moderatelyfatman wrote: »The really sad thing is the power differential. My nightblade guildie is proud of their difficulty rotations and doesn't mind getting 5% less dps than an arcanist with a much simpler rotation.
Unfortunately he gets 50% less so no endgame dps for him.
Turned my Nb into such a beam abomination - so sad, not a single active skill left. I literally had to gag when taking away the NB skill lines.
I know - I cold play my fancy RP something - what pure builds now are, but I honestly respect my team members time too much to expect them to carry me with a horribly performing char through trifectas.
Carry meaning you perform way below group average, without delivering additional support to me.
sans-culottes wrote: »If you enjoy that kind of chaotic mix-and-match aesthetic, then that’s great. More power to you. But for many of us, thematic coherence and symbolic consistency are part of the appeal. Class identity isn’t about rigid restrictions; it’s about a sense of narrative and visual cohesion. When everything looks and feels interchangeable, the game world starts to lose its texture. Some of us actually like when a Necromancer feels like a Necromancer, not a disco ball.
francesinhalover wrote: »Ill take 100 fatecarvers to 10 banners any day. Banner needs a Nerf it isnt needed in the game and destroys FPS.
Not ONLY that it removes the uniqueness of the crux system
Not ZOS fault players will optimize the fun out of things
ragnarok6644b14_ESO wrote: »I think the number of builds used in endgame will increase relative to the number of builds used in endgame prior to subclassing.
That is, objectively, an expansion of the meta.
I tried to argue this earlier in the drama but no one bit - but I have to say it again, seeing claims that it will narrow the meta.
If you quantitatively measure builds before U46 that were meta/being used in endgame, and you quantitatively measure endgame builds in, say a week, I bet the second number will be larger.
ragnarok6644b14_ESO wrote: »I think the number of builds used in endgame will increase relative to the number of builds used in endgame prior to subclassing.
That is, objectively, an expansion of the meta.
I tried to argue this earlier in the drama but no one bit - but I have to say it again, seeing claims that it will narrow the meta.
If you quantitatively measure builds before U46 that were meta/being used in endgame, and you quantitatively measure endgame builds in, say a week, I bet the second number will be larger.
If by more different builds you mean an arc/nb/necro vs an arc/nb/templar as opposed to what was previously an actual necro and an arc, that doesn't seem a fair build comparison.
Where the comp might previously contain a zenkosh dragon knight and an mk sorc, some groups will no longer need either, or it'll be an arc/nb/dk or arc/nb/sorc.
These aren't builds, they're hostile take overs.
Valen_Byte wrote: »
Valen_Byte wrote: »
You could just not optimize the fun out of things, ye' know? There will always be a meta, ZOS can't control the meta.
To be honest, there was no "uniqueness" before, at least not for those who played the meta. They played meta then and they will play it now and they will play it tomorrow. No change. No need to complain.
As for the rest - I see people try out stuff, some just having fun. I do too.
Exactly ^THIS! Every time there is a major update, people complain about 'the new meta' and then they mindlessly follow along and let others set the rules for them. Next update, rinse and repeat. In all honesty, perhaps now more endgame players will leave, and we'll see less nerfing for us solo players. As HTM said in his video afterall, it's the solo players keeping ESO alive both financially and in population... and we don't complain except when endgame players get our builds nerfed due to min/maxing.
MISTFORMBZZZ wrote: »And this is just wrong. It's primarily endgame players who invest in things like houses, all the chapters, DLCs, new classes, and so on—largely to stay competitive and keep up with endgame content.
It's hard to see how solo or non-endgame players, who don't typically engage with that content, would be the main drivers of the game's revenue.
I've noticed you've expressed this opinion in other threads too, and of course you're entitled to your view—but it's off the mark in this case.
MISTFORMBZZZ wrote: »And this is just wrong. It's primarily endgame players who invest in things like houses, all the chapters, DLCs, new classes, and so on—largely to stay competitive and keep up with endgame content.
It's hard to see how solo or non-endgame players, who don't typically engage with that content, would be the main drivers of the game's revenue.
I've noticed you've expressed this opinion in other threads too, and of course you're entitled to your view—but it's off the mark in this case.
This is actually pretty simple... end game players make up a VERY small percentage of the player base. The same goes for those who only PvP. If you don't think that the more "casual" crowd is the driving revenue for this game that's just insane to me. I bet 75% of the games population can barely hit 50-60k DPS, have a very low APM, and struggle with normal DLC content. Lots of players treat this as a solo Elder Scrolls game, and I would bet my account that housing rakes in the most revenue. Who do you think sinks stupid amounts of money into the game buying, and decorating dozens of houses? Surely isn't the score pushers or PvP mains... Even trial guilds with all the bells and whistles in their guild hall is typically a collaborative effort by many people within the guild. There are MANY guilds in this game that offer the same, and never venture into end game veteran content.
I've known so many people on this game that wouldn't last 3 minutes in veteran DLC dungeons, but they have 20+ houses fully decorated to a theme with characters to match. Many even have multiple ESO+ subscribed accounts, with max characters on each. You may not like it, I may not like it, and others may not like it, but that's ESO.
ZOS doesn't cater to end game players, they cater to those who keep the servers online, and the game profitable. This topic has been beaten to death so many times, and has been the known direction for the game for literal years. I enjoy end game myself, and wish a bit more attention was shown to it, but it is what it is; I still login to play, and still find enjoyment in the things I do in game. When that is no longer the case, there are tons of other games available to play. This game truly is "play how you want" within the constraints of the content provided. Mission achieved, ZOS.
The problem isn't really the addition to "subclassing" it's that those who voice opinions about how "game breaking" it is thinking they make up 95% of the game's population when it is literally the complete opposite. Subclassing changes will affect the vocal MINORITY the most, whilst being a complete non-issue, and welcomed change to the MAJORITY. These topics pop up after every update. Something always 'breaks the game" yet here we are years later, still playing this "broken pos", and still complaining about it on the forums.
Subclassing is a big change, and a much needed one to shake things up again to draw interest back into the game. It's early, but I personally feel it's hit it's mark so far based on discussios with others. Could it have been handled differently? Sure? [snip] Did it still massively shake up what some like to refer to as viable build options? Absolutely.
I'm calling it now. You will see things like "Lfm, vSS KWTD 150K+ DPS min, link clear" in zone chats / Group Finder now just like there was when 100k was considered top tier, and before that, 80k, and 60k, etc. People seem to forget that lots of the same content was being cleared when 30-40k was considered "god tier". Moral of the story... meta builds are not a mandatory rule imposed by ZOS. People choose to chase them which is them problem, not a problem with the game.
ragnarok6644b14_ESO wrote: »I think the number of builds used in endgame will increase relative to the number of builds used in endgame prior to subclassing. That is, objectively, an expansion of the meta.
TX12001rwb17_ESO wrote: »Why do people try and cater to only a percentage of the games content.
What exactly is the point of doing trials when you already have the gear you need? is it the achievements? why though when nobody but you can see them? is it because you want the trifecta mount? there far better mounts in the crown store.
I would rather be better at the other 95% of the game using builds that do not require having a group to be powerful.
Ragnarok0130 wrote: »ragnarok6644b14_ESO wrote: »I think the number of builds used in endgame will increase relative to the number of builds used in endgame prior to subclassing. That is, objectively, an expansion of the meta.
There's already precedent for this via hybridization and the answer was fewer viable builds not more.
TX12001rwb17_ESO wrote: »Why do people try and cater to only a percentage of the games content.
What exactly is the point of doing trials when you already have the gear you need? is it the achievements? why though when nobody but you can see them? is it because you want the trifecta mount? there far better mounts in the crown store.
I would rather be better at the other 95% of the game using builds that do not require having a group to be powerful.
Then why tell everyone?You're absolutely right and I don't care.
Not ZOS fault players will optimize the fun out of things
ragnarok6644b14_ESO wrote: »I think the number of builds used in endgame will increase relative to the number of builds used in endgame prior to subclassing.
That is, objectively, an expansion of the meta.
I tried to argue this earlier in the drama but no one bit - but I have to say it again, seeing claims that it will narrow the meta.
If you quantitatively measure builds before U46 that were meta/being used in endgame, and you quantitatively measure endgame builds in, say a week, I bet the second number will be larger.
Valen_Byte wrote: »
You could just not optimize the fun out of things, ye' know? There will always be a meta, ZOS can't control the meta.
TX12001rwb17_ESO wrote: »Why do people try and cater to only a percentage of the games content.
What exactly is the point of doing trials when you already have the gear you need? is it the achievements? why though when nobody but you can see them? is it because you want the trifecta mount? there far better mounts in the crown store.
I would rather be better at the other 95% of the game using builds that do not require having a group to be powerful.
Lucasalex92 wrote: »so it seem many players lost their uniqueness because there is this TEMPLATES for must have skills for PVP and PVE other wise you are not good enough ... [snip]
in meantime where is:
Hand to Hand Combat skill line
Mysticism Staff
Illusion Staff
Conjuration Staff
Crossbow
Whip
Spear
Spear + shield skill lines ?
would be also nice if you remake psijic to be more Mage Like not warrior/ninja style skill lines since psijic monks are mostly mages ,,, they study magic ...
i wish we had chain lightning or fire ball that on touch explode and deal aoe dmg
Scribing need more skills to be scribed not only 1 of each, maybe add option to create for us spells/ulti in scribing , allow also for example to choose in scribing bleed/poison/diesease/fire/ice damage + aoe (which u blocked with physical damage mostly only) instead let us choose which aoe type damage it will be dealth, or maybe add oblivion damage too.
So many ideas wasted [snip]