They stated that raising the floor was one of their objectives with U35. But how does nerfing low end players damage and healing by 20-40% improve accessibility to end game content?
Also, look at your graphs showing the current state and what U35 accomplishes. Even taking them at face value, didn't you notice how you actually highlighted a key issue? It's not about how entry-level player power stacks up against entry-level game difficulty. It's about taking the step to the next level and how much you need to improve to get there. And you inadvertently showed that inexperienced players now face a steeper curve to get to the mid-level.
How does all this help with the stated objective? And what's the point of the fifth graph showing the target end state, if this is only coming after another patch or two? In fact, you could get to practically the same end state by adjusting only the high-end difficulty content and raising the low and mid tier player power in a targeted fashion.
Taking this post now into account I don't understand what opinion he/she now really has. In the post linked by me, Marto asks why the community is so up in arms over a 2% nerf to damage. Marto seemingly came to the conclusion that all adjustments on the PTS only amount to a 2% nerf. Of course disregrding all tests done by other players, sharing data and concluding a 10-fold higher loss of DPS.
And now we get a post from Marto explaining that the nerf to DPS and nerf to boss health are not connected
But if according to his own logic, we only face a 2% DPS nerf, why should health of bosses then be nerfed by 10%?
Yeah, that's a fair analysis. You could argue U35 does make that hill a bit steeper. Which I don't think is necessarily a bad thing.
What I said is that most patches in ESO result in a 2-5% damage nerf. Those are the the "constant game-changing patches every 3 months" that the community gets up in arms about. U35 is a bigger change, the biggest in years.
Most patches ESO receives attempt to reduce the damage of an ability or setup by 2-5%. The devs said Update 35 aimed for 10-15%, and in some testing, it had as much as 25% impact in some very specific cases. [...]
Does this not seem ridiculous to you? Does this not look like a huge over-reaction? Why is the ESO community so upset over 2% changes?
But smaller than people realize. That's the way multiplicative bonuses work. A 20% nerf on the damage of an effect can lead to a <1% effect on DPS.
And either way, the point of that thread is that the only reason why even 2-5% changes feel so drastic is because the ceiling is so dang high. When the ceiling is high, small changes have a bigger impact.
I was talking about the fundamental state of ESO's balance, not about any patch in particular. I was talking about the game design behind it all. It has created a vicious cycle, with a community that gets extremely upset over 2% nerfs, and a developer that desperately needs (but is unwilling) to make 10-20% nerfs to even approach some semblance of balance.
And now we get a post from Marto explaining that the nerf to DPS and nerf to boss health are not connected
That's not what I said. I said the two changes are intrinsically related. One is meant to lead to the other.
Finn, the dungeon lead, confirmed on twitter that U36 was intended to have a lot of boss adjustments. Obviously, he and his team can't start to work on that until they know if players will deal 50k, 100k, or 600k DPS.
Nobody gets upset about a 2% nerf. Some weird people might do. But rationally it doesn't matter in the big picture
Disagree here. 2-5% implies a relative change. Of course this can be an awful lot in absolutes. E.g. if Elon Musk looses 5% of his total assets that will be a lot. Mine? Yeah, less so.
The team knows what damage players make. They run the servers. If they don't know, I am not surprised about the "quality" of U35.
@Faltasë Thanks for your feedback here. We felt it was important to address the commentary around "anecdotal feedback" quote as this was specifically mentioned in official communication.(Abbreviated to highlight core comment being referenced)I know this may seem like a moot point to make but could we get some communication from the team on the antagonistic acknowledgments from the developers? Like, it does seem relatively bad that forum moderators are able to tell us to not bait, be disrespectful... Gilliam (saying that they don't consider anecdotal feedback, and where the tone of that specific post was passive aggressive in its own right)
The comment was not meant to be antagonistic. It was meant to clarify what feedback would be helpful for the dev team and nothing more. So for example, feedback with player data from PTS or clearly explaining situations in which combat changes would positively or negatively impact play experience are what the team was looking for.
Other feedback like (and this is just a mock example), "These changes are garbage and do you even play the game?", are not what the dev team is looking for when asking for feedback. While that kind of feedback expresses player sentiment, it does not help the team in providing feedback they can work off of to address concerns. So the note on anecdotal feedback was more so to address comments like that. Not to antagonize anyone. However, given the feedback around the rhetoric, we will keep that in mind as a team going forward in communication.
Lastly, we want to touch on this line here:(Abbreviated to complete core sentence without the quotes referenced.)Like, it does seem relatively bad that forum moderators are able to tell us to not bait, be disrespectful...does the exact same thing with no consequences and indirectly causing a good chunk of the player base to devalue solid criticisms with "whining children".
As Forum Manager, I feel obligated to answer this one specifically for moderation purposes. First, I want to make it clear that we do not perceive you as "whiny children".
Second, I understand the comment was perceived as being antagonistic, however trying to match the perceived antagonizing commentary with additional antagonizing commentary does not help general communication. I understand the community concern around the U35 combat changes but we will not tolerate baiting or bashing, especially to the dev team, as a player response to deal a consequence. Certainly not on the forum.
So where does this leave us? I encourage you to question or ask for clarification when you see something as antagonistic, much like @Faltasë has. This was a respectful way to question and ask for motivation around word usage and general commentary. So thank you for asking the question. Most of the time, these situations can be cleared up though general questions rather than acting on the assumption of ill intent. There are ways to be critical of choices without berating members of the team. That will also aid in avoiding getting actioned on the forum. The whole point is to create an open place where positive and negative sentiment can be shared and communication can be had. As noted earlier, we will be more vigilant with our rhetoric as well to help this point.
To close, sorry for the long answer, but hopefully this helps to provide some context regarding the "anecdotal feedback" quote. Thanks all for the continued feedback.
Appreciate the feedback, Kevin. Seeing actual candor is a pleasant surprise. My thoughts are as follows.
Part 1: Regarding your mock-up statement.
First - the comment you mocked up is still important feedback, and very likely how many people feel right now. What do you expect from players when we keep saying one thing and you guys keep doing the opposite? With this update it's not about numbers. It's about an overwhelmingly unwanted change being forced through a 5 week PTS cycle. I appreciate that Gilliam needs data to make better decisions, but the whole effort seems to be contrary to what the community is saying en masse - we don't want it.
Second - asking if a developer plays their game is an important question, too. Especially if their approach is based on data rather than how a change feels. If a developer comes out the gate with a baffling change, how are we not supposed to feel like there's a disconnect? How can we respectfully say someone (or their idea) is out of touch, especially when it needs to be said? Sometimes people get lost in their own ideas and they need to be shown that.
Third - Sweeping changes need more time so we can better test it against whatever the stated goal is - if it's stated at all. And if you guys can't articulate what your goals actually are beyond something vague like "increase accessibility", how are we supposed to feel like it's anything but your mock-up comment? You guys are making massive changes, we want to see them played by you before it impacts the game we all love. If it's so great, and absolutely must launch, then show us. Play test it. Do a vet trial with your changes in front of the community. We deserve that at the very least.
Part 2: ZOS's Rhetoric and Reception
I'm happy you guys are considering how your comments land. I just hope it goes beyond Gilliam, because I feel like it's deeper. While Gilliam's quote was a little off-mark, I don't think it's as bad as the antagonism I've seen from Rich. This whole PTS cycle started on a sour note - the tweet from Rich - sardonically asking us for trust only for us to be right and you guys having to backtrack on half the changes proposed. That tweet cemented that he views us as "whiny children". I know his directives impact how the forum is managed because he's said as much on his streams. So while you say we're not seen that way, the evidence is quite the opposite. To date, ZOS has done nothing that directly addressed the fallout from that tweet. You've stated yourself that responding in kind to antagonism doesn't help the conversation - so why is that coming from Rich at the start of this PTS? That did nothing but prime us to be upset by something like what Gilliam said.
I get that ZOS devs don't want to feel disrespected but ZOS can't lead with ambiguous announcements, sardonic tweets, "we see your feedback but we're moving ahead anyways", couple that with radio silence on major threads, and then edit our words and not expect people to not be absolutely fuming mad. You guys are creating that cycle.
ZOS needs to be more responsive and reflective in general. Case in point, this thread here. Players are asking Gina to follow up on a thread she's already commented on, and we're not getting any clarification on what seems to be a major gap. So even when we do follow your advice, the result is the same - crickets. Her as a community manager especially, should anticipate that a one-liner is going to generate more questions than answers. It's hard to not infer ill-intent or negligence. We'd all love to give ZOS the benefit of the doubt, but we can't anymore.
Part 3: Closing thoughts:
Can you elaborate on what ZOS is doing to make these forums more welcoming and meaningful for the people here? Why would I come here vs Reddit? I think the general expectation is that there's a chance for development interaction, but that doesn't seem to be the case. Hoping you can clear that up.
I hope you take the time to answer the hard questions I've asked here Kevin. I do appreciate some of the changes made in response to some PTS feedback. I just wish there were more dialogue other than damage control here.
@Faltasë Thanks for your feedback here. We felt it was important to address the commentary around "anecdotal feedback" quote as this was specifically mentioned in official communication.(Abbreviated to highlight core comment being referenced)I know this may seem like a moot point to make but could we get some communication from the team on the antagonistic acknowledgments from the developers? Like, it does seem relatively bad that forum moderators are able to tell us to not bait, be disrespectful... Gilliam (saying that they don't consider anecdotal feedback, and where the tone of that specific post was passive aggressive in its own right)
The comment was not meant to be antagonistic. It was meant to clarify what feedback would be helpful for the dev team and nothing more. So for example, feedback with player data from PTS or clearly explaining situations in which combat changes would positively or negatively impact play experience are what the team was looking for.
Other feedback like (and this is just a mock example), "These changes are garbage and do you even play the game?", are not what the dev team is looking for when asking for feedback. While that kind of feedback expresses player sentiment, it does not help the team in providing feedback they can work off of to address concerns. So the note on anecdotal feedback was more so to address comments like that. Not to antagonize anyone. However, given the feedback around the rhetoric, we will keep that in mind as a team going forward in communication.
Lastly, we want to touch on this line here:(Abbreviated to complete core sentence without the quotes referenced.)Like, it does seem relatively bad that forum moderators are able to tell us to not bait, be disrespectful...does the exact same thing with no consequences and indirectly causing a good chunk of the player base to devalue solid criticisms with "whining children".
As Forum Manager, I feel obligated to answer this one specifically for moderation purposes. First, I want to make it clear that we do not perceive you as "whiny children".
Second, I understand the comment was perceived as being antagonistic, however trying to match the perceived antagonizing commentary with additional antagonizing commentary does not help general communication. I understand the community concern around the U35 combat changes but we will not tolerate baiting or bashing, especially to the dev team, as a player response to deal a consequence. Certainly not on the forum.
So where does this leave us? I encourage you to question or ask for clarification when you see something as antagonistic, much like @Faltasë has. This was a respectful way to question and ask for motivation around word usage and general commentary. So thank you for asking the question. Most of the time, these situations can be cleared up though general questions rather than acting on the assumption of ill intent. There are ways to be critical of choices without berating members of the team. That will also aid in avoiding getting actioned on the forum. The whole point is to create an open place where positive and negative sentiment can be shared and communication can be had. As noted earlier, we will be more vigilant with our rhetoric as well to help this point.
To close, sorry for the long answer, but hopefully this helps to provide some context regarding the "anecdotal feedback" quote. Thanks all for the continued feedback.
Appreciate the feedback, Kevin. Seeing actual candor is a pleasant surprise. My thoughts are as follows.
Part 1: Regarding your mock-up statement.
First - the comment you mocked up is still important feedback, and very likely how many people feel right now. What do you expect from players when we keep saying one thing and you guys keep doing the opposite? With this update it's not about numbers. It's about an overwhelmingly unwanted change being forced through a 5 week PTS cycle. I appreciate that Gilliam needs data to make better decisions, but the whole effort seems to be contrary to what the community is saying en masse - we don't want it.
Second - asking if a developer plays their game is an important question, too. Especially if their approach is based on data rather than how a change feels. If a developer comes out the gate with a baffling change, how are we not supposed to feel like there's a disconnect? How can we respectfully say someone (or their idea) is out of touch, especially when it needs to be said? Sometimes people get lost in their own ideas and they need to be shown that.
Third - Sweeping changes need more time so we can better test it against whatever the stated goal is - if it's stated at all. And if you guys can't articulate what your goals actually are beyond something vague like "increase accessibility", how are we supposed to feel like it's anything but your mock-up comment? You guys are making massive changes, we want to see them played by you before it impacts the game we all love. If it's so great, and absolutely must launch, then show us. Play test it. Do a vet trial with your changes in front of the community. We deserve that at the very least.
Part 2: ZOS's Rhetoric and Reception
I'm happy you guys are considering how your comments land. I just hope it goes beyond Gilliam, because I feel like it's deeper. While Gilliam's quote was a little off-mark, I don't think it's as bad as the antagonism I've seen from Rich. This whole PTS cycle started on a sour note - the tweet from Rich - sardonically asking us for trust only for us to be right and you guys having to backtrack on half the changes proposed. That tweet cemented that he views us as "whiny children". I know his directives impact how the forum is managed because he's said as much on his streams. So while you say we're not seen that way, the evidence is quite the opposite. To date, ZOS has done nothing that directly addressed the fallout from that tweet. You've stated yourself that responding in kind to antagonism doesn't help the conversation - so why is that coming from Rich at the start of this PTS? That did nothing but prime us to be upset by something like what Gilliam said.
I get that ZOS devs don't want to feel disrespected but ZOS can't lead with ambiguous announcements, sardonic tweets, "we see your feedback but we're moving ahead anyways", couple that with radio silence on major threads, and then edit our words and not expect people to not be absolutely fuming mad. You guys are creating that cycle.
ZOS needs to be more responsive and reflective in general. Case in point, this thread here. Players are asking Gina to follow up on a thread she's already commented on, and we're not getting any clarification on what seems to be a major gap. So even when we do follow your advice, the result is the same - crickets. Her as a community manager especially, should anticipate that a one-liner is going to generate more questions than answers. It's hard to not infer ill-intent or negligence. We'd all love to give ZOS the benefit of the doubt, but we can't anymore.
Part 3: Closing thoughts:
Can you elaborate on what ZOS is doing to make these forums more welcoming and meaningful for the people here? Why would I come here vs Reddit? I think the general expectation is that there's a chance for development interaction, but that doesn't seem to be the case. Hoping you can clear that up.
I hope you take the time to answer the hard questions I've asked here Kevin. I do appreciate some of the changes made in response to some PTS feedback. I just wish there were more dialogue other than damage control here.
@ZOS_Kevin Can you respond to my points please? I've bolded the points I'm still looking for answers on.
Power creep has always been under zenimax's control if they so wished. It's been going up for years, and they continue to release broken sets (to lure purchase of dlc) allowing organised groups to do what they do.
Its not as though its suddenly such an urgent problem, they've mentioned it in previous patches. Why didn't they at any point in the last couple of years just cap damage output to 100k dps and scale everything from there. They could've set the line at any time, and chose not to.
YandereGirlfriend wrote: »Power creep has always been under zenimax's control if they so wished. It's been going up for years, and they continue to release broken sets (to lure purchase of dlc) allowing organised groups to do what they do.
Its not as though its suddenly such an urgent problem, they've mentioned it in previous patches. Why didn't they at any point in the last couple of years just cap damage output to 100k dps and scale everything from there. They could've set the line at any time, and chose not to.
Quite right.
Like, super easy examples of power-creep over the last two years or so just via itemization and skill adjustments:
1. Why does Z'ens even exist? Could re-itemize this set into something else since all it achieved was to increase power-creep in a way that's slanted toward very organized groups.
2. Why does Martial Knowledge even exist? Ditto as above.
3. Why does Encratis' Behemoth even exist? Ditto as above.
4. Why does Elemental Catalyst even exist? Ditto as above.
5. Why was Stone Fist get re-worked to do what it does rather than making it into an actual spammable? Only skilled tanks can persistently keep up the stacks.
6. Why does Empowering Grasp do what it does? It's been a wonky meme of a skill since the very beginning and it could easily serve a more useful purpose.
7. Why does Minor Brittle even exist (and now Major Brittle)? The goal was to give Frost Wardens something unique but it was immediately co-opted by supports and now exists only as a tool for... power-creep.
These are all like extremely obvious examples of power-creep that willfully ZOS introduced. And then they turn around and complain about the power-creep. Like, what?!
What we now got was a mission statement in the light of accessibility and then getting our asses handed to us with the dps nerf-hammer. That doesn't play out as a lot of forum members have written. There is simply no connection between what they have said and what they are doing. And here I do not care about things you might think they want to do or what not, as this doesn't substitute official communication.
I'm not trying to be contrarian. I'm not trying to "shill for ZOS". I'm simply trying to understand why changes are being made, and what effects they will have on the game on the long term.
I think my opinions are so different from the rest, because I don't see U35 as "a good game that was ruined by out of touch developers"
...Because I don't think ESO is a good game. In it's current state, I think it's pretty damn awful.
"Given the opportunity, players will optimize the fun out of a game" says the common game design mantra. ESO is way past that point. And something needs to change.Nobody gets upset about a 2% nerf. Some weird people might do. But rationally it doesn't matter in the big picture
If this was true, we wouldn't see a deluge of "Why does ZOS make game-changing patches every 3 months" threads.
(Yes, I know U35 is a lot bigger than a 2% change. I'm not talking about U35. I'm talking about U34, 33, 30, 27, 22, 15 etc.)
People get extremely upset over 2% nerfs. That's a fact.
And I'm not trying to dismiss that. I'm not saying it as a "hurr durr look at how dumb endgame players are making a big fuss over 2%"
It's understandable why people are upset. But we have to understand where that discomfort comes from if we want to fix it.
Statements like this are true. I'm not going to argue with that.
In my other thread I'm only trying to invite people to ask why. Why are statements like this true? Should statements like this be true? Would the game be better if statements like this were not true?Disagree here. 2-5% implies a relative change. Of course this can be an awful lot in absolutes. E.g. if Elon Musk looses 5% of his total assets that will be a lot. Mine? Yeah, less so.
And... yeah. You just explained why people get upset over 2% changes. Because the ceiling is so high, even 2% feels huge. If the ceiling was lower, 2% wouldn't feel like a big deal. Which is why I think lowering the ceiling would lead to less frustration, and balance changes that feel less "game breaking"The team knows what damage players make. They run the servers. If they don't know, I am not surprised about the "quality" of U35.
You can't expect the dungeon team to work on boss adjustments during June-August, based on the meta of September. They can't see the future.
The dungeon team did not know what sort of damage players will do in U35. How can they know, if U35 has not even released? Right now they have a rough idea. Which is why they gave us a rough adjustment.
-
I one hundred percent agree ZOS needs to be clearer with their long term goals.
To me, this patch has very clear direction and design. ZOS intention was never to directly raise the floor. They wanted to indirectly raise the floor by reducing the power and difficulty slope.
Does that mean their initial statement was a disingenuous? Sort of, yeah. It's PR. It's player psychology.
It's easier to tell people "We'll reduce high end damage and make the game more accessible" than it is to tell them "We'll reduce high-end damage, reduce low-end damage, and reduce the overall damage delta for a less steep curve that allows for easier development and balance of future content. While simultaneously increasing the difficulty of overland and introductory group content."
Things like this are not as straightforward as "more damage = more accessible, less damage = less accessible". It's a lot more nuanced. It might seem paradoxical, but it's just math.
I'm not trying to be contrarian. I'm not trying to "shill for ZOS". I'm simply trying to understand why changes are being made, and what effects they will have on the game on the long term.
I think my opinions are so different from the rest, because I don't see U35 as "a good game that was ruined by out of touch developers"
...Because I don't think ESO is a good game. In it's current state, I think it's pretty damn awful.
"Given the opportunity, players will optimize the fun out of a game" says the common game design mantra. ESO is way past that point. And something needs to change.Nobody gets upset about a 2% nerf. Some weird people might do. But rationally it doesn't matter in the big picture
If this was true, we wouldn't see a deluge of "Why does ZOS make game-changing patches every 3 months" threads.
(Yes, I know U35 is a lot bigger than a 2% change. I'm not talking about U35. I'm talking about U34, 33, 30, 27, 22, 15 etc.)
People get extremely upset over 2% nerfs. That's a fact.
And I'm not trying to dismiss that. I'm not saying it as a "hurr durr look at how dumb endgame players are making a big fuss over 2%"
It's understandable why people are upset. But we have to understand where that discomfort comes from if we want to fix it.
Statements like this are true. I'm not going to argue with that.
In my other thread I'm only trying to invite people to ask why. Why are statements like this true? Should statements like this be true? Would the game be better if statements like this were not true?Disagree here. 2-5% implies a relative change. Of course this can be an awful lot in absolutes. E.g. if Elon Musk looses 5% of his total assets that will be a lot. Mine? Yeah, less so.
And... yeah. You just explained why people get upset over 2% changes. Because the ceiling is so high, even 2% feels huge. If the ceiling was lower, 2% wouldn't feel like a big deal. Which is why I think lowering the ceiling would lead to less frustration, and balance changes that feel less "game breaking"The team knows what damage players make. They run the servers. If they don't know, I am not surprised about the "quality" of U35.
You can't expect the dungeon team to work on boss adjustments during June-August, based on the meta of September. They can't see the future.
The dungeon team did not know what sort of damage players will do in U35. How can they know, if U35 has not even released? Right now they have a rough idea. Which is why they gave us a rough adjustment.
-
I one hundred percent agree ZOS needs to be clearer with their long term goals.
To me, this patch has very clear direction and design. ZOS intention was never to directly raise the floor. They wanted to indirectly raise the floor by reducing the power and difficulty slope.
Does that mean their initial statement was a disingenuous? Sort of, yeah. It's PR. It's player psychology.
It's easier to tell people "We'll reduce high end damage and make the game more accessible" than it is to tell them "We'll reduce high-end damage, reduce low-end damage, and reduce the overall damage delta for a less steep curve that allows for easier development and balance of future content. While simultaneously increasing the difficulty of overland and introductory group content."
Things like this are not as straightforward as "more damage = more accessible, less damage = less accessible". It's a lot more nuanced. It might seem paradoxical, but it's just math.
I'm not trying to be contrarian. I'm not trying to "shill for ZOS". I'm simply trying to understand why changes are being made, and what effects they will have on the game on the long term.
I think my opinions are so different from the rest, because I don't see U35 as "a good game that was ruined by out of touch developers"
...Because I don't think ESO is a good game. In it's current state, I think it's pretty damn awful.
"Given the opportunity, players will optimize the fun out of a game" says the common game design mantra. ESO is way past that point. And something needs to change.Nobody gets upset about a 2% nerf. Some weird people might do. But rationally it doesn't matter in the big picture
If this was true, we wouldn't see a deluge of "Why does ZOS make game-changing patches every 3 months" threads.
(Yes, I know U35 is a lot bigger than a 2% change. I'm not talking about U35. I'm talking about U34, 33, 30, 27, 22, 15 etc.)
People get extremely upset over 2% nerfs. That's a fact.
And I'm not trying to dismiss that. I'm not saying it as a "hurr durr look at how dumb endgame players are making a big fuss over 2%"
It's understandable why people are upset. But we have to understand where that discomfort comes from if we want to fix it.
Statements like this are true. I'm not going to argue with that.
In my other thread I'm only trying to invite people to ask why. Why are statements like this true? Should statements like this be true? Would the game be better if statements like this were not true?Disagree here. 2-5% implies a relative change. Of course this can be an awful lot in absolutes. E.g. if Elon Musk looses 5% of his total assets that will be a lot. Mine? Yeah, less so.
And... yeah. You just explained why people get upset over 2% changes. Because the ceiling is so high, even 2% feels huge. If the ceiling was lower, 2% wouldn't feel like a big deal. Which is why I think lowering the ceiling would lead to less frustration, and balance changes that feel less "game breaking"The team knows what damage players make. They run the servers. If they don't know, I am not surprised about the "quality" of U35.
You can't expect the dungeon team to work on boss adjustments during June-August, based on the meta of September. They can't see the future.
The dungeon team did not know what sort of damage players will do in U35. How can they know, if U35 has not even released? Right now they have a rough idea. Which is why they gave us a rough adjustment.
-
I one hundred percent agree ZOS needs to be clearer with their long term goals.
To me, this patch has very clear direction and design. ZOS intention was never to directly raise the floor. They wanted to indirectly raise the floor by reducing the power and difficulty slope.
Does that mean their initial statement was a disingenuous? Sort of, yeah. It's PR. It's player psychology.
It's easier to tell people "We'll reduce high end damage and make the game more accessible" than it is to tell them "We'll reduce high-end damage, reduce low-end damage, and reduce the overall damage delta for a less steep curve that allows for easier development and balance of future content. While simultaneously increasing the difficulty of overland and introductory group content."
Things like this are not as straightforward as "more damage = more accessible, less damage = less accessible". It's a lot more nuanced. It might seem paradoxical, but it's just math.
People don't get upset with just 2% nerfs. They get tired of combat completely changing every single patch so they need to completely refarm to be near as effective as they were. Year of the Dragon comes to mind. DoT meta for one patch cycle (which people warned was a bad idea on PTS) that was practically completely reverted next patch cycle. Stam spent forever farming Lokke weapons/jewels in Sunspire, then needed to swap to shoulders/helmet because next patch it was better to double use arena weapons. Had to refarm because it was before sticker book and almost no one had kept shoulders/head pieces.
Every other patch it's like we need to completely relearn the game. People. Are. TIRED. Swinging balance like this is not good. It makes the game feel like a job if you want to be involved in competitive content. If you take a break, you really need to learn to replay because things completely change. I left before hybridization and I have no idea how I'd run any of my effective characters these days (not that it matters because it's changing, again). It makes coming back, if I planned on doing so in some kind of competitive way even more daunting and less likely. For a game this old, this should NOT be happening and especially not so often.
That's why people are upset.
They get tired of combat completely changing every single patch
...so they need to completely refarm to be near as effective as they were.
You just said "People don't get upset with just 2% nerfs.", and then proceeded to describe what I would define as a 2% nerf. So yeah, you are upset over a 2% nerf.They get tired of combat completely changing every single patch
You're right, that would be tiring. But what exactly is your definition of "combat completely changing"?
Did update 23 rework light attacks to work on a hitbox based system? Did update 19 combine all types of staff into one? Did update 31 introduce a cooldown system? Did update 24 make dual wield a tanking weapon?
The combat is not completely changing every patch. Would IGN look at the average ESO update and make articles about how big and gamechanging the update is? No, not really.
There's occasional big changes, like U35 increasing DoT and AoE timers, or the Year of the Dragon patches encouraging more DoT stacking, or the introduction of Frost staves as a tanking weapon. But those come every couple years. Not every couple months....so they need to completely refarm to be near as effective as they were.
So your definition of a "combat completely changed" patch is one in which you need to refarm all of your gear for your build to remain viable and competitive. That too would be understandable.
But that's also not what's happening.
During update 25, what was the DPS of your item build, post-nerf? And what was the DPS on the build you were farming towards? What was the difference? What about update 31? 29? I'm willing to bet most of them were fairly minor, and easily adjusted for.
You do not need to refarm your gear with such dramatic urgency. You can safely use a build that lands you on 99.7 percentile for a few weeks or months until you get that 99.8 percentile build.
Switching 1 or 2 sets doesn't require you to relearn the game.
You're treating every situation that's "My build is X% less effective than before" as "I need to relearn the game", Even when that X percentage is so small, that any player slightly more skilled than you could get higher DPS with your "unuseable" build, and any player slightly less skilled than you could get lower DPS with your "entirely new meta" build
If you define terms so strictly, every single patch is going to feel disruptive to you, no matter what. What would you like, then? A patch where no changes are made whatsoever, so your build that deals 120K remains at 120K, instad of a patch where you drop down to 100K, and need to get 1 different set to get 110K?
Even if ZOS followed every single one of your preferred suggestions and solutions to the problems you see with the game, that would still lead to some builds and some playstyles experiencing "swings" just as big, or even bigger than the ones you're talking about.
People are just getting tired of the constant changes and patch fatigue. Many of us just wish they listened to some of the player bases’ feedback once in a while.
shadyjane62 wrote: »
shadyjane62 wrote: »
Son *puts feet on the table* This isn't the first time *opens classified Templar nerfs over the years*
No, some people get extremely upset over 2% nerfs. With a player base numbering in the millions, there will always be someone complaining about something. There is a judgment call to deprioritize those complaints that aren't constructive or relevant. But as many players have argued, demonstrated, and proven again and again, the current situation is miles away from people overreacting to inconsequential changes. This patch isn't a targeted 2% nerf - that's a fact - so let's stop dwelling on this.People get extremely upset over 2% nerfs. That's a fact.
How is this an appropriate plan for a game that's been released 8 years ago? We're not in a pre-release alpha where it's ok to temporarily break something to fix a larger issue. People have paid and are paying to play this game, not be beta testers. If the changes are so broad that the internal content team doesn't know how to adjust balancing any more, despite all the data at their disposal, all the more reason not to rush U35. Make some smaller adjustments, but keep testing the bigger ones on the PTS and release them as part of a coherent and consistent U36.Finn, the dungeon lead, confirmed on twitter that U36 was intended to have a lot of boss adjustments. Obviously, he and his team can't start to work on that until they know if players will deal 50k, 100k, or 600k DPS. I think ZOS' original intention was to leave the end-game unplayably hard for September-November, and then adjust end-game content difficulty down.
The only thing that's easier is writing the initial announcement, where they save maybe a few hours in drafting. Now compare that to managing the fallout from this miscommunication, including the lack of clear direction and the frustration from customers because they hear ZOS say one thing and do another. Compare it to managing the long-term loss of trust from customers. Still think it's easier?It's easier to tell people "We'll reduce high end damage and make the game more accessible" than it is to tell them "We'll reduce high-end damage, reduce low-end damage, and reduce the overall damage delta for a less steep curve that allows for easier development and balance of future content. While simultaneously increasing the difficulty of overland and introductory group content."
How is this an appropriate plan for a game that's been released 8 years ago? We're not in a pre-release alpha where it's ok to temporarily break something to fix a larger issue. People have paid and are paying to play this game, not be beta testers. If the changes are so broad that the internal content team doesn't know how to adjust balancing any more, despite all the data at their disposal, all the more reason not to rush U35. Make some smaller adjustments, but keep testing the bigger ones on the PTS and release them as part of a coherent and consistent U36.Finn, the dungeon lead, confirmed on twitter that U36 was intended to have a lot of boss adjustments. Obviously, he and his team can't start to work on that until they know if players will deal 50k, 100k, or 600k DPS. I think ZOS' original intention was to leave the end-game unplayably hard for September-November, and then adjust end-game content difficulty down.
How is this an appropriate plan for a game that's been released 8 years ago? We're not in a pre-release alpha where it's ok to temporarily break something to fix a larger issue. People have paid and are paying to play this game, not be beta testers. If the changes are so broad that the internal content team doesn't know how to adjust balancing any more, despite all the data at their disposal, all the more reason not to rush U35. Make some smaller adjustments, but keep testing the bigger ones on the PTS and release them as part of a coherent and consistent U36.Finn, the dungeon lead, confirmed on twitter that U36 was intended to have a lot of boss adjustments. Obviously, he and his team can't start to work on that until they know if players will deal 50k, 100k, or 600k DPS. I think ZOS' original intention was to leave the end-game unplayably hard for September-November, and then adjust end-game content difficulty down.
Oh you can definitely argue it's a terrible plan. It's definitely a very flawed one. But I'm also not entirely sure they had better options.
ZOS could have made this DPS nerf and consequent boss adjustment a PTS only thing. Test it for 3-9 months, to allow time for the community to see all the nuance, and allow time for the devs to actually finish the work. It's clear that 1 month is not enough.
But if they were to do that, they'd only get feedback from dedicated, veteran players with lots of knowledge and experience with the game mechanics. That feedback is valuable, but it's NOT the only feedback they want. They need to know how the change will affect newer, more casual players. Those with level 20 characters, roaming around with the overworld, doing quests, and maybe going into Fungal Grotto with a friend.
If the game they experience is not fun, because of things like mind-numbingly easy enemies, or ability timers so short they strain their hands trying to recast things... then what's the point of the endgame being "good"?
ZOS came to the conclusion that it's better to have well a tuned overworld, nDungeons, nArenas, nTrials, and poorly tuned vTrials and Trifectas, than it is to have the entire game be poorly tuned for the sake of content only 0.001% of the playerbase can finish.
Sadly, there is a massive disconnect between PTS and forum users, and the average ESO player. That makes PTS feedback inherently incomplete.
SilverBride wrote: »I'm late to the thread but I want to say that I am a casual player and have no interest in end game content. It's not that I couldn't do it, I just plain don't want to.
The problem for me occurs when end game players say that the game is too easy and suggest that the difficulty needs to be increased, specifically overland which is the world I live in. I don't want my world made more difficult to accommodate a very small percentage of players.
The ceiling can be lowered without raising the floor where I am very content.
Cirantille wrote: »I mean, many companies redeemed themselves in the past by scrapping their products and listening to their playerbase. Two comes to my mind FFXIV and No man's sky. It was a harsh launch for FFXIV and they went back and re-released the whole game. Imagine. This is just an update we are talking about here.
No man's sky failed to delivered what they had promised but kept adding expansions. For free! Such a positive attitude and shows everyone can make mistakes but also every game can recover from such disasters.
Even New World is trying to improve their features based on the negative feedback right now.