It's not shooting it down, it's warning that you're building a house on a one legged table. You can't have a mythic be responsible for so much of your builds power and expect other aspects of your character to not be impacted. Actually sitting down, going 'this thing wants X to work best' and providing players the ability to do build around X is a way to promote build diversity, rather than 'this mythic makes your frost skills super good for a not really noticeable hit to a damage type you may not be using.'
For example, I love Soulstone Suriviors. In it status effects can stack, and you have some special kind of skills. For ice builds, your status effects are slow and paralyze, and some ice skills deal damage based on the number of stacks of those debuffs on enemies. You build into stacking as many of those debuffs as possible and use a single payoff skill to cash in all those debuffs as damage? Voila, a strong build that can go far. Other debuffs like burning and poisoned deal damage, and not only are there skills that deal damage based off the number of stacks, but some skills clear all instances of the debuff and deal a % of their potential damage instantly, like, 300%, or more. Those kind of abilities allow players to go all in on a single elemental type and status effect and make powerful builds, not just the builds that cast their skills 40+ times a second.
Translating that into ESO, imagine this. A scribed skill, and say for the frost skill, "You apply a frost rune to the enemy, any time they get chilled they release a frost explosion, up to once a second, once it detonates X times it detonates one last time, dealing damage based on the number of nearby chilled enemies." Something like that would be thematic, give ice a unique identity, wanting to chill large crowds, and would encourage that kind of focused "I want to do X on this build to reach my payoff." That same skill when set up with fire could instead "Up to once a second consume the burning status effect on the target, refreshing this skills duration and applying Intense Burns, stacks up to 5 times," and voila, fire gets a strong single target dot so long as they keep applying burn to their target. That kind of thematic payoff would get me personally more interested in engaging with these kind of builds rather than a blanket "just make number bigger" one, and if they do that and turn up the dial you could easily still be left with builds that don't actually feel any different.
MincMincMinc wrote: »They have already gone over and upgraded the hardware with really no difference.
For about 6-9 months post-hardware upgrade, the game ran at a level I'd never seen in it's history up till that point (and since!). I was streaming often during this time and would frequently be in keeps where there were 50+ players present and on screen at once with zero ability delay whatsoever.
I wish they would explain why the performance suddenly degraded back to pre-upgrade levels just a short 6 months later. It was like someone had flipped a switch - they released a patch and suddenly the ability delay was back during prime time. Since they never bothered to offer any explanation for this series of events, we're just left to speculate on what occurred. Whether the sudden drop was related to the return of ball groups en masse, the spaghetti code compounding the issues further each consecutive patch, or a straight up reduction in server capacity for a reason not given to us.
But to say there was no difference at all is just untrue - the upgrade was genuinely the one single thing they've done in the history of the game that actually made a difference, and a massive one at that.
ESO_player123 wrote: »"ESO_player123 wrote:Leads are one of the ways to entice long term players to revisit old content. Where do you propose to put them instead?
Yes, we want to keep old content fresh.
After leaving a dungeon, I found a lead sparkling on the ground. There were many of these sparkling leads in High Isles. Perhaps more of that.
Just...on the...ground? Look, maybe in rare circumstances, but that sounds so incredibly boring to me. I know there are some people who have no interest in challenge but this is a game, and for a lot of people, most people I believe, a game requires motivation. Leads are a form of motivation. Leaving them on the ground is completely removing one of their primary purposes for existing.
Yes on the ground. Not in easy to find places.
10 for an Alchemy station
10 for a provisioning station
I won't spoil the hunt for others by saying where I found them. There might be more out there that I haven't found yet.
I understand the desire for challenging content. I do not understand what is challenging for a CP2k+ to fight in a delve or public dungeon in the original alliance maps. Creating a new character would bring these folks back to the starter maps. But that seems to be part of the problem. After creating a new character the player wants to instant level them to 50 so they can slap those CPs on it and take it to where ever else they play.
What would you suggest be done to help new players have an enjoyable start to their experience with this game?
Sorry, are you implying that overland is not meant for veteran players? As something of a veteran with about 1700cp, overland is the entire reason I'm here. ESO is a TES game, and TES has always been about what we consider "overland content". So if overland isn't fun, I'm not interested in playing, but I know this game has potential and so here I am campaigning for improvements. I would spend so much more time in ESO if overland were actually challenging enough for me to enjoy.
I don't understand why certain people seem to take this stance, as if overland simply should not be played by vets. It is the essential TES experience in ESO after all. Overland simply needs to be made enjoyable for vets, and I'm sick to death of people saying "go do raids or dungeons" because that's not why I'm here and it's not what TES has ever been about prior to ESO. It's good content for those who want it, but it's only another component of the game, not something that should be an expected and required step along the path. Certainly, there are plenty of people who don't feel it necessary to engage with that content.
With regard to the new player experience, I am not here to discuss that and I'm not sure why you even brought it up. As far as I'm concerned, new players are fine in overland.
I am not implying that overland is not meant for veteran players. When it was written: " I know there are some people who have no interest in challenge but this is a game..." I stated: "I understand the desire for challenging content. I do not understand what is challenging for a CP2k+ to fight in a delve or public dungeon in the [starter zones.]"
I am addressing specific behavior of some players in that level area. Those who's behavior is disrupting the quest progression of other players. I am not saying that some have more rights to play in that area than others. My discussion is looking for a solution to the conflicts not make excuses for any parties behavior or attitude and certainly not looking to determine who has a right to be where.
Let us discuss what can be done to allow lower level players to do that quest without competing with players who are high enough level to one-hit the boss or mobs.
There is no challenge for a CP 2K+ player in a delve of public dungeon. They are there farming for a lead, finishing a daily, completing an endeavor. If you are proposing to removing these reasons, people will simply not return to those places. Why would they?
Actually, this whole thread is about making them more challenging. How ZoS is going to implement that I have no idea. I just hope that it will be optional.