
generally make more investment in the core game experience instead of just chasing the next big thing. We hear you. We agree.
2. Bad RNG for aspects of the game I enjoyed, creating a need for grinding (housing recipes, mats), artifact hunting. Limited play time means grinding with bad RNG means I was rarely getting anything I was after.
MincMincMinc wrote: »I'm sure if seige/oils was the simple answer to ballgroups there wouldn't be so many complaints about ballgroups. Seige is literally a joke now a days. You have your own problems to work on if that is what you or your group is dying to. Seige is telegraphed so easily, movement speed is nearly double what it used to be, players can literally be immune to soft cc 100% uptime. The only oils ever hitting you are ones you or your shot caller choose to stand in.
Really if I was to attribute the complaints to anything it is that zos replaced most play/counterplay core mechanics with set procs over the years. Players have to use item sets to disable core mechanics like roots and snares for example and then just worry about a select few meta gear sets that addons can detect for you. IMO having more play/counterplay mechanics enforced through the core skills or skill system is much healthier for the game than requiring people to go farm niche gear. (this doesn't drive dlc sales though) GvG was much more fun back in the day when groups actually dissected and pulled each other apart with player input. Now its more like a disjointed feeling where sets are entirely driving combat. Even having to rotate coordinate rapids isnt a thing anymore and it is replaced by snow treaders.
Honestly to boil it down further old eso felt more like a fighting game where the items and builds supplemented the actual combat system skill inputs you did. Now eso is more like a trading card game where your skills/inputs supplement your trading card set output.
Nemesis7884 wrote: »do you notice a trend...