Tommy_The_Gun wrote: »Would be 9 out of 10 for me... but I have 2 main issues:
1. The server-wide event. I am not sure how it will be done. If it will be like in "ancient" mmos then it is just um... very bad. I mean how will it work like 3 years from now ? Real world is changing. You can't pause it. But a video game ? If you will stop playing one day, when you return next day it should be just as you left it. But with this "server wide" events.... It is just unmercenary pressure to be there. I want to be in ESO cuz I want to have fun. I don't want to be in ESO just because there is idk an virtual eclipse that happens once in 100 years.... It is artificial fomo generator. Stop it.
2. Subclasses. If it won't have any restrictions at all then it will kinda make everything worse if you will look at it in the greater scheme of things. I mean, at 1st glance, it may seem like it will be closer to TES games, but the thing is that TES games were never meant to be balanced. Those are single player sandbox cRPGs. Sure, ESO can be played as a single player game, but in its very nature it is a multi player game with a competitive elements (like PvP for example). You can't possibly expect a multi player game (even if it is just a co-op expedience) to be not balanced & having drastic balance disproportions and for it to succeed.
Classes will become irrelevant and there will be only 2 end-game builds - PvE & PvP one. That is it. Worst part is that getting there will require way more grind than now & there is also a risk stuff getting monetised or worse - classes getting nerfed "on purpose" so that each class will only have 1 cool thing so that you will have to mulit-class.
That 2nd point alone drops my expectations to a halt. I would rather have no update at all vs update that destroys the very foundation ESO balance & combat was build upon.
My big question is how will the story steps that are part of the wall event be covered for players who go through it later on?
it feels like I'm being told players like me who cannot make the game a priority and schedule as much time as you expect from us do not meet your standards and need to fully commit or go away.
I can't commit to the schedule you require, but it's also not the first time I've felt like I'm playing this game in spite of you, so I'm not sure yet if I'll keep playing knowing I'm not wanted here or leave.
Tommy_The_Gun wrote: »Classes will become irrelevant and there will be only 2 end-game builds - PvE & PvP one. That is it.
Could someone please clarify whether the seasonal content will eventually transition into ESO+ or not? I think many assume it would work like the previous chapters, which are folded into the subscription about a year after launch, but I haven't seen anything explicit about it.
SeaGtGruff wrote: »By the way, could a non-subscriber look in the Crown Store and tell me whether the new dungeon DLC is available to buy for Crowns? And could a subscriber who hasn't bought the 2025 Seasons Pass do the same? I see it in the Crown Store, but it's grayed-out to show that I've already got it, and I'm curious whether that's because (a) I have an active subscription to ESO Plus, or (b) I pre-purchased the 2025 Seasons Pass after the ESO Direct livestream.
To be honest I feel a bit wrong footed by all of this. Am I the only one? First we had Firor's letter. Then we had the graphical overhaul of starter zones. We had the Vengeance campaign. We were excited about overland difficulty. There seemed to be a clear trend that the focus would be on improving and enriching the game we already have. Comes the great reveal and it seems like it's all back to how it used to be new dungeons, new zone, new system and a bit QOL. Except perhaps in a way that will be more expensive to a lot of players. I don't know, I feel they over-prepped us for a change that at "the big moment" doesn't really materialize.
And in the years I've played, that's been the way the whole time. Honestly, there's nothing in this mess for me. Back to Skyrim and Oblivion....
Tommy_The_Gun wrote: »Classes will become irrelevant and there will be only 2 end-game builds - PvE & PvP one. That is it.
But... I mean, why shouldn't old builds continue to be just as effective? Maybe new, particularly effective combos will emerge, but that doesn't automatically mean they'll replace everything else. Ultimately, no one is forced to use subclasses at all. Perhaps many players will simply use the system for roleplaying reasons, because it allows them to better explore their character's backstory.
Tommy_The_Gun wrote: »Classes will become irrelevant and there will be only 2 end-game builds - PvE & PvP one. That is it.
But... I mean, why shouldn't old builds continue to be just as effective? Maybe new, particularly effective combos will emerge, but that doesn't automatically mean they'll replace everything else. Ultimately, no one is forced to use subclasses at all. Perhaps many players will simply use the system for roleplaying reasons, because it allows them to better explore their character's backstory.
tomofhyrule wrote: »Tommy_The_Gun wrote: »Classes will become irrelevant and there will be only 2 end-game builds - PvE & PvP one. That is it.
But... I mean, why shouldn't old builds continue to be just as effective? Maybe new, particularly effective combos will emerge, but that doesn't automatically mean they'll replace everything else. Ultimately, no one is forced to use subclasses at all. Perhaps many players will simply use the system for roleplaying reasons, because it allows them to better explore their character's backstory.
A noble concept, truly. And one that the devs share. I also think that giving people options is a good thing, and that people absolutely can do all content (by "all content," I'm saying "minimum clear," not "clear on vet HM") in any build.
Unfortunately, the world is not one where everyone sits around and sings Kumbaya.
A meta will emerge. Groups will be selective about who they bring, and people who don't adhere to that meta will not be accepted. PvE expectation will be to use as much power creep as possible, so that even current clears will no longer be 'sufficient' in the raid leads' minds. PvP players will bring their OP builds and people will be forced to build around that. Nerfs will be applied to certain skills to try to smack down the most oppressive combinations, but that will have the effect of also nerfing someone who is just using their pure class line and is not getting the benefits from multiclassing it with other things.
Like I've said a few times, I'm not wholly against the idea and I have several RP characters who could make use of it. But when it comes to more higher-level content, I can only see how this will lead to incredible balance issues and "all power-no drawbacks" unless you adhere to that meta (or, y'know, accept a a self-nerf by not multiclassing). And I also fear that this will make it much harder to put in a new Class, which is what I want to see most - there are so many Classes they could explore (like an Artificer), and now there are so many moving parts that it looks like that may never end up happening.
From what I can figure out ,you get the Eagle pet and Duzrog mount collectibles and other things in the standard version too, you just don't get them to the release date. They just did away with the deluxe version.
Who are ZOS getting their feedback from that suggests THIS is what players wanted? From these comments it seems like it isn’t.