As a master historian who seeks the treasure of every dungeon, I too wish this was confirmation with like 45s timer rather than auto port, especially if I have to deal with a mob pack to get to my treasure chest to open because the rude speedrunner left everything behind. Often as the healer/tank if I see a speedrunner I just leave the dungeon and queue a different piece of content, I play to enjoy the game not to speed to the end. This confirmation would at least give me time to tie up some loose ends and might make me stay longer.
SeaGtGruff wrote: »Toxicity and gatekeeping have been around longer than subclassing, longer than the Arcanist class, longer than "HA builds" became a "thing," and... wait for it... longer than ESO has been around! ZOS didn't create them, and doesn't encourage them. In fact, "toxicity" is one of the things you can report another player for-- although there isn't really a subcategory under it that seems appropriate for comments which insult or belittle other players.
Right, toxicity existed before ESO but you’re missing the point entirely. The game doesn’t just let toxicity happen, it creates the conditions for it. Weak sets, poor scaling, and meta funnels punish anyone trying to play differently. That’s what drives exclusion and gatekeeping, not just bad players. Ignoring the design problem doesn’t make it disappear.
Nah it's bad players. There will always be a best set right up until they put us all in the same gear like the PvP tests that are happening. Then players will want to kick you for not running to next pull quick enough or standing in the wrong spot or who knows what. Those bad players are still going to be bad players.
What changes would make the bad players suddenly become decent?
Hey everyone,
I’ve been playing ESO since beta, and one of the things I’ve always loved is how diverse the community can be - different builds, different playstyles, different people all coming together.
But lately, I feel like discrimination and gatekeeping are at an all-time high.
Instead of helping or supporting each other, people are being excluded or mocked for their playstyle, identity, or simply not matching someone else’s “meta.”
Here’s an example that happened today, in vet pledge, so fairly medium LVL content, we're not talking about trifecta or else huh:
Meanwhile, this main arcanist :
- Left after 1 wipe
- Didn't focus adds and that's what wiped the group
- Had like 20k hp (no food buff?) and DIED FIRST
This is what happens when design forces everyone into a single box. People don’t want to carry anyone who doesn’t fit the exact mold, and players who experiment or just want to enjoy a different style get punished for it. I keep seeing people point fingers at the ESO community for being “toxic” or “gatekeeping,” but honestly? The root of the problem is ZOS.
ZOS keeps pushing heavy attack sets, but they’re some of the weakest and most frustrating designs I’ve ever seen. At the same time, everything is being funneled into the beam meta. The end result? Players are stuck in a corner: either you run the one style that ZOS clearly wants, or you get insulted, excluded, and told you’re “unviable.”
It’s not just about players being mean, it’s about how the game is designed. If sets and builds were actually balanced, if multiple playstyles were equally viable, there wouldn’t be this endless discrimination against anyone who isn’t running the current meta.
And here’s the real kicker: ZOS keeps advertising ESO with the slogan “Play how you want.” But the reality is the opposite, set design and balancing push everyone into the same narrow beam meta. If you actually try to “play how you want,” you’re punished for it even in basic content, whether through weak sets, bad scaling, or being excluded from groups. The marketing and the gameplay direction just don’t line up.
MashmalloMan wrote: »ESO_Nightingale wrote: »I like this change a lot. As for flame skull. I think ricochet skill should be the only morph that gets +25% damage done on the 2nd skull, as well as 1 bounce. It'd make both of the morphs quite unique from eachother with different playstyles.
I would only agree to this if Venom Skull granted the "casting a Necro skill" effect on both bars, since more often than not, you're gonna be on the 2nd/3rd cast so missing out on the 25% isn't a huge deal over an extended fight.
Actually. Yeah I like that, I'm updating the post and including the +1 ricochet per cast lol.
The player matters, yes. I don't disagree. But throwing some numbers at it and saying "see, it's not that bad" doesn't fit this particular conversation.
You wildly missed the point. You are still basing it on a spreadsheet and not actual. The only way to see is to allow players to use their non-meta in content and see the difference.
It's also worth remembering content is not designed around 100% damage potential with 100% efficiency.