How about you count number of people who posted positive feedback vs negative just in this thread. You will get both the idea and the stats.Parasaurolophus wrote: »
Where did you get the idea that the majority wants a reduction in difficulty? Do you have any statistics?
z32
CameraBeardThePirate wrote: »Major_Mangle wrote: »YandereGirlfriend wrote: »I've been calling to nerf Ele Sus for years but folk always come out of the woodwork to proclaim that it is somehow balanced, heh.
Folk really will make any argument, no matter how ridiculous, to keep their overpowered toys.
The underlying issue is that status effects deal way too much damage, with 0 drawbacks
Status effect damage has been overperforming for years. You can find overtuned status effect pressure builds as far back as Morrowind patch. Status effects should get a major overhaul and be more about unique debuffs rather than being free damage procs.
P.S
To add to someone earlier in the thread saying they'd use Esoteric to deal with the status effect damage.....since status effects are considered as "procs", and won't proc other procs, Esoteric ain't gonna mitigate the damage from status effects
That's not how that works lol. Esoteric works with any direct damage, proc sets and status effects included.
Proc sets have always procced "take damage" effects. They just can't proc anything else on the user's side.
Think of procs as pets; they count as their own entity. A user's own proc effect cannot proc another proc set that the user is wearing because the proc effect is not "wearing" the proc set.
However, on the target side, it doesn't matter what the source is. A set that procs upon taking damage doesn't care what the source of said damage is, because the target is wearing the set and any damage the target takes will proc the effect.
Major_Mangle wrote: »YandereGirlfriend wrote: »I've been calling to nerf Ele Sus for years but folk always come out of the woodwork to proclaim that it is somehow balanced, heh.
Folk really will make any argument, no matter how ridiculous, to keep their overpowered toys.
The underlying issue is that status effects deal way too much damage, with 0 drawbacks
Status effect damage has been overperforming for years. You can find overtuned status effect pressure builds as far back as Morrowind patch. Status effects should get a major overhaul and be more about unique debuffs rather than being free damage procs.
P.S
To add to someone earlier in the thread saying they'd use Esoteric to deal with the status effect damage.....since status effects are considered as "procs", and won't proc other procs, Esoteric ain't gonna mitigate the damage from status effects
Prophet_of_Malacath wrote: »I don’t care at all about Hardcore‑only difficulty options — I don't like it, But I can handle them.
The question is: what about the other solo/casual players?
They get help from randos or guild.
Like, you're seriously not absorbing, this is THE BEST INTRODUCTION TO GROUP CONTENT they've had in a while.
People get nervous with Dungeons.
Some folks don't even try Trials.
Remathilis wrote: »I swear I see this exact post for every new mythic released. Maybe just ban mythics in pvp?
- Does ZoS have plans to turn ESO into something like a Dark Souls-style game?
- Do they have any plan to push solo players out of the game?
To answer the core questions asked:
Q: Does ZoS have plans to turn ESO into something like a Dark Souls-style game?
A: No.
Q:Do they have any plan to push solo players out of the game?
A: No.
Just following up here generally. We hear the feedback from solo players about the Night Market content. We want to follow up with just few things.
We have no intention of pushing solo players out of the game. However, we started this year off by noting that we were going to try some new things. Night Market is one of them. While we always provide group players with trials, we also wanted to try something different. This was not to alienate solo players, but rather to add a new way to play. That being said, we do hear the feedback and have passed that on our teams for future consideration, especially for when Night Market comes back later in the year. Remember, part of the ethos of this event is to add to it over time.
As several have noted in this thread as well, we have a roadmap that is publicly available. The point of the roadmap is to showcase the content we have coming throughout the year. As is noted on the roadmap and current PTS testing, we have plenty of solo friendly content as well. Thieves Guild and Sheogorath Questlines, Favors system, Rumors system, Two Solo Dungeons, Sage's Vault, and the list can keep going. And that is all on top of existing content. We also understand that not every piece of content will be for everyone, and that is okay.
We know this may come off as a contentious statement, but it does bare repeating. While we are an Elder Scrolls game, we are also an MMO. Storytelling and the heart of solo adventure will always be an important part of ESO. However, some of our event/ event zone content will be focused on encouraging group play. It is the nature of the genre. Additionally, we know just like there are players who come for solo content, there are also players who come for group content and challenging group content. So we want to make sure we are providing new things for them as well.
We'll close with this. Last year, we saw many threads throughout the year asking us to address content and find new ways of renewing the gameplay experience, both in variety and challenge. We are in the first passes of this now with items like Night Market going live. But we will have content throughout the year to address both solo and group play within the community. The feedback is helpful to steer us on the right track. So thanks to everyone, both solo players and group players, who have given their constructive feedback regarding the Night Market. The team is taking a look at what can be done during this current running and what can be adjusted for the next run of the Night Market.