Ecgberht_confused wrote: »I'm going to be blunt for a second, while there are some good points made here, it seems the panic around the ring mostly comes from 1vXers objecting that the 'masses' now have access to builds that would challenge them. This is more of a reason NOT to nerf the ring. People are not entitled to ZOS protecting their rights to take on 7 players who now have ways to exert pressure that goes through the 1vXers LoS and permablock. Or the smallscalers spending half their life at resource towers or keep walls. The moment I see status effects on my death recap half as much as I see whip, power lash, or deep fissure, I'll start believing that the ring is actually problematic for the game health in general, not just to 1vXers.
90% of the game is solo and this is the issue with ESO. There's so much easy and soloable content that game has become a theme park like solo game with a chatbox and hub glued to it with no real sense of danger or adventure in the world. I appreciate that the devs are finally adding group required content as it helps with community and people learning to play their classes more effectively in certain situations. NM while flawed, has shown there needs to be more focus on the Massively multi-player part of the game because it brought life to the group finder and overall community play aspect of ESO.
Oh and to the guy who said MMO never ment grouping, you should've told that to Brad McQuaid (rip) because he said grouping and playing together in a massive open world setting is exactly why he "the father of MMORPG" started the genre, he also said a MMORPG should have a balanced mix of soloable and group centric content, and the rewards should reflect the players focus because a solo player shouldn't rewarded equally to group players because it can ruin the overall experience of the games community, see ESO for a perfect example.
I disagree. I say McQuaid is wrong if he said that. He was NOT the father of MMORPG. EverQuest is not and has never been a great game is my opinion. It barely lasted 10 years because the concept 'player together: stay together' failed. I played the beginning MMOs not just read about them. Group was not there in the start. As I said the games didn't even have a chat option. Think in this: The many allegedly stated that solo players should not be rewarded equally to group players...because that ruins the game community. If you think well on the statement, you should realize the statement does not appreciate the solo style and that the speaker knew if players were not punished for avoiding group content, they would not utilize the group content thereby making said content useless.
Some folks who are attempting to argue in favor of more group content are failing to address some key issues reasonable.
A demand for better rewards for group content demonstrates that the content is not rewarding. When is the last time you seen a massive thread on how lame quest rewards might be? You won't see many if at any at all because the quest is rewarding on its own.
This game is 99% group friendly. Very little content blocks players from grouping to do the content.
How much of the game is solo friendly? Not as much as you may want to claim. The base quests, the main story line, the delves. After that point it gets questionable. Some DLC quests cannot be completed alone because the final boss is to aggressive. Some public dungeons can be soloed and some cannot be. Some WB can be soloed and some cannot be. Some dolmen (and those like it) can be soloed and most in the DLC areas cannot be. Some group dungeons can be done with a friend when your character gets high enough in CP to grabs some useful perks.
The game only feels solo friendly if one sticks to the base quests and overland. When a player has completed all the base and overland content, the game feels dead and unfriendly. Considering the age of the game, there are likely many players who have been around long enough run through the content multiple times.
Playing solo is not a result of lacking in skill or social ineptness. It is a personality trait, and real life attitude. No one is going to 'wake up' and say, wow, I am a group player now. Solo players will group when the content serves the attitude.
Arguing with mispresented claims is not winning the day for you. Very few people believe you solo group content naked. Even presenting a video where you have no gear does not prove you solo group content naked. Most players understand that CP settings, pots, jewelry, and mods that hide gear can be used behind the scenes. Most players have experienced a foe attacking their afk character without doing serious damage. Most of the first attacks are a targeting attack. The hard attacks and mechanics come in after you respond. Also saying you did content using overland gear while failing to see that most of the gear cannot be made without materials or skills that come late in the game.
The finally key point to address in an argument is that no one cares what you can do or what your friend can do. What they want to hear is how THEY can do it with what they have and what they can get their hands on. Much of what is called overland gear is gated behind group content because the style and/or materials come from that content.
Seeing how much of the Tome content, the Gold Pursuit and new content for 2026 is group orientated, it is a natural and honest reflex to wonder if there will be a place for the solo player in the future. Since group content gets better gear and enhancement options, solo players are also stepping backwards from PvP content. When one starts seeing their options and opportunities shrink, they do consider if it might be time to move on. Regardless of the OP position, I am concerned that ESO might be moving in a direction that does not encourage me to spend more.
dcrush
alternatelder wrote: »I really think they needed to make these changes optional. We got the molten weapons skin reverted to optional skill style, I hope they pay attention to feedback when other class changes come up. I like some of the changes, but I mostly agree it's a bit much. I'm actually worried what the sorc changes look like, for me they're already visually intrusive.
I've been following this strange phenomenon for a couple years now.And what exactly is the unexplained point of someone posting scores from completely random BG matches? I don't think they even played the 4v4v4 Domination that was available recently, since they avoided all responses regarding that.
Turtle_Bot wrote: »MashmalloMan wrote: »
- Add a cost, decreases per rank.
- Reduce duration from 30s to 20s, but gain increased status effect chance while active.
- Swap 3x effects for 1x effect based on staff type, but every 5s, including on cast.
- Like Blockade, name changes based on staff type.
Example tooltip:Concussive Susceptibility IV
Target: Enemy
Range: 28m
Cost: 2430
Use your mastery over the elements to sap an enemy's defenses, empowering yourself with +100% status effect chance and afflicting them with Major Breach for 20 seconds, reducing their Physical and Spell Resistance by 5948. Every 4 seconds the enemy is afflicted with the Concussion status effect.
New effect
Applies a status effect based on your Staff type periodically and increase your chance to apply status effects while active, reduces cost as the ability ranks up.
Something like this would solve a lot of problem it's had well before Signet. It's not only because it's free, it applies 7 negative effects for a whopping 30 seconds; Major Breach, Minor Maim, Minor Brittle, Minor Vuln, Chill, Burning, and Concussed.
To be a bit general, a base status effect deals about 1/6th of a ranged spammable, so applying 3 at the same time is already half, a modifier of 2x is enough to compete, Signet is giving close to 3x in conjunction with class/set bonuses. It's very easy to take the somewhat balanced damage at its core to obscene levels as we found previously with Infinite Archive with the Focussed Efforts Vision invalidating any other build path.
Ele Sus is so overloaded, it's competing with basic 20s dots for pure DPS despite being meant as a utility skill. Quick comparison with base stats to Reach within the same line:Ele Sus:
(336 (Burning x 3) + 370 (Chill) + 370 (Concuss)) x 5 over 30 seconds
= (1748) x 5
= 8740
Reach:
(336 (Burning x 3)) + 1161 Direct + 3470 over 20s
= 1008 + 1161 + 3470
= 5639
TLDR: 8740 / 5639 = 1.55 x stronger, bigger gap if you use Reach with a Shock/Frost staff.
Obviously Reach is kinda crap, but that's more to do with auxillary effects rather than its baseline tooltip which every 20s dot shares. It's at least better than Consuming Trap and Degen. Regardless, highlights how dumb Ele Sus is.
Also, using the same math, my version of 1 Status Effect every 5s would amount to 1850 for Chill/Concuss and 5040 for Burning over 20s, but only if under a best case scenaio without another source of burning. Would heavily reduce the negative effects to 3ish instead of 7, with a balanced cost for what is a utility skill, for a reasonable 20s, and a self buff that competes with Throwing Knife's 100% Status Effect buff to make D Staff more interesting to play with as a main weapon.
I like the premise of this idea (and have mentioned something similar in the past), however I would keep the resource cost below 2k and give it a more frequent tick rate (2 or 3 seconds) to be closer to twin slashes, especially if we are going to remove the extra status effect procs and tie them to the staff type.
Turtle_Bot wrote: »In saying this, reach/clench should probably get reworks at the same time if ele sus goes this route since they have been unusable for a long time now (outside of frost specifically on frost warden DPS or tanks for taunt/brittle/shields)
This isn't real-life where dying has consequences. You lose a soul gem.Because the "if someone isn't sure what their experience level is" doesn't really apply if they KNOW they aren't someone that does Dungeons or Trials or messes with things like WBs or Incursions. And even if someone somehow doesn't know what content they CAN actually do, that "try the content and see" thing applies just the same. It applies to anyone who wants to try ANY content that's outside what they normally do. But at least saying "this is roughly the level of experience you should expect to have" prevents people from having expectations that they can do X or Y when they aren't at all ready for that content.