Tone down ESO the damage Veteran mobs and bosses do

After a respec you can get back to exactly where you were before. Anything including morphs if leveled to IV will be at level IV. The only time you have to relevel is a skill you never had before or a morph you never had before. You can still instantly morph the skill if you had the other morph, just the new morph starts at I.

They are wildly inconsistent. Some mobs are face roll easy and some are boss mode hard. Also depends on the make up of the mob. The ones with 2 melee swinging 2H swords coupled with a healer or nuking to Buy Elder Scrolls Online Gold Sorc behind an ice shield are the toughest imo. Perhaps you were just in a batch of the easier variety.

Mods hit hard in this game (veteran zone, bosses). Best way to stay alive is stay far away, ranged is far superior. (always is but even more so in this game) Staves help ranged builds. Also AOEs which are important. The bonus you get from armor is not that significant because of how hard mobs hit, it’s a kite fest game and CC game. Better to avoid damage by keeping away or CC then trying to stand toe to toe and absorb and heal.

Tone down the damage Veteran mobs and bosses do, give them more health if you want. In order to make melee more viable you can up the damage melee does (which it needs big time and don’t bother with 10% on flurries last strike or something similar that’s not worth the code time that’s does nothing,

I mean it really needs to be upped to make up for the risk) Have Mobs hit for less and/or amour absorb more damage. This will lessen the risk of and make it more viable to run up and attack toe to toe. Med and Heavy armor need Cheap Elder Scrolls Online Gold a boost in migrating damage. I am not talking like 5 percent. I mean changed a significant amount

Ranged will always be better, because you can’t factor in the time it takes to move and run up and position and avoid damage when ranged you just point and click. But the gap needs to be closed a bit.

Is it me,or does it drive anyone else nutz that when you are in a dungeon with a group,and finally you hit the end chamber,and “poof!”,…none of the others are allowed in. You’re all alone,and the boss is waaay too much for you to kill? I have several for the main storyline that are like that.No matter how I try,or wait till I am a higher level,I just cant get past those insane bosses.I’m at level 35,and stalled.Please tell me it gets to you guys too.

Albion Online: too little skillshots

From a PvPer’s perspective I’m currently dissatisfied with the mechanics of the majority of abilities in this game, and find that there is little room for outplaying in many situations.

First point to mention would be the mechanics of claymore Albion Online Gold. This ability is targeted and the damage from this gap closer is applied instantly along with the attached CC effect. Due to these types of mechanics it makes it impossible to react with any type of damage mitigation before you are CCed eg either from stone skin or soldier boots.

I have a few suggestions to change this. First of all would be making this ability a skillshot instead of targeted. Another point would be to slightly decrease the travel time of the E and make it so that damage + CC is only applied upon reaching the target. This 2nd point would ideally allow for damage mitigation and peeling to be possible before claymore E applies damage and CC.

The same can be said for different abilities such as polehammer AoE stun being instantaneous on the CC effects, and the line skillshot being fully extended at the start instead of traveling. Glaive fling is another culprit of these targeted CCs which are solely based upon range.

A side note to this is that I believe the warbow stun is currently a great example in terms of a strong ability which still has room to be outplayed (dodged, damage mitigated etc).

Another point that makes me believe the combat balance isn’t currently at where it’s intended is the state of dodge on assassin shoes. This ability plays a roll animation whilst simultaneously applying ~1second of invincibility frames negating all damage and CC. The problem in its usage is that there are too few abilities functioning like the warbow stun. Currently dodge has to be used in anticipation instead of reaction if you want to avoid a lot of the strong CCs aforementioned, and at that point a dodge isn’t really functioning as a dodge, and I’d rather take soldier boots in the current state of things despite having a preference towards dodge albion online gold shop; simply because I think dodge has little scope to be used effectively.

To summarize I believe that the combat in this game is currently too deterministic, leaving little wiggle-room for outplay mechanics, and I believe this will also trickle into other aspects of PvP such as encouraging certain team compositions in order to min-max effectiveness as the combat is too reliable, which would also discourage people from playing objectively “weaker” classes, which is an issue in a game such as this where a lot of time is invested to become proficient in 1 build.

Changes for an exciting launch

I’ve been hopping around the forums since this beta started, been over a year since I last played prior.

Here’s my thoughts as an old UO player, who kickstarted albion and hasn’t played since very early beta’s (and has played pretty much nonstop since this beta launched to prep for release). I get that I haven’t been keeping in touch during whole ride like some people have, so maybe there’s good reason why some of these things are the way they are.

So, if anyone thinks any of these changes would be bad design choices, please persuade me, so I can in turn persuade others. I have a lot of friends, especially old UO players who I would love to get into Albion, but there’s some red flags preventing many from pulling the trigger when I talk about the game.

Remove Alts

  • There’s no reason for alts in a game where you can learn everything. In its current form it is abused with the current LP system and multiple private islands. There’s also plenty of other ways to easily abuse alts, from spying to scouting, that hurt PvP. If people want to abuse these things, at least force them to buy an additional account, 1 character per account makes far more sense in this game.

Remove LP

  • Just give players a rested fame bonus based on how much time offline up to a cap, and lower overall fame requirements (especially in certain categories that are painfully slow atm). LP seems like such a strange way to help casuals when versions of rested experience date all the way back to UO with power hour. The current system is just abused by non-casuals for faster progression through alts. The LP build up also causes players to bypass lower tiers of the game, hurting meaningful progression and making me question why those lower tier zones exist at all.

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Customize Islands

  • Other than their main house, let players decide what goes on their island. For example, if someone wanted to focus on farming, he’d probably rather have 1 more farm plot vs 2 more building plots, or however you want to balance plot/building ratio. That could and should be an option if farming was more involved and required effort, discussed next.

Change Farming

  • Make it a viable profession and way to play the game, rather than a daily 24h chore/income generator. Make it more active rather than time gated, and add more buildings + interactions and professions associated with it. Some people just wanna play mmo harvest moon/farmville/whatever on their island and supply their friends with food/mounts/pets/rares. That should be an option, but require effort and feel rewarding for time invested. Right now it’s a “wait x amount of time for free money” mechanic that requires no effort, a daily chore. It’s not fun gameplay. Also see Laborers below.

Change Laborers

  • Buying and filling up books, boring. I have a stockpile of a ton of filled ones, it’s now a once a day click chore like farming is. Also highly abused, especially with alt islands, just like current farms. After initial investment I now make a crazy profits sending a small army of npc’s out to collect silver for me in what’s the equivalent of a couple slave islands.
  • Instead of slave camps, replace laborers with a personal companion/lackey you can customize in your home. Assign them chores to speed up things around the island (farm growth/yield buff) or give minor buffs to the buildings output (small resource return), or really anything other than free income slave camps.

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  • In Shadowbane there was a fun mechanic called hotzones, where all drops were doubled in that zone for a couple hours. This brought zones to life with fun PvP and higher rewards. In safe zones it might be too much, put them in red/black zones to encourage risk/reward/pvp. Since the zones are pretty void of enemies outside the dungeons, have temporary camps pop up when the hotzone goes live. Can make it an event like so-and-so bad guys took over x area, clear em out!

Rare Mob Spawn

  • Dungeons being this static are reaaaaaal boring for the dungeoneer, outside of the occasional ganking or being ganked. Easiest thing would be to add a chance for rare mob packs to spawn like in Diablo. Give them random modifiers to give players a challenge and yield better rewards and chance of artifact drop.

Artifact rework

  • Maybe missing something here, but I HATE how artifacts work right now. All these little fragments are just annoying, it makes me skip looting most the time cause it’s a pain and feels unrewarding. Get rid of fragment drop, keep rare whole artifact drops so when you see a bag you know it’s something good, and increase whole artifact drops in Hotzones (if implemented), Hellgates, and other heavily contested areas. If it has to have some sorta silver sink or whatever, make them unidentified or something and pay silver to ID them.