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Props to the Gameplay Team

Ksariyu
Ksariyu
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As someone who has had long-standing issues with a lot of the gameplay/character building elements of the game, I have to say I'm really excited for where the team seems to be heading these last few updates. Making BIG changes to skills and even skill lines (NGL I wasn't sure about moving Surprise Attack but I get it now) is exactly what this game has needed. The changes to Templars to improve tanking, providing a class-sourced taunt? Huge. Updating invis? Really solid change. Even going back a bit, the Arcanist was a cool addition that added genuinely unique class mechanics.

I know it got a lot of flack, but honestly I've been optimistic about what might happen since hybridization was implemented (Still some work needed but the right idea). The team really seems to be pushing for gameplay that promotes diverse builds with unique playstyles without being weighed down by the need to use a spreadsheet for determining performance.

This in addition to things like 2-team BGs, which I think is also a fantastic change, and the future of ESO seems to still have hope. Honestly haven't been this excited about the game since they introduced housing. Here's to hoping they keep it up.
  • coop500
    coop500
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    I feel bad for you OP, because this thread is probably going to get bombed by upset people...
    However, I do agree with you. Are things perfect? No, and they never will be, but the game has improved overall a lot since I last played (which was shortly before High Isle's release) and I am happy to return.
    Edited by coop500 on 3 October 2024 21:23
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Bo0137
    Bo0137
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    I feel sincere happiness with the current state of the game.
    -On my shoulder, Ms. Ahvine
  • ragnarok6644b14_ESO
    I actually am quite enjoying the game as well. Themed builds don't seem unnecessarily weak even if they aren't "meta" and the gameplay has been fun.

    I am not sure what folks want - I will say I hear there are performance issues (and if you have them, wanting them to be fixed is good!) but I don't have them enough to affect my enjoyment.
  • DigiAngel
    DigiAngel
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    Haha...wait until all the Nightblades read this :D
  • ragnarok6644b14_ESO
    DigiAngel wrote: »
    Haha...wait until all the Nightblades read this :D
    I am a nightblade player (one of my top characters, though currently play a necro)
  • Vulkunne
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    Having several NBs and played the class along with one or two others over the years, I've found that while yeah some of the new content is helpful and a chunk of that has been needed for a while, it doesn't change the fact that existing issues with the game are still problematic and noticeable.
    Edited by Vulkunne on 4 October 2024 02:13
    Today Victory is mine. Long Live the Empire.
  • Erickson9610
    Erickson9610
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    I've noticed that the gameplay team has been trying new things when reworking old gameplay styles. For instance, the Terrified effect for the Werewolf skill line, which is supposed to get werewolves to use all of their skills and encourage werewolf tanks to group with werewolf damage dealers. I hope these new mechanics are iterated on when the time is right.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Pelanora
    Pelanora
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    Am I on the forum? Did I lose my way on the internet?

    Lol

    Happiness in the forums! I like seeing it tbh. It's nice.
    Edited by Pelanora on 5 October 2024 08:41
  • Zodiarkslayer
    Zodiarkslayer
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    I agree, that the combat changes ever since u35 have been good. Great even. Because the game feels less focused on build optimisation. More on player skills optimisation.
    With one notable exception: The Warden. They clearly have no idea what to do with this class.

    I also want to point out that combat isnt the majority of the gameplay in ESO. The majority is farming mechanics. The number of RnG based mechanics for item acquisition is atrocious! Let alone all the invisible and ever unmentioned cool downs and lock outs. Not even mentioning reward structure here.

    And it gets worse. The amount of time, effort and patience one has to invest into this game is becoming increasingly toxic.
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • OsUfi
    OsUfi
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    I also want to point out that combat isnt the majority of the gameplay in ESO. The majority is farming mechanics. The number of RnG based mechanics for item acquisition is atrocious! Let alone all the invisible and ever unmentioned cool downs and lock outs. Not even mentioning reward structure here.

    And it gets worse. The amount of time, effort and patience one has to invest into this game is becoming increasingly toxic.

    I disagree. ESO has the least amount of farming required of any MMO I have ever played. The stickerbook and transmutes made gear collection easy. 99% of motifs and style pages are tradeable and gold is easy to come by. Upgrade material lands at my feet all the time. Ink was a chore on Gold Roads release, and I agree the initial drop rate was awful, but again, feedback was given, and now I get what I need from chests and sacks.

    If anything, it's all become increasingly easy and less toxic for me.

  • notyuu
    notyuu
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    Just checking that this isnt sarcasm, right OP?

    I mean, what's great about taking mobility away from a class with already limited mobility all just to add an inferior version of tool that the tank spec already has access to?

    On top of that making the already weak and expensive shield more expensive is...not a good thing, at all.

    if zos really wanted to help Templar tank they'd add a snare to ritual of retribution to allow for mob control and some sort of cost refund mechanic on sun shield to make it at least worth using.
  • alpha_synuclein
    alpha_synuclein
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    I agree, that the combat changes ever since u35 have been good. Great even. Because the game feels less focused on build optimisation. More on player skills optimisation.

    I'm getting exactly opposite impression. My damage output was never more disconnected from my skill level. When I started majority of my damage came from my actions (casts), now it's mostly procs, mythics and 1-2 overloaded skills buffed passively from "while slotted on either bar" abilities that you don't even need to cast.
    There is nothing wrong with being glad that the game is made easier, but changes made in the last two years are made game anything but skill oriented.

    Agree on the warden though.
  • ragnarok6644b14_ESO
    I agree, that the combat changes ever since u35 have been good. Great even. Because the game feels less focused on build optimisation. More on player skills optimisation.

    I'm getting exactly opposite impression. My damage output was never more disconnected from my skill level. When I started majority of my damage came from my actions (casts), now it's mostly procs, mythics and 1-2 overloaded skills buffed passively from "while slotted on either bar" abilities that you don't even need to cast.
    There is nothing wrong with being glad that the game is made easier, but changes made in the last two years are made game anything but skill oriented.

    Agree on the warden though.

    I think the content in general has been about more than just damage though. I think that's what is meant.

    Making it easier or do damage makes things go faster - but that doesn't take away from the fact that things will take infinitely long if players don't engage with the mechanics*

    *With the notable exception of outright skipping mechanics via DPS, of course, though I have seen that less in recent dungeons vice earler-released dungeons.
  • alpha_synuclein
    alpha_synuclein
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    I agree, that the combat changes ever since u35 have been good. Great even. Because the game feels less focused on build optimisation. More on player skills optimisation.

    I'm getting exactly opposite impression. My damage output was never more disconnected from my skill level. When I started majority of my damage came from my actions (casts), now it's mostly procs, mythics and 1-2 overloaded skills buffed passively from "while slotted on either bar" abilities that you don't even need to cast.
    There is nothing wrong with being glad that the game is made easier, but changes made in the last two years are made game anything but skill oriented.

    Agree on the warden though.

    I think the content in general has been about more than just damage though. I think that's what is meant.

    Making it easier or do damage makes things go faster - but that doesn't take away from the fact that things will take infinitely long if players don't engage with the mechanics*

    *With the notable exception of outright skipping mechanics via DPS, of course, though I have seen that less in recent dungeons vice earler-released dungeons.

    Idk about that. Most of recent dungeons are still easier to clear and triple with 3 dds instead of 2 + heal. If that's not damage oriented content then I don't know what is.
  • WitchyKiki
    WitchyKiki
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    I'm honestly happy where each class is going, because not everything needs to be meta. I've never played Meta, and I would rather make builds for my enjoyment. With the new updates, it makes it so much easier to build around ideas.
    Context is for kings -Captain Gabriel Lorca
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