GrumpyDuckling wrote: »GrumpyDuckling wrote: »I am sure this will be unpopular, but it's the scoring aspect that I see as the problem. Chasing numbers reduces creative play and player preference options, leading to more instances where players simply run what is best available.
Why even give players that carrot (scores) to chase? All it does is encourage using the absolute best setups/classes, which is a mentality that trickles down to the rest of the game -- and it goes beyond classes. We have streamers who push usage of small percentage of available sets and call the rest trash. New players don't want to be trash, so many of them just copy builds.
I have said it before -- this is an Elder Scrolls game, but it too often feels like the cool monsters we are fighting are simply backdrops to the "real" game -- perfecting a rotation, buffing, and weaving to put up the highest numbers. When target skeleton parses significantly influence end-game, and that in turn changes how skills perform for ALL players across all content, then we have moved beyond TES being the focus. Some players like that, I don't. Again, I am sure my stance will be unpopular, but I see score-chasing as a significant part of the problem.
But since it comes down to numbers and an MMO like ESO has leaderboards and scores as part of it, it is what we have to work with.
Leaderboard mentality IS the problem. You said in your original post that there is a "class-stacking meta." That exists, mainly, because people want the highest scores, regardless of class. Remove the leaderboards, and the focus is more on completing the content with whatever class a person wants to use, and less about who completes the content with the highest score.
Again, I am sure this take isn't popular, but remove scoring and you get closer to achieving your objective -- diversity of class choice.
DoonerSeraph wrote: »Maybe utilities should be more evenly distributed so DPS can pick up some of the utility too, look at good designed sets like Master Architect and War Machine, they are good for DPS and have utility.
I agree in principle, but on the other hand in my progression groups it's usually "bring whatever you do the most dps on" not "NB or GTFO"
I'm doing vCR with some mag sorcs, some mag blades, 1 magplar as dps.
The bigger issue to be me is the lack of melee class representation.
I know people who used to the race change token to change their main from stam to mag simply because range is so important. You're never going to see mDK in trials, not because the tank can run engulfing, but because they are melee. Hell, I love having a mDK in the group as a tank because I have 1 less thing to worry about.
Make all setups good for the content and we'll see variety, but the trials themselves punish us for bringing diversity.
On a side note, I don't know anyone who is running a mag warden dps.
No one.
MLGProPlayer wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »I am sure this will be unpopular, but it's the scoring aspect that I see as the problem. Chasing numbers reduces creative play and player preference options, leading to more instances where players simply run what is best available.
Why even give players that carrot (scores) to chase? All it does is encourage using the absolute best setups/classes, which is a mentality that trickles down to the rest of the game -- and it goes beyond classes. We have streamers who push usage of small percentage of available sets and call the rest trash. New players don't want to be trash, so many of them just copy builds.
I have said it before -- this is an Elder Scrolls game, but it too often feels like the cool monsters we are fighting are simply backdrops to the "real" game -- perfecting a rotation, buffing, and weaving to put up the highest numbers. When target skeleton parses significantly influence end-game, and that in turn changes how skills perform for ALL players across all content, then we have moved beyond TES being the focus. Some players like that, I don't. Again, I am sure my stance will be unpopular, but I see score-chasing as a significant part of the problem.
But since it comes down to numbers and an MMO like ESO has leaderboards and scores as part of it, it is what we have to work with.
Leaderboard mentality IS the problem. You said in your original post that there is a "class-stacking meta." That exists, mainly, because people want the highest scores, regardless of class. Remove the leaderboards, and the focus is more on completing the content with whatever class a person wants to use, and less about who completes the content with the highest score.
Again, I am sure this take isn't popular, but remove scoring and you get closer to achieving your objective -- diversity of class choice.
Players will always seek the most efficient way to complete content. Progression groups that aren't chasing a high score still want to maximise their chances of competing the content, so they will still only use the strongest classes.
ShadowKyuubi wrote: »I agree in principle, but on the other hand in my progression groups it's usually "bring whatever you do the most dps on" not "NB or GTFO"
I'm doing vCR with some mag sorcs, some mag blades, 1 magplar as dps.
The bigger issue to be me is the lack of melee class representation.
I know people who used to the race change token to change their main from stam to mag simply because range is so important. You're never going to see mDK in trials, not because the tank can run engulfing, but because they are melee. Hell, I love having a mDK in the group as a tank because I have 1 less thing to worry about.
Make all setups good for the content and we'll see variety, but the trials themselves punish us for bringing diversity.
On a side note, I don't know anyone who is running a mag warden dps.
No one.
The ban on stamina based melee is leader specific. You can do any trial on vet, and HM, as a stamina dps. It requires a lot more practice however. People aren't patient enough to wait for a good stamina player to learn how to survive the mechanics. Now, certain mechanics, like the cloudrest orbs, are inherently harder for stamina, but they can still get it done, if done properly with the right setup.
On a side note, I don't know anyone who is running a mag warden dps.
No one.
@GrumpyDuckling wrote: »I am sure this will be unpopular, but it's the scoring aspect that I see as the problem. Chasing numbers reduces creative play and player preference options, leading to more instances where players simply run what is best available.
Why even give players that carrot (scores) to chase? All it does is encourage using the absolute best setups/classes, which is a mentality that trickles down to the rest of the game -- and it goes beyond classes. We have streamers who push usage of small percentage of available sets and call the rest trash. New players don't want to be trash, so many of them just copy builds.
I have said it before -- this is an Elder Scrolls game, but it too often feels like the cool monsters we are fighting are simply backdrops to the "real" game -- perfecting a rotation, buffing, and weaving to put up the highest numbers. When target skeleton parses significantly influence end-game, and that in turn changes how skills perform for ALL players across all content, then we have moved beyond TES being the focus. Some players like that, I don't. Again, I am sure my stance will be unpopular, but I see score-chasing as a significant part of the problem.
Voted to keep everything as it is, mainly because of two reasons:
a) I don't trust ZOS to pull off large-scale changes like 1) and 2) in a sensible manner. Focus your feedback on smaller things that have a minuscule chance of being implemented, and don't require everyone to change their playstyle and/or class.
b) The problem is mostly an imaginary one, as several others have pointed out. It affects a tiny minority of the player base - yes, they're the endgame leaders, but they are a small minority. The problem isn't even true for all endgame players and guilds - decisions like "no stamDDs in AS or CR" are a thing, "only bring stamblades" is not.
Stamblades are cool, and they're known to have the potential (!) of good DPS. So players play them, and get good with them. Most players don't have characters for all roles and with all specs to switch at random, or want to use change tokens every time something changes. As long as they're good with a certain character, they'll bring them to trials. And they will be accepted as long as they're performing their role.
And I find it really quite infuriating to hear that the Elsweyr NB changes were caused by this perceived "problem". If you're looking for opportunities to provide even more (ignored) feedback to ZOS, maybe this:
It's not a problem for the vast majority of the player base, and "fixing" it will affect that large majority infinitely more while most probably not fixing anything for the few who are affected by the "problem".
I've always thought synergies is good place to encourage (force) group diversity, especially for the DD roles. Consider shadow silk today, it's a synergy that is single-handedly changing the meta.
I would look at probably the best end game raiding game out there for answers which would be EQ and EQ2. Those games are made for end game raiding and the only reason that they are still being played after all of these years. First off the grouping system is very different in those games. There are segregated groups within the raid. Many of the buffs and heals are group only. There are some that are for the entire raid as well, but the group only buffs and heals only allow small subsets of the entire raid to benefit from them. They also had classes like the bard for example whose buffs were unique and stacked with virtually every other buff in the game.
So this is a totally different game design approach for raiding and forming raids from what ESO is where you have groups and large groups, yes. If a raid in ESO consisted of 3 X 4 man groups instead of 1 X 12 man group the first thing this would do is require a 3rd healer. If classes had unique buffs outside of the major/minor system that stacked with each other and the major/minor system that were required for maximum raid dps this is something that would make alternate dps classes attractive. Same thing with cleansing debuffs. The purges in this game are all powerful. If there were specific purges that removed specific debuff types, i.e. poison, fire, etc. that were class specific this is another way that dps class diversity could become more relevant by needing specific classes to remove specific debuffs.
There are probably a lot of other things that could be looked at in how those games pull off end game raiding and why it has stood the test of time, but those jump out at me.