First, I would like to say that I am a longtime end player. Not high end as I don't do scorepushing. But I have some trifects in trials and dungeons and am currently in a GS prog raid. I see U35 causing a lot of negativity and anxiety. Yes, I also think that increasing the dot`s time is extreme, and the same time makes the rotation boring. But the thread is not about that. I often see comments that casuals and beginners shouldn't be able to quickly and easily master veteran hm content. And no matter how good the changes in U35 are, I'd like to share my thoughts on why more acceptable combat and content availability would be a boon for ESO.
First, what is Elder Scrolls Online? Obviously this is an MMO in the TES universe. But it would be naive to believe that this game is only for fans of the Elder Scrolls series. ESO is first and foremost a game-service, and like any other similar project, it strives to embrace and keep the mass player. However, ESO is very different from the classic RPG from the Elder Scrolls series. Honestly. Fallout76 is more like Elder Scrolls Online than ESO itself. Moreover, ESO, unlike many other modern MMOs, is completely devoid of important sandbox elements. The game does not have the ability to build houses, a wide and complex crafting system, world and guild pvp with location retention, and so on. ESO is a game entirely about conquering content. Clear the location, complete all quests and poi, get achievements, close the trial or dungeon, complete daily quests. And all this is carried out exclusively by combat. I want to say that combat is the core of ESO. Yes, the game has house decoration, fishing and theft. But all this does not represent some kind of really deep system that combat is. Rich said in one of his interviews that he plans to add more non-combat activities to the game. And that would be great, really. I really liked ToT. But I can't imagine a scenario in which eso turns into sims, minecraft, or even something similar to bdo. It turns out that a player who cannot fully master the combat is deprived of the opportunity to master the core of the game. And this is where the problems begin...
ESO is already quite an old game. Every year it gets harder and harder for eso to compete with new projects. Look at the hype around FF14 or Genshin right now. What a hype was around NW. The golden days for ESO are over for some reason. Moreover, we see how many new players who come to ESO begin to compare it with other multiplayer projects. We see players asking for world pvp, flying mounts, naval battles and so on. All this ESO cannot give and is unlikely to be able to give in the future. All that ESO can give is questing, quality pve content, dynamic pvp. It's not bad, don't get me wrong. ZoS is the best at creating pve content and better than many other similar projects. And here we come face to face with the combat system. And she is beautiful, unique and dynamic. But there is one significant problem - too much learning curve.
We all here understand perfectly well why real tanks do not want to run random normal. We all know very well that almost no one uses random vet. Now just imagine how many people every day, on all servers and all platforms, are faced with a completely frustrating experience. Rich said that he didn't want to create a queue for trials because it's completely pointless since the statistics from random normal/vet show very low performance.
Like I said, since the game is 8 years old, it's getting harder and harder to attract new players. I and many others have noticed that the overland is getting empty. That on the release of Blackwood and High Isle, the locations were empty. Literally in the first week after the release of past chapters, there were crowds of players around each quest marker. Now it's empty and quiet. I think ZoS can no longer keep the population with new releases and events every month. New players are no longer interested in such an old project, and old players, even casual ones, are losing interest in generic content and endless recurring events. Therefore, ZoS decided to simplify the fight in order to attract as many players as possible to the core of ESO. Remember the Summerset patch when the damage was greatly increased. There has been a real boom in veteran content. Many players began to conquer trials and dungeons. It wasn't as hard anymore and it wasn't as really painful as it used to be. But apparently it wasn't enough. More precisely, this was enough to keep the population of players back then. But not now.
Many commentators are quite emotional about the combat changes in the U35, saying that ZoS wants every casual or newbie to be able to close hm`s RG and DSR. This is not true. Nowhere in the patch notes or in the open letter was there any mention of killing the skill factor. It's true that if a player doesn't want to master combat, he won't. But if the player wants to master the fight, then he gets on a rather difficult path. It takes years, in different cases, of course, but still quite a long time for weaving and honed rotation to simply become a habit. In addition, weaving and rotation is not all. You still need to be able to sometimes apply skills adequately to mechanics and situations. You need to learn how to correctly burst and finish off. In general, you need to get used to how this game works and how its mechanics work. Yes, of course the skill factor of the player cannot be ruled out. But the problem is that these skills give too much advantage for your dps.
I've been playing this game almost since release. And to be honest, the combat system has not changed in any way in all these 8 years. I learned weaving when it became relevant, but it took me a year or two to master it completely. It took me even longer to learn a generally high apm. Since then, nothing has changed and nothing significant will change in this patch. Look at it for yourself - we still need to weave to be as efficient as possible. We will still need to keep apm high. We'll still need to keep an eye on the timings (although 20 seconds is too extreme for 10 slots lol I agree). In a recent eso live, very big plans were announced. In my wishual thinking, I'm hoping that a more acceptable fight will open up the possibility of a harder overland, perhaps a revision of the content model and yearly stories.
UPD: In short, ESO is a game about combat, about dungeons and raids. ESO will never be able to become a full-fledged sandbox for a casual audience. There are many other great projects for this and it's too late for eso to change anything. But pve content is great and ZoS should attract more players there, because the old population retention models are no longer so good for objective reasons.
Edited by Parasaurolophus on July 13, 2022 12:51AM