to make it a complete toolkit (or at least have the necessary components available through other skill lines).I feel there's some misconception occurring about the new vampire changes: the new vampire skills and passives are a new weapon skill-line specific to magic-based characters. As with any weapon choice, some weapons work better than others in specific character builds. The new vampire changes have the same implication, it's not universal without some concessions to the PROs and CONs; when you view the new vampire skills and passives, as a magic weapon skill-line than you can build a character around them; similar to most 2H builds using 2-3 weapon skills over class kit skills on their action bars.
Charon_on_Vacation wrote: »I wish they would finally see that 20% cost increase or anything near it is insanity.
Several threads after the preview a month ago told them this and almost everyone except for 2 people or so says the same here.
I hope everyone is aware that this 20% is based of base cost, not cost after decreases. So it is not 20%, but more close to 30%. My hardened ward goes from 3600 magicka cost to slightly over 4600 magicka cost.
Please... I would be up to remove this nonsense completely and maybe add some sort of defile instead.
yeah, cost is too high for anything but niche builds.
i'd also like to add that it does effect things like block, dodge and break free, which makes it even worse.