The game always had group content, we have dungeons, trials and group arenas, it can't morph into something it already is.thedocbwarren wrote: »No story content is my reason and it's not the same gameplay as the story-line. I can imagine some people came to ESO, like I did, looking for a new elder scrolls game like the single-player games. Seeing the game morph to group tasks and non-story-like play is shocking and disappointing. Just my point of view.
The person you quoted mentioned the lack of story when it comes to the Night Market. And I agree. Dungeons and trials have a story (even if it might not be super complex sometimes), and most of all a logical story progression. The Night Market on the other hand shows us 3 factions that have some kind of identity label slapped to them, but it never plays any real role when it comes to the actuals tasks the player needs to do. It's basically always just running around killing everything, and playing some arcade-like games - not sure how that benefits a faction that's allegedly about knowledge or about wealth.
And then, the explanation for the whole Market existing is nothing beyond "Woah! Mysterious daedric realm!" - and that's it. This is what I'd rather find a little concerning - the writing quality basically, how story and quests do not fit together at all, but it all just feels like some random facade slapped upon random tasks.
(Which also slowly begins to bore me personally as a lore- and story-focused player; I've been playing with random group finder groups for a week now, exploration was fun for the first days, but now I'm slowly getting bored because there's no progressing story, but it's all just random - which can't really keep my interest for a longer time. Though I'm aware of course that that's an entirely personal and subjective thing, and other people might not mind that at all. And that's okay - everyone likes different things, and there should be content for different tastes and playstyles. So I have no problem with the Night Market existing, or being hard, or being group content, at all. The only thing I find weird is the disconnect between gameplay and the alleged background story/lore, where really nothing fits together.)
Though I'm not sure if this entirely fits this thread, because it's not about solo or group content, but about how this content was designed and written.
YandereGirlfriend wrote: »Static Reverberation
This passive was a huge problem for pvp week 1. It was in a fine state after getting adjusted to 0.5 seconds. Its now back to being too powerful with 0.3 seconds cool down and being buffed to base 5% proc rate.
Part of the problem comes from sorc being too good at being able to proc it. 5% proc base doesnt sound like much but consider that a regular status effect build can deal up to 10 instances of seperate damage per second. For example
1-Vateshran destro proc
2-Burning status effect from vateshran
3-Light attack
4-Concussion from thread of war
5-Crushing shock (frost)
6-Crushing shock (fire)
7-Crushing shock (shock)
8-Chill from crushing shock
9-Burning from crushing shock
10- Concussion from crushing shock
11-Hurricane
10+ instances of seperate damage in a single second with a 5% base proc chance at full hp, skyrocketing to a certainty at lower health thresholds. This isnt just limited to this specific scenario either, bound armamant is 4 instance of seperate damage by itself and is by itself a burst damage and the burst damage having near certainty to proc additional damage turns it from a burst to an easy execute. In fact it turns basically everything in sorcs arsenal to an execute extremely easily.
Malevolent Promise was excluded from pvp for being too war crimey, well, this passive is the actual war crime. Please consider adding a once per second clause to it with battle spirit active. Proccing an extra instance of damage every second easily makes it one of the best pure class passives in the game, simply makes it less toxic by preventing it from being oppressive in pvp.
TBH, this is more of a condemnation of how status effects and ticky-tack micro ticks of damage have gotten out of control in recent updates than it says anything about Sorc itself. The only actual Sorc skill even in here is Hurricane.
Would much prefer that the Vate Crutch Staff, Ele Sus, and Force Pulse get nerfed before anything else happens. Why do we have things like Rapid Strikes having nerfed status effect chance per tick while Force Pulse skates with the full Single Target Direct Damage multiplier? Seems like nerfing that down to Single Target DOT levels would be a nice place to start balancing. Then we can remove the free cast status of Ele Sus and perhaps delete the auto status effect proc as well.
I think maybe just nerfing ele sus to cost 1-2k mag would be a fine nerf. I wouldnt wanna see the 7.5 seconds status procs removed because its such a unique thing but yes its a really strong skill, maybe adjusting the proc rate to 8-10? Dunno.
I am and honestly have always been a fan of the status effect playstyle and i'll be honest what i described has also been possible a few years back, its just that the buff to status effects uhhh was it last year, in combination with signet made the playstyle a lot more viable, but static reverbation might be too synergistic with the playstyle and sorc in general. I mean, 4 hits on BA itself, 5 with la and did i mention each hit of BA can proc sundered individually and has higher than normal sundered proc rate not mentioned on the skill itself?, yeah thats up to 9 individual damage instances with nothing but a light attack and a single skill
When it comes to Static Reverberation, the build matters I think. The cost of running Static Reverberation can't be neglected. Because what do you choose? Conservation and Static? That means you lose a lot of base damage from Font of Power that makes all your other stuff hit for less, and if you want to run Font and Static Reverb together for full offense, then you have sustain issues unless you build around it, thus once again losing damage elsewhere.
I'd rather Static Reverberation did not exist, because I see it being broken in the hands of some builds, or useless on other, more burst oriented ones.
To be fair that's true for most classes with 2 offensive masteries.
Then that only accentuates my point. In the case of Sorcerer it rings doubly bitterly because Conservation of Energy is not only the sustain, but also the convenience of exporting the effect of the awful Dark Magic line to any other skill. The sustain is one thing, and I could do without it. The convenience though is difficult to ignore.
Mythics should be powerful, it would be nice to see some of the less used mythics get some attention to make them more valued.
It's the opposite, actually, and multi-factionalism can turbo-charge quest sharing.The different factions mean you have people in your group that you can't share quests with, and so they want to go one way, whilst you want to go another.
Night Market also shown Group Finder is useless as players simply fake their roles. I've just started finder for skirmish requiring 2 tanks, 2 healers and 10 dd's. Ended up with 2 healers and 10 dd's.
Miracle? No, two players simply changed roles to tank, joined, and changer back to dd's.
Zenimax, why don't u make roles mean ANYTHING not only in veteran dungeons/trials? Why don't you make role a part of build, so it can't be this easy to change?
The game always had group content, we have dungeons, trials and group arenas, it can't morph into something it already is.thedocbwarren wrote: »No story content is my reason and it's not the same gameplay as the story-line. I can imagine some people came to ESO, like I did, looking for a new elder scrolls game like the single-player games. Seeing the game morph to group tasks and non-story-like play is shocking and disappointing. Just my point of view.
The person you quoted mentioned the lack of story when it comes to the Night Market. And I agree. Dungeons and trials have a story (even if it might not be super complex sometimes), and most of all a logical story progression. The Night Market on the other hand shows us 3 factions that have some kind of identity label slapped to them, but it never plays any real role when it comes to the actuals tasks the player needs to do. It's basically always just running around killing everything, and playing some arcade-like games - not sure how that benefits a faction that's allegedly about knowledge or about wealth.
And then, the explanation for the whole Market existing is nothing beyond "Woah! Mysterious daedric realm!" - and that's it. This is what I'd rather find a little concerning - the writing quality basically, how story and quests do not fit together at all, but it all just feels like some random facade slapped upon random tasks.
(Which also slowly begins to bore me personally as a lore- and story-focused player; I've been playing with random group finder groups for a week now, exploration was fun for the first days, but now I'm slowly getting bored because there's no progressing story, but it's all just random - which can't really keep my interest for a longer time. Though I'm aware of course that that's an entirely personal and subjective thing, and other people might not mind that at all. And that's okay - everyone likes different things, and there should be content for different tastes and playstyles. So I have no problem with the Night Market existing, or being hard, or being group content, at all. The only thing I find weird is the disconnect between gameplay and the alleged background story/lore, where really nothing fits together.)
Though I'm not sure if this entirely fits this thread, because it's not about solo or group content, but about how this content was designed and written.