MashmalloMan wrote: »On the subject of hybridization, seems like there is a misunderstanding about what the playerbase actually wants and why we have such a big problem with leaving it 85% complete. We all understand you want to eventually simplify and combine "weapon" and "spell" categories for critical chance and damage, like how you did for "armor" and "offensive penetration".
What players don't understand is why you can't make temporary adjustments that improve quality of life for everyone before you reach that end goal. Very simple changes that have 0 effect on balance.
You're asking your playerbase to be patient for something that's been half baked for close to 4 years now. I don't know about you, but that seems too long. Why not meet us half way if you expect we're still another 1-3 years out?
In fact you've done this before, you made weapon and spell damage jewelry enchants provide both stats, but in an effort to retain some sense of unique choice between them, added +10 Stam or Mag recovery. Did anyone request that? No. Was it an effective, temporary solution? Yes.
What we want:
- All sources of Major Sorcery or Brutality should provide both.
- All sources of Major Prophecy or Savagery should provide both.
- Foods should not be better than drinks, they should be equal.
- All "for slotting" ability effects should work on both bars, eg. Inner Light, Camo Hunter, etc.
Save the complicated stuff that has little effect on the average user. We all know consumables, Mundus stones, class minor buffs being redundant, and stats in the backend need to be updated due to your standardization in 2019, but we don't really care. We care about the day to day of the game.
Over half of the "for slotting" ability effects in the game work on both bars, but a handful don't. Is it to make class skills appear stronger? That can't be the case because Necromancer's and Warden's would get 3% healing/damage done and Minor berserk/evasion on both bars respectively then.
If you're scared those universal skill lines will overshadow class equivalents, than you're avoiding the actual issue which is your class equivalents need to be more rewarding to slot.
Look at your own comments when updating Sorc's Crystal Frag's instant proc to work on both bars. Paraphrasing you said something like, we held off to not make it overpowered, but we believe it will be fine. Well you were right, it's been fine.
It would also be completly fine if you sent over some of the tech for "dynamic cost based on highest or lowest resource" to other classes, instead of just Arcanist, they have crux as a unique class mechanic. I'm sure Stam DK's would love that tech on whip instead of the split cost they have now.. Frankly, it should be applied to all class executes and spammables by default. A massive missed opportunity for skill expression and the play the way you want mantra. Shouldn't the choice for abilities like NB's Impale and Killer's Blade be based on a ranged vs melee playstyle instead of blue colour vs green colour? Why lock down players that way?
YandereGirlfriend wrote: »Without decent damage sets and anti-zerg tools like Vicious Death, it devolved into a pure numbers game
YandereGirlfriend wrote: »TLDR: No-Proc removed all tools necessary to combat population imbalance and then rapacious faction-stacking killed the campaign.
ZOS_GinaBruno wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »New Answer from the Reddit AMAZOS_Finn on Reddit wrote:Short answer is: Yes, we are working on it.
Longer answer: We have scoping and are aligning resources for this initiative and will share more when we have better timelines.
For the time being, I can say that the some core values for this are...
\- This is optional and no one will be forced into it
\- There will be varied levels of difficulty players can opt into
\- We will NOT be separating players
https://www.reddit.com/r/elderscrollsonline/s/8dqcougkjNZOS_GinaBruno on Reddit wrote:Yes, it would include older content.
https://www.reddit.com/r/elderscrollsonline/s/4BKTqd1Hai
These responses personally make me feel like the timeline has been pushed back but I'm not sure.
@ZOS_Kevin
Is this still slated for the current content pass?
Was it ever slated for the current content pass? I do not remember seeing/hearing any mention of it. Would be great to see a quote if it exists.
Yes. I asked about it coming out this year, 2025, after the April livestream. My question was referencing a statement made at the end of 2024 that we'd know more in 2025. And I was reassured that the current plan was still that it would come out this content pass.spartaxoxo wrote: »Thank you for the response. I guess my follow up question is if this is something still so early into prototyping, is this is something still planned to drop this year? I know last year, it was stated that it would be coming this year which lead to many of expecting news during the live. The new content cadence was stated to help with speed of releases so I wonder if this is still possibly coming this year?As of right now, the goal is to still have this out during the content pass timeline. But if that changes, we will update once we have a clear picture if anything changes.
However, between the statements made in the AMA and the layoffs, I am not convinced that this is still the case. A lot has changed at ZOS and those statements make it sound like it's not that far in development.
@spartaxoxo Thanks a lot. I would be very surprised if we get this this year.
You're welcome. I'd be surprised too but I'd still like confirmation since we were told we'd be updated if things changed. Seems easy enough since the Livestream is this Thursday.
Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!
So sad to hear exclusion is coming. Keep expanding difficulty levels and handing out higher rewards and you are perpetuated the problem.