Cundu_Ertur wrote: »I was in Cyrodiil last week on a character that had the passive. I didn’t notice any difference. In fact I was snuck up on while repairing a door inside a keep and no, I didn’t see them 3 meters earlier than the rest of us on the door. They were able to come all the way into melee range to attack me.
You threw away the only advantage that passive has: 3 skill points for something else.
I'd much rather prefer that we get the stealth back than have anyone waste time on trying to fix the detection garbage that no-one even wants.
Cundu_Ertur wrote: »I'd much rather prefer that we get the stealth back than have anyone waste time on trying to fix the detection garbage that no-one even wants.
It is weird how losing stealth has took a lot of wind out my sails as well. I log in do some minor stuff, poke around a bit and then log out.
I was really hoping they were going to elaborate bit more about what their overall plan is. They hinted at more changes in the latest ESO Live. But really I am getting a bit tired of the coyness. They don't have to implements something now, just come out and tell us that there is hope.
I like how new people keep coming into this thread and show their support and share personal stories. It's motivating and shows that this issue is in fact an important one that needs to be adressed.
The changes to Bosmer are, to my recollection (correct me if I'm wrong), the first ones that have actually ousted a race or a class from their classic, established role and tried to force them into another one. ZOS changed the thief to the guard, and it's fundamental. Removing Bosmer stealth, it seems to me, is like taking all CC abilities away from the DK, when CC is a defining part of the tank's role. Or removing all healing abilities from the Templar, and consoling them with the words, "But you still have the resto staff line, if you ever want to be a healer!"
I think some boundaries have been crossed in this case that might never have been crossed before. The whole thing really needs to be reexamined.
ZOS_MattFiror wrote: »I know there’s more than a little bit of concern from our Xbox One X and PlayStation 4 Pro players who take advantage of the HDR modes on those consoles. For those that are unaware, HDR is a graphics mode that allows the game client to far more subtly render colors to make scenes with a lot of detail almost lifelike. It is really cool and makes ESO look amazing, especially in scenes where there is a lot of color and detail, like sunsets. In the latest update, we made a change that altered the way HDR support in ESO works by “normalizing” lighting and color values, which led many players who use HDR believe it makes the game look bland.
The explanation for what happened here is illuminating, as it gives some insight into our development process, especially how we treat bugs vs. how we treat new art assets and shaders.
On the development side, we have a strict policy to never change art assets once they have been in the live game, except – and this is important – if they are obviously “wrong”. Think bad animations, shoulder pads clipping through armor, weapons hanging too far off a character model’s hip – that kind of thing. This “no change” policy has been in effect since the Redguard Female Armor Debacle of 2015. This was where we updated the visuals of one type of Redguard Female armor and pushed it live without thinking of the consequences of players who liked the way it looked and had been using it for over a year. This caused a lot of – very much merited – criticism from players that liked the older style much better. That’s when we started our “no change” policy. Even if we think an asset needs to updated because it doesn’t fit ESO’s established art style or the artist responsible thinks they could have done better, we no longer change live assets because players are used to the way the game and their characters look, and that is more important than what WE think.
Funny story about this – and I’m sure you are all seeing where this is going – we have a backlog of art bugs and issues that we address over time. If these are flagged as low priority, it can take a long time to get to them. Just after our HDR versions of ESO launched, we flagged an HDR issue where some assets were not responding correctly to our HDR renderer – their color values were not configured properly and were “blown out”, meaning they were far too bright for the established ESO art style. This was entered as a bug, and sat there (not high priority) on the bug list for a few years. Eventually it was addressed and made its way into the build that launched with Update 19 (Wolfhunter).
A side effect of this change is that it changes how our HDR “slider” bar displays HDR changes – on some TVs, you won’t notice any change after moving the slider 10-15%. This is exacerbated by the fact that there is no commonly accepted HDR standard for TVs – cheaper HDR TVs tend to be dimmer with not as much control, and higher-end TVs have a large range of brightness. You’ll definitely notice a difference after our change, especially if you have one of the lower-end TVs.
Short story: It was flagged as a bug, not an “art asset change”, so it never came to the attention of the Art Director (or me) until it went live. Obviously this should have been seen as an “art change”, not a bug fix. We should not have changed it, even if we think that the change is merited, due to our “no change once live” policy.
So now this leaves us in a sticky situation: if we change it back, there will be players that like the new way better than the old. And they will be correct, just as are the ones who like the old way – this is subjective. We are now in a no-win situation, which is why we haven’t given you guys much information up until this point. What we need to do is step back, look at our options, and figure out what is the best thing to do that makes the highest number of players happy. I’m not 100% sure what this is yet, but hang tight and we’ll let you know.
And my sincere apologies for rolling this out with no information, no background, and no heads-up. We take this very seriously, and we’ll make some process changes to ensure something like this doesn’t happen again in the future, just like we did during the Redguard Female Armor Debacle.
SpringEternal wrote: »
Perhaps the reason for continued radio silence on the Bosmer stealth issue is that they've once again landed in a "no-win," "sticky situation" and are trying to assess their options? But, really, does literally anyone actually like the new increased stealth detection better than the old decreased stealth radius? Seems like the best thing to do to make the highest number of players happy is a no-brainer. Just switch that bit back.
SpringEternal wrote: »The changes to Bosmer are, to my recollection (correct me if I'm wrong), the first ones that have actually ousted a race or a class from their classic, established role and tried to force them into another one. ZOS changed the thief to the guard, and it's fundamental. Removing Bosmer stealth, it seems to me, is like taking all CC abilities away from the DK, when CC is a defining part of the tank's role. Or removing all healing abilities from the Templar, and consoling them with the words, "But you still have the resto staff line, if you ever want to be a healer!"
I think some boundaries have been crossed in this case that might never have been crossed before. The whole thing really needs to be reexamined.
Absolutely agree.
While looking for something unrelated, I stumbled upon this interesting post from Matt Firor (emphasis mine):ZOS_MattFiror wrote: »I know there’s more than a little bit of concern from our Xbox One X and PlayStation 4 Pro players who take advantage of the HDR modes on those consoles. For those that are unaware, HDR is a graphics mode that allows the game client to far more subtly render colors to make scenes with a lot of detail almost lifelike. It is really cool and makes ESO look amazing, especially in scenes where there is a lot of color and detail, like sunsets. In the latest update, we made a change that altered the way HDR support in ESO works by “normalizing” lighting and color values, which led many players who use HDR believe it makes the game look bland.
The explanation for what happened here is illuminating, as it gives some insight into our development process, especially how we treat bugs vs. how we treat new art assets and shaders.
On the development side, we have a strict policy to never change art assets once they have been in the live game, except – and this is important – if they are obviously “wrong”. Think bad animations, shoulder pads clipping through armor, weapons hanging too far off a character model’s hip – that kind of thing. This “no change” policy has been in effect since the Redguard Female Armor Debacle of 2015. This was where we updated the visuals of one type of Redguard Female armor and pushed it live without thinking of the consequences of players who liked the way it looked and had been using it for over a year. This caused a lot of – very much merited – criticism from players that liked the older style much better. That’s when we started our “no change” policy. Even if we think an asset needs to updated because it doesn’t fit ESO’s established art style or the artist responsible thinks they could have done better, we no longer change live assets because players are used to the way the game and their characters look, and that is more important than what WE think.
Funny story about this – and I’m sure you are all seeing where this is going – we have a backlog of art bugs and issues that we address over time. If these are flagged as low priority, it can take a long time to get to them. Just after our HDR versions of ESO launched, we flagged an HDR issue where some assets were not responding correctly to our HDR renderer – their color values were not configured properly and were “blown out”, meaning they were far too bright for the established ESO art style. This was entered as a bug, and sat there (not high priority) on the bug list for a few years. Eventually it was addressed and made its way into the build that launched with Update 19 (Wolfhunter).
A side effect of this change is that it changes how our HDR “slider” bar displays HDR changes – on some TVs, you won’t notice any change after moving the slider 10-15%. This is exacerbated by the fact that there is no commonly accepted HDR standard for TVs – cheaper HDR TVs tend to be dimmer with not as much control, and higher-end TVs have a large range of brightness. You’ll definitely notice a difference after our change, especially if you have one of the lower-end TVs.
Short story: It was flagged as a bug, not an “art asset change”, so it never came to the attention of the Art Director (or me) until it went live. Obviously this should have been seen as an “art change”, not a bug fix. We should not have changed it, even if we think that the change is merited, due to our “no change once live” policy.
So now this leaves us in a sticky situation: if we change it back, there will be players that like the new way better than the old. And they will be correct, just as are the ones who like the old way – this is subjective. We are now in a no-win situation, which is why we haven’t given you guys much information up until this point. What we need to do is step back, look at our options, and figure out what is the best thing to do that makes the highest number of players happy. I’m not 100% sure what this is yet, but hang tight and we’ll let you know.
And my sincere apologies for rolling this out with no information, no background, and no heads-up. We take this very seriously, and we’ll make some process changes to ensure something like this doesn’t happen again in the future, just like we did during the Redguard Female Armor Debacle.
I really wish their "no change to live assets" policy had applied to the fundamental roles established in racial passives. I was used to the way my Bosmer was inherently good at stealth gameplay for years (not to mention the lore stretching back even further than just this game). If changing the look of Redguard armor inspired this much careful consideration from the developers, then changing such a defining part of the Bosmer's role should too.
Perhaps the reason for continued radio silence on the Bosmer stealth issue is that they've once again landed in a "no-win," "sticky situation" and are trying to assess their options? But, really, does literally anyone actually like the new increased stealth detection better than the old decreased stealth radius? Seems like the best thing to do to make the highest number of players happy is a no-brainer. Just switch that bit back.
SpringEternal wrote: »Perhaps the reason for continued radio silence on the Bosmer stealth issue is that they've once again landed in a "no-win," "sticky situation" and are trying to assess their options? But, really, does literally anyone actually like the new increased stealth detection better than the old decreased stealth radius? Seems like the best thing to do to make the highest number of players happy is a no-brainer. Just switch that bit back.
SpringEternal wrote: »Perhaps the reason for continued radio silence on the Bosmer stealth issue is that they've once again landed in a "no-win," "sticky situation" and are trying to assess their options? But, really, does literally anyone actually like the new increased stealth detection better than the old decreased stealth radius? Seems like the best thing to do to make the highest number of players happy is a no-brainer. Just switch that bit back.
This sort of relates to the comments they made at the Bethesda Game Days live stream when someone asked if they were planning on adding other actions to the justice system alongwith Necromancy (like WW and Vampire) and the answer was they had to be careful making a change like that because they would be messing with things people had been doing for years and making a drastic change. I think the comment was "I could do this yesterday but not today"/
Where was that concern when they took away Bosmer stealth radius? Apparently their "no changes" policy is very flexible depending on what THEY want - so I have zero sympathy for them being in a no-win situation now.
Cundu_Ertur wrote: »SpringEternal wrote: »Perhaps the reason for continued radio silence on the Bosmer stealth issue is that they've once again landed in a "no-win," "sticky situation" and are trying to assess their options? But, really, does literally anyone actually like the new increased stealth detection better than the old decreased stealth radius? Seems like the best thing to do to make the highest number of players happy is a no-brainer. Just switch that bit back.
This sort of relates to the comments they made at the Bethesda Game Days live stream when someone asked if they were planning on adding other actions to the justice system alongwith Necromancy (like WW and Vampire) and the answer was they had to be careful making a change like that because they would be messing with things people had been doing for years and making a drastic change. I think the comment was "I could do this yesterday but not today"/
Where was that concern when they took away Bosmer stealth radius? Apparently their "no changes" policy is very flexible depending on what THEY want - so I have zero sympathy for them being in a no-win situation now.
Exactly. They changed something that had been the case since TES III DESPITE dozens (if not hundreds) of posts that pointed out the discrepancy. This isn't a case where something was always one way; it is a case where they made a badly informed and poorly thought out change to a well established aspect of the game. We are not asking for a change to a system, we are asking that a system be restored to what it had been. The way to fix Bosmer snipe gank builds is not and was not to remove the ability to hide better, it is and was to remove the bonus to damage out of stealth (which we are not asking to get back) and to reduce the damage done by snipe (which is coming).
In 62 pages, we have had not one person come in and state any degree of support for the detection bonus that I can recall. It is useless. Not just in PVE; but in PVP, too. If it was removed there would be not one complaint because it literally does nothing beneficial. The people who don't want a change only like the roly-poly dodge stuff -- but we're not really discussing that all that much, except to note it really isn't that useful outside of PVP, and even then it's pretty minor. So long as that part didn't change, I doubt there would be any complaint from Bosmer players if the detection uselessness was replaced with the stealth bonus Bosmer should have.
Cundu_Ertur wrote: »I think that is more bugged behavior. I don't think it is supposed to work against cloak/invisibility at all, just stealth.
Not even Altmer can (truthfully) complain about Spell Recharge being useless in PvE. You do dodge and block and sprint even as DPS in PvE. On my Altmer magDK I've been spamming Molten Armaments to get stam back after sprinting (and I know that Helping Hands contributed more than half the stamina there). It allowed me to continue sprinting right then and there until I would also used up my magicka. Spell Recharge, as bad as it is, can at least be taken advantage of in both PvP, PvE and out of combat.
Hunter's Eye can't be taken advantage of in the same way. Definitely not the detection and "pretty much" not the dodgeroll. We know that with Hunter's Eye, attempting to actively take advantage of it, is actually a detriment. You would only care about a short burst of movement speed if you are not trying to get somewhere far away and don't need your stamina when you arrive. It's a completely different story in PvP obviously, but that it boils down to pretty much nothing in PvE is just sad. That you can save 3 skill points when you play Bosmer is really the only advantage it has.
It wouldn't be the case if the penetration was permanent and the detection was stealth again. You'd still have a great PvP passive there but it would work for PvE too while also distinguishing Bosmer and Redguards beyond who has the better sustain.
Why doesn't ZOS see this?
And it just occurred to me that the way the passive is worded, you actually have to be IN stealth (ie: crouched) to be able to detect players 3 meters closer. But I know for a fact that when I was crouched right next to the enemy player in that delve, that I could not see her until I cast Evil Hunter.
And it just occurred to me that the way the passive is worded, you actually have to be IN stealth (ie: crouched) to be able to detect players 3 meters closer. But I know for a fact that when I was crouched right next to the enemy player in that delve, that I could not see her until I cast Evil Hunter.
@Jaraal Huh? Can you elaborate on that? Is it because it says "stealth detection radius" instead of just "detection radius"? Because that doesn't sound to me like you have to be IN stealth at all. Just sounds like redundancy or a weak attempt at fooling people into believing that Bosmer are still related to stealth.
And it just occurred to me that the way the passive is worded, you actually have to be IN stealth (ie: crouched) to be able to detect players 3 meters closer. But I know for a fact that when I was crouched right next to the enemy player in that delve, that I could not see her until I cast Evil Hunter.
@Jaraal Huh? Can you elaborate on that? Is it because it says "stealth detection radius" instead of just "detection radius"? Because that doesn't sound to me like you have to be IN stealth at all. Just sounds like redundancy or a weak attempt at fooling people into believing that Bosmer are still related to stealth.
Cundu_Ertur wrote: »Not even Altmer can (truthfully) complain about Spell Recharge being useless in PvE. You do dodge and block and sprint even as DPS in PvE. On my Altmer magDK I've been spamming Molten Armaments to get stam back after sprinting (and I know that Helping Hands contributed more than half the stamina there). It allowed me to continue sprinting right then and there until I would also used up my magicka. Spell Recharge, as bad as it is, can at least be taken advantage of in both PvP, PvE and out of combat.
Hunter's Eye can't be taken advantage of in the same way. Definitely not the detection and "pretty much" not the dodgeroll. We know that with Hunter's Eye, attempting to actively take advantage of it, is actually a detriment. You would only care about a short burst of movement speed if you are not trying to get somewhere far away and don't need your stamina when you arrive. It's a completely different story in PvP obviously, but that it boils down to pretty much nothing in PvE is just sad. That you can save 3 skill points when you play Bosmer is really the only advantage it has.
It wouldn't be the case if the penetration was permanent and the detection was stealth again. You'd still have a great PvP passive there but it would work for PvE too while also distinguishing Bosmer and Redguards beyond who has the better sustain.
Why doesn't ZOS see this?
I would prefer that if we did have a permanent penetration bonus that it would be tied to using a bow. That would replace the currently 'acceptable' conditional bonus (right after a dodge-roll) with a more lore-friendly conditional situation (with a bow). I doubt I have to explain the importance of archery to Bosmeri culture in this thread. That Bosmer have not any shred of a bonus to using a bow* is as bad, in my opinion, as the loss of stealth.
*Note: Yes, there is the bonus to exp, but that does not translate to anything of value once the skills are all maxxed out. Shot for shot, Orcs and Dunmer are better archers. Yes, sustain may be an issue, but is there no food to help sustain? Is there any food to increase weapon damage?