SimonThesis wrote: »ESO has the best most realistic feeling of combat of any MMO game. The large scale pvp system in cyrodiil when it works and is fully populated is better and more realistic than any other game. The main problem is the chronic game breaking lag and combat bugs in endgame areas and lack of any new pvp content/innovation. This problem has not been helped by endless broken promises aka the Year(s) of Performance, and frequent decisions made that are detrimental to the game aka Update 35. Endgame areas also have a high knowledge/skill barrier of entry and the game does a poor job of recommending skills/sets to use.
Stupid balancing decisions. The fact that they don't understand a game should be fun, and that each patch seems to break something. This happens with alarming regularity.
SimonThesis wrote: »[snip]
boi_anachronism_ wrote: »Beyond that, some changes have made the game even more challenging. The change made long ago to buff LAs and nerf heavies, instead of their original scaling being directly related to how long one channels the basic attack, did a lot to increase the skill curve. I have heard this from top raiders who understand how this change had a negative impact on the game even though they themselves have mastered it. That is very much the opposite of being dumbed down.
Not at all.
Because the part of the game you are describing is miniscule in comparison to the multitude of humongous continents of easy peasy dumbed down gameplay and content.
How else do you think a level 10 player in basic gear can successfully solo every single quest in the game, world bosses, public dungeons and all the base game normal dungeons blindfold, yet as soon as content is released with a modicum of challenge such as Endless Archive, there's an outcry and it inevitably gets dumbed down in line with pretty much everything else, in order to appease the casual crowd.
True that there has been a lot of balancing and re-balancing over the years, most of it being ridiculously over powered or nerfed to extinction. There was even a time when ZoS had the balance in a good place - something for everyone in fair proportion - but the fact remains that the net result is that ESO now caters to the casual gamer in all but a small percentage of actually challenging content.
We are level 10 for what, 30 seconds? One can level up to 50 in a day. A long weekend if we go slow. So the difficulty at level 10 is insignificant.
It is at level 50 with some CP is where we play 99% of our time. Speaking of normal base game dungeons is also not important as they were intended to be easy and always have been.
With vet, and especially vet HM content it is the power creep that has been the issue. I stated that in the quoted post but it seems to have been edited out. A great example is the older trials on vet and even vet HM are easier than many of the newer trials because the newer trials were designed for the current power level and the older trials are not adjusted which makes them easier. That power creep is also why older vet dungeons are easier.
So yes, my comment when looked at in full, was spot on and power creep has been the major force in why older content is easier, not that things have been dumbed down.
Something to remember is that power creep isnt one sided. With the advent of oakenbuilds an average player that does any trials easily knocks out the 40k mark. Even in vet dlcs dungeons the major issue I see even on the 200cp-300cp players is no knowledge of mechs not the lack of required burn. A 21k burn on a 3m (about 42k for a 21m) is more then enough for everything. In addition in u35 it was also the high end players who complained to a great degree that the nerf of both heavy and light attacks impacted newer players more then anyone. We know that we have the skill and knowledge to find something else and work around it, they dont.
As for power creep that exists in a fashion in everything. Example: in climbing this is why in the 1970s a 5.12 climb was professional and top of the game and now folks who train a few hrs a week can achieve it if the training is targeted and efficient. The top is now 5.15 They have better gear, better resources and more specialized facilities to train in. That goes for any sport otherwise Olympic records would remain the same year in year out. Some People will always strive for the highest level. What we largely have is both a skill and knowledge creep, not a completely raw damage creep alone that exists in a vacuum as people seem to believe. Its a 10 year old game, some folks will inevitably master it. Skill wise, knowledge wise, and mechanic wise.
There are two other major factors one being the adjustments to skills and the second is the introduction of specific sets, especially high skill sets that allow for this. Bahsei, coral, kinras, these players have the skills that have been honed to use them well. Even dungeon sets like nirn, which an average player has access to without trial gear and even overland ones that contribute. Crafted gear and overland can net you a 90k parse with skill factually, we are talking flat stat sets here. I can hit above 45k on a 3m in orders wrath and mother sorrow and 39-40k ish without cp. That is skill creep. Knowledge is also something average players dont have if they dont go looking for it. Experienced players have spent hrs pouring over number to figure out how to buff their groups properly. It doesnt just happen. We talk about the "back in the day" power standards but the fact is that even then there was a significant gap. Average players were not hitting 40k. They were in the 20-25k range with high end around 35-40k. Keep in mind this is long before the 21m. So translated you are looking at 40-50k vs 70k-80k buffed, thats a huge difference.
The other largely ignored part is support sets. They create the vast majority of the content damage creep. Remember 21m dummies represent the optimal buffs you can get not the average, that is largely support. High level players have the knowledge to buff our groups properly and also the skill to proc them. We curate what our supports need to create that.
"Power creep" is inevitable from skill. knowledge creep is the fault of zos for not creating better in games guides and tutorials. Examples being explanations of 5 piece sets, stats like penetration, and tool tips which are in many cases very complicated.
As far as content for higher level players? Looking at the older vs newer trials. The new ones like vdsr and and vse actually discourage high burn for all but the most advanced players. They hinge on more advancd mechanics. They have little to no dps checks. Like mol back in the day you can play the mechanics indefinitely until you beat the boss. If you over burn the twins in dsr for example you send them into bash mechanics with atros out that usually end in a wipe, reef guardian is the same and you can send as many players as you want down. Even bahsei is like that. It is only rghm that was actually designed for real power creep. In fact it is many of the older trials that have hard checks. Hof has ramping damage in execute for example. Vas has a timed enrage mechanic for felms and lothis. Even hel ra hm i atill see more adance players fail at because of mechanics and how hard the boss hits tanks. Vaahm also requires good burn for final as well as decent skill for chain lightning mechanics. Most of the very new content like ea and world bosses are designed to encourage group play. Even at my level i can not solo them. Ea I typically get to about arc 5 by myself. I typically go in with a friend.
Yes hard modes will be harder because they move with the times and are designed for the top end but none of them are impossible at 80k dps except rockgrove. Trial hardmodes are designed for the highest level players, thats the point of them, same as all hardmodes were back in the days. The same with dungeons and as i already mentioned no vet dlc requires insanely high damage, just average damage is fine as long as you have good mechanical knowledge. Thats what they are moving towards.
We are level 10 for what, 30 seconds? One can level up to 50 in a day. A long weekend if we go slow. So the difficulty at level 10 is insignificant.
It is at level 50 with some CP is where we play 99% of our time. Speaking of normal base game dungeons is also not important as they were intended to be easy and always have been.
With vet, and especially vet HM content it is the power creep that has been the issue. I stated that in the quoted post but it seems to have been edited out. A great example is the older trials on vet and even vet HM are easier than many of the newer trials because the newer trials were designed for the current power level and the older trials are not adjusted which makes them easier. That power creep is also why older vet dungeons are easier.
So yes, my comment when looked at in full, was spot on and power creep has been the major force in why older content is easier, not that things have been dumbed down.
Not so spot on I'm afraid.
Power creep was addressed a long time ago when it got out of hand, so its got very little to do with it, and everything to do with the game being continuously adjusted down and made suitable for casual gamers. The main components of the game have been so dumbed down, from the skills, passives, class passives and overall stat adjustment to the introduction of mythic items such as Oakensoul and the Velothi Ur-Mage's Amulet etc that casual gamers can win blindfold with one hand tied behind their back
There's no jeopardy except from the small percentage of challenging content that remains, but even most of that has been nerfed to some extent, and it wont be long until Endless Archive suffers the same fate.
New/no cp players can beat world bosses, public dungeon bosses etc and succeed at any quest as early as level 10 which is about 20 minutes in by the way, because everything is so ridiculously easy. When we get to max level (possible in about 20 hours) you can slot a mythic and become a casual God!
In what other MMO worth its salt can you do that ? !
boi_anachronism_ wrote: »Beyond that, some changes have made the game even more challenging. The change made long ago to buff LAs and nerf heavies, instead of their original scaling being directly related to how long one channels the basic attack, did a lot to increase the skill curve. I have heard this from top raiders who understand how this change had a negative impact on the game even though they themselves have mastered it. That is very much the opposite of being dumbed down.
Not at all.
Because the part of the game you are describing is miniscule in comparison to the multitude of humongous continents of easy peasy dumbed down gameplay and content.
How else do you think a level 10 player in basic gear can successfully solo every single quest in the game, world bosses, public dungeons and all the base game normal dungeons blindfold, yet as soon as content is released with a modicum of challenge such as Endless Archive, there's an outcry and it inevitably gets dumbed down in line with pretty much everything else, in order to appease the casual crowd.
True that there has been a lot of balancing and re-balancing over the years, most of it being ridiculously over powered or nerfed to extinction. There was even a time when ZoS had the balance in a good place - something for everyone in fair proportion - but the fact remains that the net result is that ESO now caters to the casual gamer in all but a small percentage of actually challenging content.
We are level 10 for what, 30 seconds? One can level up to 50 in a day. A long weekend if we go slow. So the difficulty at level 10 is insignificant.
It is at level 50 with some CP is where we play 99% of our time. Speaking of normal base game dungeons is also not important as they were intended to be easy and always have been.
With vet, and especially vet HM content it is the power creep that has been the issue. I stated that in the quoted post but it seems to have been edited out. A great example is the older trials on vet and even vet HM are easier than many of the newer trials because the newer trials were designed for the current power level and the older trials are not adjusted which makes them easier. That power creep is also why older vet dungeons are easier.
So yes, my comment when looked at in full, was spot on and power creep has been the major force in why older content is easier, not that things have been dumbed down.
Something to remember is that power creep isnt one sided. With the advent of oakenbuilds an average player that does any trials easily knocks out the 40k mark. Even in vet dlcs dungeons the major issue I see even on the 200cp-300cp players is no knowledge of mechs not the lack of required burn. A 21k burn on a 3m (about 42k for a 21m) is more then enough for everything. In addition in u35 it was also the high end players who complained to a great degree that the nerf of both heavy and light attacks impacted newer players more then anyone. We know that we have the skill and knowledge to find something else and work around it, they dont.
As for power creep that exists in a fashion in everything. Example: in climbing this is why in the 1970s a 5.12 climb was professional and top of the game and now folks who train a few hrs a week can achieve it if the training is targeted and efficient. The top is now 5.15 They have better gear, better resources and more specialized facilities to train in. That goes for any sport otherwise Olympic records would remain the same year in year out. Some People will always strive for the highest level. What we largely have is both a skill and knowledge creep, not a completely raw damage creep alone that exists in a vacuum as people seem to believe. Its a 10 year old game, some folks will inevitably master it. Skill wise, knowledge wise, and mechanic wise.
There are two other major factors one being the adjustments to skills and the second is the introduction of specific sets, especially high skill sets that allow for this. Bahsei, coral, kinras, these players have the skills that have been honed to use them well. Even dungeon sets like nirn, which an average player has access to without trial gear and even overland ones that contribute. Crafted gear and overland can net you a 90k parse with skill factually, we are talking flat stat sets here. I can hit above 45k on a 3m in orders wrath and mother sorrow and 39-40k ish without cp. That is skill creep. Knowledge is also something average players dont have if they dont go looking for it. Experienced players have spent hrs pouring over number to figure out how to buff their groups properly. It doesnt just happen. We talk about the "back in the day" power standards but the fact is that even then there was a significant gap. Average players were not hitting 40k. They were in the 20-25k range with high end around 35-40k. Keep in mind this is long before the 21m. So translated you are looking at 40-50k vs 70k-80k buffed, thats a huge difference.
The other largely ignored part is support sets. They create the vast majority of the content damage creep. Remember 21m dummies represent the optimal buffs you can get not the average, that is largely support. High level players have the knowledge to buff our groups properly and also the skill to proc them. We curate what our supports need to create that.
"Power creep" is inevitable from skill. knowledge creep is the fault of zos for not creating better in games guides and tutorials. Examples being explanations of 5 piece sets, stats like penetration, and tool tips which are in many cases very complicated.
As far as content for higher level players? Looking at the older vs newer trials. The new ones like vdsr and and vse actually discourage high burn for all but the most advanced players. They hinge on more advancd mechanics. They have little to no dps checks. Like mol back in the day you can play the mechanics indefinitely until you beat the boss. If you over burn the twins in dsr for example you send them into bash mechanics with atros out that usually end in a wipe, reef guardian is the same and you can send as many players as you want down. Even bahsei is like that. It is only rghm that was actually designed for real power creep. In fact it is many of the older trials that have hard checks. Hof has ramping damage in execute for example. Vas has a timed enrage mechanic for felms and lothis. Even hel ra hm i atill see more adance players fail at because of mechanics and how hard the boss hits tanks. Vaahm also requires good burn for final as well as decent skill for chain lightning mechanics. Most of the very new content like ea and world bosses are designed to encourage group play. Even at my level i can not solo them. Ea I typically get to about arc 5 by myself. I typically go in with a friend.
Yes hard modes will be harder because they move with the times and are designed for the top end but none of them are impossible at 80k dps except rockgrove. Trial hardmodes are designed for the highest level players, thats the point of them, same as all hardmodes were back in the days. The same with dungeons and as i already mentioned no vet dlc requires insanely high damage, just average damage is fine as long as you have good mechanical knowledge. Thats what they are moving towards.
1. A player choosing a lower-performing build such as a Oakenbuild because it is easier has no bearing on what is happening with the power creep. It is a choice the individual makes.
2. I fail to see how claiming in real life or Olympic competition has anything to do with changes devs make to a fantasy game. Power creep has nothing to do with a player training harder or doing targeted training. It has everything to do with changes devs make to the game that increase the damage we can do.
3. vHalls of Fabrication is still easier than it was and I understand that vMoL became significantly easier during its first year due to the power creep and has gotten even easier. I saw an old video from a top raid group that had to do the full circle in vMoL HM and that is hardly seen today. It is all power creep.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »Beyond that, some changes have made the game even more challenging. The change made long ago to buff LAs and nerf heavies, instead of their original scaling being directly related to how long one channels the basic attack, did a lot to increase the skill curve. I have heard this from top raiders who understand how this change had a negative impact on the game even though they themselves have mastered it. That is very much the opposite of being dumbed down.
Not at all.
Because the part of the game you are describing is miniscule in comparison to the multitude of humongous continents of easy peasy dumbed down gameplay and content.
How else do you think a level 10 player in basic gear can successfully solo every single quest in the game, world bosses, public dungeons and all the base game normal dungeons blindfold, yet as soon as content is released with a modicum of challenge such as Endless Archive, there's an outcry and it inevitably gets dumbed down in line with pretty much everything else, in order to appease the casual crowd.
True that there has been a lot of balancing and re-balancing over the years, most of it being ridiculously over powered or nerfed to extinction. There was even a time when ZoS had the balance in a good place - something for everyone in fair proportion - but the fact remains that the net result is that ESO now caters to the casual gamer in all but a small percentage of actually challenging content.
We are level 10 for what, 30 seconds? One can level up to 50 in a day. A long weekend if we go slow. So the difficulty at level 10 is insignificant.
It is at level 50 with some CP is where we play 99% of our time. Speaking of normal base game dungeons is also not important as they were intended to be easy and always have been.
With vet, and especially vet HM content it is the power creep that has been the issue. I stated that in the quoted post but it seems to have been edited out. A great example is the older trials on vet and even vet HM are easier than many of the newer trials because the newer trials were designed for the current power level and the older trials are not adjusted which makes them easier. That power creep is also why older vet dungeons are easier.
So yes, my comment when looked at in full, was spot on and power creep has been the major force in why older content is easier, not that things have been dumbed down.
Something to remember is that power creep isnt one sided. With the advent of oakenbuilds an average player that does any trials easily knocks out the 40k mark. Even in vet dlcs dungeons the major issue I see even on the 200cp-300cp players is no knowledge of mechs not the lack of required burn. A 21k burn on a 3m (about 42k for a 21m) is more then enough for everything. In addition in u35 it was also the high end players who complained to a great degree that the nerf of both heavy and light attacks impacted newer players more then anyone. We know that we have the skill and knowledge to find something else and work around it, they dont.
As for power creep that exists in a fashion in everything. Example: in climbing this is why in the 1970s a 5.12 climb was professional and top of the game and now folks who train a few hrs a week can achieve it if the training is targeted and efficient. The top is now 5.15 They have better gear, better resources and more specialized facilities to train in. That goes for any sport otherwise Olympic records would remain the same year in year out. Some People will always strive for the highest level. What we largely have is both a skill and knowledge creep, not a completely raw damage creep alone that exists in a vacuum as people seem to believe. Its a 10 year old game, some folks will inevitably master it. Skill wise, knowledge wise, and mechanic wise.
There are two other major factors one being the adjustments to skills and the second is the introduction of specific sets, especially high skill sets that allow for this. Bahsei, coral, kinras, these players have the skills that have been honed to use them well. Even dungeon sets like nirn, which an average player has access to without trial gear and even overland ones that contribute. Crafted gear and overland can net you a 90k parse with skill factually, we are talking flat stat sets here. I can hit above 45k on a 3m in orders wrath and mother sorrow and 39-40k ish without cp. That is skill creep. Knowledge is also something average players dont have if they dont go looking for it. Experienced players have spent hrs pouring over number to figure out how to buff their groups properly. It doesnt just happen. We talk about the "back in the day" power standards but the fact is that even then there was a significant gap. Average players were not hitting 40k. They were in the 20-25k range with high end around 35-40k. Keep in mind this is long before the 21m. So translated you are looking at 40-50k vs 70k-80k buffed, thats a huge difference.
The other largely ignored part is support sets. They create the vast majority of the content damage creep. Remember 21m dummies represent the optimal buffs you can get not the average, that is largely support. High level players have the knowledge to buff our groups properly and also the skill to proc them. We curate what our supports need to create that.
"Power creep" is inevitable from skill. knowledge creep is the fault of zos for not creating better in games guides and tutorials. Examples being explanations of 5 piece sets, stats like penetration, and tool tips which are in many cases very complicated.
As far as content for higher level players? Looking at the older vs newer trials. The new ones like vdsr and and vse actually discourage high burn for all but the most advanced players. They hinge on more advancd mechanics. They have little to no dps checks. Like mol back in the day you can play the mechanics indefinitely until you beat the boss. If you over burn the twins in dsr for example you send them into bash mechanics with atros out that usually end in a wipe, reef guardian is the same and you can send as many players as you want down. Even bahsei is like that. It is only rghm that was actually designed for real power creep. In fact it is many of the older trials that have hard checks. Hof has ramping damage in execute for example. Vas has a timed enrage mechanic for felms and lothis. Even hel ra hm i atill see more adance players fail at because of mechanics and how hard the boss hits tanks. Vaahm also requires good burn for final as well as decent skill for chain lightning mechanics. Most of the very new content like ea and world bosses are designed to encourage group play. Even at my level i can not solo them. Ea I typically get to about arc 5 by myself. I typically go in with a friend.
Yes hard modes will be harder because they move with the times and are designed for the top end but none of them are impossible at 80k dps except rockgrove. Trial hardmodes are designed for the highest level players, thats the point of them, same as all hardmodes were back in the days. The same with dungeons and as i already mentioned no vet dlc requires insanely high damage, just average damage is fine as long as you have good mechanical knowledge. Thats what they are moving towards.
1. A player choosing a lower-performing build such as a Oakenbuild because it is easier has no bearing on what is happening with the power creep. It is a choice the individual makes.
2. I fail to see how claiming in real life or Olympic competition has anything to do with changes devs make to a fantasy game. Power creep has nothing to do with a player training harder or doing targeted training. It has everything to do with changes devs make to the game that increase the damage we can do.
3. vHalls of Fabrication is still easier than it was and I understand that vMoL became significantly easier during its first year due to the power creep and has gotten even easier. I saw an old video from a top raid group that had to do the full circle in vMoL HM and that is hardly seen today. It is all power creep.
Your response just says I skimmed the reply. "Power creep" is a multitude of things. I outlined that indepth.
Panderbander wrote: »SimonThesis wrote: »[snip]
I would like to second this. Corporations are not people. People giving negative responses to the direction of content is not a personal attack. People pointing out how a corporation is a part of a problem is not bashing. Providing an example of how neglected content can lead to a downward spiral in game fidelity via a negative feedback loop is not spreading conspiracy theories.
Four_Fingers wrote: »A very apparent attitude change in ZOS management since the Microsoft acquisition was announced.
Miss "The Konk".
Still one of my most played games.
KaosWarMonk wrote: »As others have mentioned more skill lines for schools of magic and weapons.
Like you can in prior TES games, I'd really like to create your own class and be able to freely choose from all the skill lines to create the character you'd like to play.