tl;dr
- stat changes = nerf & incentive to grind CP.
- Other changes are too much at once and come without explanation.
- ZOS does not have the credibility with its customers to pull these stunts.
- Solution: hold off on rebalancing until Vet levels are compressed back to 50.
When we first heard about the huge changes that 1.6 had to offer, many players including myself were delighted that long standing complaints were finally being addressed. On top of that, ZOS planned to introduce Champion Points (CP), which would allow for more end-game
progression, making us more powerful. When many of us saw the patch notes and logged on to the PTS, we found ourselves
confused by big numbers. Players did not ask for many of the changes in 1.6, and we are wondering why they were implemented. Looking over many of the comments on the PTS forums, it seems that the biggest frustration stems from a
lack of transparency on your part.
Before I get into the meat of my argument, I want to say that some changes were very successful. Among these are improvements to
some class skills, espeically Templars and changes to trial scoring.
@pppontus started an excellent
thread detailing many of these changes. This thread will not talk about specific class changes, as those can be found through the following links:
What I do want to discuss is stat changes.
The explanation that ZOS gave us regarding the larger numbers was this: the
larger numbers provided more granularity concerning the sometimes small increases gained through CP. In other words, you could actually see these small bonuses. If all stats increased by x10, there would be few complaints - mostly concerning aesthetics. Upon closer inspection, however, there is
much more going on.
@angelyn has
posted some great information on the comparison between live and 1.6 stats. Also, check out
these photos from
@Jennifur_Vultee. From these posts, we can see that magicka and stamina increased by x9, and health by x7. Set bonuses and enchants have increased
seemingly arbitrarily. Most strikingly, the relative spell power and crit chance bonuses on set items have been halved.
Here, ZOS responds that we will be able to
make up these losses through CP that provide attribute, regen, power, and crit bonuses. In the meantime, however, many of us will receive at most 70 CP when 1.6 goes live - far from enough to re-achieve stats that compare with 1.5.8. Moreover, many players will have to invest their early CP in constellations that provide damage mitigation and similar bonuses to help with
mere survivability. Taking all this together, many players including myself feel that the number inflation serves to hide
stat decreases relative to the live version. We see that the day 1.6 goes live, we will have to engage in a months-long and excruciating CP grind just to be able to complete content that we've already done 10's or 100's of times.
How many players are just now reaching the upper veteran levels and can finally engage in City of Ash helm runs? How many of them will get a helm with the Exploration trait and no shoulders? How many of them will be unable to complete CoA when 1.6 goes live? How many players have completed Sanctum Ophidiae (SO) a handful of times and have half complete sets of SO drops? How many will be unable to get past the Mantikora again for another month? How many will actually bother to complete the content when the set bonuses are paltry compared with crafted gear?
These are the questions that ZOS has not asked itself nor the community of gamers who have pledged themselves to making the most out of this game.
Most importantly, many dedicated testers are at a loss when investigating whether these stat adjustments have truly balanced the game in a productive way. Instead, they are busy trying to figure out where precisely they have lost power and where they have gained power. They're too busy figuring out how to compare their numbers to live instead of actually doing meaningful comparisons.
What we players want to know is:
WHY?. We did not
did not ask for this, and we are confused as to why ZOS feels these massive changes are necessary. Looking over the patch notes, we see no justification. The changes to ultimate generation, for example, happened for many reasons. Forcing players to light attack cuts down on block-casting while making us less able to spam our ultimate abilities. However, this is information that
we had to infer, and comes from the community lodging their complaints on this forum and elsewhere. Changes to the buff system however, are puzzling. Why shouldn't Critical Surge stack with 2Handed Momentum? Why shouldn't the health regen from activating Radiant Aura stack with DK Green Dragon Blood? More importantly, If I am a Sorcerer running both Inner Light and Critical Surge (which many
will do because they don't like pets), their 3-effect spell-power, spell-crit, and restore mana potions will only restore magicka, making them just above 25% more effective than what can be bought through the crown store. What bothers us players is not that the mechanics are different from 1.5.8. What bothers us is that we do not see why these changes were implemented, and ZOS has offered us no explanation.
With so many other changes coming our way, we are not only clueless, we are suspicious. I hate to break it to you, but ZOS does not have the credibility to pull this off. ZOS is not Blizzard, ZOS is not even Bethesda. Since the game's release, ZOS has failed to fix minor issues & bugs while going back on its word regarding B2P. Many in the gaming community do no see this company as reliable nor capable of managing ESO. The changes we see heading our way seem tailored to console players, and we suspect that many will quit a few weeks after realizing that they're not playing "Skyrim: Online" or a game even remotely similar to it.
When 1.6 goes live, players will log in to find that they are significantly less powerful, that their builds and gear are worthless, and their most-used abilities are foreign to them. More importantly, they will not understand why. Many players who participate in end-game content are already frustrated and bored, having stowed away complete sets of high-end gear in their banks. All the Former Emperors running around Cyrodiil are tired of farming AP just to remain on the leaderboards and get rewards they already have. They will not see a level playing field or a challenging end-game. They will see a grind for CP. Many will quit. There is no enjoyment in grinding along in the hopes that new content will become available in June.
Plain and simple, this update is too much at once. I think many players could handle a x10 stat inflation were it not for the rebalanced stats. Conversely, they might enjoy the rebalancing if not for the inflated numbers. However, we see you increasing the difficulty of dungeons while decreasing our power relative to our current 1.5.8 stats. The 70 CP will not be enough to cover our losses. What I suggest is save most of the rebalancing for later, when you get rid of veteran levels. By then we players will have accrued enough CP that the stat rebalancing will not hurt as much - after all, there will have to be big changes when I revert from V14 to 50. We will be expecting changes then, and we will be in a place to look forward to them.
"Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."
Fear my moustache powers.
Tastes-New-Blood - V14 Argonian Templar
Giblets N Bits - V2 Imperial Nightblade
Skruyue N'Alyutu - V1 Altmer Sorcerer
Jolbie Firecrotch - L31 Nord Dragonknight
Vehemence - - Valhalla's Guard