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.
moderatelyfatman wrote: »Yep, preaching to the choir here.wolfie1.0. wrote: »I just want my combat to feel rewarding and be able to show progress. Here is how I feel like ZOS treats combat.
I feel like I am climbing a hill to reach an objective and anytime I progress up the hill the path I take gets blocked by some arbitrary change that ZOS does, and every so often they lure me back up the hill with some enticing change, only to block the path again. It feels like im trying to invade a castle where the engineers I hired to open paths for me are instead impeding my progress while offering occasional good results.
Like yall should be helping us reach the top and excel, but dont want to put through the effort to do so.
Case in point. The suggested skill choice guides are out of date for new players and don't offer any real build value. Yall dont even update those to help players out. There are stats that still dont make sense and are not explained in game (crit rating vs % as one).
I can only get kicked down the dps progress hill so many times before I just won't climb it anymore, and many have either done that or just left.
I remember when the meta changed every three months and people were spending a ridiculous amount of time and gold in keeping up with it.
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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.
Ragnarok0130 wrote: »MasterSpatula wrote: »True but speedrunners aren't the ones constantly complaining and making posts here about people who go too slow.scrappy1342 wrote: »"they can make their own group" goes both ways.
A. They're the bad guys. The entire point of rewards for random dungeons is to get people into the queue so that those who need to do certain content can find people to do it with. Viewing the rewards as the sole point of doing randoms and thus disregarding the entire purpose you're there to fulfill is a short-sighted, self-involved, thoughtless way to behave.
B. The system favors them. See a chest? Ported away before you can loot it. Need to do dialogue on a base-game dungeon? Ported away before you can do so. Feel like skipping mobs is cheap and failing to actually engage with the content? Doesn't matter if three of you feel that way. All it takes is one person who only values speed. That one gets their way every. Single. Time.
What does a bad guy who's winning have to complain about?
It's amazing to me how many people have forgotten this or just don't care, but you're being rewarded for helping people. HELP THEM.
Negative, the bad guy is the person who needs to do the quest but doesn't speak up like an adult in group chat telling the group members that he needs to do the quest and then gets so bent out of shape when people just complete the content that he rage posts on the forums about speed runners.
The game's been out for 11 years so people assume the others are doing the run for transmutes or gear unless someone says they're doing the quest when we start. Notice this doesn't happen when a new dungeon comes out since it's assumed that people are doing the quest until the dungeon has been out for a while.