MaverickWerewolf wrote: »TX12001rwb17_ESO wrote: »Why do you need the markings anyway? why do others need to know what Morph your using? you don't have any indication of what skills lines subclasses players are using.
I wondered this myself. Why is it necessary for PvP to ruin the visual look of the werewolves with big glowing marks, when no other build has dead giveaways like that?
If I'm a werewolf hunting in the woods, it's going to be pretty hard to hunt and stalk my prey if I'm a glowstick. Kind of ruins a lot of RP.
If nothing else, why not just leave the marks enabled when PvP is enabled but turn them off otherwise?
BardokRedSnow wrote: »l
They offered double ap for vengeance only alongside greyhost and people still flocked to greyhost... No amount of meaningless titles or the like would get people to move over, and offering rewards like cosmetics and developing the campaign people right now dont wanna play would only ostracize and push more returning players out yet again.
Trying to force customers to like something vs improving upon what they already like is the worst business strategy possible.
What forum goers don't understand overall, because these players don't typically go to the forums, is that most pvpers come from other games like WoW where the actual gameplay and combat is more important to them than anything else. The game mode that gives them the most build diversity and complexity will always win out over what is simple and available to everyone to access out the jump.
...
And a bigger point on that is, if the social aspect was the most important thing, more pvpers would be doing PVE, as PvE is a far bigger social pool than PVP ever could be.
1. So according to you, AP and rewards are not the main motivator for the majority of pvp players. I agree. People who hate pvp will never be enticed no matter how much cosmetics and dyes and AP are offered.
2. ZOS is not forcing customers into Vengeance. They offer incentives to play vengeance. When they're tired of supporting a service, they can disconnect it. Just like how no one forces you to use any kind of software if a dev gets tired of maintaining it. As a customer, you can play or not play. Pretty simple.
3. "Most PvPers come from other games like WoW where actual gameplay and combat is more important than anything else"? Very bold statement. I highly doubt this is the case, but okay. Gameplay and combat mechanics are different from build diversity/gear complexity.
4. "If the social aspect was the most important thing, more PvPers would be doing PvE." These don't logically connect.
Let's just take a look at the minute-to-minute gameplay of Greyhost:
"This. Logged in last night during prime time, 60+ queue, 3 bars across all alliances and the map was so *** dead. No one doing a single thing. Maybe a resource flagged here and there but it felt like people would log in and just go afk on purpose. I stuck around for a hour and dipped, lol"
"When I logged on to PCNA in grayhost on AD, I’d just sit there and talk to people in zone chat. No reason to actually try anything when a Zerg attempts to take a keep and you and 3 other people show up to try to defend."
https://www.reddit.com/r/elderscrollsonline/s/Tl5LHIkd1h
Greyhost is failing to provide meaningful combat for the average player. So why do people still queue in? Socializing and afking is what the majority of players do in Greyhost. This is not a bad thing. Human beings are social creatures, you can't force them to unsocialize in a multiplayer game, and realistically speaking, people need breaks and cannot be battling 24/7. It makes more sense for ZOS to lean into the socialization aspect and make grouping and coordination easier and more meaningful, and implement underdog bonuses to address population imbalances and entice participation. They cannot reach a critical population in Greyhost anymore, so they have to switch to Vengeance.
FieryPhoenix wrote: »While I agree whole heartedly with you, I’m afraid this trend will only continue as this seems to be happening in all facets of the game. Everything is getting too flashy, too loud, too over the top. The visual effects toggle can’t come soon enough for me.
Note to the devs: Less is in fact more.
I don't understand why some people cling to the lie that 3-sided Battlegrounds were just as unbalanced as 2-sided. Does anyone know?Two-sided Battlegrounds are too difficult to balance
Haki_7
YandereGirlfriend wrote: »Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
Definitely. I don't think that anyone wants to see WW get nerfed into the ground in PvE.
Fortunately, this iteration of the Combat Team seems to have a much lighter touch when it comes to that and is more open to making PvP-specific alterations to mechanics.
One or two magic number tweaks while "against players" likely solves any problems.
ZOS_Kevin