Most of what ZOS has done since and including U35 has been detrimental to the game. U35 killed the end game PvE community and showed how little ZOS will respond to customer feedback. The 10 year anniversary event was a disaster and the 2025 content was even worse. And vengeance is killing what's left of the PvP community. That leaves only the casual questers who don't sub, rarely buy crowns, and only log on a few times/week if that. ESO can not survive on that.
If everyone at ZOS isn't in crisis mode right now they're even more out of touch than their harshest critics claim they are.
JustLovely
complaint about what these corrupt thugs are doing,
Thank the ball groups, bombers and consistent Rush of Agony users who have run everyone off. I hope you guys are happy because apparently no one else matters outside of what a ball group thinks.
Yikes
Misplaced aggression at its finest.
MincMincMinc wrote: »Artisian0001 wrote: »GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
You can still very much gank ballgroupers inside their group, it's just difficult, as it should be.
Stalemate fights only happen between extremely large groups over 12 people that res constantly during combat and at camps, which could easily be changed, the only other fights that stalemate are because players are not skilled enough to end fights.
The game progressed and for the better, people that complain about this stuff think an uncoordinated group of people should be able to push off a coordinated group of people which makes zero logical sense, if smaller groups could pressure larger groups, imagine what that smaller group could do if they were larger !!!! Like, none of that make sense. A bigger group of better coordinated players will kill smaller groups of less coordinated players, as well as larger groups of less skill or less coordinated players, there is nothing wrong with that, if it was any way else the game wouldn't make any sense and it would be based solely on RNG.
IDK what ballgroups you are thinking about, but seige is literally a joke. Even I only run 1vX or 4 man groups and we sit in seige all the time. Powercreep and heals are so stupidly high and easy that seige is probably doing half of what it used to.
The problem with the structure of group play in eso pvp is that because zos introduced so many group sets they created an exponential growth of stats the more players you have up to a 12 man group. Whereas back in the day it was practically linear except for a small handful of viable group sets. So as a smallman with good coordination you could potentially match a 12 man group. However with more and more stacking group sets like rallying, PA, Trans, SPC, etc these groups sit ontop of a very high exponential plateau of stats. It is not only set, but skills have bloated to the point any average build can get most necessary major/minor buffs in the game, in a group you should easily have everything. In a dying population game, catering to the largest group size possible and giving them more stats while also having the most population is a recipe for disaster, at that point it would be like giving the largest playground bully a chainsaw.
The plataeu is not a great thing because you essentially gate half the server onto the plateau only fighting each other. Which is why we see ballgroups either just fighting each other or doing boring pug stomp farms unopposed. If you did not have this plateau or less of a plateau we would see more new player involvement because the power difference would be more down to skill and coordination instead of a mountain of stats and buffs. (also just to mention if we did it in a smart enough way you could cut down on lag and unnecessary calcs)
Maybe this can visually help. The blue line represents a linear stacking of players in a group. Imagine if they were all just wearing generic stat sets. Where the green and purple signify a 4 and 12 man group running group sets like rallying cry. Keep in mind that I wrote 30+ as if you actually compare and add up the stats a group set 12 man should have the combined stats of nearly 10x the player count of generic stat sets.
Cooperharley wrote: »There absolutely should be a role check. Every game (virtually) minus ESO is able to do this.
Set a minimum HP limit for tanks along with the presence of a taunting ability or its equivalent on their bar. Healer? Same thing. There has to be a minimum of 3 support-based skills on each bar for instance. If you want to run a group with 4 dps or 1 tank 3 dps for instance or less than 4 people, make your group before and then run into the dungeon.
To go along with this, expecting any sort of requirements in experience for a random dungeon queue for veterans regardless isn't going to do anything. You could increase the CP minimum to 1000 and you'd still have the same problems because CP equates more to time played than experience. There are plenty of CP 2000+ players that have never run many of the veteran DLC dungeons. The problem lies with the path from starting the game to getting to the difficult content efficiently/with proficiency. There are no hard lessons learned in the game UNTIL that due to overland scaling and ease. You can be naked and questing with fists and be fine currently. The scaling and horizontal progression of this game is cool until you realize it actually has wide spread negative effects
It feels like rng randomly picks a favorite from the start, handing them the best hands and opportunities making it impossible for anyone to beat unless they ignore all that. Meanwhile the other side gets none. Just a matter of luck which side gets picked.