soupyacorn88 wrote: »When will you guys learn that it's not the new players you should be catering too, it's veterans that pay up so you guys can keep the game going.
andreasranasen wrote: »When you've invested time and money into a company, you have the right to be upset over changes that will negatively affect your experience and gameplay.
"This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s)"
Ah i see you are catering to the casual players and not caring about the hardcore players who put time into their builds to get the best possible. Amazing decision... truly just... amazing
If you could literally just revert back to thieves guild and leave it there for eternity that would be better than you trying and failing to make the game better. I do have my opinion on what you guys are doing to your game and i think i would get banned from the forums if i gave my opinion.
Also why introduce a new class when you can't even handle the 4 you already have? This will just create more bugs and problems.
And when will you stop making ideas yourselves and actually listen to what the people who have been here for 3 years+ want in the game and know whats best for it?
And when will you stop making ideas yourselves and actually listen to what the people who have been here for 3 years+ want in the game and know whats best for it?
Unlikely_Ghostbuster wrote: »Speaking as someone who started playing three years ago, quit two years ago, came back one year ago, and am now struggling to find reasons to keep playing, I'm oddly ambivalent about the changes.
For a moment, I thought about weighing-in on every little tiny thing I liked and disliked (like many others have for some 19 pages), but what would be the point?
I think I'm going to keep playing. I pre-ordered Morrowind in good faith that the game is improving and I don't believe I was mistaken. For me personally, the problem is precisely overcoming the huge gap between ultra-specialized builds that run endgame content vs. new players trying to learn the ropes. But likewise, I have to admit ZOS has this tendency to make decisions that, on the surface, appear to devalue the time invested by players who have "put in the time" in favor of players who haven't -- a bias for "filthy casuals."
Full confession, I was coaxed into playing this game in 2014 having never played a single TES game, ever (took months to figure out what TES stood for). In the biggest twist of irony ever, those friends don't play anymore. You see, they have fairly busy lives outside ESO (eg, they were filthy casuals) who couldn't even begin to ride the edge of the build specialization curve, which is necessary if you want to succeed doing any type of endgame content. Whenever they tried, whatever they tried, the experience would be horrible. So they drifted away from the game. It wasn't fun for them. I don't blame them in the least because they had a point. If you've ever been booted from a dungeon group because you couldn't cut it, then you know how they felt. When a player has more bad experiences than good, they're going to stop playing.
Since then, I've managed to convince other people to try ESO. All of them try, but eventually quit because they can't even begin to compete with min-max builds with infinite sustainability. I don't blame them, either. Frankly, I wish they still played. A friend of mine started playing last year, has invested over 500 hours, but hasn't cracked 300 CP and has almost stopped playing altogether because the bad experiences for new, under-powered, or simply non-specialized players are numerous and unforgiving. So yes -- they stopped playing. They all stop playing.
What bothers me, really, is that the game didn't drive them away. It was the competition curve, which is driven by players who may or may not have the purest motivations.
Let's be honest: a lot of people are upset about the changes because their perception is that the niche builds which have allowed them infinite sustainability and ungodly DPS are only "good" because they outperform *other* players. To both reduce ridiculous resource regeneration while simultaneously elevating players who made different choices (who haven't "put in the time") is to incur the wrath of a certain type of player who only feel like they're winning if other people are losing (or otherwise doing it "wrong"). Thus, any decision that favors build-diversity and encourages hybrid, non-standard builds and reduces the effectiveness of min-max "cancer" builds will be resisted by those players who need others to fail (or otherwise fall short) to feel like their efforts to achieve OP accolades have been worthwhile.
Trust me, I've been there. The reason I quit the first time was that ZOS promised they were tracking our XP prior to the implementation of the champion system so that the experience points earned in the autumn and winter of 2014 would be CONVERTED into CP when the champion system was implemented. Turns out, ZOS either wasn't telling the truth or they changed their minds -- either way, it didn't happen. In October 2014, they told us to "keep playing!" despite the lack of any decent endgame content or progression and that our time and effort would be recognized. In December 2014, right before leaving for the holidays, they announce everyone would get a flat 30 champion points (there would be no XP-to-CP conversion).
To put it bluntly, ZOS screwed the players who invested the *most* in the game in terms of both time AND money -- ESO was not yet free to play. I was so furious that I was deceived into resubscribing and leveling alt characters when I otherwise would not have that I rage-quit before the new year, not returning until ZOS finally delivered both the endgame content and progression ESO was horribly lacking. So believe me, I feel the anger associated with feeling as though your best efforts have been devalued (or in my case, counted for precisely nothing).
But put your anger into perspective. Logically extend what you're asking for when you oppose any/all changes that benefit "newbies" and "filthy casuals."
This game *WILL* die if the only people who enjoy playing it are the ones who have been able to spend the most time creating OP builds newer players can't even begin to compete against. Those new players try to play, don't enjoy it, and quit. Dedicated casuals who try their best, but still fall short also grow tired of the need for niche build specialization and they quit as well. This trend continues. The player-base gets pruned more and more (at a rate far faster than new players join). Eventually, only a few hundred "elite" people will be left, there won't be enough revenue to keep the lights on, ZOS will shutter its doors, and the servers will shutdown forever.
Can the elite players settle for being 50% stronger than the average player instead of 300%, if it helps sustain the player population, and thus, sustain the game as a whole? Honestly, it's a fun game. Mistakes have been made. People, generally speaking, suck. These are constants. We don't have to be happy about them, but we CAN choose whether or not we allow these constants to drown all the fun out of ESO.
[*] Doing the veteran pledges every day is going to end up being quite difficult even if you ignore the DLC ones with the stacking of some changes. Worm Cult 1% nerf isn't a big deal. CP changes causing you to focus more on resource managament is a good thing. Magickasteal getting reduced by 25% on it's own isn't so bad either. Stack them all together and people are going to run into massive resource issues. Obviously this will mean Necrotic Orbs/Spear Shards will have to be thrown around for more magicka return, but I didn't think PvE needed to become more difficult? Magickasteal in PvP doesn't have a large impact, in all honesty.
[*] As many have said before, don't let Caltrop stacking become a thing. I'd like to still get around the place rather than having to go through 20 caltrops on every bridge, door, nook or cranny..
"Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come."
That is a pure lie. No you dont. You just force everyone to use sustain sets. You cant do more damage if you run out of resources in 10 seconds. Now where is the diversity in that?
This is going to be the death of this game.
Is it too late to cancel /refund my Morrowind pre-order?
"This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s)"
Ah i see you are catering to the casual players and not caring about the hardcore players who put time into their builds to get the best possible. Amazing decision... truly just... amazing
If you could literally just revert back to thieves guild and leave it there for eternity that would be better than you trying and failing to make the game better. I do have my opinion on what you guys are doing to your game and i think i would get banned from the forums if i gave my opinion.
Also why introduce a new class when you can't even handle the 4 you already have? This will just create more bugs and problems.
And when will you stop making ideas yourselves and actually listen to what the people who have been here for 3 years+ want in the game and know whats best for it?
I'm really looking forward to this changes now lolAnd when will you stop making ideas yourselves and actually listen to what the people who have been here for 3 years+ want in the game and know whats best for it?
Translation: we own the server, we should dictate the rules of the game. What would the devs know? Is not like they created the game or something or like it's their job and specilization...Unlikely_Ghostbuster wrote: »Speaking as someone who started playing three years ago, quit two years ago, came back one year ago, and am now struggling to find reasons to keep playing, I'm oddly ambivalent about the changes.
For a moment, I thought about weighing-in on every little tiny thing I liked and disliked (like many others have for some 19 pages), but what would be the point?
I think I'm going to keep playing. I pre-ordered Morrowind in good faith that the game is improving and I don't believe I was mistaken. For me personally, the problem is precisely overcoming the huge gap between ultra-specialized builds that run endgame content vs. new players trying to learn the ropes. But likewise, I have to admit ZOS has this tendency to make decisions that, on the surface, appear to devalue the time invested by players who have "put in the time" in favor of players who haven't -- a bias for "filthy casuals."
Full confession, I was coaxed into playing this game in 2014 having never played a single TES game, ever (took months to figure out what TES stood for). In the biggest twist of irony ever, those friends don't play anymore. You see, they have fairly busy lives outside ESO (eg, they were filthy casuals) who couldn't even begin to ride the edge of the build specialization curve, which is necessary if you want to succeed doing any type of endgame content. Whenever they tried, whatever they tried, the experience would be horrible. So they drifted away from the game. It wasn't fun for them. I don't blame them in the least because they had a point. If you've ever been booted from a dungeon group because you couldn't cut it, then you know how they felt. When a player has more bad experiences than good, they're going to stop playing.
Since then, I've managed to convince other people to try ESO. All of them try, but eventually quit because they can't even begin to compete with min-max builds with infinite sustainability. I don't blame them, either. Frankly, I wish they still played. A friend of mine started playing last year, has invested over 500 hours, but hasn't cracked 300 CP and has almost stopped playing altogether because the bad experiences for new, under-powered, or simply non-specialized players are numerous and unforgiving. So yes -- they stopped playing. They all stop playing.
What bothers me, really, is that the game didn't drive them away. It was the competition curve, which is driven by players who may or may not have the purest motivations.
Let's be honest: a lot of people are upset about the changes because their perception is that the niche builds which have allowed them infinite sustainability and ungodly DPS are only "good" because they outperform *other* players. To both reduce ridiculous resource regeneration while simultaneously elevating players who made different choices (who haven't "put in the time") is to incur the wrath of a certain type of player who only feel like they're winning if other people are losing (or otherwise doing it "wrong"). Thus, any decision that favors build-diversity and encourages hybrid, non-standard builds and reduces the effectiveness of min-max "cancer" builds will be resisted by those players who need others to fail (or otherwise fall short) to feel like their efforts to achieve OP accolades have been worthwhile.
Trust me, I've been there. The reason I quit the first time was that ZOS promised they were tracking our XP prior to the implementation of the champion system so that the experience points earned in the autumn and winter of 2014 would be CONVERTED into CP when the champion system was implemented. Turns out, ZOS either wasn't telling the truth or they changed their minds -- either way, it didn't happen. In October 2014, they told us to "keep playing!" despite the lack of any decent endgame content or progression and that our time and effort would be recognized. In December 2014, right before leaving for the holidays, they announce everyone would get a flat 30 champion points (there would be no XP-to-CP conversion).
To put it bluntly, ZOS screwed the players who invested the *most* in the game in terms of both time AND money -- ESO was not yet free to play. I was so furious that I was deceived into resubscribing and leveling alt characters when I otherwise would not have that I rage-quit before the new year, not returning until ZOS finally delivered both the endgame content and progression ESO was horribly lacking. So believe me, I feel the anger associated with feeling as though your best efforts have been devalued (or in my case, counted for precisely nothing).
But put your anger into perspective. Logically extend what you're asking for when you oppose any/all changes that benefit "newbies" and "filthy casuals."
This game *WILL* die if the only people who enjoy playing it are the ones who have been able to spend the most time creating OP builds newer players can't even begin to compete against. Those new players try to play, don't enjoy it, and quit. Dedicated casuals who try their best, but still fall short also grow tired of the need for niche build specialization and they quit as well. This trend continues. The player-base gets pruned more and more (at a rate far faster than new players join). Eventually, only a few hundred "elite" people will be left, there won't be enough revenue to keep the lights on, ZOS will shutter its doors, and the servers will shutdown forever.
Can the elite players settle for being 50% stronger than the average player instead of 300%, if it helps sustain the player population, and thus, sustain the game as a whole? Honestly, it's a fun game. Mistakes have been made. People, generally speaking, suck. These are constants. We don't have to be happy about them, but we CAN choose whether or not we allow these constants to drown all the fun out of ESO.
First words of wisdom I read here, bravo sir, you got my respect
P.D: PUG Groups will now be more reliable thanks to these changes
Also, PSA: the 50% cost reduction means that caltrops will now cost 3-4k stamina, down from 6-7k. Definitely not spammable, even without all these resource changes.
PS4_ZeColmeia wrote: »I am so pleased with the resource recovery changes. This makes choices in CP, sets, and food/drink buff actually mattering. Right now everyone looks at sets with recovery with a sneer of "wish that said max ____" or immediately removes the recovery on jewelry with spell/weapon damage. resource steal enchantments are rare. Drinks, outside of event ones, are never used in the meta.
This changes that by making resource monkeys, balanced, high damage actually have pros and cons, vs high damage having no negatives whatsoever. Trust me, I'm sad as well that I can't just toss up high numbers and careless about resources in a way, but from a balance this will do a lot to put classes in line with each other because its not just high damage bonus game. Each class has a balance of resource gain in certain pools, damage bonuses, and max stat bonuses.
With the other segment of build making being balanced, classes will start to trend towards some CP and set bonuses based on recovery methods in the class. This makes every class instantly more balanced. This also helps increase health importance by having more diversity in the build since the meta of damage will drop the instances of insta-death being the most effective method of pvp will reduce and therefore free up options to spend points elsewhere (especially if building your character around sustain).
Overall I think this "little" change will massively fix a lot of complaints we have about a lot of areas in the game. Step back a bit (and from the ledge) and think of all of the issues we talk about and this is a very positive tweak that i think will make refining the classes towards balance much easier moving forward.
That only means that they need to make sure bosses are adjusted for the changes. Nothing more.mr_wazzabi wrote: »Have fun in vma and hard mode trials. Get killed in round 5 by giant boss as your dps is too low and she breaks your last platform.PS4_ZeColmeia wrote: »I am so pleased with the resource recovery changes. This makes choices in CP, sets, and food/drink buff actually mattering. Right now everyone looks at sets with recovery with a sneer of "wish that said max ____" or immediately removes the recovery on jewelry with spell/weapon damage. resource steal enchantments are rare. Drinks, outside of event ones, are never used in the meta.
This changes that by making resource monkeys, balanced, high damage actually have pros and cons, vs high damage having no negatives whatsoever. Trust me, I'm sad as well that I can't just toss up high numbers and careless about resources in a way, but from a balance this will do a lot to put classes in line with each other because its not just high damage bonus game. Each class has a balance of resource gain in certain pools, damage bonuses, and max stat bonuses.
With the other segment of build making being balanced, classes will start to trend towards some CP and set bonuses based on recovery methods in the class. This makes every class instantly more balanced. This also helps increase health importance by having more diversity in the build since the meta of damage will drop the instances of insta-death being the most effective method of pvp will reduce and therefore free up options to spend points elsewhere (especially if building your character around sustain).
Overall I think this "little" change will massively fix a lot of complaints we have about a lot of areas in the game. Step back a bit (and from the ledge) and think of all of the issues we talk about and this is a very positive tweak that i think will make refining the classes towards balance much easier moving forward.
So certain classes are getting a nerf instead of a buff if they have over a certain amount of stamina or magicka. (This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.) Way to go ZOS, punishing players is a perfect way to keep them playing your game.
@Rittings
As a stamblade who is often told that it would be "too hard" and "not worth the risk" to bring me into vet Maw, making life harder for everyone else works to my advantage. I just need to see how sorc plays out, and if the sustain does impact them, I'm all set.
Sure, it will be nice if they lower vet bosses' health pools and damage numbers a bit, but being comparable to the other classes in terms of PvE viability is to stamblades' advantage.
tl;dr: There have been plenty of people complaining about the glacial PvE meta. It just seems a lot of the people succeeding in that meta weren't listening.
That only means that they need to make sure bosses are adjusted for the changes. Nothing more.mr_wazzabi wrote: »Have fun in vma and hard mode trials. Get killed in round 5 by giant boss as your dps is too low and she breaks your last platform.PS4_ZeColmeia wrote: »I am so pleased with the resource recovery changes. This makes choices in CP, sets, and food/drink buff actually mattering. Right now everyone looks at sets with recovery with a sneer of "wish that said max ____" or immediately removes the recovery on jewelry with spell/weapon damage. resource steal enchantments are rare. Drinks, outside of event ones, are never used in the meta.
This changes that by making resource monkeys, balanced, high damage actually have pros and cons, vs high damage having no negatives whatsoever. Trust me, I'm sad as well that I can't just toss up high numbers and careless about resources in a way, but from a balance this will do a lot to put classes in line with each other because its not just high damage bonus game. Each class has a balance of resource gain in certain pools, damage bonuses, and max stat bonuses.
With the other segment of build making being balanced, classes will start to trend towards some CP and set bonuses based on recovery methods in the class. This makes every class instantly more balanced. This also helps increase health importance by having more diversity in the build since the meta of damage will drop the instances of insta-death being the most effective method of pvp will reduce and therefore free up options to spend points elsewhere (especially if building your character around sustain).
Overall I think this "little" change will massively fix a lot of complaints we have about a lot of areas in the game. Step back a bit (and from the ledge) and think of all of the issues we talk about and this is a very positive tweak that i think will make refining the classes towards balance much easier moving forward.
Maybe they looked at the stats and decided that too many players are completing the content too quickly? If that's the case, then an additional reasoning behind the changes is that they're wanting to make the top end content PvE more challenging. Of course there needs to be a balance though between "more challenging" and "impossible".mr_wazzabi wrote: »Then why have all the bosses been left untouched?That only means that they need to make sure bosses are adjusted for the changes. Nothing more.mr_wazzabi wrote: »Have fun in vma and hard mode trials. Get killed in round 5 by giant boss as your dps is too low and she breaks your last platform.PS4_ZeColmeia wrote: »I am so pleased with the resource recovery changes. This makes choices in CP, sets, and food/drink buff actually mattering. Right now everyone looks at sets with recovery with a sneer of "wish that said max ____" or immediately removes the recovery on jewelry with spell/weapon damage. resource steal enchantments are rare. Drinks, outside of event ones, are never used in the meta.
This changes that by making resource monkeys, balanced, high damage actually have pros and cons, vs high damage having no negatives whatsoever. Trust me, I'm sad as well that I can't just toss up high numbers and careless about resources in a way, but from a balance this will do a lot to put classes in line with each other because its not just high damage bonus game. Each class has a balance of resource gain in certain pools, damage bonuses, and max stat bonuses.
With the other segment of build making being balanced, classes will start to trend towards some CP and set bonuses based on recovery methods in the class. This makes every class instantly more balanced. This also helps increase health importance by having more diversity in the build since the meta of damage will drop the instances of insta-death being the most effective method of pvp will reduce and therefore free up options to spend points elsewhere (especially if building your character around sustain).
Overall I think this "little" change will massively fix a lot of complaints we have about a lot of areas in the game. Step back a bit (and from the ledge) and think of all of the issues we talk about and this is a very positive tweak that i think will make refining the classes towards balance much easier moving forward.
Are they waiting until the next dlc to nerf high end pve to work with these changes? If they are, that is way too long and MANY players will be gone. They'd better have a plan to nerf it before release. They need to nerf during the pts. If they do, I might be ok with the changes.
PS4_ZeColmeia wrote: »I am so pleased with the resource recovery changes. This makes choices in CP, sets, and food/drink buff actually mattering. Right now everyone looks at sets with recovery with a sneer of "wish that said max ____" or immediately removes the recovery on jewelry with spell/weapon damage. resource steal enchantments are rare. Drinks, outside of event ones, are never used in the meta.
This changes that by making resource monkeys, balanced, high damage actually have pros and cons, vs high damage having no negatives whatsoever. Trust me, I'm sad as well that I can't just toss up high numbers and careless about resources in a way, but from a balance this will do a lot to put classes in line with each other because its not just high damage bonus game. Each class has a balance of resource gain in certain pools, damage bonuses, and max stat bonuses.
With the other segment of build making being balanced, classes will start to trend towards some CP and set bonuses based on recovery methods in the class. This makes every class instantly more balanced. This also helps increase health importance by having more diversity in the build since the meta of damage will drop the instances of insta-death being the most effective method of pvp will reduce and therefore free up options to spend points elsewhere (especially if building your character around sustain).
Overall I think this "little" change will massively fix a lot of complaints we have about a lot of areas in the game. Step back a bit (and from the ledge) and think of all of the issues we talk about and this is a very positive tweak that i think will make refining the classes towards balance much easier moving forward.