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On the damage changes/reduction

TheNightflame
TheNightflame
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Here is my thing, the damage changes will fix A LOT of content, I <3 the damage reduction. But think of who is most affected by these changes.

The best players already have all the achievements they want, and have cleared all the hardmodes they want.
With these changes content will get substantially more difficult.
Players with clears will likely not want to join in on runs of content which may be, now, less enjoyable for them, so the quality of players running content/progging will be all around lower.

The people who couldn't, or didn't clear certain content before these changes, are the ones who now have to prog in these worse conditions.
Everyone who got a trifecta achievement already, good job! Everyone who didn't, good luck trying if you ever want to.
  • KingZeldaMaster
    KingZeldaMaster
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    I wouldn't have as much of a problem with the damage reductions if the costs of certain abilities that are receiving nerfs weren't doubly nerfed with massive cost increases. If you want to nerf Wall of Elements by 33% damage, fine, but don't also attach to that a 40% resource cost increase. It honestly makes the skill borderline non-viable.
  • Aurie
    Aurie
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    Here is my thing, the damage changes will fix A LOT of content, I <3 the damage reduction. But think of who is most affected by these changes.

    The best players already have all the achievements they want, and have cleared all the hardmodes they want.
    With these changes content will get substantially more difficult.
    Players with clears will likely not want to join in on runs of content which may be, now, less enjoyable for them, so the quality of players running content/progging will be all around lower.

    The people who couldn't, or didn't clear certain content before these changes, are the ones who now have to prog in these worse conditions.
    Everyone who got a trifecta achievement already, good job! Everyone who didn't, good luck trying if you ever want to.

    Well, there have been so many posts from people complaining that ESO, especially overland, was too easy.

    ZOS have given them what they wished for, at the expense of everyone else
  • luizpaulom17
    luizpaulom17
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    I loved the reductions... dps is broken right now... I wish they would increase the HP for some bosses of old content too.
    And the hard content is not that hard, unless if U going for scores and achievments.
  • TheNightflame
    TheNightflame
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    I loved the reductions... dps is broken right now... I wish they would increase the HP for some bosses of old content too.
    And the hard content is not that hard, unless if U going for scores and achievments.

    Literally everything that is not an achievement for more than just a clear is easy as heck.
  • KingZeldaMaster
    KingZeldaMaster
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    Literally everything that is not an achievement for more than just a clear is easy as heck.
    Tell that to any groups trying to learn vMoL or vHoF (or vBRP for 4-man content) for the first time. It's still wipe after wipe after wipe... it may be easy for a small percentage of the player base, but that's to be expected when you've cleared everything time and again. So I would disagree that simply getting a clear for the first time for literally everything in the game is "easy as heck". For normal dungeons, trials, and arenas, sure, but for their veteran counterparts, the vast majority of the player base who even attempts veteran content needs to put in a significant amount of effort for their first clears.
  • FakeFox
    FakeFox
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    Godslayer (vSS hardmode/speedrun/no death) has only been achieved by three groups so far and can currently only be done by stacking amounts of damage that hardly any group can pull off on the live server, because of the 30 minute time limit. If we see substantial damage nerfs nobody will be able to pull that off anymore. We are talking about changes that are not "adjust and move on" anymore, but would require substantial changes to PvE content. We have seen countless complete reworks of resource management, damage, mitigation and healing over the last few years, but all it ever did was introduce more and more power creep in a constant back and forth of weird changes. The only considerable content rework we ever saw where the version 1 dungeon reworks and all they did was give every boss tons of health and a one shot, simply tweaking numbers instead of actually giving the content mechanical relevance. So I don't think this is going to end well.
    Edited by FakeFox on September 16, 2019 11:47PM
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • TheNightflame
    TheNightflame
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    that referral to the changes to the 1 dungeons is frighteningly accurate... I hope it's not indicative
  • BlackMadara
    BlackMadara
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    I wouldn't have as much of a problem with the damage reductions if the costs of certain abilities that are receiving nerfs weren't doubly nerfed with massive cost increases. If you want to nerf Wall of Elements by 33% damage, fine, but don't also attach to that a 40% resource cost increase. It honestly makes the skill borderline non-viable.

    I agree. The increase in cost, reduction of damage and increase in time makes DoTs extremely cost inefficient
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