LOLEmma_Overload wrote: »Can I reflect a Leaping DK right back to where he came from?
Gina, ty for the notes. The rest of my comments not directed at you specifically as you are awesome.
***
For me, getting the healing questions answered is almost a "careful what you wish for" situation:
In general, why were there so many changes to healers in this update?
The weapon lines audit resulted in healing abilities getting altered to fit our standards for ability usage. This, combined with the overall desire to improve client and server performance, meant that some healing abilities which relied on layering or multi-casting needed to be changed.
How will you be monitoring the changes to PvE healing and how it impacts the live game going forward?
We have several metrics that measure the completion rate of trials and dungeons and can clearly see whether those rates go up or down. We also regularly play on the live servers to see how the changes affect things.
To me, this completely confirms that NONE of the healing changes were actually aimed at making healing MORE fun or MORE relevant. Worse than that, the role definitely was collateral damage for other goals as I am guessing the focus on the weapon lines was not really about healing! Worst of all, the measurement by which ZOS is checking whether healing needs to be adjusted is completion rate!! Not, whether dungeon groups are still bringing a dedicated healer or whether trials are still bringing two healers and whether healers in those roles are actually using healing skills. Or whether players per account are choosing the healing role more or less than before.
Even if you LOVE the changes (which I do not, but that is not the point right now), to me this is a huge punch in the gut. I knew and logically explained through my posts how the changes were likely not driven by a vision to bolster the healing role and make it more dynamic, but somehow seeing this confirmed makes me feel worse. Maybe ignorance really is bliss sometimes...
angelncelestine wrote: »Gina, ty for the notes. The rest of my comments not directed at you specifically as you are awesome.
***
For me, getting the healing questions answered is almost a "careful what you wish for" situation:
In general, why were there so many changes to healers in this update?
The weapon lines audit resulted in healing abilities getting altered to fit our standards for ability usage. This, combined with the overall desire to improve client and server performance, meant that some healing abilities which relied on layering or multi-casting needed to be changed.
How will you be monitoring the changes to PvE healing and how it impacts the live game going forward?
We have several metrics that measure the completion rate of trials and dungeons and can clearly see whether those rates go up or down. We also regularly play on the live servers to see how the changes affect things.
To me, this completely confirms that NONE of the healing changes were actually aimed at making healing MORE fun or MORE relevant. Worse than that, the role definitely was collateral damage for other goals as I am guessing the focus on the weapon lines was not really about healing! Worst of all, the measurement by which ZOS is checking whether healing needs to be adjusted is completion rate!! Not, whether dungeon groups are still bringing a dedicated healer or whether trials are still bringing two healers and whether healers in those roles are actually using healing skills. Or whether players per account are choosing the healing role more or less than before.
Even if you LOVE the changes (which I do not, but that is not the point right now), to me this is a huge punch in the gut. I knew and logically explained through my posts how the changes were likely not driven by a vision to bolster the healing role and make it more dynamic, but somehow seeing this confirmed makes me feel worse. Maybe ignorance really is bliss sometimes...
Well said. This patch didn't make healers more relevant what so ever. If anything it only made things worse. IMO there is something seriously wrong with the healer role when one healer is now asked to wear a set like Z'en in a vet trial. Which if you don't know the set it pretty much makes a healer a dot dps with a few heals.
I appreciate pushing to get this out over the weekend. I also appreciate addressing homogenization, more importantly recognizing that they have indeed homogenized the classes and that they will be addressing this. It's interesting there is no mention of the upcoming passive audit that would have certainly resulted in complete loss of class identity. It feels like someone high up took the reigns and has turned the ship in a different direction. Instead of wiping out all the passives at once they will focus on class by class moves. I am concerned about them rebuilding one or two classes at a time. But this might be a smart marketing move, come back and play the new and more powerful DK this patch.
I am also concerned with how do they intend to add back in class uniqueness. The classes were already unique and they have effectively removed this over time for the sake of balance. As soon as you add something unique back in it will cause a PVP stir and we are back to where we were before. Think about it, next patch DK's get unique abilities while all other classes are stuck with generic world skills. I would really like them to share an example of how they plan to do this.
I also like that they have called out that all classes should be able to play all roles, but some classes should bring unique features to the table making them potential better for certain circumstances. Again they are saying the right things, but lack any evidence they can pull this off.
So I will say I am encouraged that someone at ZOS has actually listened to the PVE community for once and is at least is stating that they need to fix things. I am disappointed it took so much effort to be heard. I am will continue to stay unsubbed, but have hopes they will follow through with this new direction. If they do before something better comes around I may return.
ZOS_GinaBruno wrote: »A lot of the feedback given on the werewolf changes don’t appear to be actioned upon. Why were no additional adjustments made?
We believe the werewolf is in a relatively good state balance-wise at the moment, but are continuing to monitor the live servers to see how things shake out.
StabbityDoom wrote: »@ZOS_GinaBruno @ZOS_KaiSchober Hi, just out of clarity sake, because I may have misread, does this mean that more, or all, of the AOEs are eventually going to removed?
Secondly, is there a chance of them being reinstated after the performance issues have been dealt with?
I appreciate pushing to get this out over the weekend. I also appreciate addressing homogenization, more importantly recognizing that they have indeed homogenized the classes and that they will be addressing this. It's interesting there is no mention of the upcoming passive audit that would have certainly resulted in complete loss of class identity. It feels like someone high up took the reigns and has turned the ship in a different direction. Instead of wiping out all the passives at once they will focus on class by class moves. I am concerned about them rebuilding one or two classes at a time. But this might be a smart marketing move, come back and play the new and more powerful DK this patch.
I am also concerned with how do they intend to add back in class uniqueness. The classes were already unique and they have effectively removed this over time for the sake of balance. As soon as you add something unique back in it will cause a PVP stir and we are back to where we were before. Think about it, next patch DK's get unique abilities while all other classes are stuck with generic world skills. I would really like them to share an example of how they plan to do this.
I also like that they have called out that all classes should be able to play all roles, but some classes should bring unique features to the table making them potential better for certain circumstances. Again they are saying the right things, but lack any evidence they can pull this off.
So I will say I am encouraged that someone at ZOS has actually listened to the PVE community for once and is at least is stating that they need to fix things. I am disappointed it took so much effort to be heard. I am will continue to stay unsubbed, but have hopes they will follow through with this new direction. If they do before something better comes around I may return.
What? Addressing this? It wasn't a problem before this patch. Sure some adjustments needed to be made but not in the sweeping and drastic manner they did it. Now there are problems all over the place thanks to this patch. PvP is frustrating as heck right now (and boring as heck too with the same three builds all over the place). The problem at this point is that they will lose players over this who aren't going to wait three or six months for the fixes.
ZOS_GinaBruno wrote: »A lot of the feedback given on the werewolf changes don’t appear to be actioned upon. Why were no additional adjustments made?
We believe the werewolf is in a relatively good state balance-wise at the moment, but are continuing to monitor the live servers to see how things shake out.
You know, we really should agree on a safe word before you slap WW players in the face like that.
How, precisely, did the dev team arrive at this belief?
DasSturmkind wrote: »Hi all,
I'm usually not the one writing in Forums, official chats or whatever (long story s. below)- I'm just one of the silent legion, usually perfectly satisfied in playing my favourite char(s), chatting and doing content with guildmates, crafting, farming and working hard to improve equip, skills and appearance of my characters (as often as I may die- I die stylish!).
I have a demanding full time job, friends, family and some other hobbies beyond ESO, but I daresay I'm a dedicated hobbyist player, spending (or have spent) a significant amount of money and time in the game -without regrets so far. I'm doing this, because I enjoy the time with my guildmates and I love the quests and the game overall. Grinding and farming I see as a part of the game- to a certain extent.
I don't have the pretension to play in High End Guilds in between the best players worldwide- It's very much comparing the local soccer team you're playing with twice a week with the international (professional) champions league. First one you're joining because of the fun of it and because you (mostly) like the people you're playing with- in the champion's league you're playing because you're earning you're money with and/ or your doing it to be successfull in what you do (doesn't matter with whom).
I am and always will be playing for the fun of it- but I do like some challenges.
Furthermore, as a dedicated healer I'll never succeed in vMA, as long as you can't heal your way through (It's completely lost to me why ou need to grind SOLO content to qualify for GROUP events, but that's another question) So, all in all I don't consider myself to be a high-end player (but see me healing!!)
ESO always has been an extremely DPS driven game, but more more this produces deeply strange effects. High end guilds nowadays don't even have to bother with boss mechanics in vet raids, just ignoring them with nuking everything down in such a short time, that mechanics just don't apply. In non-dlc vet dungeons nobody burdens the group with a dedicated healer anymore- just lenghtens the time you need to finish it (especially after U23)- DPS rules!
Meanwhile the gap between normal raids and vet raids is so extreme, that you can do the normal ones with random groups (!!) while the vet ones are far beyond anything an unprofessional/ hobbyist group can master (even with coordination, lenghtly farmed gear and everything- they just don't reach the DPS). What you need is many DDs who spent hours and hours of optimising their Rota on dummies in order to push damage output. Anything else is irrelevant. The fun you have playing your class is irrelevant, as long as you have the DPS you need to have to success (some may enjoy hitting training dummies for optimisation, but I daresay for most players it isn't or it's only fun for a very limited time).
You even can't train the mechanics in normal raids, because they just don't happen. Healers are a nice to have, but only necessary for the unexperienced or lowlevels (or a middleclass tank- the good one don't need a dedicated healer in normal raids).
With U23 ZOS diminished the DPS of middleclass DDs to a level where even some DLC Vet dungeons can't be finished with non- optimised DDs anymore (and yes- there are still some dedicated DDs out there who really love their class abilities and play for fun!).
Don't get me wrong- I don't ask you to make everything accessible for me (or other middleclassed just-for-fun-players)- there are so many players out there being much better than me - with every right to be so!
But please, dear ZOS Team,
take following questions into your consideration:
1. Is DPS really the only (and best) Key Performance Indicator you can think of as professional game developers?
2. Do you truly believe that the fact that some of the best international raids/ guilds successfully finished Vet raids after U23 is an applicable measurement for the success of the update/ your work?
3. What's your strategy to keep players like me busy? Grinding new recipes and new gear and skills with every update? Or do you plan to allow people like me to play some challenging content as well? (normal raids I consider as non-challenging content)
my two cents
In terms of healing everything has been said by peacenote - great post!
The long story of me creating this post: my ESO account was created 4th of January 2014- I never registered in Forums and never opened a ticket ever since- I just realised that because this needed to be done to post these lines....^^ I took about 4 days to get this solved, so sorry for the delay in reply.
Furthermore I just realised that I'm truly and deeply concerned, because so many of my guildmates and friends are too frustrated and disappointed to play currently.
Well said and thank you for taking the time to figure out forums and come and post your views. Things have gone so far south that finally the bread and butter players, like myself, are showing up to have our voices heard. ZOS please listen to us. Your two cents are worth $2million dollars.
KillsAllElves wrote: »
One class trying to be identical at doing the same thing/role as the other class is not the same as "class identity"....
A lot of angry sounding comments here. I'm not a therapist, but as a player who likes to read and post forum comments in a constructive and engaging manner, I feel like I just stepped into a room full of people who need anger management therapy. Lighten up! Or don't. Stay angry all the time because your "ideal game" isn't the way you want it to be. The problem isn't with the game or the developers, the problem with the game is all of the angry players.
To those players who will never be happy, I say: "Maybe this isn't the game for you. So leave already! Plenty of us will be happy to see you go."
FrancisCrawford wrote: »KillsAllElves wrote: »
One class trying to be identical at doing the same thing/role as the other class is not the same as "class identity"....
They also said that class identity is to be rooted in fantasy elements, or something like that. E.g.:
- DKs -- fire (and poison)
- Wardens -- nature
- Templars -- holy fire
- Necros -- corpses
- NBs -- killing, blood and/or other vital bodily fluids (no, perverts, not those -- I meant ill-described essences)
- Sorcerers -- electricity and whatever else is left over
A lot of angry sounding comments here. I'm not a therapist, but as a player who likes to read and post forum comments in a constructive and engaging manner, I feel like I just stepped into a room full of people who need anger management therapy. Lighten up! Or don't. Stay angry all the time because your "ideal game" isn't the way you want it to be. The problem isn't with the game or the developers, the problem with the game is all of the angry players.
To those players who will never be happy, I say: "Maybe this isn't the game for you. So leave already! Plenty of us will be happy to see you go."
A lot of angry sounding comments here. I'm not a therapist, but as a player who likes to read and post forum comments in a constructive and engaging manner, I feel like I just stepped into a room full of people who need anger management therapy. Lighten up! Or don't. Stay angry all the time because your "ideal game" isn't the way you want it to be. The problem isn't with the game or the developers, the problem with the game is all of the angry players.
To those players who will never be happy, I say: "Maybe this isn't the game for you. So leave already! Plenty of us will be happy to see you go."
A lot of angry sounding comments here. I'm not a therapist, but as a player who likes to read and post forum comments in a constructive and engaging manner, I feel like I just stepped into a room full of people who need anger management therapy. Lighten up! Or don't. Stay angry all the time because your "ideal game" isn't the way you want it to be. The problem isn't with the game or the developers, the problem with the game is all of the angry players.
To those players who will never be happy, I say: "Maybe this isn't the game for you. So leave already! Plenty of us will be happy to see you go."
FrancisCrawford wrote: »KillsAllElves wrote: »
One class trying to be identical at doing the same thing/role as the other class is not the same as "class identity"....
They also said that class identity is to be rooted in fantasy elements, or something like that. E.g.:
- DKs -- fire (and poison)
- Wardens -- nature
- Templars -- holy fire
- Necros -- corpses
- NBs -- killing, blood and/or other vital bodily fluids (no, perverts, not those -- I meant ill-described essences)
- Sorcerers -- electricity and whatever else is left over
ZOS_GinaBruno wrote: »Racial balance for Stamina classes could use some improving. Do you plan on addressing this?
Yes, this is planned for a future update.