Maintenance for the week of April 13:
• PC/Mac: No maintenance – April 13

Voicing the Congratulations and Concerns of a Returning Player

J2JMC
J2JMC
✭✭✭✭✭
I'd like to open up this post by saying the game is OVERALL in a better state than it was February of this year. Guaranteed maelstrom drops, craft bag for eso plus, more boe items, trading within groups, damage numbers, dueling and build diversity*(this doesn't apply to the top 5 percent of pve players as they're mostly using illambris, grothdar, and burning spellweave cheese but for the rest of us build diversity exists). A lot of the issues that made me take multiple extended breaks throughout the year have been addressed and I feel the game is more enjoyable. I just want to use this post to express some thoughts that I've had since my return this past week.

Buff/Dot Trackers
Not much to say here. Would be really nice if console players could reliably time their buffs and dots. Some buffs are very noticeable such as shuffle or blur, but buffs like major sorcery still do not have an animation and multiple dots on a single target are hard to differentiate between using purely damage numbers. I understand it may be difficult to fit a complete buff/debuff tracker into the ui, but a really good start would be to only show the icons of abilities a player currently has active along with a timer next to the icons. This would leave the player unaware of passive buffs they may receive from themselves or other allies through the likes of hemorrhage and spell power cure but it would still provide the player with important information about buffs they can control themselves. I'd suggest placing it to the right of the screen in the same "box"(not sure of the technical term when designing a ui) as the quest tracker along with giving the option to disable the quest tracker. You still see markers on the mini-map and overworld map but the quest titles would not be on screen and be replaced by the buff tracker.

Proc Sets
No doubt I have limited experience with the current iteration of proc sets people complain about but it's not like proc sets haven't been a problem before(scathing mage and night blades anyone?). I'm more confused as to why the solution was to remove crit when you stated in the update 13 senak peek that the goal of the design was to control the burst. While there's no getting around if a burst character crits they do more damage, crit is notoriously a way to increase dps in extended fights. While I agree illambris and grothdar seem overtuned, they seem to not be the cause for this change. It feels like you wanted to nerf those two sets and just used the pvp complaints to justify it thinking there would be less negative backlash.

I personally think the real solution to proc sets is to treat them like spectral bow and have certain actions be required or thresholds be reached before they go off. Things like every x amount of ult y happens or when you deal x physical damage in 5 seconds z happens. Even something like "When an immobilization or snare is applied to you, heal for 2000 Health and restore 1000 Stamina. This effect can occur once every 5 seconds" (seem familiar?). The point is to add consistency. Consistency supports dps over extended fights and punishes initial burst/random burst without punishing well-timed burst. Balancing sets that way, while admittedly much harder than simple crit removal, would be healthier for the game imo. Not every set has to have rng removed from it. The rng factor allows for more powerful item descriptions. I understand that. However, when looking at problem sets, if you're not going to outright change how they proc, you need to look at the base damage before the proc chance, and before removing crit, if your only concern is to reduce burst.

CP System
Just going to link two of my older posts I made over a year ago on the topic. For those who don't want to read them after getting this far, ZOS has already admitted that they knew the CP system was a problem but they decided the issue wouldn't be prevalent quickly enough to matter. Then someone decided to get 2000 cp in 5 months to prove them wrong. So they implemented caps. I'm just curious as to whether or not ZOS is going to keep increasing the cap or actually has a permanent cap(that isn't 3600) in mind? Not gonna like I would've preferred a 360 cap for combat stats and then create milestone passives that could be unlocked with every x amount of cp such as max passives cost 1 less skill point or the treasure hunter passive which already exists.

https://forums.elderscrollsonline.com/en/discussion/220222/we-knew-it-was-going-to-be-a-problem-but-we-didnt-expect-it-to-happen-as-quickly-as-it-did/p1

https://forums.elderscrollsonline.com/en/discussion/224463/building-a-character-with-the-champion-system#latest

TL;DR
Going to to do a tl;dr here because anything I have to say after the tl;dr is just going to be going cathartic rage post and is not constructive in the slightest. Should probably be completely disregarded but feel free to comment. Overall game changes seem to be positive. I'm pleased with the direction of the game(relative to how I felt a few months ago). Would like to see buff timers introduced, an appropriate look at proc sets, and an answer to the cp system.

Addendum
So now that I have done that. *** trap beast. Gives me aids. Mandatory in high level trials and beyond troll in dueling. Also *** resource cost increase poisons. Followed by a *** daedric mines. Would gladly see shields increased to 8 seconds and remove the increasing penalty cost on streak to see significantly reduced(70 percent?) damage on an individual mine. And last but most certainly least in terms of usefulness to the game. *** every god damn monster having a snare on its light attack. Unquestionably the most frustrating thing in the game. Coupled with overland monsters never resetting unless you turn around to waste time attacking them. Keep snares on monster abilities and give overland monsters hard resets.


Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

Battle leveling for pve content defeats the idea of progression. Remove CP

"Apparently the players are more informed than we are"-Richard Lambert

  • DigitalShibby
    DigitalShibby
    ✭✭✭✭✭
    I'm also a "returned" player but share none of your concerns. Welcome back.
  • kadar
    kadar
    ✭✭✭✭✭
    I'd agree, overall the game is much better than it was in the past. One of the largest problems with this game, is how ZOS has chosen to balance it. They make large scale ability/weapon/item/class changes, test with player feedback for an extremely small window, and then implement all changes in one fell swoop. Anything that is broken, overpowered, or underpowered after said patch is implemented will sit for 3-6 months until ZOS gets around to making another round of large scale changes. At that point the cycle will repeat. What we are left with is a game that will never be balanced, and can never be truly competitive.

    TL;DR: ZOS will never balance/debugg ESO until they reevaluate how they make and implement changes. It's simply not possible when the game is tweaked once every quarter or less and left to sit with it's bugs and imbalances.

    edit: from a pvp perspective mostly
    Edited by kadar on January 1, 2017 5:11AM
Sign In or Register to comment.