Necrotech_Master wrote: »
5. Are you just insistent on pushing through these changes in some form to save face b/c you think it would look back to admit you were wrong and scrap most the changes outright? Sounds like I silly question, but I've seen you guys argue about changes and push them through before only to slowly revert things as time goes on or make changes a few patches later. This goes to trust. If you can't admit you were wrong and do what's best for the game, then no use asking people to trust you.
At this point in the game, you shouldn't be completely reworking combat or anything else. Every patch should just have minor tweaks and balance changes and that's all that was needed now. Some classes are a bit over or under-tuned (or some abilities) and needed adjusting. If you want to nerf light attacks, you could use one patch to do that and only that and see how it effects everything else, instead of also changing hots/dots and abilities and not truly knowing how it will play out in in-game situations (something that spreadsheets alone don't tell you). Small changes each patch could have been used to finish hybrid changes, polish racial changes that were never truly balanced, work on CP (and maybe return some Quality of Life aspects players lost from the changes where we ended up losing quality of life features even with 3x the applied CP). And frankly, some of the end game trials needed adjusting for vet and HMs even without any nerfs to the the power level if you truly want your content "more accessible".
i think this nails it on the head
its kind of almost feeling like we are getting more communication due to the massive blowback
zos would have internal numbers to people who are pre-emptively canceling their subs at a minimum and im getting the feeling like they had some kind of internal meeting that was like "we got to do something"
combat is in a pretty decent spot right now and should only need adjustments to fix problem areas, blanket nerfing us, and now including the blanket nerf on enemies (at least partially) feels like its unnecessarily massively swinging the game balance
as others have noted just the fact they even put these massive changes out there is already leaving a bad taste in players mouths and its not even live yet
its like using a sledgehammer to put the final nail in a birdhouse, you might get the nail in the wood but your going to destroy the birdhouse in the process
Well, considering $$ are the biggest piece of feedback they would listen to, I wouldn't doubt they've seen some impact. I know I've already closed my eso+ personally, as well as a couple friends. A few others in my circle that were starting to play more now that lag was improved (though I dont think they had resubbed yet) and looks like they are just not going to continue to get back into it. The prog trial team I was on will probably shut down b/c of losing too many players. I know Nefas has mentioned a few other instances (he sees a lot more community wise than I would) with large numbers of raid leads leaving their discord and quitting. He also mentioned how the pricing of gold mats has already started dropping because of less players at end game buying stuff for upgrades. There is obviously some impact and I believe they are more likely listening because of that than just because of feedback in general (anecdotal or numbers based).
If they want trust, they should try earning some. Someone should step up and say, "we messed up" but they rarely, if ever, admit to making mistakes. At this point I think they will roll enough of it back to stop the hemorrhaging, smooth over things with those players left and keep coasting on that sweet elder scrolls name that has carried them this far.
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.
It's easy. They need to propose combat changes here on the forum the cycle before they appear on PTS,and actively listen to the feedback.
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It's easy. They need to propose combat changes here on the forum the cycle before they appear on PTS,and actively listen to the feedback. if the update 35 week 1 changes had been presented here back in April / May, all the stupidity of them would have been pointed out ahead of time and we could have gone in to week 1 of PTS with something much more like what tomorrow's change will probably look like and smoothed it out a bit further during PTS. I mean, ideally they would also act like there is some kind of overarching plan for where combat needs to get to and stay permanently, but failing that just giving the community more time to help them shooting themselves in both feet again like they've done this patch would be a start.
I am just trying to say that there is no plan or vision or even an inkling of a clue to be had. They are spinning plates to justify their existence. So far they have managed to kill class identity, pvp, difficult PVE, several end game raiding guilds, carry guilds, trading guilds. If that's a well thought out plan that we are supposed to trust then .... I mean I don't even know what to say at this point.
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.
The thing is, even if they'd left it as it was, by nerfing almost other sources of damage, weaving remained and remains as important as ever, because it's guaranteed damage. If anything, it's made it even more important.
TechMaybeHic wrote: »I am anxiously awaiting being disappointed by today's PTS patch notes
Holycannoli wrote: »Isn't all this backpedaling an indication that maybe all the combat changes in this patch should be scrapped?
The knee-jerk comment was prior to the PTS patch notes. And while the prior info worried me as well, some reactions absolutely were knee-jerk negative and aggressive.
The actual patch notes were even worse then, of course, but there has been no knee-jerk comments after those.
Holycannoli wrote: »Isn't all this backpedaling an indication that maybe all the combat changes in this patch should be scrapped?
This ship ain't got no reverse gear.
More seriously, the only way to "scrap it" is probably to continue moving forward, not that I expect they are thinking they are going to scrap it. More likely, they are accommodating the community while internally fretting that the community did not understand what they were trying to accomplish. If that is the case, they will circle around and try again with future changes, after Update 35.
Holycannoli wrote: »Holycannoli wrote: »Isn't all this backpedaling an indication that maybe all the combat changes in this patch should be scrapped?
This ship ain't got no reverse gear.
More seriously, the only way to "scrap it" is probably to continue moving forward, not that I expect they are thinking they are going to scrap it. More likely, they are accommodating the community while internally fretting that the community did not understand what they were trying to accomplish. If that is the case, they will circle around and try again with future changes, after Update 35.
We understood as soon as the first patch notes were posted that these changes were going to harm accessibility, both because of the nerfed damage and the stale, repetitive rotations the changes created.
Holycannoli wrote: »Holycannoli wrote: »Isn't all this backpedaling an indication that maybe all the combat changes in this patch should be scrapped?
This ship ain't got no reverse gear.
More seriously, the only way to "scrap it" is probably to continue moving forward, not that I expect they are thinking they are going to scrap it. More likely, they are accommodating the community while internally fretting that the community did not understand what they were trying to accomplish. If that is the case, they will circle around and try again with future changes, after Update 35.
We understood as soon as the first patch notes were posted that these changes were going to harm accessibility, both because of the nerfed damage and the stale, repetitive rotations the changes created.
Seems like everyone but ZOS knew, and by the time we get to see it, it's too late. Ship has already sailed. The walking back this PTS cycle is nothing short of extraordinary. If anything that should be a wake-up call.
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.