I played WoW for about 12 years, and with every major expansion there was a complete class overhaul with a bunch of tweaks in between through patches. Its normal that they need to adjust stuff. ESO aint that bad in that regard.
Counterpoint: Some people do play the game to progress, theory craft builds, and are driven to be the top performer. Without frequent changes the game becomes stale for them. Just because it’s not how you enjoy the game doesn’t invalidate the playerbase that does.
And if that’s not how you enjoy the game, these changes don’t really impact you tha much. If you aren’t aiming for content progression, you won’t be held back by your 3-year old build and sets.
Another viewpoint: a huge pocket of the playerbase enjoys the mercantile and trading component of the game. Frequent changes keep the demand for mats up. Farming and selling mats is also one of the ways that new players can amass wealth, and many of them do. If there are no build changes, that market dries up and there’s far less gold exchanging hands.
I played WoW for about 12 years, and with every major expansion there was a complete class overhaul with a bunch of tweaks in between through patches. Its normal that they need to adjust stuff. ESO aint that bad in that regard.
Didn't you know OP that MMOs are an endless grind. That's how they keep going so long
I welcome that the development team is so active. But maybe, a little less activity and a bit more planning would help to make things run smoother.
Example:
Last patch, Caltrops got a huge buff.
Next patch, Caltrops gets a huge nerf.
I fail to see the sense in that. The last buff made the skill too powerful, and that was easy to see. It dealt damage like a AoE burst PLUS damage as an AoE DoT. Now it's being nerfed again, which brings it back a sensible level. But why change it in the first place?
Also, the skill now has become a burst AoE with a minor DoT applied to it, whereas it started as a pure DoT. The nature of the skill was changed without any apparent reason.
If the dev team had thought things through from the beginning, no change would have been needed at all, and we wouldn't have to switch skills, relearn rotations and respecc every patch.
I have no problem with frequent additions to gear sets etc and new dungeons & trials but I don't see why the classes and skills need to go through ridiculous changes all the time. Its very frustrating to log in each patch to have your class be changed drastically. All these changes don't matter to new players because they haven't played the game but people who have played and supported this game for years this is very frustrating and honestly its just not fun to play my favorite classes anymore.
While the changes in Update 22 and the proposed changes for Update 23 may seem overwhelming, keep in mind three things:
1) ZoS changed the Lead Combat Designer in January. The previous LCD had been in that role from the beginning. The new LDC brings new ideas and philosophy to the table, which means change.
2) Back in April, the LDC published a lengthy letter outlining his intentions for future development. The first step is to audit every skill, passive, and set in the game, identify things which may be out of whack from the norm, and apply a common set of rules to how things should work going forward. This is a huge undertaking. ZoS has added an enormous amount of content relative to other MMOs, and many of the additions were haphazard. This created a number of imbalances.
3) The second step, once audits are complete, will be to go back to skills and sets for improvement. This will be far easier to do from a balanced perspective, since effects and abilities will follow common rulesets. Impacts of changes will be easier to predict, and there will be far fewer instances of unforseen OP results
An additional benefit of audit and standardization will be improved performance. Reduction if unique calculations should, in theory, enable coders to better utilize processing capability. With standardized rulesets, performance improvements will be less experimental and easier to implement.
This means that for 2019, expect upheavals. In 2020, expect tremendous progress in performance, gameplay, and enjoyment.
Counterpoint: Some people do play the game to progress, theory craft builds, and are driven to be the top performer.
Counterpoint: Some people do play the game to progress, theory craft builds, and are driven to be the top performer. Without frequent changes the game becomes stale for them. Just because it’s not how you enjoy the game doesn’t invalidate the playerbase that does.
And if that’s not how you enjoy the game, these changes don’t really impact you tha much. If you aren’t aiming for content progression, you won’t be held back by your 3-year old build and sets.
Another viewpoint: a huge pocket of the playerbase enjoys the mercantile and trading component of the game. Frequent changes keep the demand for mats up. Farming and selling mats is also one of the ways that new players can amass wealth, and many of them do. If there are no build changes, that market dries up and there’s far less gold exchanging hands.
I have no problem with frequent additions to gear sets etc and new dungeons & trials but I don't see why the classes and skills need to go through ridiculous changes all the time. Its very frustrating to log in each patch to have your class be changed drastically. All these changes don't matter to new players because they haven't played the game but people who have played and supported this game for years this is very frustrating and honestly its just not fun to play my favorite classes anymore.