Thank you to everyone who has actually taken some of the feedback regarding drastic swings, communication with detail to the community, and finally and most importantly....Recognition and Accountability FINALLY being acknowledged after the last 12 months that have basically divided the PVE community from the developers.
Positives:
- No combat preview was the best move you could have done, for far too long between combat preview's and patch notes there was over-communication but no detail or reasoning which fed into the division between the PVE community and the developers
- Changes for Tank were much needed and is a much better implementation of your "accessibility" goal that you have for the player base at large. (unfortunate that recent bug problems ruined a lot of experiences for players who main role was a tank)
- Explanation of the light attack change, showing the math and felt more reasonable in how you approached the changes. This is also more in line with your "accessibility" goal for the player base at large.
- Accountability for the disaster that was 2022 for Elder Scrolls Online (hopefully this is sign of positive changes to continue coming and fostering a mending in communication between community and the developers)
- Continued hybridization work since its been left incomplete since its implementation (please look at potions to maybe align with the rework done for the enchants) but has a ways to go and definitely has been a frustration point for the community on really not knowing when to run what and why....very convoluted and chaotic in how it functions currently
- Reworking skills to align better with buffs/debuffs was nice to see (please do not stop there and continue looking at skills and gear in game because that needs work)
Area For Improvement
- Communication between developers and the PVE/PVP community. There are more instances than not of either no details or the reason given makes no sense and comes across as a throw away reasoning. For example, when its referenced to "increase accessibility" some of the changes made actually harmed lower groups despite the warnings and feedback given and extensive testing that we were able to provide data to you all for (more than we can say about no data being provided on the countless hours of 'testing' that was claimed when U35 was announced). The community just wants more transparency on the developers "vision" with more detail. The forum post that shared a little while back kind of touched on this but in the end it still did not give any detail and provided a "well we want ppl to have fun, that hass been our goal" and that is problematic because what one person's definition of fun may not be the next person or the person after that. Is there a reason why details of the vision cannot be shared with the community?
- Balance is an issue in this game and always has been for 1 reason...PVE and PVP are not separated...and what I mean by this is when a set over performs in PVP but performs as it should in PVE, PVE ends up getting the short end of the stick and end up with unnecessary nerfs. Have you considered separating the 2 to be independent of each other by having certain sets "change" when they enter the PVP zone? Or even just consider preventing.
- End Game incentives would go a LONG way with the PVE community that would most likely revitalize the game. Trial leader board transmutes should be same amount as Tier 1's because it requires actually more work to get a group of 12 people together, to run a trial and complete in order to get on the leader board. Leader board rewards are not worth the effort, they have been outdated for so long the system needs reworked. The sweaty end game we all have come to accept is not your cup of tea and keep them in their bubble undisturbed, but above average tier players that enjoy running the content more than just getting their complete and moving on want more out of the time they spend working on content. The encounter team works so hard giving us great content and its so hard to convince veteran players who have done all the content on repeat they have no incentive to go back or even to teach others. If you continue to add 12 man content, incentivize the player base more to CONTINUE running the content after they have got their achievements/gear. Also look into creating leader boards for dungeons to incentivize 4man content runners.
- PVP needs love...bad....Performance is not good after being good for a short time by accident due to changes made on servers, but that community is on life-support at this point. PVP is NOT my passion but for those that it is, I feel for them. No new content in years, no new maps for BG in quite a while, performance issues that are detrimental to game play in its very basic state (no add-ons) and FPS drops so bad for some people that they cannot play at all. Then their one and only event is 'postponed' with no information as to why it was 'postponed' but that information would be coming "soon". This circles back to the communication aspect but it needs revitalized. I do not have a whole lot of potential solutions for this because PVP for me is a necessary evil to get transmutes/alliance points for my PVE raid addiction.
Again, thank you ZoS for a well executed patch notes for the start of 2023 and I hope these positive changes continue moving forward.
Edited by a_Beautiful_Mind2 on January 30, 2023 9:46PM ~Healers Matter Too~