NextTuesday wrote: »Stop nerfing the game because people playing at a level above other people after the work put in is somehow unfair. We want a challenge and we want to be rewarded. You don't get to autopilot that. It's like casuals asking for Elden Ring etc to get nerfed. If these games are too hard for you then move on to something that isn't, or stick to overland and normal difficulty group content, and leave us who enjoy hard stuff to enjoy hard stuff.
ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
NextTuesday wrote: »Stop nerfing the game because people playing at a level above other people after the work put in is somehow unfair. We want a challenge and we want to be rewarded. You don't get to autopilot that. It's like casuals asking for Elden Ring etc to get nerfed. If these games are too hard for you then move on to something that isn't, or stick to overland and normal difficulty group content, and leave us who enjoy hard stuff to enjoy hard stuff.
ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
But they do that because of the "obscene damage numbers" that apparently bother them enough to balance from the top down. And yes, all the little guys are paying the price, while the top end continues putting out 130k+ parses after Update 35.
NextTuesday wrote: »Faun Falls word boss is an example of overtuned madness in overland getting nerfed to heck because it should never have been pushed to live being that broken. But sure blame the top end for being too strong and the game being built around them because it's their fault ZOS don't balance properly and won't listen to PTS feedback and want to force people to "have fun" with one-shot mechanics even in overland. It would be so good if we could just forget this year ever happened and try something actually helpful without breaking the game.
. . . what?ZOS_BrianWheeler wrote: »
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution.
NextTuesday wrote: »Lol Crow you're going to get procs turned off in all PvP again now. So sayeth the combat dev overlords who don't actually play this game or understand how it's played.
NextTuesday wrote: »Lol Crow you're going to get procs turned off in all PvP again now. So sayeth the combat dev overlords who don't actually play this game or understand how it's played.
You're kidding, right? Part of ZOS' combat (and marketing) strategy is to release three to six overtuned sets (usually of the proc variety) every three months.
It will be interesting to see how the upcoming lack of new DLC affects the timing of the set production machine.
NextTuesday wrote: »Lol Crow you're going to get procs turned off in all PvP again now. So sayeth the combat dev overlords who don't actually play this game or understand how it's played.
NextTuesday wrote: »Lol exactly. Don't have to fix PvP or combat in general if you just keep force-feeding the game overtuned procs XD
Next PvP release will be titled Cyrodiil: Proc Wars.
Except nothing has actually changed or been updated, let alone fixed, because power disparity or something idk buy crowns.
ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
2022 UPDATES
I actually for one have enjoyed the updates, less damage for light and heavy attacks makes them less important actually in rotation, which is nice because when server ping spikes happen in busy areas, it's almost impossible to maintain LA weaving (not counting "medium" attacks). But even though this hurt dps, it was across the board and I can tell that damage was rebalanced elsewhere.
There seems to be a lot of complaining in this thread, but not really any constructive criticism going on.
HYBRID VARIETY
I disagree with hybridization making less variety. If you as a player haven't been experimenting with new set combos this year, you're sorely missing out. I have been loving the use of Vateshran Resto backbar on my stamina characters, because my playstyle is to set up passive healing at the start of a fight, and go glass cannon after to not worry about healing mid/late fight. You can wear medium on a mage, but you'll need to find penetration elsewhere in your build!
MASTERY
Now here's the biggest problem as others mentioned above: Making HM "the mastery", means that we have to build an exact way that you Devs expect us to! It's not all skill, because if it wasn't, then you'd scale the difficulty to hard-coded mechanics that don't let meta-builds cheese the bosses by burning them with boring robo-rotations.
I'd honestly prefer more mechanics, and 0 dps gates on all bosses. This would also open the game up to solo dungeon modes. Controversial and will get a lot of pushback: If we can complete a hardmode boss by ourselves with patience as a tank or healer, but still have a risk of getting 1-shot if we fail the puzzle/order-of-operations, then would that not be a fair alternative? Smashing the boss into oblivion shouldn't be the only way the game is played.
CONCLUSION
You're all doing a great job. Still expecting splitting skills, new skills, new weapons, or less dependency on animation cancelling with the future changes. I have played for a few years, my husband has played since 2016--and even I wouldn't mind relearning a new combat setup because the only people who are complaining are just angry that the game will be less "exclusive" for them in their 'perfected repeat attack pattern'. How loathesome.
LordDragonMara wrote: »
ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
Exactly the opposite. Every single game is balanced towards the high end in terms of player skill/knowledge, as it should be.
Every single top Strategy game is like that, every single top FPS games like that, every single MOBA is like that, every single BR is like that, and every single RPG and MMORPG should be like that. When we talking about Multiplayer/Online gaming.
Also all of this genres are at their top, aka Moba, FPS, BR, and the main reason is because of player skill involved the mechanics that you need to learn and get better as a gamer overall.
And guess what the top end are like in every single game, like 1 to 5% of the player base, and the rest are casual, but they don't cry out loudly or they do, but nothing is listen to them, and this genres are still the top in terms of player base.
The so call casuals watch the so call Pros and try to become as good as them. And they are showing the way, and how is done.
MMO for comparison to FPS require like zero efforts to be good at it. You need some practice, but nothing really demanding or hard. It's more of a knowledge you need to learn. In FPS games, that are so played, probably the most played genre out there, you will need years to just get good mechanics, and you will need to specifically target this mechanics in order to improve in them, like AIM, Movements, your positioning and so on.
And the Skill Ceiling and improvements you can make is literally unlimited.
In ESO for a plain example you need to click the mouse 1 per second, which even 1 year old can do, if you can't for whatever reason, then gaming, and especially Online one is not for you. LA Weaving is always been in the game, and it's always been about the timing of it, it's not how fast you can click your mouse or so.
Also game that you become a "master" in a week is a terribly designed game.
ESO Combat is already slow enough, and the only thing that makes it a bit of action-based is the LA Weaving.
And hell no Content/achievements should be hard. World Bosses should be hard. They should present a challenge and people that want to kill/beat them should put the work necessary to beat them.
In this game there is already enough of easy content. If you want to do the hard content in the game, then you should work towards it. Hard content meant to be hard and are not for everyone. IF you want to do them, you need to be good enough to do them.
Just like in Single Player Action games, in easy difficulty you can do the game with 1 game, normal is challenging, and Hard is exactly that Hard. Not to mention there should be Very Hard and so on difficulty content that should be achievable for a very few people, so you can actually feel rewarded when you do them.
LordDragonMara wrote: »
ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
Exactly the opposite. Every single game is balanced towards the high end in terms of player skill/knowledge, as it should be.
Every single top Strategy game is like that, every single top FPS games like that, every single MOBA is like that, every single BR is like that, and every single RPG and MMORPG should be like that. When we talking about Multiplayer/Online gaming.
Also all of this genres are at their top, aka Moba, FPS, BR, and the main reason is because of player skill involved the mechanics that you need to learn and get better as a gamer overall.
And guess what the top end are like in every single game, like 1 to 5% of the player base, and the rest are casual, but they don't cry out loudly or they do, but nothing is listen to them, and this genres are still the top in terms of player base.
The so call casuals watch the so call Pros and try to become as good as them. And they are showing the way, and how is done.
MMO for comparison to FPS require like zero efforts to be good at it. You need some practice, but nothing really demanding or hard. It's more of a knowledge you need to learn. In FPS games, that are so played, probably the most played genre out there, you will need years to just get good mechanics, and you will need to specifically target this mechanics in order to improve in them, like AIM, Movements, your positioning and so on.
And the Skill Ceiling and improvements you can make is literally unlimited.
In ESO for a plain example you need to click the mouse 1 per second, which even 1 year old can do, if you can't for whatever reason, then gaming, and especially Online one is not for you. LA Weaving is always been in the game, and it's always been about the timing of it, it's not how fast you can click your mouse or so.
Also game that you become a "master" in a week is a terribly designed game.
ESO Combat is already slow enough, and the only thing that makes it a bit of action-based is the LA Weaving.
And hell no Content/achievements should be hard. World Bosses should be hard. They should present a challenge and people that want to kill/beat them should put the work necessary to beat them.
In this game there is already enough of easy content. If you want to do the hard content in the game, then you should work towards it. Hard content meant to be hard and are not for everyone. IF you want to do them, you need to be good enough to do them.
Just like in Single Player Action games, in easy difficulty you can do the game with 1 game, normal is challenging, and Hard is exactly that Hard. Not to mention there should be Very Hard and so on difficulty content that should be achievable for a very few people, so you can actually feel rewarded when you do them.
So, just tell a whole portion of the playerbase they shouldn't play the game? That doesn't seem smart, and it doesn't fall in line with ESO's values. That's like saying to you, "You think the game is too easy? Don't play ESO then. It's not for you."
This game is meant to be played by people at various skill levels. Portions of the game are geared toward those with higher and lower skill levels. ESO is not an FPS game, and if ZOS tried to balance everything the way you suggest, they would lose a large portion of their playerbase.