I may be naive, but I think if they are going to make class skills a thing, they should have noticed that killing with class skills is fun on some classes and not fun on others. Having people experience parts of the game they don't normally try is good, but focusing on things where half of the players need to find loopholes is bad design.
the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
starkerealm wrote: »FlopsyPrince wrote: »The choices today suck:
- Do a Heist
- Kill someone in Cyrodil
- Pickpocket items
The is quite involved if you haven't leveled the chain and are good at those. The second (obviously) requires PvP. The 3rd requires leveling that or LOTS of failures with a 20% success rate base.
I understand wanting to get people to try new parts of the game, but give choices that are not like these, at least 3 each day.
I guess adding a trial or arena would probably have been just as bad for me.
Weapon poisons just mean you need to do some light attacking.
Heist is paygated, but the only challenge there is if you want a good reward. You can blunder in and treat it like a delve, and still walk away with a completion.
Clockwork enemies is technically not paygated. Skaafin (apparently) count (though I haven't verified this), and you do encounter a few Clockwork enemies in prologues. So, that should be CWC, Morrowind, and Summerset prologues. A bit time intensive if you want to go this route, but it is open to everyone.FlopsyPrince wrote: »The 3rd requires leveling that or LOTS of failures with a 20% success rate base.
Without gear or any point investment you can get your success chance to 75%. Different kinds of NPCs have different base % pickpocket chances, and at random intervals, NPCs will grant a +20% chance to be pickpocketed. The easiest pickpocket targets (commoners, gatherers, beggars, ect) have a base chance of 55%. Meaning, even if you're stumbling around in heavy armor, and have no experience picking pockets, you can get your chance of success to 75% before you do anything to optimize your chances to steal.
Once you start getting points in Light Fingers, you'll start to see 100% chances, and pickpocketing gets a lot more reliable.
spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
FlopsyPrince wrote: »I normally see 20% base pickpocket rate. Though I ironically got it doing the first 2 quests in the Thieves Guild line. Not my favorite tasks, but I did complete it.
FlopsyPrince wrote: »I hope we never have a situation with Arenas/Trials and not enough other options. (PvP would not be a good "other option" for me since I suck at that.)
FlopsyPrince wrote: »starkerealm wrote: »FlopsyPrince wrote: »The choices today suck:
- Do a Heist
- Kill someone in Cyrodil
- Pickpocket items
The is quite involved if you haven't leveled the chain and are good at those. The second (obviously) requires PvP. The 3rd requires leveling that or LOTS of failures with a 20% success rate base.
I understand wanting to get people to try new parts of the game, but give choices that are not like these, at least 3 each day.
I guess adding a trial or arena would probably have been just as bad for me.
Weapon poisons just mean you need to do some light attacking.
Heist is paygated, but the only challenge there is if you want a good reward. You can blunder in and treat it like a delve, and still walk away with a completion.
Clockwork enemies is technically not paygated. Skaafin (apparently) count (though I haven't verified this), and you do encounter a few Clockwork enemies in prologues. So, that should be CWC, Morrowind, and Summerset prologues. A bit time intensive if you want to go this route, but it is open to everyone.FlopsyPrince wrote: »The 3rd requires leveling that or LOTS of failures with a 20% success rate base.
Without gear or any point investment you can get your success chance to 75%. Different kinds of NPCs have different base % pickpocket chances, and at random intervals, NPCs will grant a +20% chance to be pickpocketed. The easiest pickpocket targets (commoners, gatherers, beggars, ect) have a base chance of 55%. Meaning, even if you're stumbling around in heavy armor, and have no experience picking pockets, you can get your chance of success to 75% before you do anything to optimize your chances to steal.
Once you start getting points in Light Fingers, you'll start to see 100% chances, and pickpocketing gets a lot more reliable.
I didn't list the other 2 because they were fine.
I normally see 20% base pickpocket rate. Though I ironically got it doing the first 2 quests in the Thieves Guild line. Not my favorite tasks, but I did complete it.
I remember trying a few days earlier and couldn't get above 40-45% even waiting and it really sucked since I got a lot of combat and heat I didn't want.
I don't mind having those, but perhaps they should put more and put some in different areas:
- PvE
- PvP
- Thieving
- Dark Brotherhood
- Arenas/Trials.
I hope we never have a situation with Arenas/Trials and not enough other options. (PvP would not be a good "other option" for me since I suck at that.)
EvilAutoTech wrote: »Some NPC types are easier to pick pocket than others. The 20% base chance would be one of the harder types (like noble). Fishers, drunkards and commoners start higher. I believe their base chance is 50%.
spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
This, finished the 250 kills today, could done it long ago but had no hurry.I may be naive, but I think if they are going to make class skills a thing, they should have noticed that killing with class skills is fun on some classes and not fun on others. Having people experience parts of the game they don't normally try is good, but focusing on things where half of the players need to find loopholes is bad design.
There's two other endeavours to choose from. Since endevaours have limited options, it's unreasonable to expect from them to accommodate all the activities, all the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing: since there are many aspects to playing the game, some endevaours will coincide with a person's particulars, some will not. It's entitlement to complain about the system, especially when they have made it really simple and easy already, and there is always the option of not doing it.
I solved this quest on the first day with my six accounts just killing the infinite skeletons at the end of the Volenfell dungeon quest in around 45 minutes, and it only took that long because I had to build a few setups that could get class skill kill credit.
FlopsyPrince wrote: »spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
The ones that fit that are fine. The ones that don't are not. Some (many?) of us do not PvP as part of our normal play, for example. I agree with the idea, it is just not implemented as well as it could be.
People just want the zero effort, which is entitled, since the system is as lazy-friendly as it can be, and again: no one *has* to get them, if they don't want to.
Templar + Jabs + Skyreach. EZ Mode.
The main issue is the “unevenness” of the class skills. Some classes have lots of effective offensive abilities. Others, not so much.
On my stam-nb I general run with “vanish” as my sole class ability when I am soloing. In a group, I have zero class abilities slotted.
Meanwhile my templars are spoiled for choice in effective abilities for this endeavor.
If all of the classes had a relatively equal set of class abilities this endeavor would not be an issue, but sadly this game is not balanced that well.
spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
The ones that fit that are fine. The ones that don't are not. Some (many?) of us do not PvP as part of our normal play, for example. I agree with the idea, it is just not implemented as well as it could be.
PvPers are also supposed to be able to get them incidentall too. It's about ALL players being able to get at least some incidentally each day. There are a variety of tasks that cater to a variety of players, and everyone will get some incidentally without having to try at all. You may have to try other playstyles out if you want to treat it like a grind and do them all everyday; but that's not what devs want you to be doing.
They just want you to build up some overtime playing as normal. You and everyone else.
starkerealm wrote: »The main issue is the “unevenness” of the class skills. Some classes have lots of effective offensive abilities. Others, not so much.
On my stam-nb I general run with “vanish” as my sole class ability when I am soloing. In a group, I have zero class abilities slotted.
Meanwhile my templars are spoiled for choice in effective abilities for this endeavor.
If all of the classes had a relatively equal set of class abilities this endeavor would not be an issue, but sadly this game is not balanced that well.
That's a build choice, and a mistake. Surprise Attack is an absolutely amazing spammable, with group utility. Killer's Blade is very good. Grim Focus, and Leeching Strikes should absolutely be part of your setup. And you'd be hard pressed to have a better ult than Incap for your setup.
spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
The ones that fit that are fine. The ones that don't are not. Some (many?) of us do not PvP as part of our normal play, for example. I agree with the idea, it is just not implemented as well as it could be.
PvPers are also supposed to be able to get them incidentall too. It's about ALL players being able to get at least some incidentally each day. There are a variety of tasks that cater to a variety of players, and everyone will get some incidentally without having to try at all. You may have to try other playstyles out if you want to treat it like a grind and do them all everyday; but that's not what devs want you to be doing.
They just want you to build up some overtime playing as normal. You and everyone else.
starkerealm wrote: »FlopsyPrince wrote: »I normally see 20% base pickpocket rate. Though I ironically got it doing the first 2 quests in the Thieves Guild line. Not my favorite tasks, but I did complete it.
Yeah, keep an eye on the NPC's profession when you're pickpocketing. That will govern how difficult it will be.
Also, you probably want a dedicated legerdemain specialist. Probably, specifically, a Nightblade for heists as well, and possibly for DB assassinations.FlopsyPrince wrote: »I hope we never have a situation with Arenas/Trials and not enough other options. (PvP would not be a good "other option" for me since I suck at that.)
I kinda doubt we'll see Arenas or Trials as daily challenges except on extremely rare circumstances, and for massive payouts, simply because they're far more time intensive than most of the tasks we're seeing.
Kiralyn2000 wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
The ones that fit that are fine. The ones that don't are not. Some (many?) of us do not PvP as part of our normal play, for example. I agree with the idea, it is just not implemented as well as it could be.
PvPers are also supposed to be able to get them incidentall too. It's about ALL players being able to get at least some incidentally each day. There are a variety of tasks that cater to a variety of players, and everyone will get some incidentally without having to try at all. You may have to try other playstyles out if you want to treat it like a grind and do them all everyday; but that's not what devs want you to be doing.
They just want you to build up some overtime playing as normal. You and everyone else.
That might be one general idea of how it should work, but there's not enough tasks each day/week to cover all playstyles.
Outside of the crafting tasks, I'd likely never get any of the others. Because I don't do the same stuff each day, so it could very easily be: I do Activity X on Tuesday and Friday. Too bad the endeavor for that was on Monday and Saturday. Meanwhile, the things I did on Wednesday had their Endeavors on Tuesday and Friday.
So, yeah - while there are generally Endeavors each day that are things I Might Do While Playing, I still need to look at the list and use it to decide which of my various activities to do that day.
(And I'd likely never get any weekly, because I don't do that much of any one thing during a week, except crafting writs. As it is, I've only done two weeklies since it began. Including this week's.)
FlopsyPrince wrote: »Kiralyn2000 wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »the playstyles, all the classes, all the time. Also, endeavours are not suppose to be zero effort things, they are supposed to be things you can do while playing
They kind of are though. Devs wanted you to be able to get them done incidentally without a lot of extra effort while playing, which is why so many of them are things like eat a food. They didn't want it to be yet another daily grind and that is how a lot of people use them. If they make adjustments to them based on feedback they'll likely make them easier in some ways like allowing the bear pet to count as a class skill.
So feedback like this is most likely useful for them.
The ones that fit that are fine. The ones that don't are not. Some (many?) of us do not PvP as part of our normal play, for example. I agree with the idea, it is just not implemented as well as it could be.
PvPers are also supposed to be able to get them incidentall too. It's about ALL players being able to get at least some incidentally each day. There are a variety of tasks that cater to a variety of players, and everyone will get some incidentally without having to try at all. You may have to try other playstyles out if you want to treat it like a grind and do them all everyday; but that's not what devs want you to be doing.
They just want you to build up some overtime playing as normal. You and everyone else.
That might be one general idea of how it should work, but there's not enough tasks each day/week to cover all playstyles.
Outside of the crafting tasks, I'd likely never get any of the others. Because I don't do the same stuff each day, so it could very easily be: I do Activity X on Tuesday and Friday. Too bad the endeavor for that was on Monday and Saturday. Meanwhile, the things I did on Wednesday had their Endeavors on Tuesday and Friday.
So, yeah - while there are generally Endeavors each day that are things I Might Do While Playing, I still need to look at the list and use it to decide which of my various activities to do that day.
(And I'd likely never get any weekly, because I don't do that much of any one thing during a week, except crafting writs. As it is, I've only done two weeklies since it began. Including this week's.)
It was easy to get the 250 kills with a pet sorc and mage blast/crystal fragments.
FlopsyPrince wrote: »starkerealm wrote: »FlopsyPrince wrote: »I normally see 20% base pickpocket rate. Though I ironically got it doing the first 2 quests in the Thieves Guild line. Not my favorite tasks, but I did complete it.
Yeah, keep an eye on the NPC's profession when you're pickpocketing. That will govern how difficult it will be.
Also, you probably want a dedicated legerdemain specialist. Probably, specifically, a Nightblade for heists as well, and possibly for DB assassinations.FlopsyPrince wrote: »I hope we never have a situation with Arenas/Trials and not enough other options. (PvP would not be a good "other option" for me since I suck at that.)
I kinda doubt we'll see Arenas or Trials as daily challenges except on extremely rare circumstances, and for massive payouts, simply because they're far more time intensive than most of the tasks we're seeing.
One of those was either a daily or weekly a while ago. I don't do either, so I didn't pay much attention to it.
I can do all of that when say fighting in a public dungeon...
starkerealm wrote: »I can do all of that when say fighting in a public dungeon...
Why are you bothering with a public dungeon? You only need 10 kills, and it's easy enough to get that almost literally anywhere.
Also, in a surprise to no one, the Nightblade excels at single target. It has a few AoEs, like Drain Power, but the entire class is built around single target. If you're wanting AoEs, and to take on large groups, there are much better class choices.
starkerealm wrote: »I can do all of that when say fighting in a public dungeon...
Why are you bothering with a public dungeon? You only need 10 kills, and it's easy enough to get that almost literally anywhere.
Also, in a surprise to no one, the Nightblade excels at single target. It has a few AoEs, like Drain Power, but the entire class is built around single target. If you're wanting AoEs, and to take on large groups, there are much better class choices.
250 kills, not 10. (See thread title.) If it was just 10, I would just load any damage ability and kill some mud crabs. It would still be annoying on a nb, but not AS annoying as killing 250 mobs.
Also;
“If you're wanting AoEs, and to take on large groups, there are much better class choices.”
Yes, exactly.
I got on a low level Templar, got the companions for them. And did the fighter and mages dailies to build rep for the companions. (The mage dailies involve public dungeons.) So I killed two birds with one stone, so to speak.
starkerealm wrote: »starkerealm wrote: »I can do all of that when say fighting in a public dungeon...
Why are you bothering with a public dungeon? You only need 10 kills, and it's easy enough to get that almost literally anywhere.
Also, in a surprise to no one, the Nightblade excels at single target. It has a few AoEs, like Drain Power, but the entire class is built around single target. If you're wanting AoEs, and to take on large groups, there are much better class choices.
250 kills, not 10. (See thread title.) If it was just 10, I would just load any damage ability and kill some mud crabs. It would still be annoying on a nb, but not AS annoying as killing 250 mobs.
Also;
“If you're wanting AoEs, and to take on large groups, there are much better class choices.”
Yes, exactly.
I got on a low level Templar, got the companions for them. And did the fighter and mages dailies to build rep for the companions. (The mage dailies involve public dungeons.) So I killed two birds with one stone, so to speak.
Oh, this was for the 250. Derp. I was thinking about yesterday's 10 class skill kills daily.
Yeah, the best solution I've seen for the 250 is take Mage's Wrath and Liquid Lightning to Monkey House on Auridon and go nuts.
I did the 250 with a Templar, but it was miserable. Then turned around and I was using sorc on actual enemies, which was equally miserable.
FlopsyPrince wrote: »Someone made a comment about leveling a dedicated thief. That can be a good idea, but it takes quite a while. Maxing Legerdemain does allow for simpler pickpocketing, but that will take weeks in my own experience (on the PS4).