AngryPenguin wrote: »A couple days ago one of the pledges was City of Ash II. The dungeon used to be pretty challenging, but now days with modern builds even pugs should be able to get through a vet CoAII run without too many issues.
So there I was on my fully subclassed dps warden/necro/acanist that has 36.5k health. Yes, it's a PvP build, but with a few tweaks is plenty strong dps in PvE especially for a dungeon that, while long, isn't very hard anymore. Some pug comes into the group, complains about my "40k health on a dps" and immediately leaves the group. So the healer, tank and me finished the dungeon with just the three of us, hard mode and all....with me being the only dps on a PvP build. The player left the group before even seeing what my dps actually was. ...and what it was was plenty enough for vCoAII HM with me being the only dps in the group.
Long story short, people like to claim PvP players are the most toxic group in game. But my experience has been by far, hands down, no contest, the newer dungeon runners who think they've got everything all figured out when in fact they can't even create their own build that is better than most you find online that prove to be the most toxic.
Newbs are not toxic, cocky perhaps, ignorant to the reality perhaps, but not toxic. I believe toxic is when a player thinks themselves better than others and are using boisterous claims to boost their own persona while belittling others. Being rude or demeaning has never resolved a conflict but some fall into that mode every disagreement. I can see why the group finder is ineffective. There is much 'my way or the highway' attitude moving; then the shade falls upon those who choose the highway.
I think those that dropped out of group before the fight began because they didn't like your build are no different than those who kick players because they don't like their build. Perhaps those that dropped out before the fight are more mature in their behavior.
I also believe that group dungeons should be ended. Remove the group-checks, and open them to the public. Just make them level two Public dungeons.
katanagirl1 wrote: »Getting javelin-ed off your seige while on the top level of the porch at Nik while defending and plunged almost to your death on top of the attackers below and finished off by them is not a pleasant experience.
YandereGirlfriend wrote: »AngryPenguin wrote: »Artisian0001 wrote: »AngryPenguin wrote: »Artisian0001 wrote: »AngryPenguin wrote: »Artisian0001 wrote: »AngryPenguin wrote: »Any set that moves another players location on the map should be removed from the game. Free pull sets are an abomination in PvP environments and any dev worth anything knows why without having to be told.
Anything that moves another players location on the map should take up a skill slot, have to be aimed and cast, and cost resources. For example, DK chains are acceptable because it takes up a skill slot, has to be aimed, and costs resources. This is acceptable in a PvP environment. Free pull sets are just inexcusably poor design.
"free pull" dk chains is more of a "free pull" than any other pull set. pull sets require 5 pieces and has to be aimed, don't know why you are acting like it doesn't as one of your points. Looking at a player and pressing the button instantly hits someone if they are in range of you, pull sets don't lock on to people. If you want to say one is a lock on it's much more a skill than a set, I don't even know what that argument is. Regardless of you gripe, as long with everyone else's about rush because they are afraid of clicking their right mouse button for 1 second, all types of displacment should be removed. If you want to remove one then sure, remove the free insta lock CC, like chains and jav
As explained above, chains takes up a skill slot, must be aimed, and it cost resources.
None of this is the case with free pull sets.
You aren't making any logical sense. One skill slot is worth a lot less than 5 set pieces. I would give up a skill slot for a 5 piece any day, so would everyone else. Both rush and Dark con have to be aimed. Dark con you quite literally have to aim where to put it, and rush takes you to where you go and leaves something on the floor at that location. Can you explain to me how rush, which can use DK chains to travel to the direction, isn't aimed, but dk chains the same skill that rush uses is? Stop trying to hijack posts to make them about your gripe with rush and arguing in bad faith to try to get a point across. All arguments like these do is show how weak your point is when you make things up. At least give logical reasons if you want something changed or all you do is get written off by any game dev. All displacement should be removed, if you want to remove only some sources, the sources that sacrifice way less to be used should be the ones gone away with first, like DK chains, like jav, not an entire 5 piece set that requires you to aim it or drops an AoE on that group that you can EASILY block.
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I get de-synced far and away the most by single-target pulls and knockbacks that players love to spam these days (with the knowledge that they de-sync, which adds to their appeal).
Artisian0001 wrote: »AngryPenguin wrote: »Artisian0001 wrote: »AngryPenguin wrote: »Any set that moves another players location on the map should be removed from the game. Free pull sets are an abomination in PvP environments and any dev worth anything knows why without having to be told.
Anything that moves another players location on the map should take up a skill slot, have to be aimed and cast, and cost resources. For example, DK chains are acceptable because it takes up a skill slot, has to be aimed, and costs resources. This is acceptable in a PvP environment. Free pull sets are just inexcusably poor design.
"free pull" dk chains is more of a "free pull" than any other pull set. pull sets require 5 pieces and has to be aimed, don't know why you are acting like it doesn't as one of your points. Looking at a player and pressing the button instantly hits someone if they are in range of you, pull sets don't lock on to people. If you want to say one is a lock on it's much more a skill than a set, I don't even know what that argument is. Regardless of you gripe, as long with everyone else's about rush because they are afraid of clicking their right mouse button for 1 second, all types of displacment should be removed. If you want to remove one then sure, remove the free insta lock CC, like chains and jav
As explained above, chains takes up a skill slot, must be aimed, and it cost resources.
None of this is the case with free pull sets.
You aren't making any logical sense. One skill slot is worth a lot less than 5 set pieces. I would give up a skill slot for a 5 piece any day, so would everyone else. Both rush and Dark con have to be aimed. Dark con you quite literally have to aim where to put it, and rush takes you to where you go and leaves something on the floor at that location. Can you explain to me how rush, which can use DK chains to travel to the direction, isn't aimed, but dk chains the same skill that rush uses is? Stop trying to hijack posts to make them about your gripe with rush and arguing in bad faith to try to get a point across. All arguments like these do is show how weak your point is when you make things up. At least give logical reasons if you want something changed or all you do is get written off by any game dev. All displacement should be removed, if you want to remove only some sources, the sources that sacrifice way less to be used should be the ones gone away with first, like DK chains, like jav, not an entire 5 piece set that requires you to aim it or drops an AoE on that group that you can EASILY block.
El_Borracho wrote: »This thread made me sad. I remember when Briarheart was a strong set in PVE and PVP. Sigh...
Erickson9610 wrote: »I feel that the Werewolf passives would need a minor adjustment in the event that Werewolf is allowed to sneak, namely:
- The Pursuit passive should have a condition where the cost of remaining transformed is reduced while sneaking, and further reduced while sneaking and not moving. This allows Werewolf to pursue their prey while not being as pressured by their timer, although it doesn't completely remove the timer.
- The Devour passive should continue to allow you to devour slain bodies, but it should also allow you to "assassinate" a target from stealth (like the Blade of Woe or Vampire's Feed passive) to pin the target down and devour them, restoring transformation time and health to you. This would look awesome and I'd use this feature all the time.
These two changes would allow Werewolf to comfortably participate in stealthy content (like Heists and Sacraments) while remaining consistent with the roleplay fantasy of being a better hunter in that form.
tomofhyrule wrote: »One of the biggest problems in ESO is exactly this mindset. Too many players think they have to follow whatever setup the meta or esologs shows, and ZOS keeps ignoring how unhealthy that is for the game.
If you want to play a Nightblade, just play it. Enjoy the class and the game itself. Chasing numbers only because “that’s what DPS charts say” is nothing but fake power at the cost of your own fun. That’s why so many players burn out, they stop enjoying the game for what it actually offers and instead just follow whatever DPS addon or parse video is trendy.
I’m honestly glad I stopped putting money into this game, because until ZOS starts encouraging choice instead of funneling everyone into the same cookie-cutter builds, the community will keep repeating the same cycle.
EDIT:
I saw someone say this about D4 to Blizzard: "Why don’t you just let the game die? You’ve completely lost the essence of D4."
Well, I feel the same;
ZoS, Can you stop with all the nonsense you’ve created around the Elder Scrolls just to squeeze out maximum profit? If you truly don’t care about the spirit of the game anymore, then just let it die, close the servers. The Elder Scrolls deserves far better than this.
I don't know, man... I tend to blame the players - if someone wants to forever chase the META that's on him...
Maybe bad take on my part but it's just my opinion.
I am so tired of hearing this "hot take." It basically belongs in the same bin as "oh, you have a stomachache? Well, that's your fault since you could drink arsenic and then your stomachache would go away really fast!" It's one of those 'fixes' that doesn't really solve any problems at all.
Look, this is not TES6. This is an MMO. That means other people are around. And that means that if you're doing endgame PvP or PvE, you cannot go into the way you want to play and expect to have any success without acknowledging the meta. Because either way, if you're coming in with something non-meta, you will be facing others who do have the meta, and you will be compared to them.
Now of course a meta will always exist. But pre U46, it was not this bad. Yes, trial teams were primarily Arcanists, but there was always a slot or two for a support DPS like an MKSorc or Z'enDK or Templar beam bot, and even things like a Corpseburster Necro outDPSed the Arcanists. Trials always had a Warden healer, but the other could be a Templar or Sorc or NB ore really anything but a DK. DK Tanks were generally good, but there were times that Sorc or Necro tanks were better choices.
And now: "If you are a DPS, these are your three lines. If you are a healer, here are the two setups. If you are a tank, here are the two setups." Basically no variety anymore.
The fact that in U46-47 there's one meta to rule them all is a game problem, not a player problem. If that one specific meta weren't so much more powerful than anything else, then people would be able to bring something else. But even the best player in the world would do better on the meta setup than on whatever they wanted to bring, and that's just indicative of a terribly balanced game.
I've noticed that the people who make the "lol just don't play meta!" argument tend to avoid PvP or endgame PvE or group play in general, and mostly stick to soloing everything. They tend to think of ESO as their TES6 proxy. And they love that they can make whatever build they want since their gameplay doesn't depend on others. But the players who are involved in endgame do have more issues with being shoehorned into one setup because nothing else even comes close to that. After all, look at the responses from the "how did you feel about U46?" thread - most of the people who are not happy with Subclassing talk about how they do endgame content and how they're being forced to play one specific combo to remain competitive, whereas most of the people who are happy talk about how they can solo things they couldn't before and how they can now make their elementalist or zookeeper a reality.
If your end game is making the leader board then you need the meta build. Competitive battle grounds you also for the most part need a meta build. If you are in a guild that has dueling competitions and you take it serious you need a meta build.
Nothing else in the game needs a meta build. It hasn't for a very long time. So if your end game isn't battle grounds, leader boards or dueling you don't need a meta for your end game.