Wanting them to vs desperately needed is not the same. It is not a need nor are we desperate for them.
I would like to see them all expanded. What I wonder though is why do they put a mage and fighter guild house in every main city of every chapter/dlc, and then do nothing with it. There are so many side quests in every zone, why not connect one or two to those guilds.
Wanting them to vs desperately needed is not the same. It is not a need nor are we desperate for them.
Okay, I feel like I DESPERATELY NEED active abilities for the Thieves Guild and Dark Brotherhood. There.
No, but seriously haha I don't know why you're arguing here. Some people would really like to see more abilities added to the current guild lines. There are multiple threads of people discussing this so clearly there is a demand for it. And I know I personally would take more selection of active abilities over proc sets (sets in general) any day so again.... agree to disagree about the whole "we don't need active abilities" spiel you're on because that is really just your opinion, and apparently not even the majorities so idk what you're on about with all this "we" stuff to begin with.
I will note that such a drastic change to probably any passives in these skill lines to add an active skill would likely mess up builds some players have for thriving and such. That would be a very negative aspect of such a change. It would probably be better to add a new skill line.
I will note that such a drastic change to probably any passives in these skill lines to add an active skill would likely mess up builds some players have for thriving and such. That would be a very negative aspect of such a change. It would probably be better to add a new skill line.
Why would they have to change the passives? All the passive abilities in those skill lines have nothing to do with combat.... simply adding some combat active abilities on top of them would not influence what already exists in any way. Zenimax has broken and changed things more drastically before, but again; this isn't even one of those cases where that would apply since the current passives could just remain as is since they have nothing to do with active combat abilities.
Wanting them to vs desperately needed is not the same. It is not a need nor are we desperate for them.
Okay, I feel like I DESPERATELY NEED active abilities for the Thieves Guild and Dark Brotherhood. There.
No, but seriously haha I don't know why you're arguing here. Some people would really like to see more abilities added to the current guild lines. There are multiple threads of people discussing this so clearly there is a demand for it. And I know I personally would take more selection of active abilities over proc sets (sets in general) any day so again.... agree to disagree about the whole "we don't need active abilities" spiel you're on because that is really just your opinion, and apparently not even the majorities so idk what you're on about with all this "we" stuff to begin with.
I merely stated my opinion that I think the TG and DB skill lines do not need active abilities, that their skill lines make sense for the DLC story they are part of, and help beyond. I also fail to see how this is desperately needed as there is no way active skills are needed in those lines. But we are just noting our opinions on this matter; no one's opinion is better than another.
I will note that such a drastic change to probably any passives in these skill lines to add an active skill would likely mess up builds some players have for thriving and such. That would be a very negative aspect of such a change. It would probably be better to add a new skill line.
It is an assumption based on my observation of how different "skills" are designed. I suppose if they make the added active part that made sense in relation to the passive and the guild, then it would make sense. For that, an actual justification other than "desperately needed"is a necessity if Zenimax is to even consider the idea, let alone design the new skills.
The_Titan_Tim wrote: »There are ways to work around this, like extending the passives from 5, to 10, or doubling them up… they could even settle it by moving the non-combat ones to Legerdemain or throwing them into the Green tree as passives.
I just want more fighting skills for the dark brotherhood. Like assassination, but the nightblade got that covered, I think.
Also more fighting skills for the thieves guild, like traps, snares, immobiizations and the types.
The_Titan_Tim wrote: »Wanting them to vs desperately needed is not the same. It is not a need nor are we desperate for them.
Okay, I feel like I DESPERATELY NEED active abilities for the Thieves Guild and Dark Brotherhood. There.
No, but seriously haha I don't know why you're arguing here. Some people would really like to see more abilities added to the current guild lines. There are multiple threads of people discussing this so clearly there is a demand for it. And I know I personally would take more selection of active abilities over proc sets (sets in general) any day so again.... agree to disagree about the whole "we don't need active abilities" spiel you're on because that is really just your opinion, and apparently not even the majorities so idk what you're on about with all this "we" stuff to begin with.
I merely stated my opinion that I think the TG and DB skill lines do not need active abilities, that their skill lines make sense for the DLC story they are part of, and help beyond. I also fail to see how this is desperately needed as there is no way active skills are needed in those lines. But we are just noting our opinions on this matter; no one's opinion is better than another.
I will note that such a drastic change to probably any passives in these skill lines to add an active skill would likely mess up builds some players have for thriving and such. That would be a very negative aspect of such a change. It would probably be better to add a new skill line.
So you’re stating “we” don’t need more active skills with the premise of a fear that new ones will destroy old passives?
There are ways to work around this, like extending the passives from 5, to 10, or doubling them up… they could even settle it by moving the non-combat ones to Legerdemain or throwing them into the Green tree as passives.
Dark Brotherhood could bring us a Blade of Woe that would be a single target, direct damage, Ultimate that has execution scaling and could still have a line of text stating it one shots basic NPCs, among many other debuffing abilities that could implement more sources of things like Cowardice and Vulnerability.
Thieves Guild could have an entire active skill line dedicated to escape, implementing stamina versions of popular skills like Shadowy Disguise from a smoke bomb, an extended dodge for a stamina version of streak with different sources of evasion and expedition granting minors that are generally hard to come by… etc. etc.
I don’t see the value in doing thieves guild. I’ve been playing for several years and can’t bring myself to do it, as it just seems like a waste of time. Is it just about achievements or is the story really good?