SilverBride wrote: »SilverBride wrote: »Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
but that's the point, their goal is to "bring up the floor". it has been for a long time.
The things i've noticed over the last few updates all work towards this goal, and connecting the dots, once the floor rises, it's probably time to also bring up the lowest tier of content to match.
think of it this way. you've got 4 tiers of content each with their levels of difficulty. If you can buff the easiest tier of players without changing anything about how they play the game then you can merge the lowest tier of content into the next tier making more content enjoyable for more people without nerfing anyone.
it's a win win win.
What about players new to ESO who are still learning about how the game works? Rather than raising their floor it would make more sense to lower the ceiling of the veteran players.
SilverBride wrote: »SilverBride wrote: »Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
but that's the point, their goal is to "bring up the floor". it has been for a long time.
The things i've noticed over the last few updates all work towards this goal, and connecting the dots, once the floor rises, it's probably time to also bring up the lowest tier of content to match.
think of it this way. you've got 4 tiers of content each with their levels of difficulty. If you can buff the easiest tier of players without changing anything about how they play the game then you can merge the lowest tier of content into the next tier making more content enjoyable for more people without nerfing anyone.
it's a win win win.
What about players new to ESO who are still learning about how the game works? Rather than raising their floor it would make more sense to lower the ceiling of the veteran players.
Some people seemed to have misunderstood something: I’m not saying that progression is only related to leveling. That’s not true, however it’s a part of it. Yeah, A significant part of the sense of progression that you get on any MMO comes from leveling, it’s the most immediate source in fact. With build and gear on second, and skill play in third – I’m not talking here about importance, but the order that the player will notice them.
And then, I can see you argue that: “but OP, in TESO the gameplay changes with your build not with your class and you have thousands to choose!” I absolutely agree! But, care to tell me, how many of this builds are actually meta viable? And how different they’re from on to another?
I Actually posted some time ago a suggestion that would really mitigate this problem, that was to divide the destruction staff skill line in 3 skill lines for each elemental. THAT would give more variety of viable builds and gameplay, at least for mag builds. But for stamina i really don't know what to do... maybe, new kinds of weapons?
SilverBride wrote: »SilverBride wrote: »Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
but that's the point, their goal is to "bring up the floor". it has been for a long time.
The things i've noticed over the last few updates all work towards this goal, and connecting the dots, once the floor rises, it's probably time to also bring up the lowest tier of content to match.
think of it this way. you've got 4 tiers of content each with their levels of difficulty. If you can buff the easiest tier of players without changing anything about how they play the game then you can merge the lowest tier of content into the next tier making more content enjoyable for more people without nerfing anyone.
it's a win win win.
What about players new to ESO who are still learning about how the game works? Rather than raising their floor it would make more sense to lower the ceiling of the veteran players.
New World is a good example since the mobs there are pretty difficult in comparison yet nobody's crying about it and their numbers are good which leads me to believe it wasn't the difficulty.
New World is a good example since the mobs there are pretty difficult in comparison yet nobody's crying about it and their numbers are good which leads me to believe it wasn't the difficulty.
Few NW mobs are actually difficult. Yes, some are very powerful for the area they are in but for the most part, a player just has to learn the pattern and most become easy to kill. The only real difference I saw was that it is not attack, attack, attack. It is more attack, dodge, step back, attack, etc.
Regardless, NW is far from an ESO killer. Most of the players that like ESO will not get much out of NW as the PvE is not very well developed. It is what one gets when a game designed for PvP tried to retrofit PvE to attract more players and after they found out the difficulty of preventing griefing with the pure PvP design they set out with.
^ Was going to post something like this!LeonAkando wrote: »I think it's always fascinating how the forums show such a different side of the playerbase than the normal game would.
Most of the people I interact with enjoy and play ESO BECAUSE it doesn't have progression in the form of just constantly getting more powerful. The fact that progression is tied to different metrics makes it more rewarding.
These are usually people from other games who are burned by working for 6 months to achieve something only for it to be meaningless the next patch. Who are burned by having to treat their video games as a full time job to remain competitive with the constant ever increasing power increase.
The "Power Treadmill" drives away so many players it seems, yet there's a good section of forum goers who would openly advocate for it. I suppose its pointless to theorize what ESO would have been without One Tamriel, but I imagine it would lack any draw from the other power treadmill games.
I'm glad ESO does not keep nullifying our efforts by raising the gear and/or levelcap, and forcing us to re-make every character every expansion. This alone makes ESO superior over many other MMO's.
I do not run trials... but players choose/pick which sets are meta. Players can choose to use other sets, there will always be something meta regardless of nerfs/buffs! So players need to stop with the min-max mindset, that is the only way to break the meta-mindset. The min-max mindset, where players who use a secondary set(s) are automatically presumed bad. This is more of a problem with the current gaminggeneration, than it is an ESO issue.I'm glad ESO does not keep nullifying our efforts by raising the gear and/or levelcap, and forcing us to re-make every character every expansion. This alone makes ESO superior over many other MMO's.
It sure feels great seeing the veteran trial community all running around in Bahsei and Diamond Victory and getting ready to go to Bahsei and MS/Medusa. I think that is boring, I'd rather have some viability and/or class specific sets to be able to use.
Meta will be meta, lets stop pretending that is a bad thing it's part of how games work be it (mmo)rpg or 4x or shooters.
On a more nuanced note:
Isn't it great we're all in our own echo chambers but we all pretend to be correct?
I do not run trials... but players choose/pick which sets are meta. Players can choose to use other sets, there will always be something meta regardless of nerfs/buffs! So players need to stop with the min-max mindset, that is the only way to break the meta-mindset. The min-max mindset, where players who use a secondary set(s) are automatically presumed bad. This is more of a problem with the current gaminggeneration, than it is an ESO issue.I'm glad ESO does not keep nullifying our efforts by raising the gear and/or levelcap, and forcing us to re-make every character every expansion. This alone makes ESO superior over many other MMO's.
It sure feels great seeing the veteran trial community all running around in Bahsei and Diamond Victory and getting ready to go to Bahsei and MS/Medusa. I think that is boring, I'd rather have some viability and/or class specific sets to be able to use.
Meta will be meta, lets stop pretending that is a bad thing it's part of how games work be it (mmo)rpg or 4x or shooters.
On a more nuanced note:
Isn't it great we're all in our own echo chambers but we all pretend to be correct?
For the record, I use sets which complement my playstyle, and which I like using. I love Hatchling's Shell for tanking, and the way I use it, it is the best set ever. I do not use sets considered meta on any of my characters, atleast not because they are meta. (I play singlebar, without barswapping on all my characters)
PS: The issue isn't people 'pretending' to be correct, the issue is everyone is partly correct. And when you add personalities in the mix on what is important, or more important, there will always be disagreements on everything.
PPS: Class specific sets would be cool!
I think the main problem is caring what casual players think.
Look at Albion Online. I've been playing it recently. It's pretty anti casual and it's full loot PvP. I've grown to really like the game despite being scared to do some of the content because of the PvP. The more you think about how the game is designed, the more it makes sense. Amazon should've just kept going with their initial vision and see that Albion Online doesn't struggle and has been growing despite it being anti casual. That just means that people eventually do give in to play the game despite the hardcore aspect of it. Starting zones are always FULL of people. I think the correct sweetspot is to make a hardcore game and add some convenience elements to it to at least make it feel smooth or enjoyable to play.
VaranisArano wrote: »I do not run trials... but players choose/pick which sets are meta. Players can choose to use other sets, there will always be something meta regardless of nerfs/buffs! So players need to stop with the min-max mindset, that is the only way to break the meta-mindset. The min-max mindset, where players who use a secondary set(s) are automatically presumed bad. This is more of a problem with the current gaminggeneration, than it is an ESO issue.I'm glad ESO does not keep nullifying our efforts by raising the gear and/or levelcap, and forcing us to re-make every character every expansion. This alone makes ESO superior over many other MMO's.
It sure feels great seeing the veteran trial community all running around in Bahsei and Diamond Victory and getting ready to go to Bahsei and MS/Medusa. I think that is boring, I'd rather have some viability and/or class specific sets to be able to use.
Meta will be meta, lets stop pretending that is a bad thing it's part of how games work be it (mmo)rpg or 4x or shooters.
On a more nuanced note:
Isn't it great we're all in our own echo chambers but we all pretend to be correct?
For the record, I use sets which complement my playstyle, and which I like using. I love Hatchling's Shell for tanking, and the way I use it, it is the best set ever. I do not use sets considered meta on any of my characters, atleast not because they are meta. (I play singlebar, without barswapping on all my characters)
PS: The issue isn't people 'pretending' to be correct, the issue is everyone is partly correct. And when you add personalities in the mix on what is important, or more important, there will always be disagreements on everything.
PPS: Class specific sets would be cool!
A nitpick here: players aren't actually picking and choosing which sets are meta. "Meta" is simply the most efficient/effective tactic available. It's number-crunching and figuring out which class/skills/gear give the highest DPS or best group effectiveness. Nerfs and buffs change the math, which changes the meta. If you want to talk about who "picks" the meta, look at the Devs, not the players.
One of the nice things about ESO is that you really don't need the highest DPS possible to complete most content. And there's a variety of non-meta class/skill/gear options that are viable for all content, even though only one will be optimal, by the very nature of optimization.
And you really won't break the min-max mindset, because its a perfectly normal gaming mindset. I play D&D with someone who really enjoys making min-maxed characters. They'll pick one thing - like using the 3.5 grapple rules - and do it really, really well. I don't min-max in ESO very well beyond basic stam/mag, but I do in Warframe where I can build frames that I've specialized to turn certain mission modes into a cakewalk.
Finding the Meta and Min-maxing can cause issues when someone starts treating non-min-maxed players as "bad", but unless the TOS is broken, I don't see what you propose to do about a bad attitude...or a guild saying, effectively, "If we're going to group up and spend time doing this activity together, you will wear these meta sets so we all respect each other's time and effort for the best experience."