I remember a lot of people agreed on the API changes too. The API as it was in beta had too little restrictions, putting anyone who wasn't using addon X or Y at a distinct disadvantage.jnjdun_ESO wrote: »7. Hidden Calculations and Incomplete API.
This is what p*sses me off the most. This is 2015 for **** sake.
We should be seeing exactly who hit us, with what ability and for how much.
Why the mystery, ZOS?
I truly believe so many bugs, exploits (and abilities just not working the way they should) could have been made public and then fixed in a timely manner. Instead we have a-holes spending their days testing different gear and abilities trying to find the most broken and exploitable things they can and then running with it for months on end.
It's mind boggling and my husband has already rage quit due to it and unfortunately I'm probably not far behind him. I love this game I really do, but damn this sh*t needs fixing.
They actually told us why: that they think all of the numbers confuse people. Not even kidding. The beta API provided all of the information we asked for, i.e. FTC was accurate. I remember the sh*tstorm when they announced they were blocking all of the DoTs, HoTs, debuffs, etc. Atropos from TF (since he wrote FTC) was one of the biggest vocal opponents of API feature reversion.
@TheBucketUltimate gain. While I will agree it was unbalanced during 1.5, the new ulimate regeneration system is flawed. It needs to be brought back to a dynamic system, that rewards the player for skilled play. Currently, one player standing behind a tree sending one light attack every 8 seconds will get the exact same amount of ulimate as a player who is fighting off 3 opponents at the same time, making use of roll dodge, block, cc and actively using skills. It makes no sense.
The other important point for me is one you mentionned already, the scaling in 1.6.
Currently my lvl 43 stam nightblade that is wearing green items, no jewelry, is getting crits for 12k on other players without being in stealth using a 2 handed sword. Completely ridiculous. Time to kill is way to short, and forces people to run in groups at all times in fear of being oneshot at every corner in Cyrodil.
Thats not true
Although the ultimate gains does favor large groups
Lava_Croft wrote: »I remember a lot of people agreed on the API changes too. The API as it was in beta had too little restrictions, putting anyone who wasn't using addon X or Y at a distinct disadvantage.
@TheBucketUltimate gain. While I will agree it was unbalanced during 1.5, the new ulimate regeneration system is flawed. It needs to be brought back to a dynamic system, that rewards the player for skilled play. Currently, one player standing behind a tree sending one light attack every 8 seconds will get the exact same amount of ulimate as a player who is fighting off 3 opponents at the same time, making use of roll dodge, block, cc and actively using skills. It makes no sense.
The other important point for me is one you mentionned already, the scaling in 1.6.
Currently my lvl 43 stam nightblade that is wearing green items, no jewelry, is getting crits for 12k on other players without being in stealth using a 2 handed sword. Completely ridiculous. Time to kill is way to short, and forces people to run in groups at all times in fear of being oneshot at every corner in Cyrodil.
Thats not true
Although the ultimate gains does favor large groups
What's not true ?

AbraXuSeXile wrote: »Let's be honest, The people running the show now are a skeleton crew of people who had no part in the creation of this game. There will be no fixes or changes because they don't know how.
jnjdun_ESO wrote: »7. Hidden Calculations and Incomplete API.
This is what p*sses me off the most. This is 2015 for **** sake.
We should be seeing exactly who hit us, with what ability and for how much.
Why the mystery, ZOS?
I truly believe so many bugs, exploits (and abilities just not working the way they should) could have been made public and then fixed in a timely manner. Instead we have a-holes spending their days testing different gear and abilities trying to find the most broken and exploitable things they can and then running with it for months on end.
It's mind boggling and my husband has already rage quit due to it and unfortunately I'm probably not far behind him. I love this game I really do, but damn this sh*t needs fixing.
They do seem awfully resource-constrained. It's like we're dealing with a tiny indie developer, except without the tiny indie charm. "We can't do anything for a financial quarter because... console release" just doesn't make sense coming from the behemoths behind TESO.