ZOS_GinaBruno wrote: »...this will allow us to give a lot more love to Heavy Attacks...
Hey Folks, one note regarding the content changes. I previously stated we wanted to gather as much information as possible to gauge the impact of combat changes on the content in the game. This is a multipronged approach which is a collaboration between the Combat, Dungeon and QA Teams as well as player feedback, logs and captures.
Given the overwhelming response and the wealth of information we have collected, we felt confident that we could make these content changes in order to ensure that the game maintained the challenge players are used to without a major shift in difficulty.
Again, thanks to all the community members that have logged on to PTS, played, reported and provided feedback, logs and video captures.
Hey Folks, one note regarding the content changes. I previously stated we wanted to gather as much information as possible to gauge the impact of combat changes on the content in the game. This is a multipronged approach which is a collaboration between the Combat, Dungeon and QA Teams as well as player feedback, logs and captures.
Given the overwhelming response and the wealth of information we have collected, we felt confident that we could make these content changes in order to ensure that the game maintained the challenge players are used to without a major shift in difficulty.
Again, thanks to all the community members that have logged on to PTS, played, reported and provided feedback, logs and video captures.
ZOS_Finn , respectfully, the scope of this patch is too large to release in this timeframe. There's too many areas that will be impacted by this, and thousands, thousands of comments here, Twitter, and reddit are saying don't do this. I get that you guys are being flexible here and blunting some of the edges, but the overall point you are missing as the combat lead is people are tired of change. I appreciate you trying to ameliorate this situation, but that damage control wouldn't be necessary if you weren't embarking on these changes to begin with.
Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
willymancer69 wrote: »Will there be an adjustment to healing?
Week one PTS, our bread and butter heal skill, Illustrious, was nerfed. The new Illustrious morph on PTS extends the skill uptime versus having increased healing (live). With the 2s HoT being reverted, we did not see a reversion of this HoT morph in parallel.
Will this be changed? Radiating got nerfed, which is a staple of dungeons and mobile trial bosses. Will the Radiating nerf be reverted?
Healing and harder content will continue to be less accessible until one off, high impact changes like theseare reverted.
All this talk of “raising the floor” over the years and it’s amazing to me that you’ve never thought to simply provide better information to newer players on how to improve their gameplay.
edwardskrod wrote: »An honest question to the Program Managers at ESO. How often do you perform customer interviews?
My team at Microsoft is responsible for the installation experience of Visual Studio, with an emphasis on ensuring that our Enterprise customers are up to date and secure.
Our Program Managers routinely speak to actual customers. Sure, telemetry is absolutely necessary. But nothing helps to invalidate hypotheses by speaking to actual customers face to face.
ZOS_GinaBruno wrote: »
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
Remathilis wrote: »So let me see if I have this right...
There were two goals in this update:
1. Simplify rotation though lower emphasis on weaving damage and longer lasting skills to reduce constant application and bar swap.
2. Lower damage and healing numbers to make content less easy to burn though/skip mechanics on.
The problem is that both goals conflict with each other and worse, synergize to make the experience miserable to play, to the point of losing progress.
So now, ZoS has been forced to choose which is the more important goal as both together is impossible without additional massive overhauls to everything. Naturally, the choice of simplification is the one sacrificed for the lower ceiling.
So if I'm reading everything correctly, the current goals are;
1. Lower light attack damage somewhat to deemphasize but not remove weaving, while keeping it a factor in high DPS rotation and allowing heavy attacks to be viable again.
2. Return timers back to 10/15/20 splits, thus keeping the current level of timer watching and barswap.
3. Lower the general damage and healing across content to make content that is currently being burned though more viable and closer to it's original intent.
4. Lower top end content difficultly back to it's current levels of difficultly or progress.
The net gains are that top tier players are still playing the same but thier numbers will be lower on the logs and mid tier challenges will a little more difficult again. Meanwhile lower tier players will have most of the same struggles as before (weaving, barswap, timer monitoring) and now has a harder time dealing damage.
This feels like you've moved the deck chairs around the Titanic. Everything is the same, except the numbers are now smaller.
ZOS_GinaBruno wrote: »Hi everyone,
We wanted to take a minute to give you some insight into some additional changes coming to the PTS affecting combat and balance.
As we’ve continued reading through your feedback from testing these changes, we determined that some of our goals were actively competing with each other and not reaching the target audiences in ways we intended. We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output, while simultaneously improving class balance in some problematic areas. So far, this has led to competing changes that have hurt some groups of players despite us stating we didn’t want to actively harm playstyles with any particular change; we are committed to following through with additional ways to mitigate these issues while still meeting our intended goals.
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
There will also be a handful of tweaks to some class abilities in next week’s PTS patch, based on the feedback we’ve received, but the majority of these will come in the final PTS patch. Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
We recognize there has been a lot of concern surrounding the combat changes currently on the PTS, and we truly believe with some continued adjustments and iterations, this is the best course of action for the long-term health of the game. We’re also working on a brief Q&A that should help address some of the more general questions surrounding these changes. Thanks for reading and, of course, taking the time to provide so much in-depth and valuable feedback.
ZOS_GinaBruno wrote: »Hi everyone,
We wanted to take a minute to give you some insight into some additional changes coming to the PTS affecting combat and balance.
As we’ve continued reading through your feedback from testing these changes, we determined that some of our goals were actively competing with each other and not reaching the target audiences in ways we intended. We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output, while simultaneously improving class balance in some problematic areas. So far, this has led to competing changes that have hurt some groups of players despite us stating we didn’t want to actively harm playstyles with any particular change; we are committed to following through with additional ways to mitigate these issues while still meeting our intended goals.
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
There will also be a handful of tweaks to some class abilities in next week’s PTS patch, based on the feedback we’ve received, but the majority of these will come in the final PTS patch. Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
We recognize there has been a lot of concern surrounding the combat changes currently on the PTS, and we truly believe with some continued adjustments and iterations, this is the best course of action for the long-term health of the game. We’re also working on a brief Q&A that should help address some of the more general questions surrounding these changes. Thanks for reading and, of course, taking the time to provide so much in-depth and valuable feedback.
And the damage of the monsters? If you want to raise the "floor", and you do not touch the damage of the monsters with the amount of healing nerfed, you are only shortening the life of the monsters and not raising the floor, because they will try to heal and die. This change is half done, the DAMAGE remains to be touched, it is more important than the monster's own life, if you can heal and survive taking 1 more minute and winning, it is better than dying at 30s...... but in addition to the normal monsters or mini boses nothing is said? , there is someone who does a lot of damage and has great life... so someone "new" will die sooner than now, will receive more damage than now and will do less damage than now.... To play the PVE, you have to touch ALL pve, monster health (ALL), and monster damage (ALL), don't create halfway upgrades.
iPeriphery wrote: »*This post is not meant to be taken with hostility or harassment towards ZoS. This is just the cold hard truth.
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam You guys are totally missing the point though. I'm not trying to be mean at all, but for this level of a mistake that's about to happen, you really need to take this into consideration or the game's future is bleak.
PLEASE THINK ABOUT WHAT THE IMPACT OF U35 IS GOING TO DO IN THE LONG RUN! THIS JEOPARDIZES YOUR GAMES WHOLE FUTURE... IS IT REALLY WORTH IT?
The changes are so out of touch with what the community actually wants. We're your customers, if we're telling you that the direction you're going with the game is WRONG, then its flat out WRONG.
You create the game that the PLAYERS enjoy, so that THEY can fuel YOUR life by providing YOU the income that YOU NEED to live, which is ESPECIALLY IMPORTANT during these tough times in the world lately. It's literally your JOB.... Biting the hand that feeds you is NEVER a wise idea.
The dev's can think the community is whiney all they want, but at the end of the day; This game is so much fun and is so valuable and enjoyed by your players, I being one of them.
Please stop trying to ruin our fun, for the sake of some vague design vision that doesn't even make sense and just further diverges from the original intended path that actually had a clear vision.
Over the 8 years I've played this game, the amount of change is rediculous; and the sad part is that besides cosmetic and QoL Features added, it's only been a downgrade. ESPECIALLY REGARDING THE COMBAT.
As a PVP Player, I can only DREAM of the fun unique class skills and identity that used to exist in this game.
I especially loved the balance around the time of Imperial City's release.
Mostly because there weren't so many skill-less sets that carry you in PVP with procs or BS effects like Dark Convergence that can suck up entire groups.
It sucks getting beat by a worse player than you in PVP when they only win because of their gear set carrying them.
Now don't get me wrong, I think that the hybridization changes allow for a fun and unique playstyle that many of us were PINING for during the release of the game, because of how many different abilities and unique combinations that worked there were, and hybridization at that time (Especially since almost all the good skills scaled off of magicka at that point); but even though it was a great idea, I think that it was poorly executed.
And if you guys would be honest and just listen to our feedback, we could work together to make this game better.
Which would inveitably in turn make you guys MORE MONEY because if you have a happy playerbase with good quality content and a FUN FAST PACED UNIQUE CLASS PLAYSTYLE ENIVORNMENT; you don't need to do much else except explore your creative freedom coming up with new areas and content for the game instead of GUTTING and OVERHAULING the combat system EVERY 3-6 MONTHS.
It's like the old saying, "Happy Wife, Happy Life".
You are essentially married to us (The Playerbase), and we are your wife.
[snip]
When it's so unanimous that Even PVE and PVP communities are on the same page, you know that it must be a mistake.
We don't want to wait until U36 for you guys to realize you made the wrong decision and then backtrack and un-nerf everything.
I've been playing since beta and have seen this happen TIME and TIME AGAIN.
You can only continue alienating and berating your player base for so long before they leave. Nobody asked for ANY of these HORRIBLE changes.
Unless you completely scrap U35, you won't have a game left to make money from.
WAKE UP ZOS! Before it's too late, and honestly it might already be. If update 35 goes live this game will be just as dead as New World.
What about GUTTING every single class, and their class identity is fun? We play this game to have FUN, not be stressed by having the rug pulled from underneath us every 3-6 months.
Stop trying to balance the game around the top 1% of Raiders and start balancing PVE and PVP seperately.
Who cares if the TOP 1% are so good at the game that they are pulling huge DPS? Obviously they put the time and effort into gaining that skill, and that is deserved and should be rewarded. It literally effects NOBODY else.
If you are trying to make the game more ACCESSIBLE then why in the bloodyhell are you NERFING EVERYONE ACROSS THE BOARD? Especially INCREDIBLY SHORTSIGHTED changes like Nerfing the whole Sorcerer class because of 1 busted set like Savage WW OR an even better example, nerfing twisted path for NB's because you have this obsession with making EVERYTHING standardized and homogenized.
Making every class the same except for maybe 2 or 3 abilities is SO SO SO BORING. Stop ruining what was unique about the game. The original combat team was on the right path and had an actual vision that was fun. This game has turned into a bastardization of it's former glory.
Stop trying to come at this with a spreadsheet and math mentality.... Spreadsheets and data CANNOT DETERMINE WHAT IS FUN OR ENJOYABLE FOR YOUR PLAYERBASE, and sure as hell WILL NOT keep your customers happy.
It's kind of sad how fast the player base can see the glaring issues in the changes you guy propose every single time there is a patch like this."
Do you know why this is?
You should also try playing your own game at a high level. Because it's pretty obvious that you don't, and that's not a good thing.
If you actually play your game, then you learn first hand from a players perspective. This allows you to have a better grasp on what changes should ACTUALLY be made for your game, as well as having a better fundamental understanding of your game.
This in turn allows you to have the skillset required to do your JOB better and more EFFECTIVELY.
ZoS, I love you guys for making my favorite game of all time, but it's seriously time for you to get a reality check; because if this patch goes through you won't have a job for much longer.
Mark my words, Update 35 will be the beginning of the end for ESO; and it will be a worse disaster than Warlords of Drenor/Shadowlands for WoW, or the dumpster fire that was New World.
Be Wise and learn from other gaming company's failures. [snip]
[edited for bashing]
iPeriphery wrote: »*This post is not meant to be taken with hostility or harassment towards ZoS. This is just the cold hard truth.
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam You guys are totally missing the point though. I'm not trying to be mean at all, but for this level of a mistake that's about to happen, you really need to take this into consideration or the game's future is bleak.
PLEASE THINK ABOUT WHAT THE IMPACT OF U35 IS GOING TO DO IN THE LONG RUN! THIS JEOPARDIZES YOUR GAMES WHOLE FUTURE... IS IT REALLY WORTH IT?
The changes are so out of touch with what the community actually wants. We're your customers, if we're telling you that the direction you're going with the game is WRONG, then its flat out WRONG.
You create the game that the PLAYERS enjoy, so that THEY can fuel YOUR life by providing YOU the income that YOU NEED to live, which is ESPECIALLY IMPORTANT during these tough times in the world lately. It's literally your JOB.... Biting the hand that feeds you is NEVER a wise idea.
The dev's can think the community is whiney all they want, but at the end of the day; This game is so much fun and is so valuable and enjoyed by your players, I being one of them.
Please stop trying to ruin our fun, for the sake of some vague design vision that doesn't even make sense and just further diverges from the original intended path that actually had a clear vision.
Over the 8 years I've played this game, the amount of change is rediculous; and the sad part is that besides cosmetic and QoL Features added, it's only been a downgrade. ESPECIALLY REGARDING THE COMBAT.
As a PVP Player, I can only DREAM of the fun unique class skills and identity that used to exist in this game.
I especially loved the balance around the time of Imperial City's release.
Mostly because there weren't so many skill-less sets that carry you in PVP with procs or BS effects like Dark Convergence that can suck up entire groups.
It sucks getting beat by a worse player than you in PVP when they only win because of their gear set carrying them.
Now don't get me wrong, I think that the hybridization changes allow for a fun and unique playstyle that many of us were PINING for during the release of the game, because of how many different abilities and unique combinations that worked there were, and hybridization at that time (Especially since almost all the good skills scaled off of magicka at that point); but even though it was a great idea, I think that it was poorly executed.
And if you guys would be honest and just listen to our feedback, we could work together to make this game better.
Which would inveitably in turn make you guys MORE MONEY because if you have a happy playerbase with good quality content and a FUN FAST PACED UNIQUE CLASS PLAYSTYLE ENIVORNMENT; you don't need to do much else except explore your creative freedom coming up with new areas and content for the game instead of GUTTING and OVERHAULING the combat system EVERY 3-6 MONTHS.
It's like the old saying, "Happy Wife, Happy Life".
You are essentially married to us (The Playerbase), and we are your wife.
[snip]
When it's so unanimous that Even PVE and PVP communities are on the same page, you know that it must be a mistake.
We don't want to wait until U36 for you guys to realize you made the wrong decision and then backtrack and un-nerf everything.
I've been playing since beta and have seen this happen TIME and TIME AGAIN.
You can only continue alienating and berating your player base for so long before they leave. Nobody asked for ANY of these HORRIBLE changes.
Unless you completely scrap U35, you won't have a game left to make money from.
WAKE UP ZOS! Before it's too late, and honestly it might already be. If update 35 goes live this game will be just as dead as New World.
What about GUTTING every single class, and their class identity is fun? We play this game to have FUN, not be stressed by having the rug pulled from underneath us every 3-6 months.
Stop trying to balance the game around the top 1% of Raiders and start balancing PVE and PVP seperately.
Who cares if the TOP 1% are so good at the game that they are pulling huge DPS? Obviously they put the time and effort into gaining that skill, and that is deserved and should be rewarded. It literally effects NOBODY else.
If you are trying to make the game more ACCESSIBLE then why in the bloodyhell are you NERFING EVERYONE ACROSS THE BOARD? Especially INCREDIBLY SHORTSIGHTED changes like Nerfing the whole Sorcerer class because of 1 busted set like Savage WW OR an even better example, nerfing twisted path for NB's because you have this obsession with making EVERYTHING standardized and homogenized.
Making every class the same except for maybe 2 or 3 abilities is SO SO SO BORING. Stop ruining what was unique about the game. The original combat team was on the right path and had an actual vision that was fun. This game has turned into a bastardization of it's former glory.
Stop trying to come at this with a spreadsheet and math mentality.... Spreadsheets and data CANNOT DETERMINE WHAT IS FUN OR ENJOYABLE FOR YOUR PLAYERBASE, and sure as hell WILL NOT keep your customers happy.
It's kind of sad how fast the player base can see the glaring issues in the changes you guy propose every single time there is a patch like this."
Do you know why this is?
You should also try playing your own game at a high level. Because it's pretty obvious that you don't, and that's not a good thing.
If you actually play your game, then you learn first hand from a players perspective. This allows you to have a better grasp on what changes should ACTUALLY be made for your game, as well as having a better fundamental understanding of your game.
This in turn allows you to have the skillset required to do your JOB better and more EFFECTIVELY.
ZoS, I love you guys for making my favorite game of all time, but it's seriously time for you to get a reality check; because if this patch goes through you won't have a job for much longer.
Mark my words, Update 35 will be the beginning of the end for ESO; and it will be a worse disaster than Warlords of Drenor/Shadowlands for WoW, or the dumpster fire that was New World.
Be Wise and learn from other gaming company's failures. [snip]
[edited for bashing]
Yeah. In many cases I think it's too late. I begged for communication from ZOS. When it came I think I was even more disappointed. Nothing they said has been the actual truth, I feel. Asking us to have faith in their plan and then frantically backpeddling in the last weeks of testing shows that there was a plan to be had. How can we trust them now? Most people see this and the exodus has begun. Unfortunately ESO is not as big as WOW and every person leaving is a big deal.
I really have no idea how this breach of trust can be repaired and playerbase brought back.