Kevin_of_Devinshire wrote: »Serious question: Why are we always comparing ESO to "that" game? What about being more original?
That 5% can grow tremedously. ZOS just needs to kickstart the change and support it.
no idea, I rarely PvPSame goes for PvP. They had things going great but stopped bothering to update/provide new content. Coincidentally, no one plays either anymore compared to the casual PvE. Those two communities are in pieces atm.
It's fun to run with them, but there's no reason for it to be this bad. AND I'm friends with practically everyone amongst the endgame players and have tons of people I know in every high-end PvE guild. Imagine someone without the reputation I have amongst people in these guilds. Almost zero chance of even attempting this type of content for them even if they know how to complete it.
You would also be very wrong. Many players (that dying endgame community, duh) would LOVE more trials/dungeons in a timely manner. Working on actual content instead of Crown Store-focused content like mounts or player housing. It'd actually keep people playing.
That "dying community" is actually less than 1% of the amount of players. Sure they sub, but all in all that amount of players is a negligeable amount. When Zos takes a business decision to add content, do you think that they prefer to loose 99% of their players due to gated content like WoW raids, or that they wouldn't mind too much loosing the 1% of hardcore raiders because vMoL is a faceroll.
So, yeah, I would love more end game content as well. But then, I also know that I represent less than 1% that actually want that.
As for endgame content, I believe, you forgot DSA and MA.
Giles.floydub17_ESO wrote: »After 6 months of ESO, that's the end of ESO life, max levelled, nothing new to learn or do. It's time to throw the game away.
But I didn't, why? Cos there's no alternative mmo medieval game out there on PS4.
Dark souls 3 is great, but not enough mmo elements.
I agree many of us are here because there is not an alternative. However, i would be surprised if one has seen all and done all in a mere 6 months of playing the game. I can tell you vMoL is a lot of fun and few that started the game 6 months ago have cleared it in HM.
Thanks for the insights. I've done all the trials in normal versions, but the impression they gave me are just button smashers every single seconds for the time you spent in that trial dungeon.
I'm a healer so just basically spam healing springs and breath of life in each trials, so team mates survive. It's kinda lame, no brain and skill involved, so I prefer 4 man dungeon, where you can actually play with tactics.
Wifeaggro13 wrote: »
Ok who says it's 1%of the community. 1% of the community is doing the undaunted dailies? That's bs ,and far more do normal trials pre Tam one those normal trials were running all day every day .the only reason more people are not doing trials is because that community left the game . When the next churn base hits the wall and gets into trials more will be playing. You under estimate this player base. It's a large reason eso went B2p. The community hit the garbage end game and left in a mass exodus.
dennissomb16_ESO wrote: »WoW simply runs a different model then ESO. WoW expansion are 2 years apart and you pay about $50.00 U.S. for each expansion. All the previous content from previous expansions become basically useless. It is nice to count the dozens of dungeons and raids from previous expansions except they mean nothing as they do not scale up so people only run them for old appearences and achievements (usually solo including raids)
When a new WoW expansion drops players get about a year of fun and then complain for a year about lack of content while waiting for the next expansion (and you see subscriptions start to drop).
In the end however it is simple money. WoW has had a much larger player base paying 15 dollars a month for 12 years then any western MMO on the market. Add in $250 million dollars a year from selling extras like pets etc (that number is on public records) and they can easily afford a much larger development team then ESO will ever have
Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!? This is not due to how much longer WoW has been out, but rather the pacing of ESO launching endgame content. We have 4 raids and the fifth is likely coming with our future Vvardenfell DLC, due late 2017 or even farther. In other words, we will have 5 raids (if not still 4) in ESO at the end of 2017.
On top of this, WoW has included all of their expansions (each of which are larger than all of ESO's DLC combined) into the base game for free except for the most recent "Legion" expansion. Sometime when the next expansion releases, they will undoubtedly make Legion part of base game WoW as well. ESO will never do something like this with their DLC.
..... I guess the point of this post is this - why is ESO so ridiculously slow at releasing endgame group content? This is why the player count is far smaller right now than it ever should've been. ZOS crippled game performance (most notably in PvP) and forced the endgame for most players into PvE since PvP turned into a mess.
We have only 4 Raids and they're all too unrewarding for most players to bother with. The Group Dungeons are all easy for endgame players except maybe some of the DLC dungeons. You also lose gold when you run Trials because there's no BoE loot and you need to chug Potions throughout your runs. How can ESO's raid content maintain a healthy endgame playerbase when there's so little of it and it serves as a gold sink?
Looking up the content WoW contains has definitely put ESO's endgame in perspective for me. The base game was perfect in terms of content, but since then there has been a miniscule amount of effort put into endgame. I can think of tons of good players I know who would've never quit if even a quarter of the amount of dungeons/raids were released to ESO in the same timespan that WoW releases them.
Please tell me I am missing somethimg huge in all of this. As far as I'm concerned, ESO would do amazingly well if it had 4x the current amount of dungeons and 10x the amount of trials including those with 2-3x the amount of players in them.
I love ESO, but it's no secret how poorly the endgame community is doing. Trials are as empty as the PvP population now due to lack of content and incentive. Personally, endgame PvE is all that's left for me. Please revive the endgame community and revise your policy of 2-4 dungeons/1 trial (max) per year. Add more and be serious about endgame to guarantee some longetivity for ESO. The "Elder Scrolls" name can only carry this game so much farther when content runs unbelievably dry and PvP is painfully neglected.
....that is all
Wifeaggro13 wrote: »
Ok who says it's 1%of the community. 1% of the community is doing the undaunted dailies? That's bs ,and far more do normal trials pre Tam one those normal trials were running all day every day .the only reason more people are not doing trials is because that community left the game . When the next churn base hits the wall and gets into trials more will be playing. You under estimate this player base. It's a large reason eso went B2p. The community hit the garbage end game and left in a mass exodus.
Err, we are not talking about undaunted dailies, those are not end game as most of them can be soloed. But more like vMoL HM. The OP is complaining that there is not enough new content or not enough challenging raids in different format (12 to 24 people raid). And that most raid guilds are either quite empty or left the game.
Otherwise, normal Trials are not end game content. As for why people were running nTrials before T1 is that you could scale them down to lvl 3 by using a new toon, but all other players would get CP160 gear from the reward box at the end. (I would run 8 nMoL and 8 nSO a day for that, created a new toon every day)
Nowadays you have a couple of nTrials groups being asked. but not much more. as for vSO, I PuG it sometimes, vMoL I never PuG, too challenging.
The thing is, that there is not really a wall I feel, A lot of the base (afaik, again I don't pretend to know all players, just what I can see from zoned) are actually happy running the dailies and trying the occasional DLC dungeons that are harder, or occassional nTrial sometimes. But once you ran 3 dailies on 2 alts, most likely you already clocked 2,5 hours of game time.... so not much time to do vMoL afterwards.
dennissomb16_ESO wrote: »WoW simply runs a different model then ESO. WoW expansion are 2 years apart and you pay about $50.00 U.S. for each expansion. All the previous content from previous expansions become basically useless. It is nice to count the dozens of dungeons and raids from previous expansions except they mean nothing as they do not scale up so people only run them for old appearences and achievements (usually solo including raids)
When a new WoW expansion drops players get about a year of fun and then complain for a year about lack of content while waiting for the next expansion (and you see subscriptions start to drop).
In the end however it is simple money. WoW has had a much larger player base paying 15 dollars a month for 12 years then any western MMO on the market. Add in $250 million dollars a year from selling extras like pets etc (that number is on public records) and they can easily afford a much larger development team then ESO will ever have
Pretty much this...two major western studios have tried capture a significant chunk of the WoW market in the past five to ten years (ESO and SWTOR), both backed by very large initial investments and lengthy development, and with large built in audiences based on existing IP.
And yet both failed in the sense they were not able to capture and retain the millions of ongoing paying subscriptions required to continue to justify the investment that is required to develop and release content the size and magnitude of WoW expansions.
The financials for non-WoW sized games just don't add up to support the same level of development - it just is what it is. So games like ESO have a very large and well done base game, but won't ever see the same scale of content expansions that WoW does simply because the developer can't justify the expense against the smaller player base.
Kevin_of_Devinshire wrote: »Serious question: Why are we always comparing ESO to "that" game? What about being more original?
Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!?
Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!? This is not due to how much longer WoW has been out, but rather the pacing of ESO launching endgame content. We have 4 raids and the fifth is likely coming with our future Vvardenfell DLC, due late 2017 or even farther. In other words, we will have 5 raids (if not still 4) in ESO at the end of 2017.
On top of this, WoW has included all of their expansions (each of which are larger than all of ESO's DLC combined) into the base game for free except for the most recent "Legion" expansion. Sometime when the next expansion releases, they will undoubtedly make Legion part of base game WoW as well. ESO will never do something like this with their DLC.
..... I guess the point of this post is this - why is ESO so ridiculously slow at releasing endgame group content? This is why the player count is far smaller right now than it ever should've been. ZOS crippled game performance (most notably in PvP) and forced the endgame for most players into PvE since PvP turned into a mess.
We have only 4 Raids and they're all too unrewarding for most players to bother with. The Group Dungeons are all easy for endgame players except maybe some of the DLC dungeons. You also lose gold when you run Trials because there's no BoE loot and you need to chug Potions throughout your runs. How can ESO's raid content maintain a healthy endgame playerbase when there's so little of it and it serves as a gold sink?
Looking up the content WoW contains has definitely put ESO's endgame in perspective for me. The base game was perfect in terms of content, but since then there has been a miniscule amount of effort put into endgame. I can think of tons of good players I know who would've never quit if even a quarter of the amount of dungeons/raids were released to ESO in the same timespan that WoW releases them.
Please tell me I am missing somethimg huge in all of this. As far as I'm concerned, ESO would do amazingly well if it had 4x the current amount of dungeons and 10x the amount of trials including those with 2-3x the amount of players in them.
I love ESO, but it's no secret how poorly the endgame community is doing. Trials are as empty as the PvP population now due to lack of content and incentive. Personally, endgame PvE is all that's left for me. Please revive the endgame community and revise your policy of 2-4 dungeons/1 trial (max) per year. Add more and be serious about endgame to guarantee some longetivity for ESO. The "Elder Scrolls" name can only carry this game so much farther when content runs unbelievably dry and PvP is painfully neglected.
....that is all
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
I dont think the op wants it to become WOW he wants it to become a MMO, Right now its a online RPG with a MMO pricetag and some pretty shady practices with reporused content.Letholdrus wrote: »Many hours of repetitively wiping and zerging for at least two evenings a week, every week; plus grinding other PVE content to farm mats for alchemy flasks and enchants during 'off nights' is all that WoW really have as an end game.
You need to run normal dungeons over and over to gear for heroic dungeons. Then you need to run heroic dungeons over and over to get the right ilvl for raiding. You need to repeat this so that everybody in your guild have the right ilvl.
Now you can start raiding just to wipe and zerg your way through normal to be able to do the same in heroic and then to be able to do mythic raids.
Buy the time you start doing mythic raids you are so sick of the content and burned out on its sameness that it does not even feel fun playing anymore, the thing is you invested to much time already and the rest of the guild as well, that you push through even though everybody really dislike the content at this stage.
Only the very best professional (these guys do it as a job) guilds can clear all the content up to mythic in a couple of weeks, but downing the final boss on mythic does not mean everybody in the guild is wearing BIS mythic gear yet, so to do that the mythic raid's same bosses are repetitively done over and over to gear everybody in BIS mythic (if you are lucky and the guild did not break up yet due to being burned out in the content).
So yeah, I had my fair share of WoW raiding, initially it was fun learning the boss mechanics and trying to be as high up on Recount as possible, but after running the same boss for the 50'th time it becomes very stale.
Blizzard does competitive raiding extremely well, there are a couple of reasons for this. Firstly they make all the spell and ability info publicly available. This allows tools like simulationcraft to exist. They continuously on a weekly basis tweak the classes via hot fixes to ensure that there are no abnormal OP classes (yes some classes will perform better on single target and some will be better on AOE targets, but they even this out). They continuously tweak the boss fights and mechanics. They take immediate decisive action when guilds used exploits on boss fights. The combat system with a global cool down of 1.5 seconds between abilities as well as having skills with various cool downs for all classes helps to 'absorb' latency due to networking, this is due to the fact that although the global cool down is 1.5 seconds you can press the next ability after 1 second and it will be 'queued up'. A person with a lower latency will still have an advantage due to seeing things faster, but it is not that much. You can test this in simualationcraft by increasing your latency from 20 ms to 250 ms, it is only a 2% loss in DPS for most classes.
The above is some of the things that makes WoW an E-sports grade MMO.
But is this really fun? Well it depends on what you want to do. If you are the extremely competitive type and the actual game lore and questing is less important to you then the 'fairness' of the game mechanics then you will love WoW. You will actually do yourself in buy not playing and taking part in progression raiding in WoW. Nobody can out-WoW WoW.
If however you want to roam a fantasy world and develop your character on multiple levels and not just BIS gear, meet new and interesting NPCs and other players. Enjoy the ride from level 1 to 50 + CP instead of trying to get to max level as soon as possible to start the endless gear mill over and over and over and over then ESO will give you much more enjoyment.
I really do not want ESO try to become WoW, I want ESO to keep on giving me more TES goodness in the form of voice acted interesting quests, excellent world exploration, great crafting system (now with homestead even greater). The fact that I can (and I do every single day) join up with people and run dungeons, trails or just help a friend level a new character without penalty to me due to level scaling is awesome. ESO provides me with a fantastical world away from reality for a couple of hours every day.
When I get the competitive urge feeling I fire up WoW and pug some raids, however with the massive grind they caused due to artifact power in WoW, this is sadly becoming more difficult as all of the pugs need you to have a minimum amount of artifact knowledge and ilvl. Due to WoWs extremely competitive and very toxic community (largely due to its competitiveness) people very rarely want to give you a chance in a raid spot if you don't have ahead of the curve achievement plus at least 15 ilvls above what is required for the raid you want to pug...
tl;dr
WoW only has its endless gear mill as its only endgame.
ESO is a fantastical world away from reality.
Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!? This is not due to how much longer WoW has been out, but rather the pacing of ESO launching endgame content. We have 4 raids and the fifth is likely coming with our future Vvardenfell DLC, due late 2017 or even farther. In other words, we will have 5 raids (if not still 4) in ESO at the end of 2017.
On top of this, WoW has included all of their expansions (each of which are larger than all of ESO's DLC combined) into the base game for free except for the most recent "Legion" expansion. Sometime when the next expansion releases, they will undoubtedly make Legion part of base game WoW as well. ESO will never do something like this with their DLC.
..... I guess the point of this post is this - why is ESO so ridiculously slow at releasing endgame group content? This is why the player count is far smaller right now than it ever should've been. ZOS crippled game performance (most notably in PvP) and forced the endgame for most players into PvE since PvP turned into a mess.
We have only 4 Raids and they're all too unrewarding for most players to bother with. The Group Dungeons are all easy for endgame players except maybe some of the DLC dungeons. You also lose gold when you run Trials because there's no BoE loot and you need to chug Potions throughout your runs. How can ESO's raid content maintain a healthy endgame playerbase when there's so little of it and it serves as a gold sink?
Looking up the content WoW contains has definitely put ESO's endgame in perspective for me. The base game was perfect in terms of content, but since then there has been a miniscule amount of effort put into endgame. I can think of tons of good players I know who would've never quit if even a quarter of the amount of dungeons/raids were released to ESO in the same timespan that WoW releases them.
Please tell me I am missing somethimg huge in all of this. As far as I'm concerned, ESO would do amazingly well if it had 4x the current amount of dungeons and 10x the amount of trials including those with 2-3x the amount of players in them.
I love ESO, but it's no secret how poorly the endgame community is doing. Trials are as empty as the PvP population now due to lack of content and incentive. Personally, endgame PvE is all that's left for me. Please revive the endgame community and revise your policy of 2-4 dungeons/1 trial (max) per year. Add more and be serious about endgame to guarantee some longetivity for ESO. The "Elder Scrolls" name can only carry this game so much farther when content runs unbelievably dry and PvP is painfully neglected.
....that is all
TotallyNotVos wrote: »Because the endgame raiding community in all mmos is at an all time low. Most of the top wow raid guilds have all disbanded as well.
While I personally would like to see more and bigger raids, eso does not have the community to warrant zenimax spending all of that time on multiple raids per year.
A very very small percentage of eso raid guilds have even cleared maw hardmode
I don't think this justifies hardly having any trial content. It is a positive feedback cycle. No raids mean no raiding guilds and it is selfenforcing. I would like 1 or 2 more in the near future. The dungeon difficulty is nice though and going 5 people is very rewarding.
Has taking a moment to focus on raiding ever helped an MMO? I know there are people that want it, but it sure didn't help GW2's numbers. It didn't make Wildstar a success. WoW made it easier like every expansion just to make it less like raiding and more like a pug mosh-pit cluster****. Raid instances in WoW have never seen as much use as they have since people could solo them for transmogs.
Just my opinion, but if it were up to me I'd throw PvP'ers a few more bones before I worried about my raiders getting bored with ESO. They just don't float MMOs.
Yes, it has helped WOW immensely. Focusing on other stuff is what made the numbers decline. MMOrpg and raiding is intertwined and is the cornerstone of the MMOrpg genre. I disagree that they are not important. Pvp is important too, but is inherently second place to pve.
Just saying...Hello Kitty Island Adventure is still better!..