what the christ is this
Aside from some changes coming in Nerfmire, I like ESO mechanics now much more than, say, 3 years ago. Despite some forumer opinions, I feel it is more balanced, different traits are used more, different mundus stones, everyone can combine different sets together with monster sets. Everything is more or less craftable and can be transmuted, even jewelry. CP points are now spread on many branches. You don't always have to be meta to have fun and be viable in PVP. Changes in Cyrodiil are VERY exciting indeed. Speaking of PVPers, do note that many are also BG-ing.
So, in my opinion, ZOS is doing quite well, considering how complex and big this game is. Are they always right? Hell no. Are they stubborn and sometimes having their heads in the sand? Yes.
Nevertheless, I like your post and a metaphor with the hammer and the chisel, so +1 for me.
rfennell_ESO wrote: »The problem people have is they never want their sculpture taken to with a hammer, even when it's warranted.
To claim that a hammer is never warranted is to claim the sculpture doesn't need to be changed.
rfennell_ESO wrote: »The problem people have is they never want their sculpture taken to with a hammer, even when it's warranted.
To claim that a hammer is never warranted is to claim the sculpture doesn't need to be changed.
There's a time to rip the band-aid off, sure. Shield changes are, I think, just such an effort after years of tinkering with everything sorc other than the primary issue. Certainly it hasn't made sorcs happy each patch.
But the swift + heavy meta is pretty new. It's not hard to tell exactly what got introduced to make it a bigger problem than just the heavy meta.
Yet 3 months from now, we'll all be complaining about the Evasion meta, and how evasion + heavy is overperforming. Any guesses what will get nerfed then?
rfennell_ESO wrote: »ERIK:HE was lucky...
(to Sven's dad)
Sit there.
SNORRI:You can't have Sven's father sitting next to Sven. They'll argue the whole time.
ERIK:That's true.
(to Sven)YOU'D better sit there.
(to Sven's dad)You there, and Ornulf there.
SNORRI:Now you've got all the big ones on one side.
Erik looks around. It is true that all the tall burly ones are on one side.
ERIK:All right, you go there. You here...
Sven's dad and Ornulf swap places.
SVEN'S DAD:Ohh! I wanted to sit next to Leif.
ERIK:Shut up. You there. You there and you there.
Ivar and Ornulf swap places. Erik surveys this re-arrangement.
ERIK:That's better.
SNORRI:Now you've got all the ones with beards on one side and all the moustaches on the other.
it's what I think of when people make comments about ZOS' decions
The most puzzling thing to me is: Why? Why are they doing all this? The changes don’t make the game easier for new players, and only worse for experienced ones. Everyone is a loser in this situation. So. Why?
The most puzzling thing to me is: Why? Why are they doing all this? The changes don’t make the game easier for new players, and only worse for experienced ones. Everyone is a loser in this situation. So. Why?
rfennell_ESO wrote: »ERIK:HE was lucky...
(to Sven's dad)
Sit there.
SNORRI:You can't have Sven's father sitting next to Sven. They'll argue the whole time.
ERIK:That's true.
(to Sven)YOU'D better sit there.
(to Sven's dad)You there, and Ornulf there.
SNORRI:Now you've got all the big ones on one side.
Erik looks around. It is true that all the tall burly ones are on one side.
ERIK:All right, you go there. You here...
Sven's dad and Ornulf swap places.
SVEN'S DAD:Ohh! I wanted to sit next to Leif.
ERIK:Shut up. You there. You there and you there.
Ivar and Ornulf swap places. Erik surveys this re-arrangement.
ERIK:That's better.
SNORRI:Now you've got all the ones with beards on one side and all the moustaches on the other.
it's what I think of when people make comments about ZOS' decions
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_BrianWheeler @ZOS_RobGarrett I implore you guys to read this thread. Please. I was going to make the exact same thread earlier today, but decided not to because I simply couldn't put it into words, but OP has put it perfectly.
The "chisel versus hammer" approach you guys are taking is killing the game for its core audience. This patch has been a prime example within a whole list of prime examples of how bad this approach to balancing can be.
We saw it with Morrowind, where sustain was going unchecked in PVP, primarily due to CP, but rather than looking at the fine details of the problem, you guys decided to just nerf sustain outright and the game is still trying to recover from that to this day.
We saw it with Horns of the Reach, where one specific build on the PTS was slightly overperforming (stacking into crit with Mother's Sorrow and Iceheart), and the community even guided you on what to do to bring this build back in line (slightly nerf the 5-piece bonus of Mother's Sorrow), but you guys decided to nerf crit outright, pushing everybody back to the Morrowind meta.
We saw it with Summerset and subsequent patches, including Wolfhunter, where one of Sorcerer's skills was overperforming, and rather than taking a step back and finding what exactly is making it so strong (granted the community couldn't come to that consensus either), you guys decided to pile nerf on top of nerf on top of nerf onto this skill, making it practically useless, all in the name of removing the stun from frags.
We've seen it many times over in the other patches since One Tamriel, though I can't speak to patches prior to that as I wasn't playing the game back then.
We're still seeing it now, arguably as bad as Morrowind. You guys seem adamant that shields are overperforming in both PVE and PVP, though rather than adding a few nerfs (namely the crit nerf and the resistance buff) then seeing how shields play, you guys decided to hit shields with a huge nerf via a cast time. It is good that you reverted it, and the new health scaling nerf can be argued for being better or worse, but the very fact that you guys piled 3 big nerfs onto them, before even letting players test the impact of them, is the problem.
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
What makes this so much more infuriating is that you guys are so close to achieving great balance most of the time, but you screw the pooch by overnerfing. Rather than going at a problem with a nerf scalpel, you go at it with a nerf sledgehammer, consequently destroying the patient, the table, and the floor. This has been proven time and time again, and will continue to happen until you guys do something about it.
If you need help identifying issues, why not talk to the community about it. Come onto the forums and ask us what the problem is with x, then monitor responses. Or, hell, why not use the class reps program you guys have going. Before even planning out changes, let alone doing them, ask the reps what the problem is with x, and what they suggest doing about it.
To sum it up, please, just forego the "chisel versus hammer" approach you guys have towards balancing. It is not working, it has never worked, and only serves to drive players away.