Mmm I feel like the math is off here. Can you say how long it takes for you to finish a trial just to make sure?Love Wizard wrote: »You get rewarded with plunder for every boss, and the lastboss will reward you with a piece of legendary jewerly, and if done on hardmode, two alongside with the 10k item drop that can be vendored. In other news, for the magicka people atleast, buying spellpower potions, negates all profit you will actually make, and puts you abouts dead even, sometimes a loss, and to me this is absolutely absurd\.
I say Alchemy Satchels and Gold mats. Instead of making the Undaunted plunder be just gold, make that a currency that is exchangable for mats. I definitely think that there should be a title for top leaderboards and that leaderboard rewards should be much better.
I think the issue is deeper. The game as a whole feels grindy. That's why we all feel that rewards aren't sufficient. Because yes, you can't really get rich unless you really farm/grind specifically gold or items that sell, or flip items for profit. Constantly. Feels worse than farm imo.Cost of raiding: The cost of alchemy (esp. when compared to something like provisioning) is always been disproportionally out of line. It's not just endgame PvE that feels the cost, but also PvPers--a common complaint is that the rewards from PvP often don't cover the expenses.
During the One Tamriel PTS cycle, there was the huge outcry over the loss of BoE gear, and ZOS responded by adding Plunder. At the time, I thought that it was just a sloppy bandaid that didn't address any core issues, and I still think that now. Alleviating the cost of alchemy to make it more accessible (there are two options: either make each node yield 3-4 instead of 1 or increase the yield of crafting by 4x, so one set of flowers with max passives make 16 potions or 64 poisons instead of 4 and 16 now) would take a lot of the sting out of both PvP and endgame PvE.
Ahahaha. code for Nobel Prize in literature 2018. This is a masterpiece.
Gear could be a good reward, but it seems that the devs have no idea what players actually want in gear. Take for example Automated Defense and Inventor's Guard--absolutely nobody wants that trash. Automated Defense makes Lunar Bastion look good in comparison. And next patch, we'll get the Asylum Restoration staff which is about on par with the Maelstrom 1HS in terms of utter uselessness and bad design. This isn't a "numbers" problem that can be fixed by tweaking the size of the bonus. This is a problem of there being a complete and utter failure by ZOS to understand how people actually play the game..
Well, yeah we all know what happened in morrowind. Sustain changes. And adapting is as much as using hp+resource+regen drinks and maybe removing 1 dot from a rotation. But yeah, no one likes becoming weaker relative to old content. And balance is meh, too. It's pretty sad seeing how much lower mDPS is compared to what stamina can get. Not talking about single target even, but overall - the amount of adds is just not enough to show that magicka has higher aoe as everyone keeps saying. Maybe they do for a few secs while the destro ulti is active? Otherwise idk, doesn't seem so. Was just watching my group % dps in this 4man dungeon I ran with a stamina DPS yesterday..Why are people leaving? I agree that there has been an exodus, but why? You only talk about rewards, but the current reward structure has been there since One Tamriel, yet raiding bloomed during that and the Homestead patch.
The decline that we're in didn't start happening until Morrowind.
The best reward isn't wealth or titles. The best reward is fun.
I'm one of the people who stayed despite Morrowind, but I didn't--and still don't--like the changes that were made. Combat needs to feel fun, instead of restrictive and tiresome. On top of that (and in part because of the sustain changes), balance was poorly done, resulting in magdks and magplars no longer being viable.
The design of the new content seemed more focused on "How many ways can we trip players up?" rather than "How do we make this instance enjoyable and fun?". In vHoF, all the resource-draining mechanics on top of the heavy-handed sustain nerf were simply egregious. At least Power Leech no longer drains resources--though it took them months to throw us that one bone. There's an overuse of CCs and RNG, and most fights just feel long and dragged-out. At least they removed the second boss immunity so that fight no longer takes forever. And I say this as someone who actually likes running vHoF--I like it despite each run feeling like a draining, punishing marathon. But there are many people who don't find enough redeeming qualities in that trial to overcome the general feeling of it being the most exhausting and player-hostile trial.
And then there are the longstanding issues that never get addressed. Maw saw the introduction of sets all centered around synergies, yet the synergy system has been clunky and unreliable for ages. So much so that when ZOS devs were asked to use synergies on their live stream, they joked about its unreliability. Well, if you know that it's broken, why not devote developer resources to fixing it instead of spending those resources gutting sustain from everyone? Invisible players that require people to port or run out of render range to fix has been an issue for over a year now, but instead of that getting fixed, we just see nerfs every patch to things that make combat fun.
Well-known longstanding issues that don't get addressed, each patch filled with egregious nerfing (e.g., on the current PTS, when someone points out that one morph is underperforming, ZOS responds by nerfing the desirable morph in hopes that it will make the undesirable one attractive), and content that feels like it was designed to punish players. All of these things take away the fun. And people who leave aren't leaving because they feel like potions are too expensive or that the raiding is not a viable path to becoming a multimillionaire--they leave because they simply stopped having fun, particularly after Morrowind.
Mhm, giving cool stuff for the hardest content you can't get otherwise does make it feel more rewarding. Thankfully, looks like ZOS understood that and there are some weapons dropping in Vet HM. Not as deep as unlocking a whole new fight (= adding fun and fun is the best reward as said above), but still something.
I miss those days of naxxramas and ulduar, best raiding time of my life, and if you did all bosses in ulduar on HM you unlocked the true endboss Algalon the Observer and you would get an amazing title from defeating him.
If i remember correctly you could get like very nice unique weapons from certain bosses, even mounts, special recipes/ designs to craft special weapons and gear etc, you would also get tokens wich could be turned in for a special gearset with unique bonusses specific to your class, dam i miss those days
Motherball wrote: »Maybe the reason nobody wants to raid is the whiney elitist checklists and the boring repetitive hoop-jumping required to actually get in the door. You honestly only have yourselves to blame with your voracious appetites and constant need to be statistically miles ahead of everyone else with piles of costumes you never use. You complain about not having anyone to raid with, but wouldn't tolerate anyone with less than perfect stats and build, sounds like more of a personal issue to me.
Motherball wrote: »Sitting on mountains of gold, best gear in the game, and still complaining that you dont get enough rewards from being able to play parts of the game that 90% of the players will never see. At what point does playing the content become its own reward?
Motherball wrote: »Sitting on mountains of gold, best gear in the game, and still complaining that you dont get enough rewards from being able to play parts of the game that 90% of the players will never see. At what point does playing the content become its own reward?
Most of the playerbase don't look at the leaderboards, and don't care who can complete vet trials (too busy having fun on their own ways), so "elites" have to find a more colorful way to shove in our faces how "awesomesauce" they are (as if current rewards weren't exclusive enough), in the shape of weapons that give them a bigger advantage or cosmetic items to make them stand out even more (specially after the release of paid skins).
That nice feeling for completing what most people can't isn't enough it seems.
@Love Wizard I agree with title incentives for the top weekly spots, and would like to double the plunder. I also think the sets dropped in end game content should be better than they currently are. For example, a tier higher in stats compared to crafted sets. It really does not make a ton of sense to me on how half of the gear used in bis setups are obtained with gold. The market is already so flooded with gold, it means nothing anymore. End game content should reward its players with solid gear that is noticeably better than crafted counterparts...
https://forums.elderscrollsonline.com/en/discussion/373966/bis-setups-for-pve-and-pvp-crafted-sets#latest
They made the latest raid have different titles from normal to speed run no death hard mode. It’s to hard for casuals and most can’t play in the cancer endgame player circles. Because you have to be extra dead inside. Long story short
99.999999% of the game is so easy you could drop your controller and clear content. The other 0.000001% is so hard you need a perfect rotation and connection and chemistry between 12 people. There is no inbetween. And when most casuals think they have mastered the art of face rolling content and try to jump to end game only to find out the difference in skill level required and the thickness of your skin in the cancer end game they give up. Zoe sucks at game design trying to make casual content to casual and hardcore content too hardcore
@Love Wizard I agree with title incentives for the top weekly spots, and would like to double the plunder. I also think the sets dropped in end game content should be better than they currently are. For example, a tier higher in stats compared to crafted sets. It really does not make a ton of sense to me on how half of the gear used in bis setups are obtained with gold. The market is already so flooded with gold, it means nothing anymore. End game content should reward its players with solid gear that is noticeably better than crafted counterparts...
https://forums.elderscrollsonline.com/en/discussion/373966/bis-setups-for-pve-and-pvp-crafted-sets#latest
Actually; it does make sense. This way, people can at least start to run competitively. If 0% of hear needed to hit dps targets was crafted; the raiding community would be even smaller still.
Surely you can see that.
AtraisMachina wrote: »Yea its pretty impossible to get enough players with the capability to beat trials these days. Havent raided legit in 2 or 3 weeks.. idrc what they do but id like to be able to raid without getting 12 fps.
And how much of that is due to raid leader asking for all DDs to have 35k+ so people don't even sign up for raid?
Of course they should push content, or they end up like a galaxy far far away, where they spend two years with no content update and only focus on class balance and fix bugs.Love Wizard wrote: »Thinking pushing new content will do the trick is sadly not gonna work, but you need to fix what is currently broken first and foremost.
Except it is already a stepping stone... it's not the best, it's together with a BIS set, or 2 actually, the best. Maybe. Depending on role/class.@Love Wizard I agree with title incentives for the top weekly spots, and would like to double the plunder. I also think the sets dropped in end game content should be better than they currently are. For example, a tier higher in stats compared to crafted sets. It really does not make a ton of sense to me on how half of the gear used in bis setups are obtained with gold. The market is already so flooded with gold, it means nothing anymore. End game content should reward its players with solid gear that is noticeably better than crafted counterparts...
https://forums.elderscrollsonline.com/en/discussion/373966/bis-setups-for-pve-and-pvp-crafted-sets#latest
Actually; it does make sense. This way, people can at least start to run competitively. If 0% of hear needed to hit dps targets was crafted; the raiding community would be even smaller still.
Surely you can see that.
I am not saying the gear should be massive in differences, I am saying crafted gear should be a stepping stone until you get the preferred dropped gear from end game content. Being able to get some of the best gear possible from just crafting or a guild store takes away many more people from trials....
AtraisMachina wrote: »Yea its pretty impossible to get enough players with the capability to beat trials these days. Havent raided legit in 2 or 3 weeks.. idrc what they do but id like to be able to raid without getting 12 fps.
And how much of that is due to raid leader asking for all DDs to have 35k+ so people don't even sign up for raid?
It's a precautionary mesure. It's design in many places that you will fail other wise, because humans are prone to human error. Though mind you 25k is cut off on average while the lowest is 17k.
@Love Wizard I agree with title incentives for the top weekly spots, and would like to double the plunder. I also think the sets dropped in end game content should be better than they currently are. For example, a tier higher in stats compared to crafted sets. It really does not make a ton of sense to me on how half of the gear used in bis setups are obtained with gold. The market is already so flooded with gold, it means nothing anymore. End game content should reward its players with solid gear that is noticeably better than crafted counterparts...
https://forums.elderscrollsonline.com/en/discussion/373966/bis-setups-for-pve-and-pvp-crafted-sets#latest
Actually; it does make sense. This way, people can at least start to run competitively. If 0% of hear needed to hit dps targets was crafted; the raiding community would be even smaller still.
Surely you can see that.
I am not saying the gear should be massive in differences, I am saying crafted gear should be a stepping stone until you get the preferred dropped gear from end game content. Being able to get some of the best gear possible from just crafting or a guild store takes away many more people from trials....
I
Of course they should push content, or they end up like a galaxy far far away, where they spend two years with no content update and only focus on class balance and fix bugs.
Asking them to stop making content, is like asking them to shut down the game servers. Anyways you must be new here, top leaderbord gets a random gift in the mail at the end of the week, and they don't deserve more. If you ask me, they should remove the leaderbord as it is toxic, and bring all the toxicity to the PvE player base. You died once? or got to low dps? undergeared? or low champion points? then you cant come along, because we want good score. This is what broke the game. And for you information, trail sets was tradeable before, and you could sell it to other players. It was stupid, and its good they removed this.
I think the lack of interest comes from the fact the content is such a wall now.
If you're at the top and one of the best it's a breeze and you ask for more challenging content, but any up and coming guilds trying for veteran trials are then forced to meet expectations of the top guilds ability and then can't progress (as not everyone can be that good).
You can't tone down the challenge to let more groups compete though as the top players get bored due to everything being too easy again, so it's catch 22.
You also suffer the issues that as new top players rise, rather than stick with the guilds which can't compete they go to the ones that can, so all the top players get consolidated into a few guilds.
I think the idea of more appealing rewards is good and might help push some people, but I sadly just see it being the same guilds as it is now getting rewards on farm whilst other guilds don't actually get better to compete.
This again though doesn't solve the issue that it will still be the same old guilds getting said items every week. They need to find a way to help more guilds reach the levels to compete for a top spot before the top spot starts being a cash cow.I say Alchemy Satchels and Gold mats. Instead of making the Undaunted plunder be just gold, make that a currency that is exchangable for mats. I definitely think that there should be a title for top leaderboards and that leaderboard rewards should be much better.
Otherwise it would pretty much be HODOR on EU PC reaping rewards for what to them is now little effort.
At the same time they also need to find a way to address the issue that top guilds are so good the content is becoming meaningless to them. Working out ways of closing the gaps without penalising the good players for being good and buffing the bad players for being bad.
This again though doesn't solve the issue that it will still be the same old guilds getting said items every week. They need to find a way to help more guilds reach the levels to compete for a top spot before the top spot starts being a cash cow.I say Alchemy Satchels and Gold mats. Instead of making the Undaunted plunder be just gold, make that a currency that is exchangable for mats. I definitely think that there should be a title for top leaderboards and that leaderboard rewards should be much better.
Otherwise it would pretty much be HODOR on EU PC reaping rewards for what to them is now little effort.
At the same time they also need to find a way to address the issue that top guilds are so good the content is becoming meaningless to them. Working out ways of closing the gaps without penalising the good players for being good and buffing the bad players for being bad.
They claim to want to close the gap between ceiling and floor. And instead gave us sustain nerfs that widened the gap. Why did sustain nerfs widen the gap? Because the better you play, the more efficiently you play, and the more efficiently you play, the fewer resources you need. If you recast a DoT too early, then you lose the damage from the previous cast and end up getting less damage from the resources spent. If you make a mistake and take an extra burst of damage, and you need to cast a shield to stay alive, that's resources that could've been used elsewhere being instead used to correct your mistake.
Yes, resources were abundant and sustain was easy prior to Morrowind. And for elite players, it meant that they had excess resources that they had no real use for--to them, it was just excess fat, and the loss of these resources did not impact them as much. For everyone else, the extra resources afforded them the room to make mistakes and lessened the impact of their inefficiencies.
If ZOS's goal was to close the gap, nerfing sustain was the exact opposite of what they needed to do. Homestead was the Golden Era, because content was accessible.
@Love Wizard I agree with title incentives for the top weekly spots, and would like to double the plunder. I also think the sets dropped in end game content should be better than they currently are. For example, a tier higher in stats compared to crafted sets. It really does not make a ton of sense to me on how half of the gear used in bis setups are obtained with gold. The market is already so flooded with gold, it means nothing anymore. End game content should reward its players with solid gear that is noticeably better than crafted counterparts...
https://forums.elderscrollsonline.com/en/discussion/373966/bis-setups-for-pve-and-pvp-crafted-sets#latest
Actually; it does make sense. This way, people can at least start to run competitively. If 0% of hear needed to hit dps targets was crafted; the raiding community would be even smaller still.
Surely you can see that.
I am not saying the gear should be massive in differences, I am saying crafted gear should be a stepping stone until you get the preferred dropped gear from end game content. Being able to get some of the best gear possible from just crafting or a guild store takes away many more people from trials....
Um. Every BiS setup includes a Minor Slayer set, obtainable only from trials. The other set to be paired with the Slayer set can't be a trial set because running two Minor Slayer sets is a waste. So you're going to source one of your sets from outside trials anyway. You should know better, Shad.
(And no, TFS doesn't count because in a coordinated group, TFS is not BiS.)
This again though doesn't solve the issue that it will still be the same old guilds getting said items every week. They need to find a way to help more guilds reach the levels to compete for a top spot before the top spot starts being a cash cow.I say Alchemy Satchels and Gold mats. Instead of making the Undaunted plunder be just gold, make that a currency that is exchangable for mats. I definitely think that there should be a title for top leaderboards and that leaderboard rewards should be much better.
Otherwise it would pretty much be HODOR on EU PC reaping rewards for what to them is now little effort.
At the same time they also need to find a way to address the issue that top guilds are so good the content is becoming meaningless to them. Working out ways of closing the gaps without penalising the good players for being good and buffing the bad players for being bad.
This again though doesn't solve the issue that it will still be the same old guilds getting said items every week. They need to find a way to help more guilds reach the levels to compete for a top spot before the top spot starts being a cash cow.I say Alchemy Satchels and Gold mats. Instead of making the Undaunted plunder be just gold, make that a currency that is exchangable for mats. I definitely think that there should be a title for top leaderboards and that leaderboard rewards should be much better.
Otherwise it would pretty much be HODOR on EU PC reaping rewards for what to them is now little effort.
At the same time they also need to find a way to address the issue that top guilds are so good the content is becoming meaningless to them. Working out ways of closing the gaps without penalising the good players for being good and buffing the bad players for being bad.
They claim to want to close the gap between ceiling and floor. And instead gave us sustain nerfs that widened the gap. Why did sustain nerfs widen the gap? Because the better you play, the more efficiently you play, and the more efficiently you play, the fewer resources you need. If you recast a DoT too early, then you lose the damage from the previous cast and end up getting less damage from the resources spent. If you make a mistake and take an extra burst of damage, and you need to cast a shield to stay alive, that's resources that could've been used elsewhere being instead used to correct your mistake.
Yes, resources were abundant and sustain was easy prior to Morrowind. And for elite players, it meant that they had excess resources that they had no real use for--to them, it was just excess fat, and the loss of these resources did not impact them as much. For everyone else, the extra resources afforded them the room to make mistakes and lessened the impact of their inefficiencies.
If ZOS's goal was to close the gap, nerfing sustain was the exact opposite of what they needed to do. Homestead was the Golden Era, because content was accessible.
Give these complaining nascar drivers a track that is not the same shape every time. That means rng in what action the bosses perform.
Having bosses that surprise you with unexpected actions means you have to pay attention instead of taking a long pull off the bong and washing it down with some of your dad’s beer from the fridge.
Pick one: Rng boss actions resulting in fights you can’t sleep through and endanger your self image of “I am gud”.... Or scripted boss mechanics that are hard to learn at first but result in you being bored.