I'm so frustrated with this game as a long time Elder Scrolls fan. I started playing ES back in 2011 when Skyrim came out. I got it for Christmas, and fell in love with the game. I sunk easily 8000 or more hours into it over the next few years, and I fell in love with its lore, story, worldbuilding, books, quests, enemies, combat, races, etc.
Then I went back to play Oblivion, and I loved it just as much. Sunk several thousand more hours into it, and loved its world, lore, characters, I fell in love with the Empire and really started learning earnestly the lore of the series and started digging much much deeper and became an absolute superfan of the series.
Then I played Morrowind. What a stunningly mastercrafted game. Though that admittedly wasn't my first impression, as I didn't know its mechanics and genuinely thought my flea market xbox edition copy of the game was messed up, and that I should try to get it refunded, because I couldn't land a hit on the kwama forager, which killed me, on my way to Balmora from Seyda Neen. But I learned more about it, came back, and fell in love with it too, and it's still my absolute favorite single player RPG game of all time, no question.
And then, in 2015, ESO came out for the Xbox One, and I purchased my copy and played it with a friend from high school. I initially didn't understand anything about the game, as I had never played an MMO and didn't understand some of the really weird design decisions like how magic was totally relegated to staff types and class specific abilities. I never liked that, I still don't, but ESO was the only ES game in town, as Skyrim had basically exhausted its fun-ness to me, having replayed it countless times, so I learned to deal with ESO's arbitrary MMO-y design.
But now 7 years later, and thousands of dollars spent on new DLC, Chapters, ESO Plus, Crown purchases, etc. Update 35 comes to me as a total slap in the face, as not just a more casually focused player of the game, but as a member of the game's community. I don't play ESO to meta chase, I don't play ESO to scorepush in competitive PvE, - admittedly I do PvP, however - but I'm not the type that finds the endgame really fun, and I was comfortable with my 50k dps that I could pull on a trial dummy which sufficed for most vet DLC dungeons, and more than enough for random normals to get transmute crystals.
But for some reason, ZOS is so hyperfixated on the 5% of the playerbase that can reach obscene levels of damage, that everyone else has to get punished to try to reel the top tier in. This sledgehammer balancing is so totally unneccesary. If, like, a thousand people who play endgame content can hit 100k+ DPS, good for them. They have fun doing that, and they should be allowed to. I, on the other hand, the other 95% of the playerbase, cannot do that. So now my off meta build that I was able to have decent fun with in some midgame challenging content, am now locked out of that due to sledgehammer balance philosophies from the combat team, and the insistence that the top tier has to be brought down - and as a result of either negligence, outright intentionality, or simply not understanding how their own game works and how their own players play - us along with them, but to a much more punitive degree, because we do not have such already huge numbers to compensate with, and if our damage goes down, it hits the floor.
Something has to give.
I don't do trials with my off-meta cryomancer warden, nor do I expect to. Trial content exists for people who meta chase and power game. And they should have their end of the game left unmolested. That is what they find fun. That's not what casual players find fun. Not being able to do trials with our roleplay builds is not the contention casual fans have with the game. We do not want the endgame community to be kneecapped and treated like class enemies so that we can then be told that this is being done in our name to lower the ceiling so that we aren't so disparate in power from the endgame. We don't endgame because we don't want to endgame. We are totally satisfied staying in our corner of the game.
Moving on from there, even as a mostly casual player, the constant changes every three months is so frustrating to me when all I want to do is log in, roleplay, furnish a house, make some new outfits for my character, do some quests, take some screenshots. Maybe I log in to my Altmer Magicka Templar who spanks in PvP for some competitive fun (who I also roleplay as a thalmor agent when I'm in the mood for that flavor of RP). As a result, I have to spend a month of my time preparing for each new update because all of my builds on all 10 of my characters are garbage every time the dev team decides to change things for the sake of changing things. And I have to re-itemize, I have to improve my new gear, farm dungeons incessantly for transmute crystals, I have to take time out of my day to plan out a build that fits with my characters' aesthetics and in-universe RP skillsets. It's so frustrating as a loyal player who's been subbed nonstop for the past 2 years, and a consistent player for the past 7 years.
When does it end? When can each corner of the community be left unmolested to play how they want to? Why do the devs insist on constant micromanagement to make sure that no one is having actual carefree fun from patch to patch. This game feels like a responsibility now and I'm so tired of it. I want to play an Elder Scrolls game. That's why I'm here.
On top of this, I'm someone who only uses a quarter of her available toolkit - because I'm roleplaying a character with an in-universe skillset and have been shoehorned, as an example, into playing warden in order to do frost damage, and not even very good frost damage at that. I do not use the animal skills, because I'm not a druid, and using mushrooms and vines to heal is not what a standard mage does. Furthermore, in ESO, if I want to deal frost damage most effectively, I'm gimping myself on several layers. I have druid skills I do not use because that's not what my character uses in-universe, and ice magic is inherently less powerful than fire in ESO due to MMO balance decisions. This is extremely frustrating for me as well.
If I wanted to play a frost mage in Skyrim or Oblivion or Morrowind, I would spec into Destruction, and use frost spells. They did the same amount of damage as fire and lightning, with some notable exceptions like Nords' frost resistance combined with their prevalence in Skyrim, making Ice maybe a less than ideal choice in TES V, but that was a world issue that you could compensate for, not an innate quality of frost magic. In Oblivion, Cyrodiil, Ice magic was just as viable of an option. And I was not forced to pick a predefined class with druid skills tacked on along with it. I could spec into restoration and Alteration, conjuration too, and make a standard pure mage who would fit right in with the mages guild. Each damage component did the exact same damage, with some added tertiary bonus, such as fire costing less magicka, Lightning draining magicka from the target, and frost draining stamina from the target. They were actually balanced. They are not in ESO.
I'm not necessarily saying that classes should be done away with, though I personally would like that, but players shouldn't be shoehorned into playing specific classes in order to be good in certain niches like frost damage with warden and lightning with Sorcerer. It's arbitrary. Physical weapons no not have these problems and class limitations.
However, I do think if classes were to be opened up to be customized, where you pick three class skill lines at character creation rather than picking a predefined class, the classes could be balanced much healthier and easily. If the dev team needs something to spend their time on, perhaps looking at an overhaul of the class system would be a good idea. It would of course get a ton of blowback, but it could absolutely be done in a way in which players retain their current playstyles and choices and aesthetics, and the game, nor its playerbase, would be harmed. But getting into those kinds of what-ifs is not really the point of this post. That's something for another day.
Just to wrap up my thoughts, this game is extremely frustrating and I, and many others, are tired of it. Between sledghehammer changes, damage reductions without adjusting content, constant developer micromanagement of things that don't need to be micromanaged, arbitrary changes, and arbitrary design philosophies. It's a perfect storm all at once with U35 and I, and a lot of other people, are just exhausted with it.
"If, like, a thousand people who play endgame content can hit 100k+ DPS, good for them."
I think this is a very profound point.
Clawing down damage done just because it's 'high' makes no sense. 'High' is arbitrary.
I think we havent been given the real reason. Something else is driving it. I wonder about costs- increasing server cost or analytics cost? Falling mid tier player numbers and a mis diagnosis why?
EdmondDontes wrote: »"If, like, a thousand people who play endgame content can hit 100k+ DPS, good for them."
I think this is a very profound point.
Clawing down damage done just because it's 'high' makes no sense. 'High' is arbitrary.
I think we havent been given the real reason. Something else is driving it. I wonder about costs- increasing server cost or analytics cost? Falling mid tier player numbers and a mis diagnosis why?
I also think the real reason most of these changes are being made are coming from the accounting department at ZOS, not from the combat team.
Ragnarok0130 wrote: »
I think the most likely culprit is the technology and server infrastructure department and not the finance and accounting department. Extending dot durations, making LA weaving less meaningful and so on all seem to point to reducing the number of calculations the server needs to make every second in my opinion. I think they cited “accessibility” as a perceived easy PR win to make us say “yay ZoS!” and didn’t count on the near universal rejection of patch 35 from the general playerbase.
doesurmindglow wrote: »Even the rosiest outlook for the proposed changes means at least two or three more patch cycles before we have the slightest hope at something we might call "stability."
I think it's this, combined with a feeling of neglect to performance and bug fixes and the sense that player feedback in general is ignored, that are contributing to the outrage; factors that perhaps might be more significant than the proposed changes themselves.
Totally agree.
What ESO needs IMHO is a clear vision of how the game shall look like in 3 years from now. This needs to be developed and it needs to be communicated well to have the majority of the playerbase on board.
ZoS needs to step back from the quarterly update scheme. The result is semi-finished content that feels lackluster and is full of bugs, and no time to iron things out because the next quarter is already around the corner.
Stop that quarterly nonsense for a while and give the devs time to rectify everything that is broken. Use that time to fix bugs, to fix performance and to gain the trust back that was lost since U35 dropped to PTS.
Thank you for your thoughts here, @Vylaera. Appreciate the time taken to highlight your history with Elder Scrolls/ESO and your frustrations around how U35 impact you as a roleplayer. We'll continue to reference experiences like yours as we continue studio conversations about combat and reviewing additional player feedback.
Dev communication is fantastic to see and reassuring that our voices are being heard and actively considered. Thanks again for letting us know that the teams are discussing all the feedback, we appreciate it!@Arunei Just wanted to follow up on your post. We have shared this feedback with the team and they are also reading feedback from other sources regarding players voicing their thoughts and concerns around combat. While we don't have anything to report here right now, we wanted to highlight that feedback is being shared, seen and noted in conversations internally.
@Arunei Just wanted to follow up on your post. We have shared this feedback with the team and they are also reading feedback from other sources regarding players voicing their thoughts and concerns around combat. While we don't have anything to report here right now, we wanted to highlight that feedback is being shared, seen and noted in conversations internally.
I've been concerned from day one about the class system. Historically, while present, classes have never been important in TES, only a starting position.
If you decide to go a different route, classes have to feel distinct, with unique playstyles. Otherwise you combine the worst of both worlds - the rigid skill limitations of classes, with the homogeneity of a classless system where everyone becomes a "stealth archer".
ESO's problem in this regard was that in the beginning, it didn't have a solid combat system which it could fill with class-based variety. A lot of the combat development was subsequently driven by how players engaged with the system was it was, e.g. light attack weaving and bar-swap rotations.
A big problem of ESO's classes is already that they don't really fit popular RPG archetypes. Especially the 4 base classes were mostly build around the 4 archetypes of Tank, Healer, melee DPS and range DPS instead.
During the current PTS cycle, I read a comment that summarized the issue quite nicely - basically, virtually nobody plays an RPG to make a dragon-themed martial fire whip character, they want a fire mage. Or sets out for a frost, mushroom and animal summoning character, but only with animals from a particular province - they want a frost mage, or a druid.
ESO's classes are just not good molds for the kinds of power fantasies players have.
Although it would have been my prefered choice to have no classes at all, this late into the game's life, it's probably too late for that. I've seen more ambitious MMOs try to pull something like that off, but given that ESO's players are already upset about too many changes, this might not be the best path anymore.
Instead, I'd say the best course is a two-pronged approach.
1. Add more non-class skills to fill power fantasies (Spellcrafting). We should have more frost skills, and animal summoning that feature more kinds of animals, and more daedra summons, and even more weapon abilities. The system to supplement our class skills with the abilities we imagine our characters to have is already there, it just needs to be filled with life. The skill standardization a couple of patches ago, as well as hybridization already paved the way.
2. Strengthen class identity by differentiating how classes interact with these non-class skills. There are some inklings of that here and there, e.g. Wardens dealing more frost damage, and benefiting more than other classes from the chilled status effect. Things like that need to become the core of a class's playstyle.
Those are the mechanism, but the mindset while creating new skills and class-based synergies should be "How can I make this archetype happen, and how can it be fun?".
Devs should ask themselves, how can I make a proper frost mage, or druid, or berserker, or crusader, or conjuror, or witchhunter, or illusionist?
Because those are the questions their players ask themselves, and often they come up short.
@Arunei Just wanted to follow up on your post. We have shared this feedback with the team and they are also reading feedback from other sources regarding players voicing their thoughts and concerns around combat. While we don't have anything to report here right now, we wanted to highlight that feedback is being shared, seen and noted in conversations internally.
@ZOS_Kevin I'd just like to mention that I really appreciate responding to threads such as these. As much as I oppose the U35 changes, responses in here and the information that such feedback is being discussed internally are reassuring to see.
1. Add more non-class skills to fill power fantasies (Spellcrafting). We should have more frost skills, and animal summoning that feature more kinds of animals, and more daedra summons, and even more weapon abilities. The system to supplement our class skills with the abilities we imagine our characters to have is already there, it just needs to be filled with life. The skill standardization a couple of patches ago, as well as hybridization already paved the way.
FlopsyPrince wrote: »I would LOVE a true pet owner class. My hunter in WoW was my favorite character.
PDarkBHood wrote: »source: https://mmo-population.com/r/elderscrollsonline
We are having an impact on Zos. Look at the data, they are down from 400k to 200k, and look at the dates. The game is still healthy, but it has taken a hit. It seems a large number of people are taking a step back from the game, including myself. Looking at the last 5 years, this is a large decrease (5 year data not shown). If these trends continue, it will affect their pocketbook. Normally, I would say it is holiday time but the 5 year data indicates it is not. This data is also post Covid bubble, Feb 2020 to Dec 2021. I hope this gets their attention.
I'd be a bit skeptical of that source. ZOS have always been very guarded as far as their population numbers, and I'm not sure how accurate a 3rd party would be at keeping population numbers without the help of ZOS. I would trust Steam Charts much more as far as accuracy. It is 1st party information, and this shows a steady build from 2017 with a drop off from "the covid bubble". Steam also shows population flat in the last 30 days, so I don't think that this is nearly as big a deal to the overall population as some would like you to think.
@ZOS_Kevin Just wanted to say thanks for relaying info like this. Even without any specifics to report to us, it's reassuring to know that the feedback is noticed and being actively considered, whether for this patch or a future one.@Arunei Just wanted to follow up on your post. We have shared this feedback with the team and they are also reading feedback from other sources regarding players voicing their thoughts and concerns around combat. While we don't have anything to report here right now, we wanted to highlight that feedback is being shared, seen and noted in conversations internally.
@Darkstorne
Unfortunately, ESO isn't building a reputation for drastic changes that break peoples' style of playing. It's been notorious for this for years. It's been brought up numerous times over the years that the constant shifts and nerfs in combat make the game frustrating to keep up with, that we get tired of having to relearn rotations and farming new sets only for those sets to wind up nerfed to some degree 3-9 months later. And while curated drops have helped to some degree, you can still spend weeks farming for specific pieces if you have especially cruddy RNG.
As an example, I made a build a while back for my Redguard Stamsorc WW using Pillar of Nirn and Rush of Agony. I decided to get Pillar in Jewerls and Weapons, and I kid you not when I say...
I. Got. Every. Other. Jewelry. And. Weapon. Piece. From. Every. Other. Set. Before. Getting. Pillar. Swords.
I think the only thing I didn't get before was one other Weapon piece, idr which at this point. And this was also running FH over and over with friends who would trade me the stuff they'd gotten that I needed. Even THEY were getting every other piece from Domihaus. It took several weeks to get because it was just tiring to run the dungeon four or five times a day only to get stuff I didn't need, so I'd clear it some, then wait like 1-2 weeks before trying again a few times.
The fact that it can still take so long to get specific pieces for sets which then might wind up nerfed shortly after getting them is just frustrating, and like I said before, it's especially bad for Mythics. There are people on the forums who, even after a year or longer, still haven't gotten the all the Leads for X or Y Mythic, because the drop rates for the Leads are so horrid. And yet Mythics tend to get nerfed even sooner than normal sets; gotta have the new shiny OP thing to get people to buy the next expansion, and then nerf it into the ground by the time the next one comes around so people but that expansion too. And while that might not be the aim, it certainly does feel like it.
So hopefully, with the outrage and backlash over u35 and the feedback in general about sweeping changes coming every three months, the devs will FINALLY listen and pull back with such massive changes every quarter.
psychotrip wrote: »psychotrip wrote: »But for some reason, ZOS is so hyperfixated on the 5% of the playerbase that can reach obscene levels of damage, that everyone else has to get punished to try to reel the top tier in.
As a lifelong WoW player, I have some bad news for you:
This is how WoW began to die, mechanically speaking anyway (dont get me started on the narrative!):
Focusing all their attention on the high end mythic raiders, balancing the entire game around content almost no one is going to see, at the expense of literally every other type of player (casuals, overworld explorers, roleplayers).
It happens slowly at first, until the "world" takes a backseat to a series of instances that suck out all the flavor of the game and replace it with cold, hard number crunching.
This is how MMOs die, but thankfully its not too late yet. This is just the beginning. Buckle up.. We don't endgame because we don't want to endgame. We are totally satisfied staying in our corner of the game.
But then how else are they gonna keep you on that sweet, sweet ENGAGEMENT treadmill if you're not constantly being pushed into endgame? How else are they gonna cut costs by focusing only on the most ENGAGING content possible? [snip]
No. I raided in WoW until I just couldn't stand any more of it. I quit that game in 2015, and I've never been back. I'm not going to raid in ESO, period. It's.... a horrible thing - and I'm never going there again. Those who do this in ESO are likely much younger than I am, and much more invested in competing.
I don't have a competitive bone in my body - and really, the only reason I raided in WoW was because I ran my friends and family guild, and THEY wanted to. The day my nephew got through with college and said "Hey, I'm tanking now" - I shed tears of joy. Literally.
This is all well and good [snip] I care, and I'm positive individual developers care, [snip] They assume the profit they'll make outpaces the few who quit, and as long as that remains true, [snip]
[edited for baiting]
Dev communication is fantastic to see and reassuring that our voices are being heard and actively considered. Thanks again for letting us know that the teams are discussing all the feedback, we appreciate it!@Arunei Just wanted to follow up on your post. We have shared this feedback with the team and they are also reading feedback from other sources regarding players voicing their thoughts and concerns around combat. While we don't have anything to report here right now, we wanted to highlight that feedback is being shared, seen and noted in conversations internally.
ESO is a very difficult game to balance because of the three totally disparate communities that exist within the game, and each of those three main communities use the combat system in such vastly different ways. PvP is a lot different from Casual play, and both are equally different from Endgame PvE. Striking a balance between all three is not an easy task, and I can at least speak for myself in that I understand that fixes aren't instant and mistakes and oversights can be made along the way.
My personal input to alleviate this is to use Battle Spirit to create a divided pool of sets between PvP and PvE, where a set could be categorized as a PvP, PvE, or UNIVERSAL set, so that the effects and bonuses sets grant that are good for PvE aren't abused in PvP, and vice versa. So as an example, we could Say that Sergeant's Mail, Vestment of Olorime, Oakensoul, and other examples, are PvE sets, and so their 5pc bonuses (1pc in Oakensoul's case) are disabled when in a PvP environment (determined internally by if Battle Spirit is or is not active on your character). Inversely, we could say something like Pariah, Caluurion's Legacy, and Gaze of Sithis are PvP sets, and so their 5pc bonuses are disabled when not in a PvP environment (internally determined by if battle spirit is or is not active on your character).
Crafted Sets, Arena Weapons, and Monster Sets would not fall into these categories and would remain universal. Mythic items would however be categorized, as I alluded to earlier, with recently contentious things like Oakensoul, which is still not great in PvE but overperforming in PvP, being disabled in the latter and enabled in the former.
This set categorical rework would allow much better and fine-tuned balancing of the game and create solid and separate modes with separate sets that perform well in their respective sides of the game. Sergeant's Mail, other heavy attack sets or niche gameplay sets designed for PvE that cause issues in PvP, can then be buffed so that a wider array of more niche roleplay-esque or accessibility-focused playstyles are more viable in the content that people actually play them in.How this would look might be something along the lines of
Where a PvP set would have that top section swapped to say
PVP SET
This set works only in PvP environments.
And for monster sets, arena wepons, and crafted sets,
UNIVERSAL SET
This set works in both PvE and PvP environments.
Most sets would remain universal, but this new category system would allow currently or formerly problematic sets to be balanced the way they were intended to, rather than nerfed into the ground because they're being used too effectively in PvP.
EdmondDontes wrote: »"If, like, a thousand people who play endgame content can hit 100k+ DPS, good for them."
I think this is a very profound point.
Clawing down damage done just because it's 'high' makes no sense. 'High' is arbitrary.
I think we havent been given the real reason. Something else is driving it. I wonder about costs- increasing server cost or analytics cost? Falling mid tier player numbers and a mis diagnosis why?
I also think the real reason most of these changes are being made are coming from the accounting department at ZOS, not from the combat team.
Ragnarok0130 wrote: »EdmondDontes wrote: »"If, like, a thousand people who play endgame content can hit 100k+ DPS, good for them."
I think this is a very profound point.
Clawing down damage done just because it's 'high' makes no sense. 'High' is arbitrary.
I think we havent been given the real reason. Something else is driving it. I wonder about costs- increasing server cost or analytics cost? Falling mid tier player numbers and a mis diagnosis why?
I also think the real reason most of these changes are being made are coming from the accounting department at ZOS, not from the combat team.
I think the most likely culprit is the technology and server infrastructure department and not the finance and accounting department. Extending dot durations, making LA weaving less meaningful and so on all seem to point to reducing the number of calculations the server needs to make every second in my opinion. I think they cited “accessibility” as a perceived easy PR win to make us say “yay ZoS!” and didn’t count on the near universal rejection of patch 35 from the general playerbase.
That build was the first one I've made in years. Like I had said in my other post, my MagDK who I've had for years is still running the same gear I got for him like three years ago, because I just can't be bothered to grind gear that might become useless a handful of months after I get it. I just really liked the idea of Pillar and Rush though, and it's a fun build. I've since put it on my Khajiit Stamblade WW though, since she has a teleport outside of WW Pounce to proc Rush (where my Stamsorc only has the WW Pounce and can only really make use of Rush while transformed).shadyjane62 wrote: »@Darkstorne
Unfortunately, ESO isn't building a reputation for drastic changes that break peoples' style of playing. It's been notorious for this for years. It's been brought up numerous times over the years that the constant shifts and nerfs in combat make the game frustrating to keep up with, that we get tired of having to relearn rotations and farming new sets only for those sets to wind up nerfed to some degree 3-9 months later. And while curated drops have helped to some degree, you can still spend weeks farming for specific pieces if you have especially cruddy RNG.
As an example, I made a build a while back for my Redguard Stamsorc WW using Pillar of Nirn and Rush of Agony. I decided to get Pillar in Jewerls and Weapons, and I kid you not when I say...
I. Got. Every. Other. Jewelry. And. Weapon. Piece. From. Every. Other. Set. Before. Getting. Pillar. Swords.
I think the only thing I didn't get before was one other Weapon piece, idr which at this point. And this was also running FH over and over with friends who would trade me the stuff they'd gotten that I needed. Even THEY were getting every other piece from Domihaus. It took several weeks to get because it was just tiring to run the dungeon four or five times a day only to get stuff I didn't need, so I'd clear it some, then wait like 1-2 weeks before trying again a few times.
The fact that it can still take so long to get specific pieces for sets which then might wind up nerfed shortly after getting them is just frustrating, and like I said before, it's especially bad for Mythics. There are people on the forums who, even after a year or longer, still haven't gotten the all the Leads for X or Y Mythic, because the drop rates for the Leads are so horrid. And yet Mythics tend to get nerfed even sooner than normal sets; gotta have the new shiny OP thing to get people to buy the next expansion, and then nerf it into the ground by the time the next one comes around so people but that expansion too. And while that might not be the aim, it certainly does feel like it.
So hopefully, with the outrage and backlash over u35 and the feedback in general about sweeping changes coming every three months, the devs will FINALLY listen and pull back with such massive changes every quarter.
I stopped chasing amor after no proc.