Can you PLEASE stop wrecking the game?

Hamiltonmath
Hamiltonmath
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There are thousands of us that were incredibly happy with this patch, except for the nerf to Azure Pearls and Pillagers and now, literally 3 weeks after xbox/ps get the patch, you are KILLING it. There are SO many people that are just tired of the constant nerf nerf nerf and have left. Here's what we ALL propose - STOP nerfing stuff, and start bringing back old sets. Imagine if some terrible set from Vault of Madness or whatever did 4 percent more to Daedra or if some weird set from Banished Cells become meta on pirates or whatever. STOP nerfing, you are KILLING the game we all love. I absolutely hate that end game raiders, which make up like 3% of the player base keep getting shafted. I suggest some of you look at the quantity of people that have Planesbreaker/MM/ etc and see how many are even playing still.
  • francesinhalover
    francesinhalover
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    Banner needed the arcanist class mastery Nerf.

    Outsise of that i agree, id rather we got small buffs/quality of life things.

    If dmg is too high give vet bosses more dmg resistance. Or HP idk.
    Edited by francesinhalover on 10 July 2025 03:42
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  • TheMajority
    TheMajority
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    agreed, so sick of the nerfs and the making the game worse for everybody. the average player needs to be able to perform too. the fact that these 3% of people can do stuff has nothing to do with the rest of your player base, think of your real customers not this top 3% who don't make up the wider player base PAYING this game
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  • Orbital78
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    Banner needed the arcanist class mastery Nerf.

    Almost all of the class masteries need reworked at this point. Even more so with subclassing.

    ZoS you had players returning to the game that had not played for YEARS, why would you sabotage your own success? There are many skill lines that don't have use yet you try to nerf or ruin the ones that are good? Does the combat team need some members moved around to different departments, this seems to be a trend for so many years now.

  • Nemesis7884
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    Its not nerfs per se but simply having to 180 builds constantly...
  • Desiato
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    ZOS needs to choose a path and stick with it instead of trying to please everyone. It's not possible.

    Don't make the end game even more convoluted by somehow pivoting back to pure classes with passive bonuses or something silly. You chose to steer the game in this direction despite the obvious problems it would cause, so stick with it. Most clinging to pure classes don't play end game content anyway.

    Again, all of the problems subclassing would cause were OBVIOUS, yet you proceeded anyway. Own the consequences.

    With that said, I honestly don't understand how players who profess to be into trials can be okay with trial mechs being completely trivialized. I got into trials for the mechs and challenge. I don't want those things eliminated. I am happy they will become more relevant again.
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  • Anysra
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    Honestly, the main reason I stopped playing ESO for over a year perhaps even two and then only returned for a few months at a time, has always been the repeated nerfs to my favourite classes, skills, and gear sets.

    I still remember vividly the moment when I had finally crafted a solid DPS build for my Stamina Nightblade. I had spent months grinding for it, carefully fine-tuning every detail. Just when I was ready to fully enjoy the build, the developers suddenly hit it with nerfs left and right. I uninstalled the game immediately and didn’t look back for quite some time.

    About a year later, I decided to give ESO another chance. I checked how the game had evolved, started rebuilding my setup, and once again invested months grinding gear, trial sets, and tweaking my Champion Points for the best performance. And yet again, the same cycle repeated itself, the sets I relied on were nerfed, certain features were disabled, or entire mechanics were no longer viable.

    Now, with the introduction of subclassing, I’ve come back to ESO and, for the moment, I’m genuinely enjoying it again. I sincerely hope they won’t ruin or excessively nerf subclassing as well because if they do, I will not hesitate to cancel my ESO+ subscription once more.

    To add to all of this, I have permanently moved on from my Stamina Nightblade. Ever since the release of the Arcanist class, I have thoroughly enjoyed playing as an Arcanist, especially making use of the Grave Lord Skill Line.
    Anysra Nur | Grim Arcanum
    Arcanist / Necromancer
  • randconfig
    randconfig
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    Banner needed the arcanist class mastery Nerf.

    Outsise of that i agree, id rather we got small buffs/quality of life things.

    If dmg is too high give vet bosses more dmg resistance. Or HP idk.

    LOOL!L WHAT???

    NO IT DID NOT, THE BEAM IS THE PROBLEM, BANNER CRUX GENERATION IS THE ONLY THING THAT MAKES IT WORTH WHILE TO MAKE AN ARCANIST, THE ONLY THING THAT ALLOWS FOR ALTERNATIVES TO BEAM SPAM

    THE BEAM SHOULD NOT GENERATE CRUX DURING THE CHANNEL, THAT'S THE ONLY WAY TO FIX IT, NOT THIS INSANITY
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • Heren
    Heren
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    A policy of not nerfing anything is not really sustainable in the long term, or it need to be paired with regular increase of 'game' ( monsters mainly ) difficulty, otherwise you will end up absolutely trivializing everything - something that is already going on, I know.

    I understand the frustration, but truly the problem is not nerfing per se, it's over-nerfing - in other words, rather than balancing overperforming things by bringing them back to the performances of, say, they middle-pack, nerfs usually swing too much and make overperforming things underperforming, thus sending them into irrelevance.

    Also let's face, how many sets are in this game ? It's just wishful thinking to say 'but they should buff older / irrelevant things !' And sure, my precedent paragraph is also wishful thinking - I don't believe for one instant that they can balance all or even a significant part of the sets. Well, they could by changing them all to be very generic, but I don't think it's really a solution.

    The problem of ESO, regarding sets of items especialy, is that all of them are being accumulated, and that this massive pool of sets is constantly expanded while the game is also constantly evolving. For me a rather late player, it's wild when I see people refering to Medusa as once being a worth it set to equip, but apparently at one stage of the game it was worth getting you minore force buff from a full 5-pieces set. And I guess it's only one example among many, many more.

    This situation, an ever-expanding pool of sets, cause and will continue to cause many problems, such as the interest of new sets, who could fall in roughly 4 categories :
    - Useless
    - Overperforming
    - Balanced and usable by most people
    - Niche ( and even in this category, you could again apply the 3 above )

    Useless is what most of new sets are : not worth getting them, not worth even thinking about them. You read the patch-notes / some guide, see the effect, and just forget about it because it's bad.

    Overperforming is what a handful of new sets are : stronger than most if not all other sets, and thus a must have.

    Balanced is obviously what every new sets should be : something that is maybe not overperforming, but still a decent choice, a decent option to get.

    Niche is more complexe, from heavy-attack builds ( but are they truly niche ? ) to support sets to pvp sets ( arguable the major place for niche sets ); it's nice to have niche sets, some that provide great boon for a specific type of situation, for a specific playstyle, but even then - most are useless. I remember some months ago someone complaining about the lack of new heavy-attack focused sets, while like 3 of them were being released - all of them bad, as you can guess.

    And here there is, maybe, possibly, some kind of twist ( I don't say it is so, I say it's possible it is so, and that there can be an incentive for doing so ) : you rather release overperforming new sets, so people have another incentive to buy the new content, and then - well either a new, overperforming set is released in the newer content, thus effectively nerfing older stuff, or the new overperforming set is overperforming a bit too much, and it is nerfed.

    In the end, while I understand complains about nerfing stuff, I can't really imagine you can do without nerfing stuff - but balancing a game should involve both nerfs and buffs, and above all careful consideration not to nerf a set into complete oblivion, which is indeed not a great thing. And while I don't think you can do without nerfing stuff... somehow I think there are deeper problems, and I fully understand some criticism about nerfs.
  • JanTanhide
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    Yes, that is why I.M.O. hundreds of thousands of us have left. Update 35 started the worst downhill movement in the game. Myself and every friend in game I had quit. I returned a year later and once again got sick of all the nerfs.
  • Xarc
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    COMBAT changed every year since 2014

    there is no consistency.

    The game is fine if you want to play for six months, but then everything changes and you have to readjust. When it happens to you once or twice, it's okay.
    But now it's changed several times every year for 11 years. Maybe it's time to leave the players alone and focus on quality of life, etc.
    Edited by Xarc on 10 July 2025 13:43
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  • BXR_Lonestar
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    Banner needed the arcanist class mastery Nerf.

    Outsise of that i agree, id rather we got small buffs/quality of life things.

    If dmg is too high give vet bosses more dmg resistance. Or HP idk.

    They can't take this approach. If they did this, their content would be unplayable for a large majority of their player base. Yes, top-end DPS is disgusting, but how many players are realistically hitting 180k DPS? I would say maybe 2.5-5%, with the top 20% of damage dealers falling at or over 140k DPS (if they're keeping up with the META). That means the vast majority of players are not hitting at or near the top tier DPS. I would say most players are struggling to get over 60-80k and don't even care to play the META.

    So if you make bosses and minions have more damage resistance and higher HPS, it is just going to make the game more miserable to play for the vast majority of your player base. Bungie did this in Year 1 of Destiny, which is why it is a meme that you would be shooting Destiny bosses "...for like 3 weeks a piece." When Bungie realized this, they started implementing mechanics that some people loved, and some people (many people) hated.

    But all they can really do to make this game "hard" like people keep begging them to do is increase PVE enemy damage, health, and resistances, or they can make mechanics, which many people out there aren't going to like (Who the heck likes teleporting bosses that break taunt and heal? Or health gating?). It is one of those two things, or its tone down the power. So they're taking the lesser of 3 evils as far as I am concerned. It sucks because there were so many builds I wanted to try, but I get it.

    What is funny is I TOLD them that this would happen as many other players who could see how overpowered subclassing would end up being, and they did it anyways. Now they have no choice but to dial back the power so it doesn't trivialize their content and they don't have to make their content miserable and frustrating to play to manufacture difficulty.

    Quite honestly, Subclassing feels like something they just threw out there without much forethought in order to create some excitement for the game and to make it easier to "Balance" the game because everyone now has access to everything, but they really didn't give it much thought as to how much power they were putting into the hands of people who spend a lot of time theorycrafting their builds.

    As to my response to OP, I kind of agree, but I think we would differ in how we get there. I think the OP would prefer they not break the good/fun things they give us with a new update. I would prefer that they give us smaller incremental changes in an effort to avoid doing something .... ill advised, only to have them have to dial it back.
  • DUTCH_REAPER
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    Yeah I have to agree. My guild came back for the Vengeance campaign and we stayed bc of the subclassing. It was a lot of fun. We were even testing stuff on the PTS. Went live and we enjoyed it. I agree with the class crux change for banner. But all these other nerfs?

    I don’t think the guild will be staying in game much longer unfortunately. This game feels again like players get punished for optimizing.
  • Cellithor
    Cellithor
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    This game feels again like players get punished for optimizing.

    It is not a good thing to have stand-out builds and skills that become fixtures for every build guide. Every meta DPS build after U46 became based on Beam / Assassination / Banner bearer. Pretty much this no matter what your base class is.

    Feeling like you have to use the same cheesey meta build combo to get the best DPS sucks just as much as having your favorite skill get nerfed, IMO.

    It's fine by me if they address these over-performing metas, I actually welcome it. The real question is: How do they properly balance subclasses without destroying pure classes?

  • sarahthes
    sarahthes
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    Desiato wrote: »
    ZOS needs to choose a path and stick with it instead of trying to please everyone. It's not possible.

    Don't make the end game even more convoluted by somehow pivoting back to pure classes with passive bonuses or something silly. You chose to steer the game in this direction despite the obvious problems it would cause, so stick with it. Most clinging to pure classes don't play end game content anyway.

    Again, all of the problems subclassing would cause were OBVIOUS, yet you proceeded anyway. Own the consequences.

    With that said, I honestly don't understand how players who profess to be into trials can be okay with trial mechs being completely trivialized. I got into trials for the mechs and challenge. I don't want those things eliminated. I am happy they will become more relevant again.

    The set buffs actually mean damage is probably going up again, according to the spreadsheet people I know.

    Beam arc was already irrelevant in the sweaty groups outside Ossein Cage. Everyone was using the dread build and pushing other fights so hard they're basically single target.
  • Asikoo
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    agreed, so sick of the nerfs and the making the game worse for everybody. the average player needs to be able to perform too. the fact that these 3% of people can do stuff has nothing to do with the rest of your player base, think of your real customers not this top 3% who don't make up the wider player base PAYING this game

    We have six things and then we have the Arcanist. There’s no real identity anymore, so they’re not even classes at this point. Everything feels the same.
    So really, it’s just six trash things and one Arcanist.

    Arcanist is parsing 10 times more than any of the others things. So help me understand why is nerfing the Arcanist considered bad for the game?

    What’s worse than a game where we have one class (Arcanist) and six others things that feel completely useless?
  • Rungar
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    wreck more until you get it right!
  • fizzybeef
    fizzybeef
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    clearly they can not
  • Frayton
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    The nerf-buff rollercoaster won't end bc ZOS said it's their design philosophy. It's up to you to decide whether you want to continue to pay for the ride. I chose to get off. It feels bad to have my builds constantly gutted especially when I just spent a lot of time and effort on them.
  • Desiato
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    sarahthes wrote: »
    The set buffs actually mean damage is probably going up again, according to the spreadsheet people I know.

    Beam arc was already irrelevant in the sweaty groups outside Ossein Cage. Everyone was using the dread build and pushing other fights so hard they're basically single target.

    I've been saying beam builds weren't optimal for a long time. Nonetheless, for the average player, it's a big change and as a reluctant beamer, one I tentatively look forward to.

    I say tentatively, because I'm only considering it generally. I hope it results in more diverse beam builds, insofar as they can be diverse! 10 ability slots is better than 8. I really hated everything about the Banner meta from its uniformity, to its presentation, to its bar space, and especially its gameplay.

    I've also been saying u47 will still be a significant power boost over u45. I understand damage isn't going down.

    But what's really been trivializing content across the board in trials is ult gen, particularly for Barriers. It is clearly OP. But not just Barriers.

    I watched Hyperioxes' video, and I agree with many of his points, even though I think ult gen has to be toned down. I think ZOS needs to rework the affected passives because they're too generic now and step on too many of the toes of other forms of heroism and each other.

    His POV is completely different than that of most players but I completely understand where he's coming from. I wasn't a completely dissimilar player 10 years ago and I went through this many times with ZOS. I was an early vet dungeon soloer and I had so many strong PVP builds and play styles I had worked hard on completely butchered. I've felt what he is feeling now more times than I can count.

    But for example, from his POV, everyone uses heroism potions which obviously isn't the case and anyone who doesn't isn't going to see their builds completely butchered -- outside of the current optimal ult gen combinations.

    It's not that I'm unsympathetic, but I called this during the u46 PTS. I think these nerfs were essentially prescribed. I don't know what ZOS was thinking. Did they intentionally do this to generate hype for Content Pass sales? It's plausible. But I think it's more likely an out of touch exec who doesn't really play the game anywhere close to a high level failed to understand the impact of the changes they had decided on. And also they can be completely whimsical and reckless because most players probably won't even notice.

    Anyway, for most trial players, in most uses cases, this isn't going to be as dramatic of a nerf as some content creators are saying. Again, I understand their frustration, but their POV is so different than that of even many casual tri players. Especially the ones, like Hyperioxes, who solo dungeon tris. And casual tri players are probably the most abundant kind.

    Really, even ult gen will have the potential to remain very high in u47, it just won't be as easy and will require more sacrifices. At least as things stand now. I think it's going to be more interesting and will ultimately (no pun intended) will result in a more engaging experience for those entering the end game because the current Barrier meta has trivialized it.

    @ZOS_Kevin One thing I would like you to consider is that Coral Riptide was _the_ dd set to get for a long time. Players worked so hard for their daggers and the nerf to this set completely ruins it for them. No one considered it OP in the current meta. ZOS needs to take a good, hard look at this change because it's heartbreaking to a lot of players.

    Edited by Desiato on 11 July 2025 01:05
    spending a year dead for tax reasons
  • ragnarok6644b14_ESO
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    I don't know, as someone who sticks to theme builds (and does well enough in them that I'd tackle any content in the game if folks helped me learn mechanics - imho that's the hard part, and I don't really seek people out or I bet I could already do it) methinks that to some extent this is a case of the players optimizing the fun out of the game.

    Yes, you can have 200k or whatever dps. But content was cleared back when one-tenth of that was common. Build the op terror build for when you want your Trifectas, but figure out what you want to play and play it - nerfs or buffs or whatever.

    I promise that if they nerf your DPS so every boss fight takes 1 minute longer, you'll survive (though you might need an extra ten minutes per dungeon run).
    Edited by ragnarok6644b14_ESO on 10 July 2025 23:54
  • Attorneyatlawl
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    Yes, you can have 200k or whatever dps. But content was cleared back when one-tenth of that was common.

    Pepperidge Farms remembers when 20k dps was the stuff of the top 0.1% of players like Gilliam and nifty2g...
    Edited by Attorneyatlawl on 11 July 2025 05:10
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
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  • Aliniel
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    Even after 20+ posts I have no clue what the OP is mad about.

    Anyway, buffing and nerfing stuff is the base of balancing. When something overperforms - it gets nerfed. When something underperforms - it gets buffed. Play any online game out there and buffs and nerfs will be present. Nothing wrong with it. Quite the opposite - it's very much needed to achieve some sense of balance.

    The problem with ESO is they want to keep EVERY. SINGLE. SET. THAT. EVER. CAME. OUT. RELEVANT. That's madness. There are so many sets out there it's impossible to balance them all out. Of course, this means there are going to be major overperformers and some that are just considered useless.

    Then we have skills and passives. Subclassing unlocked a nightmarish number of combinations and interactions. There's no way ZOS could anticipate all the problems that would cause. They knew a *** was coming - they just couldn't know exact sources. So, "balancing" stuff now is to be expected and completely normal. (I do think ZOS has no idea of what balance is and how to achieve it. In my opinion, they don't give half a **** about it.)

    To wrap things up - ESO is in a state of difficulty I can only describe as "easy" and "casual". You can run almost any of these hundreds of sets and still perform sufficiently enough to complete, let's say a Vet. DLC Dungeon. The minimal requirements are quite low and easy to achieve. Also, there's so many options that even if something gets changed, you can find something similar quite easily. Doing more DPS just means you clear things faster. However, the clear speed is sometimes so fast you completely skip mechanics of boss fights. This is very unhealthy for a game. One Tamriel wanted to make everything always relevant, but the insane power creep we have is destroying the relevance of some content. To address the power creep we need way more nerfs than ZOS is willing to make. And in this sense nerfing is actually balancing.
  • Renato90085
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    Aliniel wrote: »
    Even after 20+ posts I have no clue what the OP is mad about.

    Anyway, buffing and nerfing stuff is the base of balancing. When something overperforms - it gets nerfed. When something underperforms - it gets buffed. Play any online game out there and buffs and nerfs will be present. Nothing wrong with it. Quite the opposite - it's very much needed to achieve some sense of balance.

    The problem with ESO is they want to keep EVERY. SINGLE. SET. THAT. EVER. CAME. OUT. RELEVANT. That's madness. There are so many sets out there it's impossible to balance them all out. Of course, this means there are going to be major overperformers and some that are just considered useless.

    Then we have skills and passives. Subclassing unlocked a nightmarish number of combinations and interactions. There's no way ZOS could anticipate all the problems that would cause. They knew a *** was coming - they just couldn't know exact sources. So, "balancing" stuff now is to be expected and completely normal. (I do think ZOS has no idea of what balance is and how to achieve it. In my opinion, they don't give half a **** about it.)

    To wrap things up - ESO is in a state of difficulty I can only describe as "easy" and "casual". You can run almost any of these hundreds of sets and still perform sufficiently enough to complete, let's say a Vet. DLC Dungeon. The minimal requirements are quite low and easy to achieve. Also, there's so many options that even if something gets changed, you can find something similar quite easily. Doing more DPS just means you clear things faster. However, the clear speed is sometimes so fast you completely skip mechanics of boss fights. This is very unhealthy for a game. One Tamriel wanted to make everything always relevant, but the insane power creep we have is destroying the relevance of some content. To address the power creep we need way more nerfs than ZOS is willing to make. And in this sense nerfing is actually balancing.

    problem is they are nerfing underperforms thing they(skill) only op in arc subclass and no nerf real overperforms thing(arc beam)
    and ult passive change in fact only killed some build and set ,like drink pot nb tank/healer
    because them have same buff ,you 5 part set no do anything
  • joergino
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    Cellithor wrote: »
    The real question is: How do they properly balance subclasses without destroying pure classes?

    Since pure classes have already been destroyed, it looks like we have received our answer: They don't.
  • Desiato
    Desiato
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    I promise that if they nerf your DPS so every boss fight takes 1 minute longer, you'll survive (though you might need an extra ten minutes per dungeon run).

    The only dungeon runs that will really be significantly affected are solo vet DLCs by players like Lucht and Hyperioxes.

    The ult changes significantly affect players who already had a source of heroism, in addition to the builds that used two or more of the affected skill lines., but the average decent vet dungeon player won't even notice.

    I have a lot of respect for a lot of the content creators outraged by the changes. I watch their videos and benefit from their work. But with that said, we have to understand that there is another dimension of frustration for them because they work hard to create videos that they want to be relevant for as long as possible. And also, frankly, as we know from all forms of entertainment, sensationalism and outrage sells.

    The average player will probably watch those videos and think the game is completely ruined, but that's simply not true.

    Furthermore, like most players, I also feel the same frustration of having to significantly adapt builds so soon after u46. I knew the axe was coming for many things, but I didn't think it would be this soon. ZOS was reckless in their deployment of subclassing. It sucks that we have to deal with this. But the reason I sound defensive of the changes is because, in principle, I think they're better for the health of the game, as frustrating as it is.

    Edited by Desiato on 11 July 2025 15:50
    spending a year dead for tax reasons
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