you should reconsider the decision that everybody represents everything. after more than one week the PvE mag sorc dd discord channels (pet and non-pet) didn't get any attention by class reps… this means not a single topic related comment, input or call back about community suggestions. tbh i didn't expect anything and i am still disappointed. even the meme channel sees more class rep activity.
the community made many good points about how sorcs could be again more fun to play and provided suggestions about dungeons and trials, especially pets are a hot topic. maybe it is true that class reps silently take notes and add them to their list, maybe. but in my opinion at the latest when people for example suggest pets getting the warden treatment and you only activate them once in 30, maybe 60, seconds the class reps should intervene and remind the community about class identity. without moderation we will have 1 class with 5 different names soon.
Me and @Hexys have compiled lots of feedback from both the forum threads and discords already. I read all of it and can summarise the major pain points very specifically, especially concerning pets, their interaction in pvp, trials and dungeons, the lack of a class spammable ability, sorcs' awful sustain compared to other classes, shield stacking in pvp, etc.
I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
Have you looked at one of my builds for example? They're targeted to enable an easy entrance to trial content... @Alcast also has detailed guides to let newcomers understand the builds...
I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
ZOS_GinaBruno wrote: »We’re excited to let everyone know we’re ready to announce the members of the ESO Class Representative Program! Everyone in the program has played ESO for years, and has hundreds, if not over a thousand days played. While some of these players may specialize in one or two classes in particular, everyone has max level characters in every class and is experienced in both PvP and PvE. It was a difficult decision to make and there were many qualified players, but we’re very thrilled to have these 12 players kicking off this new program.
After combing through almost 170 player nominations, we’d like to present the new ESO Class Representatives:As a reminder, the class reps will be collating top concerns for every class to present to the Dev Team; they will not be making game-altering decisions, but they will make sure your voice is heard. After each quarterly meeting, the plan will be to publish notes so everyone can see what was discussed, and you can ask questions to the group. We’re tentatively scheduling the first meeting around the middle of June.
- Alcast
- Checkmath
- FearTurbo
- GandTheImpaler
- Hexys
- JoyDivision
- KenaPK
- Liofa
- Masel92
- Quantum_V
- Stileanima
- Tasear
Please join us in congratulating and welcoming this group to the program!
duendology wrote: »I am concerned that most of these class representatives will be more focused on end game content than on game in general.
From what I've seen most "veterans" who run these yotube/twitch/whatever channels forgot long time ago what it is like to be new to a game.
So, how do they represent players who are new and inexperienced or simply casual? My guts tell me they will represent themselves and people who frequent this forum.
I guess we'll wait and see.
DuskMarine wrote: »you should reconsider the decision that everybody represents everything. after more than one week the PvE mag sorc dd discord channels (pet and non-pet) didn't get any attention by class reps… this means not a single topic related comment, input or call back about community suggestions. tbh i didn't expect anything and i am still disappointed. even the meme channel sees more class rep activity.
the community made many good points about how sorcs could be again more fun to play and provided suggestions about dungeons and trials, especially pets are a hot topic. maybe it is true that class reps silently take notes and add them to their list, maybe. but in my opinion at the latest when people for example suggest pets getting the warden treatment and you only activate them once in 30, maybe 60, seconds the class reps should intervene and remind the community about class identity. without moderation we will have 1 class with 5 different names soon.
Me and @Hexys have compiled lots of feedback from both the forum threads and discords already. I read all of it and can summarise the major pain points very specifically, especially concerning pets, their interaction in pvp, trials and dungeons, the lack of a class spammable ability, sorcs' awful sustain compared to other classes, shield stacking in pvp, etc.
I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
sorcs awful sustain?? their sustain is one of the easiest in game to keep up. a major league pain point is how broken their shields can get. and how brain dead the pets are since we cant really control them.
anitajoneb17_ESO wrote: »Have you looked at one of my builds for example? They're targeted to enable an easy entrance to trial content... @Alcast also has detailed guides to let newcomers understand the builds...
HHmmm... that comment alone makes me... err... erect my spine, as an argonian would say ?
Do you differentiate between newcomers, casual and non-competitive ?
The "class balance" per se concerns only maybe 10% of players. Those with a min/maxing, theorycrafting, competitive state of mind.
The rest of us don't choose race, class or skills because they're efficient or competitive. We choose them because they're fun, because of the lore, because of our intimate representation of our character, etc.
As such, we're not directly concerned by all this class-balance changes, but we're very concerned by the mess you're going to put with our playstyles.
We (I know I don't represent everyone but there's a lot of people I talk to who think like me, so let's say "we" for that sake) don't want to watch videos and we're not going to. Playing a video game should not require extra work outside of the game. We don't care about "progress", we don't want to learn (let alone re-learn !!) and we want (at least some) content to be "balanced" around us.
I am very concerned that your "representative" work will represent top players only, and push for more difficult content, whereas all we want is to "play how we want" and not be punished for it. Too many players want to play bow and have to give it up on their main bar because it's not valid for vet content.
anitajoneb17_ESO wrote: »Have you looked at one of my builds for example? They're targeted to enable an easy entrance to trial content... @Alcast also has detailed guides to let newcomers understand the builds...
HHmmm... that comment alone makes me... err... erect my spine, as an argonian would say ?
Do you differentiate between newcomers, casual and non-competitive ?
The "class balance" per se concerns only maybe 10% of players. Those with a min/maxing, theorycrafting, competitive state of mind.
The rest of us don't choose race, class or skills because they're efficient or competitive. We choose them because they're fun, because of the lore, because of our intimate representation of our character, etc.
As such, we're not directly concerned by all this class-balance changes, but we're very concerned by the mess you're going to put with our playstyles.
We (I know I don't represent everyone but there's a lot of people I talk to who think like me, so let's say "we" for that sake) don't want to watch videos and we're not going to. Playing a video game should not require extra work outside of the game. We don't care about "progress", we don't want to learn (let alone re-learn !!) and we want (at least some) content to be "balanced" around us.
I am very concerned that your "representative" work will represent top players only, and push for more difficult content, whereas all we want is to "play how we want" and not be punished for it. Too many players want to play bow and have to give it up on their main bar because it's not valid for vet content.
Also please SIMPLIFY things !!! Instead of saying "go look at videos". At the moment nearly every skill tooltip reads like "IF your gear is pink, IF there are between 3 and 5 people in your group, IF you use a class ability within 2.43 seconds after having used a weapon ability, and IF your opponent is undead, you have a 43.8% chance of spawning something that will eventually deal AOE damage in a 16.4 meter range on a 6x4 area for 4.8 seconds with a cooldown of 8.7 seconds but can be shorter if you have animation cancelled before, IF the boss isn't immune and provided you're put at least 2 skill points in X and Y passives".
I'm being sarcastic here but that's sincerely how it sounds and looks for us people who enjoy PLAYING and not STUDYING.
I know you're not designing the skills, but please keep us in mind when selecting the feedback you're collecting, and also please take this concern over to ZOS. Thank you.I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
Where's this summary ?
I think people don't want to have to look in dozens of different places to find your conclusions, and they also want to know what feedback you've selected for discussions with ZOS. In other words, not a bottom-up process but also a top-bottom one.
MassPandemic wrote: »I know i'm ranting here
how does balance affect your playstyle? if you don't care about balancing and play the game for fun, then why are you concerned that achieving more balance will affect you? I for myself test all different playstyles and try to make them all as viable as possible. My goal is not contradicting yours in any kind of way...
duendology wrote: »I am concerned that most of these class representatives will be more focused on end game content than on game in general.
From what I've seen most "veterans" who run these yotube/twitch/whatever channels forgot long time ago what it is like to be new to a game.
So, how do they represent players who are new and inexperienced or simply casual? My guts tell me they will represent themselves and people who frequent this forum.
I guess we'll wait and see.
My main goal in the rep program is to make the game easier accessible for new players (for all classes/setups) & Class Identity. However, keep in mind it is Wrobel we are talking about. So do not expect any changes at all.
anitajoneb17_ESO wrote: »Have you looked at one of my builds for example? They're targeted to enable an easy entrance to trial content... @Alcast also has detailed guides to let newcomers understand the builds...
HHmmm... that comment alone makes me... err... erect my spine, as an argonian would say ?
Do you differentiate between newcomers, casual and non-competitive ?
The "class balance" per se concerns only maybe 10% of players. Those with a min/maxing, theorycrafting, competitive state of mind.
The rest of us don't choose race, class or skills because they're efficient or competitive. We choose them because they're fun, because of the lore, because of our intimate representation of our character, etc.
As such, we're not directly concerned by all this class-balance changes, but we're very concerned by the mess you're going to put with our playstyles.
We (I know I don't represent everyone but there's a lot of people I talk to who think like me, so let's say "we" for that sake) don't want to watch videos and we're not going to. Playing a video game should not require extra work outside of the game. We don't care about "progress", we don't want to learn (let alone re-learn !!) and we want (at least some) content to be "balanced" around us.
I am very concerned that your "representative" work will represent top players only, and push for more difficult content, whereas all we want is to "play how we want" and not be punished for it. Too many players want to play bow and have to give it up on their main bar because it's not valid for vet content.
Also please SIMPLIFY things !!! Instead of saying "go look at videos". At the moment nearly every skill tooltip reads like "IF your gear is pink, IF there are between 3 and 5 people in your group, IF you use a class ability within 2.43 seconds after having used a weapon ability, and IF your opponent is undead, you have a 43.8% chance of spawning something that will eventually deal AOE damage in a 16.4 meter range on a 6x4 area for 4.8 seconds with a cooldown of 8.7 seconds but can be shorter if you have animation cancelled before, IF the boss isn't immune and provided you're put at least 2 skill points in X and Y passives".
I'm being sarcastic here but that's sincerely how it sounds and looks for us people who enjoy PLAYING and not STUDYING.
I know you're not designing the skills, but please keep us in mind when selecting the feedback you're collecting, and also please take this concern over to ZOS. Thank you.I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
Where's this summary ?
I think people don't want to have to look in dozens of different places to find your conclusions, and they also want to know what feedback you've selected for discussions with ZOS. In other words, not a bottom-up process but also a top-bottom one.
Joy_Division wrote: »anitajoneb17_ESO wrote: »Have you looked at one of my builds for example? They're targeted to enable an easy entrance to trial content... @Alcast also has detailed guides to let newcomers understand the builds...
HHmmm... that comment alone makes me... err... erect my spine, as an argonian would say ?
Do you differentiate between newcomers, casual and non-competitive ?
The "class balance" per se concerns only maybe 10% of players. Those with a min/maxing, theorycrafting, competitive state of mind.
The rest of us don't choose race, class or skills because they're efficient or competitive. We choose them because they're fun, because of the lore, because of our intimate representation of our character, etc.
As such, we're not directly concerned by all this class-balance changes, but we're very concerned by the mess you're going to put with our playstyles.
We (I know I don't represent everyone but there's a lot of people I talk to who think like me, so let's say "we" for that sake) don't want to watch videos and we're not going to. Playing a video game should not require extra work outside of the game. We don't care about "progress", we don't want to learn (let alone re-learn !!) and we want (at least some) content to be "balanced" around us.
I am very concerned that your "representative" work will represent top players only, and push for more difficult content, whereas all we want is to "play how we want" and not be punished for it. Too many players want to play bow and have to give it up on their main bar because it's not valid for vet content.
Also please SIMPLIFY things !!! Instead of saying "go look at videos". At the moment nearly every skill tooltip reads like "IF your gear is pink, IF there are between 3 and 5 people in your group, IF you use a class ability within 2.43 seconds after having used a weapon ability, and IF your opponent is undead, you have a 43.8% chance of spawning something that will eventually deal AOE damage in a 16.4 meter range on a 6x4 area for 4.8 seconds with a cooldown of 8.7 seconds but can be shorter if you have animation cancelled before, IF the boss isn't immune and provided you're put at least 2 skill points in X and Y passives".
I'm being sarcastic here but that's sincerely how it sounds and looks for us people who enjoy PLAYING and not STUDYING.
I know you're not designing the skills, but please keep us in mind when selecting the feedback you're collecting, and also please take this concern over to ZOS. Thank you.I spent at least three hours this weekend (in my free time) to summarise the sorc feedback and transfer it over to the form that I implemented. I am currently doing the same for other classes. If that's not enough for you, then I don't know what else you expect us to do
Where's this summary ?
I think people don't want to have to look in dozens of different places to find your conclusions, and they also want to know what feedback you've selected for discussions with ZOS. In other words, not a bottom-up process but also a top-bottom one.
OK, I'm a rep and I'm trying to understand what exactly your concerns are.
I pride myself on being able to comprehend other people's perspectives even if I don;t agree with them, but what you are writing here does not make sense to me. I understand your general point: class are going to push for changes that only tailor to their playstyle. But you offer no evidence that is that case (i.e. you simply assume that to be true) and you are attributing things to the people who are class reps that did not want and had nothing to do with.
How exactly has anything I have written in the past 4 years on these forums would have make a "mess with your playstyles? Everything I have written about Templars has asked ZoS to return to a time when just being a templar was easier, was simpler, would open up *more* playstyles, not mess them up. One of the main points Alcast is pushing for is to open up a healing skill early for the "stamina" playstyle so they don;t have to go PvP for weeks just to get one. I never asked for a "class ability within 2.43 seconds after having used a weapon ability, and IF your opponent is undead, you have a 43.8% chance of spawning something that will eventually deal AOE damage in a 16.4 meter range on a 6x4 area for 4.8 seconds with a cooldown of 8.7 seconds but can be shorter if you have animation cancelled before, IF the boss isn't immune and provided you're put at least 2 skill points in X and Y passives". Instead I asked for bugs to be fixed, stuff to be unnerfed and decoupled (i.e simplify things) from overly complex systems like the CP tree and gear setups, and more efficient/versatile class abilities such that it would not be strictly necessary to min max in order to both have fun and complete content.
Yes, we may suggest ZoS change some skills. should we say nothing and just allow bad, overly expensive, inefficient, overly complex abilities to exist in the game simply because you and other don;t want to re-learn them? How does that even make sense? If these skills weren't bad, then maybe those players who dropped bow could reequip it, yes?
The vast majority of players told ZoS the Morrowind changes to resource management was bad for the game and not enjoyable. We were *with* you on that aspect, *not* against. If ZoS made those changes because they feel mix-max players were making content too easy, how is that our fault?
What do you want us to do?
ZOS_GinaBruno wrote: »Just want to remind everyone that not every single concern in regards to classes and class balance will be actioned on. The Class Reps are currently compiling some of the bigger concerns from the community to present to the Dev Team later this week, and we will then take that info into consideration when determining what (if anything) will be adjusted in the near or distant future. We also intend to post notes from the meeting on the forums shortly after it happens so everyone has visibility into what was discussed.
To reiterate: Not every class-related concern will be actioned upon, and any changes are ultimately the decision of the Dev Team.
Joy_Division wrote: »I understand your general point: class are going to push for changes that only tailor to their playstyle.
Joy_Division wrote: »What do you want us to do?
ZOS_GinaBruno wrote: »To reiterate: Not every class-related concern will be actioned upon, and any changes are ultimately the decision of the Dev Team.
ZOS_GinaBruno wrote: »To reiterate: Not every class-related concern will be actioned upon, and any changes are ultimately the decision of the Dev Team.
ZOS_GinaBruno wrote: »Just want to remind everyone that not every single concern in regards to classes and class balance will be actioned on. The Class Reps are currently compiling some of the bigger concerns from the community to present to the Dev Team later this week, and we will then take that info into consideration when determining what (if anything) will be adjusted in the near or distant future. We also intend to post notes from the meeting on the forums shortly after it happens so everyone has visibility into what was discussed.
To reiterate: Not every class-related concern will be actioned upon, and any changes are ultimately the decision of the Dev Team.
anitajoneb17_ESO wrote: »Joy_Division wrote: »I understand your general point: class are going to push for changes that only tailor to their playstyle.
My concern is more like "good players are going to push for changes that are good only for good players". Because all the reps are good players. Now I understand that reps need to have an expertise and that all expert players are good players. That doesn't change my concern though.
I also want to clarify that I don't hold you (the reps in generally or personnally) responsible for the current situation. I don't blame anyone. I just take the situation as it is... and fear it might get worse. Whether it's ZOS' fault, Wrobel's fault, Lambert's fault, the good players' fault or my cat's fault isn't relevant. All I see is that the attempts to "raise the floor and lower the ceiling" have failed quite miserably. Same goes for the complexity of skills, if you've advocated before for their simplification, then thank you and please continue to do so. If I gave the impression that I made you (the reps) responsible for the current situation, then I apologize, it wasn't my intention. But admittedly I'm fed up with all the "L2P" attitudes.
I've quickly drawn something to make myself clear (if possible)
The blue line is what (I feel) ESO currently is in terme of player experience, the green line is how I feel it should be, ideally.
What I fear is that the ongoing "balance" will focus only on issues identified by people belonging to the rectangle I've outlined on the right side of the "graph". And that it will provide solutions only relevant to people belonging to that zone, ignoring the rest. Or worse, making the situation of the rest of the playerbase (everything left of that rectangle) even worse.Joy_Division wrote: »What do you want us to do?
If possible, to keep everyone in mind when selecting problems and suggesting solutions, not only the ones in the rectangle. And to push for a design that would lead us more to the green curve and away from the blue curve.
I'm aware that my request is more a general difficulty balance issue than a class balance per se, but I think it's part of it.
Thank you for reading :-)
Contraptions wrote: »Let's hope these people can be objective and impartial regarding class balance. Often when such "player rep" programs are done it inevitably leads to politics and people trying to favour their own class over others.
We'll see.
Please... Just give these Class Reps a chance before ripping them to bits.
From what I can see they have all taken on one hell of a lot of work, work they will not be paid for.
It will be impossible to please everyone but if it helps to improve the game that we all love, even just a bit, we should be supportive!
Please... Just give these Class Reps a chance before ripping them to bits.
From what I can see they have all taken on one hell of a lot of work, work they will not be paid for.
It will be impossible to please everyone but if it helps to improve the game that we all love, even just a bit, we should be supportive!
Please... Just give these Class Reps a chance before ripping them to bits.
From what I can see they have all taken on one hell of a lot of work, work they will not be paid for.
It will be impossible to please everyone but if it helps to improve the game that we all love, even just a bit, we should be supportive!
Integral1900 wrote: »Welcome to yet more light attack meta.... groan, yawn, snore
To be honest it’s because you reps worry us...
Let’s talk psychology, most players find a play style they like and they will normaly either stick with it or leave. I like to be realy resilient and to do big chunks of of damage in a measured way, hence I love two handed heavy attacks combined with wrecking blow, not because it’s the best damage (although it used to do loads more before they nerfed it into the ground with that stupid empower change) but because it looks and sounds amazing. I find fast paced attack rotations boring and lacking in intensity
Personally I don’t get the endgame brigades obsession with light attacks when the heavy ones look so much cooler, also the vast majority of players are the same, don’t believe me? Go pick a dungeon at random, normal or vet, and what you will see is mostly heavy attacks, regardless of any nerfs that are made by ZOS. Most players never read the patch notes anyway. The meta, the elite, whatever they are... they are hopelessly out of touch with the bulk of the player base.
The forums jumped down their throats because what we see is a bunch of elite players, therefore the logical conclusion is we will get more light attack based, button mashing frenzy combat. If I wanted that I’d go play street fighter! I want grandeur, power, I want to be a force of nature. My stam dk used to be that...