CMDR_Un1k0rn wrote: »wtlonewolf20 wrote: »Fur_like_snow wrote: »So PvErs will have to spend MORE time in PvP to get rapids. *rubs paws together*
Lol wont happen. I predict the opposite, you will see Less PVErs in pvp. Maybe some more newer players, I typically only run the gauntlet for vigor. Rapids is most beneficial for new players. But smart PVErs will just do BGs. What you should expect is more dead weight In BGs because without rapids being first cyrodill will be a waste of time. So people will do BGs and if they are like me and just doing it for the skills they wont care if they lose. Your experience is probably going to be worse all around.
Personally I won't mind that so much.
As I say, if you're not planning on doing PvP long-term you do not need need Rapids outside a few specific Trials and Dungeon speedruns. Even then, only one of the group actually has to have rapids for the buff to be applied to everyone.
Vigor? It's more important than Rapids, and ignore the people saying that you'll "miss every battle".
You won't. Below-50 sieges are tense, and when everyone is fighting, they take a fair bit of time. Use the Transistus network accordingly and you will not miss battles. Not to mention that when you join a group, there is usually someone buffing the slower players with Rapids anyway. I usually take that role myself in groups. And yet I am also always at the front of sieges with ballistae because my build is very tanky and can survive up close. Funny how I can do that when I am first making sure the slow players arrive in time... I am far from the only person who does this, at least in the Ebonheart Pact. We're honestly quite nice under the Dragon Banner.
Unfortunately right now, a lot of those slower players then die because they are using a stamina build as most PvP'ers do, they do not have an effective self-heal. Rapids is not going to save them here. Vigor will. And before the morph they'll be healing the rest of the group too. Possibly more so if they choose the group heal morph. Depends on where PvP takes them later down the line.
Suffice to say, if you play Cyrodiil as a group, which you really should at low level, then not having Rapids for a few hours will not hurt. The fact it means you get a powerful stamina heal right off the bat is even better.
As for PvE players not sticking around? Honestly, that is a good thing. I know PvE players often do not enjoy PvP. This change means they get the skill they need for staying alive, for free. I fail to see how Rapids will keep you alive in vCR if you're a StamDD and get sent underground. Vigor however, will. Each PvE player getting what they need quickly frees a PvP slot for someone who actually wants to PvP.
I am not interested in ganking. I always try to let DC/AD players go in towns if they yield and ignore capture flags when I raise my shield, so they can do their quests. I want to fight people who can fight back, and quite possibly, and probably, beat me. Because that's how I improve in PvP.
So when you are PvPing in a group, you run rapids, but you don't have a healer to heal the people without self-heals?
This is just as bad, unless you can unlock it by doing a solo player quest without stepping into a dungeon. Many players hate group PvE but like to use vigor for their stam characters.
anitajoneb17_ESO wrote: »This is just as bad, unless you can unlock it by doing a solo player quest without stepping into a dungeon. Many players hate group PvE but like to use vigor for their stam characters.
There is a daily delve quest given by the undaunted each day, it's a solo quest and it counts towards XP in the undaunted skill line.
Also if I remember correctly, the first skill of the undaunted skill line is unlocked by simply entering the first dungeon (i.e. Spindleclutch for a DC character), you don't have to complete it and you don't even have to fight a mob in there.
Rapid Maneuver is one of the most important skills in the game on EVERY character, especially at low levels.
redgreensunset wrote: »CMDR_Un1k0rn wrote: »wtlonewolf20 wrote: »Fur_like_snow wrote: »So PvErs will have to spend MORE time in PvP to get rapids. *rubs paws together*
Lol wont happen. I predict the opposite, you will see Less PVErs in pvp. Maybe some more newer players, I typically only run the gauntlet for vigor. Rapids is most beneficial for new players. But smart PVErs will just do BGs. What you should expect is more dead weight In BGs because without rapids being first cyrodill will be a waste of time. So people will do BGs and if they are like me and just doing it for the skills they wont care if they lose. Your experience is probably going to be worse all around.
Personally I won't mind that so much.
As I say, if you're not planning on doing PvP long-term you do not need need Rapids outside a few specific Trials and Dungeon speedruns. Even then, only one of the group actually has to have rapids for the buff to be applied to everyone.
Vigor? It's more important than Rapids, and ignore the people saying that you'll "miss every battle".
You won't. Below-50 sieges are tense, and when everyone is fighting, they take a fair bit of time. Use the Transistus network accordingly and you will not miss battles. Not to mention that when you join a group, there is usually someone buffing the slower players with Rapids anyway. I usually take that role myself in groups. And yet I am also always at the front of sieges with ballistae because my build is very tanky and can survive up close. Funny how I can do that when I am first making sure the slow players arrive in time... I am far from the only person who does this, at least in the Ebonheart Pact. We're honestly quite nice under the Dragon Banner.
Unfortunately right now, a lot of those slower players then die because they are using a stamina build as most PvP'ers do, they do not have an effective self-heal. Rapids is not going to save them here. Vigor will. And before the morph they'll be healing the rest of the group too. Possibly more so if they choose the group heal morph. Depends on where PvP takes them later down the line.
Suffice to say, if you play Cyrodiil as a group, which you really should at low level, then not having Rapids for a few hours will not hurt. The fact it means you get a powerful stamina heal right off the bat is even better.
As for PvE players not sticking around? Honestly, that is a good thing. I know PvE players often do not enjoy PvP. This change means they get the skill they need for staying alive, for free. I fail to see how Rapids will keep you alive in vCR if you're a StamDD and get sent underground. Vigor however, will. Each PvE player getting what they need quickly frees a PvP slot for someone who actually wants to PvP.
I am not interested in ganking. I always try to let DC/AD players go in towns if they yield and ignore capture flags when I raise my shield, so they can do their quests. I want to fight people who can fight back, and quite possibly, and probably, beat me. Because that's how I improve in PvP.
So when you are PvPing in a group, you run rapids, but you don't have a healer to heal the people without self-heals?
Have you ever been in a group siege in Cyrodiil? Or played a healer in a group there? Because if you have done either more than a couple of times then you'd realize how deeply flawed your argument is.
anitajoneb17_ESO wrote: »This is just as bad, unless you can unlock it by doing a solo player quest without stepping into a dungeon. Many players hate group PvE but like to use vigor for their stam characters.
There is a daily delve quest given by the undaunted each day, it's a solo quest and it counts towards XP in the undaunted skill line.
Also if I remember correctly, the first skill of the undaunted skill line is unlocked by simply entering the first dungeon (i.e. Spindleclutch for a DC character), you don't have to complete it and you don't even have to fight a mob in there.
Here's the thing, contrary to what so many people here try to argue, rapids is not a crucial skill. There are loads of other options in the game for moving fast, from mount training, through armour sets, to swift jewellery. There's now even a mythical item you can get to make you fast! There are also plenty of other options to avoid aggroing mobs if you want to move around without interruptions.
Vigor is the only stamina heal available to most classes. It has always been insane of ZOS to lock it behind PvP, but this change will at least make it available to the huge number of players that don't like PvP.
p_tsakirisb16_ESO wrote: »Vigor is more widely used by every character, including magicka users if class doesn't have access to good self heal.
Here's the thing, contrary to what so many people here try to argue, vigor is not a crusial skill.
There are a lot of option for you to be healed: special armor sets, potions, friend-healer... You may even create a new mag-character!
Why all people who want to move faster must be affected because of small group of pvp-haters who cannot heal themselves?
That arguments work both ways XD
Here's the thing, contrary to what so many people here try to argue, vigor is not a crusial skill.
There are a lot of option for you to be healed: special armor sets, potions, friend-healer... You may even create a new mag-character!
Why all people who want to move faster must be affected because of small group of pvp-haters who cannot heal themselves?
That arguments work both ways XD
Try completing vet Maelstrom Arena without Vigor on a stam character and then tell me how it's not crucial.
Here's the thing, contrary to what so many people here try to argue, vigor is not a crusial skill.
There are a lot of option for you to be healed: special armor sets, potions, friend-healer... You may even create a new mag-character!
Why all people who want to move faster must be affected because of small group of pvp-haters who cannot heal themselves?
That arguments work both ways XD
Try completing vet Maelstrom Arena without Vigor on a stam character and then tell me how it's not crucial.
CMDR_Un1k0rn wrote: »There are a number of people here saying "it's OK, because it's ver easy to rank up and earn the whole skill line".
OK. So why change the order of progression then? As has been stated here already, loads of people, especially when levelling the blasted horsey speed, use rapids. Many of those have zero desire to ever step foot inside Cyrodiil or a Battleground.
Maybe the right thing to do here is to simply move rapids to the World skill line. Best of both worlds.
People quit PvP because there's no Stam' heal right away. Rapids is worse than useless when you're in a siege. Why the hell do you need Major Gallop when you're shooting ballistae off a castle wall?
Vigor on the other hand is essential. It may even give you what you need to turn a fight around.
As said before, play smart and you'll do just fine for the first couple hours without Rapids. After that you'll have Rapids, plus a few skill points extra.
Keep only talking about PvP (and end-game PVP) at that. PEOPLE AREN'T TALKING ABOUT JUST PVP!!!!
Maybe 30% of characters created in this game use Vigor (those are are stam (50%), minus several stam classes have their own source of heals) Stam players doing dungeons/trials don't use Vigor (in most cases)... you have a healer!
100% of characters can take advantage of Rapids (in PVE AND PVP!!!)
Yeah, you don't use Rapids when doing dungeons/trials..
But you do use it in overland questing, doing event dailies, getting to Harrowstorms/Dolmens/Dragons.
I don't want to PVP on my characters that are built to do writs.
So, at level 10, I go into cyrodiil, and do the bare minimum I had to do to unlock rapids (the intro quest, and you can skip "training")
Now, I have to do some pvp to level up a skill I've already unlocked (also, in the past when ZoS has re-ordered skills in a skill line, if you unlocked it... it stayed unlocked... why the change? Probably to sell the Alliance Skill Line in the crown store)
If, I had known, I would have actually done the tutorial, since it gives quite a bit more AP than skipping it, but I won't have the option to do that now... will I?
When they swapped snipe and poison injection it was the same exact way. If you had poison injection (first) and not snipe (last) they swapped.
You are also very self centered here. You don't want to pvp on characters you built to maximize gold in game so the game status quo should remain around that.
The individual player is irrelevant. What is best for the player base? Access to the only stamina heal over time or a faster 🐎
Access to a faster horse. 100% of characters can take advantage of it.
Less than 50% of characters can take advantage of vigor. (again, because some stamina classes have their own heals)
This is a false comparison. 100% of characters can use vigor same way 100% can use rapids.
The issue is the weight of consequence or opportunity cost for players.
Opportunity cost of fast horse for certain specs is death. Opportunity cost of vigor for all specs is slower horse.
You see the weight difference there? Inconvenience vs not having any reliable self heal
slow horse = not making ticks in cyrodiil = more time having to be in cyrodiil = death.
slow horse = lagging behind group, getting picked off by gankers = death.
They both lead to more death!
As others have said... Rapids should be ASSAULT 1... Vigor should be SUPPORT 1
Both unlock upon the tutorial. Everybody is happy.
There are unlimited ways they could have chosen to fix the stamina heal issue for sure, but again this is a false comparison because riding to keeps is not the only way to make alliance points.
Sure having a fast horse is more convenient for everything this is a given and rapids is basically required once you obtain it.
The fact remains though that you can get all pvp skills unlocked without ever fighting a player or riding to a keep.
Just buy repair kits with gold and travel to every keep you can by transit and repair every wall and door to 100%. Make sure you get the alliance buff from the closest delve to a portable keep.
More than likely you will also encounter resources at recently flipped keeps where you can get free AP by just being there.
The point is you dont need a horse to get AP.
Im not arguing against the concept of separating out a critical heal and a quality of life spell that would be silly
You could use the EXACT same argument for getting Vigor. You don't NEED vigor to get AP.
No need to actually fight anybody before it's unlocked, just repair walls.
I can't believe that people are actually advocating for taking away a major QOL skill (Rapids). Because it does actually take it away from those players who've already earned it. I've checked on the PTS. It's gone.
This forum EXPLODES about every little nerf under the sun. Yet, here is a nerf to gameplay that probably affects more players than most other nerfs have to date... "oh, it's okay, nerf away"
Sure and please don't confuse what im saying with supporting the base reasoning.
My opinion is rapids should be an overworld skill that is unlocked like soultrapjohnebrown wrote: »Cloudtrader wrote: »It is much more important to keep up with groups in PvP with Rapids early on with your non-leveled mount than it is to actually try to heal yourself in a fight. You're going to die anyway, but if you have Rapids you might have an actual chance not to get ganked from falling way far behind the group on your slow newbie pony.
That's very true.
But players who are interested in group PvP are more likely to actually engage Cyrodil in a serious way and therefore are probably going to end up getting a lot more AP than PvE players who don't even want to PvP in the first place and are just there to get a skill that lets them heal themselves.
But the same thing counts for rapids if it is switched as it does with vigor now for players who don't want to PvP. If someone does not want to participate in PvP, it's their own choice for missing out on skills.
That would be a valid point for people who do not currently have Rapids. However I already have it on 54 characters (3 full accounts). But my Assault level is 3 or less on ~50 of those characters. So I did what I had to do to get the skill I wanted. Now it seems they want to take it away unless I level 50 toons ( how long would that take for a PVP neophyte that doesn't like PVP?) or pay to level with crowns for 50 toons? Actually I can't even do that because I have no Assault level 10 toons.
You are the edge case and the game itself can not be balanced around these outliers.
You are inconvienced and the game itself is better for low level stam players.
Many > one
This is insane. Just. ***. Swap. Vigor. With. Siege. Shield. Fixes this entire situation, without screwing either player. Siege Shield is only used in PvP, Vigor is only used by stamina, Rapids is used by everyone. In addition, Siege Shield is only used by support roles in PvP, so not every player needs it. Rapids is used by everyone, in both PvP and PvE, so every player should have access to it. Anybody arguing against this is just being selfish, or are living under a beautifully furnished rock.
wtlonewolf20 wrote: »CMDR_Un1k0rn wrote: »There are a number of people here saying "it's OK, because it's ver easy to rank up and earn the whole skill line".
OK. So why change the order of progression then? As has been stated here already, loads of people, especially when levelling the blasted horsey speed, use rapids. Many of those have zero desire to ever step foot inside Cyrodiil or a Battleground.
Maybe the right thing to do here is to simply move rapids to the World skill line. Best of both worlds.
People quit PvP because there's no Stam' heal right away. Rapids is worse than useless when you're in a siege. Why the hell do you need Major Gallop when you're shooting ballistae off a castle wall?
Vigor on the other hand is essential. It may even give you what you need to turn a fight around.
As said before, play smart and you'll do just fine for the first couple hours without Rapids. After that you'll have Rapids, plus a few skill points extra.
Keep only talking about PvP (and end-game PVP) at that. PEOPLE AREN'T TALKING ABOUT JUST PVP!!!!
Maybe 30% of characters created in this game use Vigor (those are are stam (50%), minus several stam classes have their own source of heals) Stam players doing dungeons/trials don't use Vigor (in most cases)... you have a healer!
100% of characters can take advantage of Rapids (in PVE AND PVP!!!)
Yeah, you don't use Rapids when doing dungeons/trials..
But you do use it in overland questing, doing event dailies, getting to Harrowstorms/Dolmens/Dragons.
I don't want to PVP on my characters that are built to do writs.
So, at level 10, I go into cyrodiil, and do the bare minimum I had to do to unlock rapids (the intro quest, and you can skip "training")
Now, I have to do some pvp to level up a skill I've already unlocked (also, in the past when ZoS has re-ordered skills in a skill line, if you unlocked it... it stayed unlocked... why the change? Probably to sell the Alliance Skill Line in the crown store)
If, I had known, I would have actually done the tutorial, since it gives quite a bit more AP than skipping it, but I won't have the option to do that now... will I?
When they swapped snipe and poison injection it was the same exact way. If you had poison injection (first) and not snipe (last) they swapped.
You are also very self centered here. You don't want to pvp on characters you built to maximize gold in game so the game status quo should remain around that.
The individual player is irrelevant. What is best for the player base? Access to the only stamina heal over time or a faster 🐎
Access to a faster horse. 100% of characters can take advantage of it.
Less than 50% of characters can take advantage of vigor. (again, because some stamina classes have their own heals)
This is a false comparison. 100% of characters can use vigor same way 100% can use rapids.
The issue is the weight of consequence or opportunity cost for players.
Opportunity cost of fast horse for certain specs is death. Opportunity cost of vigor for all specs is slower horse.
You see the weight difference there? Inconvenience vs not having any reliable self heal
slow horse = not making ticks in cyrodiil = more time having to be in cyrodiil = death.
slow horse = lagging behind group, getting picked off by gankers = death.
They both lead to more death!
As others have said... Rapids should be ASSAULT 1... Vigor should be SUPPORT 1
Both unlock upon the tutorial. Everybody is happy.
There are unlimited ways they could have chosen to fix the stamina heal issue for sure, but again this is a false comparison because riding to keeps is not the only way to make alliance points.
Sure having a fast horse is more convenient for everything this is a given and rapids is basically required once you obtain it.
The fact remains though that you can get all pvp skills unlocked without ever fighting a player or riding to a keep.
Just buy repair kits with gold and travel to every keep you can by transit and repair every wall and door to 100%. Make sure you get the alliance buff from the closest delve to a portable keep.
More than likely you will also encounter resources at recently flipped keeps where you can get free AP by just being there.
The point is you dont need a horse to get AP.
Im not arguing against the concept of separating out a critical heal and a quality of life spell that would be silly
You could use the EXACT same argument for getting Vigor. You don't NEED vigor to get AP.
No need to actually fight anybody before it's unlocked, just repair walls.
I can't believe that people are actually advocating for taking away a major QOL skill (Rapids). Because it does actually take it away from those players who've already earned it. I've checked on the PTS. It's gone.
This forum EXPLODES about every little nerf under the sun. Yet, here is a nerf to gameplay that probably affects more players than most other nerfs have to date... "oh, it's okay, nerf away"
Sure and please don't confuse what im saying with supporting the base reasoning.
My opinion is rapids should be an overworld skill that is unlocked like soultrapjohnebrown wrote: »Cloudtrader wrote: »It is much more important to keep up with groups in PvP with Rapids early on with your non-leveled mount than it is to actually try to heal yourself in a fight. You're going to die anyway, but if you have Rapids you might have an actual chance not to get ganked from falling way far behind the group on your slow newbie pony.
That's very true.
But players who are interested in group PvP are more likely to actually engage Cyrodil in a serious way and therefore are probably going to end up getting a lot more AP than PvE players who don't even want to PvP in the first place and are just there to get a skill that lets them heal themselves.
But the same thing counts for rapids if it is switched as it does with vigor now for players who don't want to PvP. If someone does not want to participate in PvP, it's their own choice for missing out on skills.
That would be a valid point for people who do not currently have Rapids. However I already have it on 54 characters (3 full accounts). But my Assault level is 3 or less on ~50 of those characters. So I did what I had to do to get the skill I wanted. Now it seems they want to take it away unless I level 50 toons ( how long would that take for a PVP neophyte that doesn't like PVP?) or pay to level with crowns for 50 toons? Actually I can't even do that because I have no Assault level 10 toons.
You are the edge case and the game itself can not be balanced around these outliers.
You are inconvienced and the game itself is better for low level stam players.
Many > one
By your own logic then the change shouldn't happen. Because increased mobility is a function that ALL builds, classes, races, playstyles, can use to enhance their gameplay and functionality. Vigor only impacts a portion of that, you cant tell me that a magicka dps or healer slots this skill. Even if you add a weighted value to it, vigor is only slotted in the Stamina DPS builds when you dont have enough healers or in certain PVP conditions. I'm not saying it's not important. It's just that it's not AS important or as used as rapids.
ITT: "Stamina builds can go to hell, only stupid people run stamina anyway. My horsie will be slower and it's an INCREDIBLE INCONVENIENCE."
I also love seeing all these people say that stam builds have class heals they can use. Sure, just let me pop out a Funnel Health as a stamblade, which heals me for less than my natural health regen and requires combat to do it. This is CLEARLY a thread of stamphobia.
ITT: "Stamina builds can go to hell, only stupid people run stamina anyway. My horsie will be slower and it's an INCREDIBLE INCONVENIENCE."
I also love seeing all these people say that stam builds have class heals they can use. Sure, just let me pop out a Funnel Health as a stamblade, which heals me for less than my natural health regen and requires combat to do it. This is CLEARLY a thread of stamphobia.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
ITT: "Stamina builds can go to hell, only stupid people run stamina anyway. My horsie will be slower and it's an INCREDIBLE INCONVENIENCE."
I also love seeing all these people say that stam builds have class heals they can use. Sure, just let me pop out a Funnel Health as a stamblade, which heals me for less than my natural health regen and requires combat to do it. This is CLEARLY a thread of stamphobia.
I've read some arguments on both sides of this one, and on balance I'm happy to stick with the change as part of an overall balancing review.
I wouldn't, however, want to over-estimate the number of players who use either of these particular skills, especially at the levels where this change may have an impact on those that do use either or both of them. One of the weaknesses of the case put by those opposed to the change is the claim that absolutely everyone uses these skills, or at least Rapids, especially at low level and I don't believe that's true.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
ITT: "Stamina builds can go to hell, only stupid people run stamina anyway. My horsie will be slower and it's an INCREDIBLE INCONVENIENCE."
I also love seeing all these people say that stam builds have class heals they can use. Sure, just let me pop out a Funnel Health as a stamblade, which heals me for less than my natural health regen and requires combat to do it. This is CLEARLY a thread of stamphobia.
With rapids unlocked you have enough time to easily unlock vigor before you even need it...
The other way around, will be horrible.
ITT: "Stamina builds can go to hell, only stupid people run stamina anyway. My horsie will be slower and it's an INCREDIBLE INCONVENIENCE."
I also love seeing all these people say that stam builds have class heals they can use. Sure, just let me pop out a Funnel Health as a stamblade, which heals me for less than my natural health regen and requires combat to do it. This is CLEARLY a thread of stamphobia.
No, people are suggesting that Vigor be moved to the first skill in Support to make everyone happy.
The people who are arguing against doing that are saying it would take no time to grind Rapids again on ALL our characters. By that logic, it would take even less time to leave things as they are and only grind Vigor on HALF our characters.
Edit: And my stamblade uses Mark Target in PvE to heal.
JR_Returns wrote: »I have two game accounts and I play on both servers. Everyone of my characters uses Rapids and non of the them use Vigor.
If ZOS think that I'm going to do PvP to get Rapids again they are very wrong. I play this game for fun and I don't find anything fun about PvP.
I've read some arguments on both sides of this one, and on balance I'm happy to stick with the change as part of an overall balancing review.
I wouldn't, however, want to over-estimate the number of players who use either of these particular skills, especially at the levels where this change may have an impact on those that do use either or both of them. One of the weaknesses of the case put by those opposed to the change is the claim that absolutely everyone uses these skills, or at least Rapids, especially at low level and I don't believe that's true.
no.
the argument is that rapids is USEFUL and usable for everyone right now. NOT that everyone uses it.
vigor is only useful to stamina builds. and not every stamina build uses it either.
so. utility that is useful for some vs useful for all. even if you account for people who chose not to use either ability - usefulness of rapids is still higher then usefulness of vigor. that is NOT to say that it means that there isn't an issue with self healing for some of the stamina builds. but the fix, IMO and not just my opinion - should NOT come at the cost of the utility that is helpful and useful for ALL builds.
This is the only change I hated from the patch. Everyone uses rapids. Not everyone uses vigor on every character. It doesn't make sense to me to capitulate to the portion of characters who use vigor at the expense of everyone.
I've read some arguments on both sides of this one, and on balance I'm happy to stick with the change as part of an overall balancing review.
I wouldn't, however, want to over-estimate the number of players who use either of these particular skills, especially at the levels where this change may have an impact on those that do use either or both of them. One of the weaknesses of the case put by those opposed to the change is the claim that absolutely everyone uses these skills, or at least Rapids, especially at low level and I don't believe that's true.
no.
the argument is that rapids is USEFUL and usable for everyone right now. NOT that everyone uses it.
vigor is only useful to stamina builds. and not every stamina build uses it either.
so. utility that is useful for some vs useful for all. even if you account for people who chose not to use either ability - usefulness of rapids is still higher then usefulness of vigor. that is NOT to say that it means that there isn't an issue with self healing for some of the stamina builds. but the fix, IMO and not just my opinion - should NOT come at the cost of the utility that is helpful and useful for ALL builds.
Really?This is the only change I hated from the patch. Everyone uses rapids. Not everyone uses vigor on every character. It doesn't make sense to me to capitulate to the portion of characters who use vigor at the expense of everyone.
That's just one example.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***