I have been playing this game for about 10 years. With every update, the diversity in the game has been further diminished. It all started when the sharp divide between stamina and magicka came to an end. After that, each patch revolved around just 3–4 sets. The introduction of subclasses had begun to fix this issue a little, but the recent Dragonknight and Werewolf updates have hammered the final nail into the game’s coffin.
"Either play DK or WW, or try the others at 60% efficiency."
If everyone is supposed to play the same class, the same sets, and the same skills, then why do we even have so many sets, classes, and races? Let’s just expand the Vengeance system further—everyone can have 10 fixed skills, 1 race, and 1 class, and the game can turn into an FPS where the first to click wins.
Yeah, I guess I´ll come back in 3 years then, if the servers are still active, kekw.1) There are other class reworks coming
In PvP at least the curation is mostly done by "What is most effective?", not players "gatekeeping" anything. What´s good is good and people will use it. And ZoS design choices are absolutely the main factor there as to what is actually good and what isn´t.2) There are dozens, if not hundreds of builds, that are viable at end game - the curation of those is done by the player base themselves. That isn't ZOS design choice. It's gatekeeping by players.
2) There are dozens, if not hundreds of builds, that are viable at end game - the curation of those is done by the player base themselves. That isn't ZOS design choice. It's gatekeeping by players.
I have been playing this game for about 10 years. With every update, the diversity in the game has been further diminished. It all started when the sharp divide between stamina and magicka came to an end. After that, each patch revolved around just 3–4 sets. The introduction of subclasses had begun to fix this issue a little, but the recent Dragonknight and Werewolf updates have hammered the final nail into the game’s coffin.
"Either play DK or WW, or try the others at 60% efficiency."
If everyone is supposed to play the same class, the same sets, and the same skills, then why do we even have so many sets, classes, and races? Let’s just expand the Vengeance system further—everyone can have 10 fixed skills, 1 race, and 1 class, and the game can turn into an FPS where the first to click wins.
MasterSpatula wrote: »2) There are dozens, if not hundreds of builds, that are viable at end game - the curation of those is done by the player base themselves. That isn't ZOS design choice. It's gatekeeping by players.
Up until the point ZOS becomes aware of how severe the gatekeeping is and doesn't address it. ZOS has to have been aware of the death of Magica builds (for one example close to my own heart) since about a week after hybridization went live. They've only doubled down on hybridization in the meantime. At that point, accident becomes intent.
BioBitter100 wrote: »In PvP at least the curation is mostly done by "What is most effective?", not players "gatekeeping" anything. What´s good is good and people will use it. And ZoS design choices are absolutely the main factor there as to what is actually good and what isn´t.
I´m not sure why you portrait it as players being "evil gatekeepers". The "gatekeeping" as you call it happens because these organised groups wanna win, aka beat as many players as possible in PvP and get the highest damage possible in PvE.However, when you start getting into the more organised groups, and especially for ballgroups you slam right back into the gatekeeping by players.BioBitter100 wrote: »In PvP at least the curation is mostly done by "What is most effective?", not players "gatekeeping" anything. What´s good is good and people will use it. And ZoS design choices are absolutely the main factor there as to what is actually good and what isn´t.
BioBitter100 wrote: »I´m not sure why you portrait it as players being "evil gatekeepers". The "gatekeeping" as you call it happens because these organised groups wanna win, aka beat as many players as possible in PvP and get the highest damage possible in PvE.However, when you start getting into the more organised groups, and especially for ballgroups you slam right back into the gatekeeping by players.BioBitter100 wrote: »In PvP at least the curation is mostly done by "What is most effective?", not players "gatekeeping" anything. What´s good is good and people will use it. And ZoS design choices are absolutely the main factor there as to what is actually good and what isn´t.
When "The Blind" monster set came out we tested it in the ball group I ran with but it was simply not good enough to use, despite it´s cool concept. So we dropped it and used the typical Ozezan, Symphony, Earthgore etc.. Not because the raid lead or any other player gatekept us, but simply cause the numbers were bad.
BioBitter100 wrote: »I´m not sure why you portrait it as players being "evil gatekeepers". The "gatekeeping" as you call it happens because these organised groups wanna win, aka beat as many players as possible in PvP and get the highest damage possible in PvE.However, when you start getting into the more organised groups, and especially for ballgroups you slam right back into the gatekeeping by players.BioBitter100 wrote: »In PvP at least the curation is mostly done by "What is most effective?", not players "gatekeeping" anything. What´s good is good and people will use it. And ZoS design choices are absolutely the main factor there as to what is actually good and what isn´t.
When "The Blind" monster set came out we tested it in the ball group I ran with but it was simply not good enough to use, despite it´s cool concept. So we dropped it and used the typical Ozezan, Symphony, Earthgore etc.. Not because the raid lead or any other player gatekept us, but simply cause the numbers were bad.
Your premise is that you need those to win - you don't. Neither do you need the highest damage possible for PvE.
Funny that it was their attempt to bring diversity, but frankly, real diversity lies in differences and limitations. When everyone can do everything, choices cease to matter, and the illusion of freedom collapses into a rigid meta.
Do you remember when only Dragon Knights had chains to pull enemies, or when only Templars could provide stamina sustain to their teammates? That was real functional diversity. Sure, sharing some of those features with more classes has opened up more possibilities, but they shouldn't have based their entire design philosophy on equalizing everything.
ZoS standardized everything, so every class now has access to almost identical tools and functions in almost the same way. The value a class brings now lies almost entirely in numbers rather than unique utility. ZoS wanted to make hybrid builds a viable playstyle, but in doing so they erased the functional difference between Stamina and Magicka and killed pure builds instead. What a choice between blue or green mana, huh?
ZoS allowed people to use skill lines of any class for opening many possibilities, well, they ended up with everyone cherry-picking the same lines and collapsing pure class balance, because lines were designed in context of their classes. (No-one could see that, trust me).
It might be good for casual players who want to satisfy the "play as you want" fantasy, but as long as you care about efficiency even a little (and a lot of people, despite the sentiment about the player base), you'll naturally gravitate toward the strongest choice. Ironically, by lifting almost every restriction in the name of player freedom, they have only reduced meaningful choices.
MasterSpatula wrote: »2) There are dozens, if not hundreds of builds, that are viable at end game - the curation of those is done by the player base themselves. That isn't ZOS design choice. It's gatekeeping by players.
Up until the point ZOS becomes aware of how severe the gatekeeping is and doesn't address it. ZOS has to have been aware of the death of Magica builds (for one example close to my own heart) since about a week after hybridization went live. They've only doubled down on hybridization in the meantime. At that point, accident becomes intent.