seventyfive wrote: »I appreciate zenimax for not only relying on people confirming eachothers viewpoints that their classes are somehow far worse in many ways, while that's clearly not backed up by statistics, judging from recent comments. Statistics are sometimes portrayed as the devils work in this forum, which I think is very unfortunate. I can't help but wonder how well people with that view are doing outside of eso.
GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
While I understand and appreciate the idea of buffing underperforming abilities I have one concern with how it was handled when it comes to chains. It seems like there was no investigation that would help devs to understand why this ability is barely used which resulted with a change that doesn't adress the core issue, which is chains being the slowest, most cluncky and unreliable out of all gap closers in the game. Adding major berserk wont change that.
At the end of the day we ended up with the situation that creates more issues than it solves because chains will still not be used as a gap closer but rather as a major berserk prebuff (for example in some AoE burst setups wearing rushing agony set) and lots of people is still unhappy because DK which is already strong recived acces to potent buff while other classes which are struggling and also have underutilised abilities were left with nothing or close to nothing. So while it's nice that dev team is buffing underutilised abilities it would be even nicer if these changes would be more thoughtful.
Making abilities "more usable" just by adding strong buffs to them doesn't seem like universally the best way to handle the issue of said abilities being underutilised. It looks more like a quick fix without much thought and concern for what these newly achieved strong buffs will do for the class balance.
Axi noted the problem with Chains is that it is slow & clunky & unreliable, an ineffective gap closer in PvP, and that turning it into a Major Berserk buff won’t solve this problem.
This is almost exactly the same fix approach the dev team applied to Screaming Cliff Racer, a slow, clunky skill that it is ineffective in PvP — they gave it a big damage buff.
The animation went unchanged, and SCR remains so slow that it is useless in PvP.
So. I see a pattern. Dev team spots an underused skill on a spreadsheet; dev team gives it a big damage buff to encourage people to use it more.
Tell me I’m wrong.
Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
Billium813 wrote: »master_vanargand wrote: »Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
Why are you ignoring Nightblade's opinion?
I think all game creators should look at the PTS feedbacks without going through you.GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
No, it's a perfect failure.
New chain have "Major Berserk 4sec" and "increasing your Movement Speed by 30% for 4sec" and "Reduce the enemy's Movement Speed by 30% for 3sec" and "This attack cannot be dodged or reflected".
Perfect? What are you talking about?
We told DK not to need "Major Berserk".
"Major Berserk" should have been changed to "Minor Berserk".
A perfect example of ignoring player opinion in my opinion.
90% of player feedback is trash... I mean, we all have to honestly admit that, right? Take a step back and realize none of us are Dagoth Ur. I mean, he was a literal God and even then he ended up losing. No one is perfect.
What has to be understood is that changes will be made, regardless of 100% player satisfaction. There's never going to be 100% satisfaction. Someone will always have some issue with some change; it's inevitable. You can yell and scream all you want, but its the dev team that has the final say. When the dev team decides to make a change, all you can do is offer a suggestion, with a mild argument, and hope you are heard. The argument for a full reversal is never an option because they automatically veto that response; they want to make a change.
We got Major Berserk reduced to 4 seconds so that it's not incredibly easy to keep up. Now DK has to work really hard to keep it up in parses and even then, most can't seem to with the sustain being so bad; it's not worth it. It may be annoying in PvP, but let's see I guess.
ForumBully wrote: »Honestly, I'd rather they left the original change to chains. It's not a question of giving a strong buff to an underwhelming skill, that's a good thing to do. The problem is that with Necro and Templar being an absolute joke, why is DK getting a buff in ANY way? Why is DK even on the radar for improvement at this time? It's literally the top tier.
Billium813 wrote: »ForumBully wrote: »Honestly, I'd rather they left the original change to chains. It's not a question of giving a strong buff to an underwhelming skill, that's a good thing to do. The problem is that with Necro and Templar being an absolute joke, why is DK getting a buff in ANY way? Why is DK even on the radar for improvement at this time? It's literally the top tier.
They wanted to incentivize players to use a morph that they felt was underplayed. A noble intention, but all classes have underplayed morphs. I feel many players are just upset because the effort didn't go far enough. If 1 underplayed morph had been selected from each class, I don't think players would have felt as jilted.
ForumBully wrote: »Honestly, I'd rather they left the original change to chains. It's not a question of giving a strong buff to an underwhelming skill, that's a good thing to do. The problem is that with Necro and Templar being an absolute joke, why is DK getting a buff in ANY way? Why is DK even on the radar for improvement at this time? It's literally the top tier.
That is my question.... Could we have a dev comment on why the team is so enamored with chains being used by DKs more? I can think of a dozen underutilized skills on multiple classes and skill lines that are pretty much useless. It feels foolish to buff the strongest class in the game.
MidniteOwl1913 wrote: »Billium813 wrote: »master_vanargand wrote: »Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
Why are you ignoring Nightblade's opinion?
I think all game creators should look at the PTS feedbacks without going through you.GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Player expectation: Some wanted chains to lose Major Berserk. As they note the class is overpowered* and chains is adding to the problem. (in its original implementation PTS 1)
Dev implementation: Reduce the time of Major Berserk on Chains to 4sec and make it so DK as to work and use resources to keep up chains in their rotation if they choose. A change made because of player feedback on DK getting Major Berserk, without compromising the team's intent on adding major berserk as an incentive to use the previously underutilized Chains.
The point being made here is that these changes are being made based in player feedback, but player feedback is not the only thing dictating how changes get implemented. And that also does not mean that these are locked forever, never to be changed again. It is a process. Again, this is being said with the full understanding that you do not have to agree. But we wanted to highlight the point here that PTS is very helpful to us to get your feedback. It is being considered at all times and it is dictating end results. Sometimes the end result just doesn't look like what players expected.
*We also passed this feedback on DK to the team.
No, it's a perfect failure.
New chain have "Major Berserk 4sec" and "increasing your Movement Speed by 30% for 4sec" and "Reduce the enemy's Movement Speed by 30% for 3sec" and "This attack cannot be dodged or reflected".
Perfect? What are you talking about?
We told DK not to need "Major Berserk".
"Major Berserk" should have been changed to "Minor Berserk".
A perfect example of ignoring player opinion in my opinion.
90% of player feedback is trash... I mean, we all have to honestly admit that, right? Take a step back and realize none of us are Dagoth Ur. I mean, he was a literal God and even then he ended up losing. No one is perfect.
What has to be understood is that changes will be made, regardless of 100% player satisfaction. There's never going to be 100% satisfaction. Someone will always have some issue with some change; it's inevitable. You can yell and scream all you want, but its the dev team that has the final say. When the dev team decides to make a change, all you can do is offer a suggestion, with a mild argument, and hope you are heard. The argument for a full reversal is never an option because they automatically veto that response; they want to make a change.
We got Major Berserk reduced to 4 seconds so that it's not incredibly easy to keep up. Now DK has to work really hard to keep it up in parses and even then, most can't seem to with the sustain being so bad; it's not worth it. It may be annoying in PvP, but let's see I guess.
Yes 4 secs isn't worth the effort. I guess one form of balance is where no one is happy. I take it as a win as long as there are no nerfs.
ForumBully wrote: »Honestly, I'd rather they left the original change to chains. It's not a question of giving a strong buff to an underwhelming skill, that's a good thing to do. The problem is that with Necro and Templar being an absolute joke, why is DK getting a buff in ANY way? Why is DK even on the radar for improvement at this time? It's literally the top tier.
It's not DK getting a buff per se but rather the most underutilised class morph getting a buff. No matter how strong DK is it won't change a fact gap closinbg morph of chain is not used at all and I mean literally not at all. You can find people using some other classes underutilised abilities here and there but You will struggle really hard to find a DK using empowering chain.
ZoS devs possibly just run through data and noticed this ability is not used at all plus they noticed after changing motlen armanents to empower instead of unique buff, empowering chain will be possibly used even less so they decided to buff it. In their eyes they were just buffing the least used class morph in the game in many players eyes they were buffing the strongest class in the game.
GetAgrippa wrote: »Major Berserk left on chains (and I say that as a dk main) even if it's for 4 seconds, and zero adjustments to templars for PvP (and I don't even play templar) make this statement seem very empty.
So yes, Chains still have Major Berserk. The duration was adjusted based on player feedback, but still applied because of dev desire to make Chains a more useable skill (since it was underperforming). This is a perfect example of player expectation versus dev implementation.
Billium813 wrote: »> Players on the forums repeatedly yell for Templar buffs
> Nothing happens
It's 1 of 2 things:
- They aren't listening
- They don't think Templar needs buffs
Considering @ZOS_Kevin communication recently, it feels like we are being heard. The sheer amount of complaining on the forums is basically unmistakable and I have NO doubt the devs read PTS posts looking for bugs with their latest changes.
That really only leaves #2. Especially in PvP, it may just be that the dev team internally doesn't feel Templar is out of step with the rest of the classes. Yelling "make Templar great again" doesn't help anything if the dev team doesn't have an idea why players feel Templar isn't that good. Devs need a place to start and IMO, we focus way too much on 2-3 Templar abilities (PotL, Jabs, Living Dark). Templar has more stuff that has been neglected for a long time. I say we work to bring other skills into the mix rather than repeatedly harp on the same stuff over and over.
What the dev team needs is hard facts, numbers even. Post builds, explain what is lacking about specific skills, compare them to other similar skills damage-wise, get specific. Throwing out vague complaints doesn't help cause it seems like the dev team doesn't agree, so we need to explain the pain points more specifically.
I main Templar, I have off and on for 9 years. I participate in every piece of content, save Trials (it's just not for me). I run around in IC, Cyrodiil, queue for dungeons and BGs almost daily. Is Templar in a bad way? Templar definitely doesn't do the damage it used it. Most of the time, I can't even hurt anything in PvP and just seem to be a nuisance of stuns and unblockable spears; they just stand there and take it. The same burst rotation that used to drop most people 2 years ago now doesn't even get them below 50%.
Is it Mara's Balm? Not sure. Is it DK? Well, I mostly see DK hitting the hardest, and being the most likely to go 1vX, by far.
What is Templar good at? I'd say we are pretty survivable! I hardly ever die 1v1 and I don't even run Mara's. I may not be doing much damage, but I can often stand my ground. Templars biggest weakness there is that our best Heals are static. Good players draw us out and make us ahve to repeatedly rebuild the heal house, which gets expensive and reduces our damage output. We have to spend lots of actions to maintain a strong heal defense, but then sets like Mara's seem to effortlessly match our HPS while their user can focus entirely on damage.
Living Dark is amazing. Cleansing Ritual feels a bit expensive for the mobile environment of PvP, but it's incredibly useful and good for PvE, so I can't see it getting cheaper just for PvP. Unstable Core, Blazing Shield, Dark Flare. I'd like to see these 3 skills buffed to be more relevant in PvP. I think Defile has been neutered too much and should become more of a major part of Templar's identity in PvP (no real relevance in more pve-centric skills). Templar should be the masters of heals, both mine, my allies, and my foes.
TechMaybeHic wrote: »Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
It's not that changes were not done how we want. It's more that we talked about why/how things are wrong and the answer was "we looked at the numbers and that's why the adjustments were made before" or "all classes should have strengths and weaknesses". So in essence, it feels like just telling people that their problems are not real, and if they are; well they are meant to be a problem just for ease. Especially when some classes do seem to have it all already and get obscure abilities tweaked in an effort to make them have yet even more usable items.
Its confusing to give stuff to some ability and say because that class "struggles to fill a role with the goal of play as you want" and then the next breath say "Oh. Classes should have strengths and weaknesses."
acastanza_ESO wrote: »The comment today is direct confirmation that ZOS is playing favorites with classes, and are perfectly comfortable with both doing that, and acknowledging it despite our feedback.
This is a massive slap in the face. The combat team needs to take a serious step back and reconsider their position here because this is not it.
The one, single, bright spot is that they might, someday do something for non-pet sorcs. But nothing firm at all.
TechMaybeHic wrote: »Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
It's not that changes were not done how we want. It's more that we talked about why/how things are wrong and the answer was "we looked at the numbers and that's why the adjustments were made before" or "all classes should have strengths and weaknesses". So in essence, it feels like just telling people that their problems are not real, and if they are; well they are meant to be a problem just for ease. Especially when some classes do seem to have it all already and get obscure abilities tweaked in an effort to make them have yet even more usable items.
Its confusing to give stuff to some ability and say because that class "struggles to fill a role with the goal of play as you want" and then the next breath say "Oh. Classes should have strengths and weaknesses."
Yea there's plenty of skills in sorc which are unused, and sorc struggles, and a quick buff might help lol, but the response to the lack of sorc buffs was, 'that's how we want it', and, 'you're supposed to struggle'.
@ZOS_Kevin Why aren't dk supposed to struggle? Why are dk supposed to have so many buffs?
Could we hear about that some more?
TechMaybeHic wrote: »Going to follow up here because it's important to mention here. There has been feedback taken this cycle that has either been implemented to some degree or we've stated that we will continue to observe for future changes, based on feedback and player behavior. We've had several meetings with the combat team to go over feedback and respond accordingly.
Having said that, we do understand when there are specific changes player(s) wants that either were not addressed this go-around or not implemented in the way players wanted. We will continue to take your feedback to the dev team and work toward solutions for issues going forward. Your feedback is an important step in the evaluation process for our various teams making changes.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play. That is okay and we understand this will lead to some being frustrated at times, as you are allowed to be as a player. We try to explain those implementations to the best of our ability in patch notes and through the change in communication this PTS cycle. So we preface all of that to say feedback is always considered. Even if the change you are looking for is not currently present or implemented in the desired way, there is room in the future for changes to occur.
We will also take the feedback here on PTS overall and pass that on to our teams.
It's not that changes were not done how we want. It's more that we talked about why/how things are wrong and the answer was "we looked at the numbers and that's why the adjustments were made before" or "all classes should have strengths and weaknesses". So in essence, it feels like just telling people that their problems are not real, and if they are; well they are meant to be a problem just for ease. Especially when some classes do seem to have it all already and get obscure abilities tweaked in an effort to make them have yet even more usable items.
Its confusing to give stuff to some ability and say because that class "struggles to fill a role with the goal of play as you want" and then the next breath say "Oh. Classes should have strengths and weaknesses."
Yea there's plenty of skills in sorc which are unused, and sorc struggles, and a quick buff might help lol, but the response to the lack of sorc buffs was, 'that's how we want it', and, 'you're supposed to struggle'.
@ZOS_Kevin Why aren't dk supposed to struggle? Why are dk supposed to have so many buffs?
Could we hear about that some more?
Turtle_Bot wrote: »ForumBully wrote: »Honestly, I'd rather they left the original change to chains. It's not a question of giving a strong buff to an underwhelming skill, that's a good thing to do. The problem is that with Necro and Templar being an absolute joke, why is DK getting a buff in ANY way? Why is DK even on the radar for improvement at this time? It's literally the top tier.
It's not DK getting a buff per se but rather the most underutilised class morph getting a buff. No matter how strong DK is it won't change a fact gap closinbg morph of chain is not used at all and I mean literally not at all. You can find people using some other classes underutilised abilities here and there but You will struggle really hard to find a DK using empowering chain.
ZoS devs possibly just run through data and noticed this ability is not used at all plus they noticed after changing motlen armanents to empower instead of unique buff, empowering chain will be possibly used even less so they decided to buff it. In their eyes they were just buffing the least used class morph in the game in many players eyes they were buffing the strongest class in the game.
That's the issue though, there are literally dozens of completely unused abilities and morphs in every class kit, not to mention dozens more abilities that are only used by very niche specs or as specific encounter options that aren't normally used otherwise.
sorc has:
- Encase + morphs
- Rune prison + morphs
- ball of lightning
necro has:
- braided tether
- intensive mender
- skulls
- hexproof
- deaden pain
plar has:
- sunfire + morphs
- dark flare
- unstable core
- healing ritual + morphs
warden has:
- fungal growth + morphs
NB has (not that nb needs any buffs either):
- consuming darkness + morphs
These are just off the top of my head for a list of skills that aren't used at all that could have received a buff/change instead of chains. There are plenty more skills that I could list that are only used on niche specs or as an option for a specific encounter that could also have used a buff/change to them as well.
Lastly, we do want to highlight that sometimes player expectation does not line up with dev implementation, as there are a multitude of consideration factors at play.
Bushido2513 wrote: »ZOS has a vision that they share with you the player.
KlauthWarthog wrote: »Bushido2513 wrote: »ZOS has a vision that they share with you the player.
Well, here is the problem, they did not really share their vision with the players. We got the shallowest deep-dive ever, which did not touch any of those fabled class identities that they keep using as excuse for their changes, and lack of changes.
So... any time they use class identity as a reason, they are pretty much hiding behind an all-encompassing excuse, and preventing any discussion from taking place.
If we do not know what the classes are supposed to look like, we have nothing to compare with what they currently are. Which is extremely convenient for the combat team.
Bushido2513 wrote: »
What I see on these forums basically amounts to scenarios like the following.
Asking for nerfs or buffs based on personal experience and justification.