
Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
Uriel_Nocturne wrote: »Your condescension of the Casual Player, and inability to see past your point of view is really defeating your own argument.bowmanz607 wrote: »Uriel_Nocturne wrote: »@bowmanz607 And I read your whole post, and you missed the mark just by a bit.bowmanz607 wrote: »Uriel_Nocturne wrote: »@Alcast A couple of things:@Uriel_Nocturne I do agree, that it is not good taking away power from players. Same issue happened when the CP system was introduced. people lost power (they just didnt realize yet they were gonna be stronger afterwards) and QQ was raining down in the forums.
I speak from experience, I was really good at QQing on the forums in my first year
1.ANY Player does not like to loose power. No matter what game they play.
2. Forum does not represent the playerbase at all. When do you go to forums? You go there when you have to complain about something. If you are happy why would you bother? (Sure there is a small percentage that actually wants to talk about mechanics etc).
3. The Players that aactually care about changes are a small minority, the game is full of casuals which most likely will not even feel the difference.
However, I do think IF CHANGES SHOULD HAPPEN, then now is the right time. BEFORE Morrowind releases. Because there will be a lot of new players. Morrowind will make or break this game. So I really hope ZOS fixes the biggest issues....
And again, I am all for nerfing this monkey Championpoint system. They are going into the right direction. Still needs more nerfing.
WHY for gods sake does extra CP give you more resources?! Remove that *** its way too OP. @ZOS_RichLambert
I am all for that people actually have to turn on the switch in their brains again and L2P once more in this game.
[Edit for profanity]
1) I fully read your post, and while I see where you are coming from, I completely disagree with you on how the CP system is "supposed to work".
2) For all of your thoughts, this change (removing the sustain node and cost reduction node) will actually hit lower CP players just as hard as it does the top 1% of players (end-game-level Players). The sustain and cost reduction nodes scale by percentiles (as I know you are aware), so any removal/change like this will hit even the Silent Casual just as hard as it does say... the Streamers and "Elites" who run nothing but end-game level content (Trials, VMA, VDSA).
3) These changes, if made without reducing the base cost of Magicka abilities by 15-16%, while reducing the resource regeneration, will destroy most every Magicka build in the game.
4) Because of #3, most of those Silent Casual players will suddenly have their (most likely) one and only character no longer viable. They're cost of abilities will go up significantly, especially when Spam Skills are taken into consideration. Their Magicka pools will run out faster, and will return to them slower. They're going to find themselves in content that they could make it through before the patch, but now cannot complete after the patch for the simple fact that they're running out of resources too fast and it takes longer for them to return.
These players aren't going to "L2P" or flip any switch in their brains. They don't cruise through Streams or Build Guides like you provide. Hell, they probably don't even know about 75% of the crafting stations and Sets in the game, and they definitely don't know about how the Monster Drop Sets work or would want to grind out the countless hours to get any of it like you or I would, even though those Sets may/may not mitigate the effects of the change.
If this change goes through, the vast majority of the player base will suddenly find that their one and only character simply cannot complete challenges one day, that they could the previous day.
But you are right about one thing: the Silent Casual won't care. They won't follow your suggestions, indeed they will most likely never visit your Streams for you to peddle an elitist viewpoint on how the game "should be played".
They'll see that their character no longer works. There won't be a readily-available, quick fix to restore their character's potency, and they'll simply quit and go play something else.
Because like most every other Streamer and Forum user, you're taking a position that the fixes to cope with this are "obvious", and for the level of content that you run, getting the correct set of gear that coordinates well with pieces from other Sets, are easy to regain/acquire.
But the level of content that you and I run every day, the level of content that you and I find to be easy, that content is (and will most likely always be) far out of reach of the vast majority of players. They simply will never have access to the fixes that you're suggesting and promoting.
And that's where your entire argument breaks down. Your suggestions are a fine workaround for the <5% that run end-game content, and for that top 5% of the playing populace, your suggestions might/might not work. But for the rest of the player base, the Silent Casual, this will be an insurmountable change. It will be insurmountable for them, the game will become magnitudes more difficult, and they'll leave.
Because while you or I have countless hours to grind away at this game, and some of the players have found a way to make this game (and other games) their careers; the vast, vast majority of players just use this game as an escape and come here to have fun. Not to have epic-frustration-levels of difficulty. The game will no longer make their characters effective to cruise through PvE content, and those players will leave.
So while your suggestions and those proto-change to the CP constellations might be workable for the 5% of players at end-game, it will only serve to drive away armies worth of Casual Players. It will not spark that desire for them to grind away and "L2P", it will spark a desire for them to go and play a game where their characters still feel remotely powerful.
And that will only be horrifically damaging to this MMO.
I read your whole post.
I'm sorry but if a player who jumps into a new game does not know how the game works or just refuses to learn the mechanics and the things they need to get better, then that is on them. The casual content is easy enough that even for casuals with ridiculous builds can spam snipe to get through haha.
Your position rests upon the assumption that casuals don't know how to get better at a game and will.simply leave instead of getting better. I don't believe that is a correct assumptions for most casuals. Most casuals are willing to learn and get better and actually want to, they just need people to teach theme.
This was my first mmo ever. I am a Tes fan and why I got into this. The first year of this game I didn't know about weaving/animation canceling. I mained bow in dungeons as a stam.nb. as you will recall a stam player and a nb for much of first year was trash. I didn't even know about food or drink. Yet I was still able.to do all most content in the game. Then one day a friend in gAmerica taught me all of these things. I learned at got way way better to where I am very very good now. I now pass that knowledge along to new players who soak it up like a sponge.
You make the point that casuals don't play the end get stuff that many of us here do. That they simply will not be good enough to access the content we run. So if this is the, then how will this effect them? The stuff they do play is very easy to where I have been with players in dungeons who spam snipe no problem and that is it through whole dungeon. So what this will do for casuals is make those really easy dungeons they do run a bit harder. Not enough to make them quit, enough to make them think more and ask questions because despite your position, people want to get better before they decide to quit.
Then there are casuals that just run overland content and quest. The easiest content in game. This change is not going to make people so bad at overland content that they quit. See my scenario above. You can walk through the overland content with any build and win.
A game is not about being able to just run through it without thinking about how gear, stats, skills, etc. What player gets into a game thinking we'll if I can't just walk through this content without learning how to play the game then I quit????? When did this mentality start??? You can't blame a game for being too hard if your unwilling to learn how to play the game. You have no right to complain about it. I mean just think about that for a second. Hey guys your game is too hard so I quit make it easier. What was too hard? Oh well I can't really tell you because I never learned how to play the game. ????? You want to balance around that type of player???? I don't think so.
You've oversimplified the argument, and become lost in the same mentality that @Alcast has.
It's not that the Silent Casual majority simply doesn't know how to get better at the game, it's that their version of "getting better" is very different from what you or I view as getting better.
As I said in my most recent post; they play the game, they try out different Skills, they try out different equipment from drops and what rafting stations that they find in the wilderness, and they find something that works to get them through the content and allows them to just play the game. Just being allowed to play the game, at a mildly challenging level of difficulty, but that they can move through with only a small bit of effort; that is what the Silent Casual is looking for. I'll say it again; video games in general, and MMORPG's as a whole genre are an escape for them. The Casual majority doesn't wan tsoul-crushing challenge like the end-game player wants.
You, I, and the Streamers (as well as the rest of the Hardcore players) view "getting better" as being able to run through the hardest content in the game. If our DPS/Sustain/Healing/tanking aren't putting out the numbers we need, we grind through to get the BiS gear, and we min/max until we have the toughest builds in the game. That is how we view "getting better".
It's not that the Silent Casual doesn't have a desire to get better, it's that what "getting better" means that is important.
Again, as I replied to for Alcast; removing the resource regen CP node and changing/removing the sustain node for Magicka users will make those Magicka builds for the Silent Casual just as worthless for them, as it does for us at the end-game level. But where that drives us end-gamer's to find a way around it, and it drives us to get the newer/better BiS gear to compensate, the Casual majority Player will simply see that their Magicka character no longer works, they'll see the task of rebuilding and reallocating Skillpoints, and the task of re-grinding or creating new gear, just on the notion that this might bring back a small level of viability to their characters, and they won't want to do it.
The game (again) is an escape for them, and having to go through all of that to make their character even partially work the way it did before the change, will not spark them to start grinding out like the end-game Player does. It will only spark a desire to find a game that hasn't arbitrarily gimped their characters, a game that allows them to just play and not have to worry about grinding out the best gear in the game just to be able to play.
As far as your question about "where" this mentality comes from; it's always been there since MMORPG's first emerged as their own genre.
You have the small, niche minority of players that race to end-game and fight and scrape to stay there, then you have the vast majority of... everyone else that just wants to log-in and run around in a fantasy world for a bit to forget the troubles of their real-life day.
And ever since MMO's emerged as their own genre; those players have ditched MMORPG's en masse once changes were made that arbitrarily increased the games base difficulty above the level of casual-play (like this proto-change to the CP constellations would do). Again; it's not that the Casual doesn't want to get better, it's that "getting better" has two very different meanings for Casual Players and End-game "Elite" Players.
OK so if I understand you correctly you are simply establishing the difference in "getting better" between players?
You speak of the Silent Casual and how they will just quit rather than grind out new gear, specs etc. Here is the thing. For one, you even stated these players don't grind out gear and so forth to begin with. So the whole concept of they would rather quite than grind doesn't add up. They will just do the same thing. Further, These silent casuals are also the players that will stick to some.overland questing. The easiest content in the game. Content where you don't need to worry about gear or skill combo's or weapon combo's etc. At worst this forces players to think just a tad more about light armor and, gear sets, and food/drink. The most minimal of thought might need to go into these players setups. If a player does not want to take minimal effort into the game to play it rather than mindlessly walking through it, then I say good riddance. These are not the players staying around spending money outside of the initial purchase anyway.
Players doing over land content not being willing to make minimal adjustments is crazy. Further, this is an mmo. It will be ever changing just like every mmo. Balance changes, meta shifts etc. So not making a change because some Silent Casual can't run around with no armor and a death staff to complete content is crazy.
YOU think that overland questing is the easiest aspect of the game. To the vast majority of the players base, whom only ever see the overland questing, that is quite challenging enough. But you can't seem to see that, because you're blinded by your own view of how the game "should be played".
You also cannot see that, those players will have their Magicka characters ruined by this game; but while they might do some light searching/crafting to try to fix the issue, they aren't going to devote the time to grind out Trials or Public Dungeons for the Monster Set drops that WILL rectify the issue. It will be more time consuming than any of them want, because of how casually they play ESO.
For the A-typical Casual Gamer (whom again, make up the vast majority of the games' population by quite a wide margin), the overland Questing IS the challenge that they're looking for, and while they can move through it with relative ease, it still provides enough challenge to give them the sensation that they're doing something.
But if this CP change goes through, then the difficulty of that same overland questing nearly triples due to all of the setbacks discussed here already ad nauseum. The reduced Magicka regen, the higher cost of abilities, lower DPS, having less resources and resource regen but the enemies still having the same damage modifiers/difficulty/resource drain attacks.
This will inordinately increase the difficulty for these Silent Casuals, and while they might try... something to get their lost DPS/Magicka pool/Magicka Regen, they aren't going to devote the time/effort to doing so that you are.
And all of your responses reek of the idea that the Casual Gamer is going to not only know about, but have the ability/time/desire to grind out the BiS gear that would correct the CP change, but can only be found in end-game content.
That's the core problem with your responses. You expect those same Casuals to simply grind it out like you would, when the truth is; when faced with a spike in difficulty caused by ZOS arbitrarily gimping their characters, it will be easier for the Silent Casual to find another High-Fantasy MMORPG and go play that, than it will be for them to figure out why their characters got weaker and the difficulty became much more intense, than to devote the time/money/effort/grinding necessary to find gear/monster drops that will make up for what ZOS takes away.
Your argument of "well, MMO's change all the time, people just need to adapt" is flawed in its very premise. MMORPG's have changed and evolved ever since the genre began. You are very correct in that.
But not every change is good or for the better of the game.
Bad changes, or ill-planned changes that hurt the Player and their Character(s), have chased players away from MMO's for just as long. Fact: Bad Changes like I mentioned have been the biggest killers of games in this genre since its inception. Those changes chase away the Casual Player, and no MMO survives those types of population hits. And no MMO has ever survived for long once the game became fine-tuned specifically for the end-game PvE/PvP player while leaving the Casual Players out in the wind. Not a single one.
So please, while you might be fine with this change, at least try to see past your "end-game-just-grind-out-new-stuff-PvE-is-toddler-level-easy-anyway" mentality. If you could, you would see how bad this change will be for the game as a whole.
I'd like to share with you a screenshot I got of the end of a conversation I witnessed in Glenumbra.
This is a classic example of the general silent majority that play the game. I was going to screenshot the whole conversation, but I'd been playing for 58 minutes and the game decided it was time to boot me back to login screen.
The conversation starter (red bar color) stated he was new to the game and posting in Zone Chat out of desperation as was about to quit the game. His problem? He was leveling up and finding the game harder and harder to play due to his stats & damage getting worse and worse while mobs were hitting him harder and harder.
The other part of the person's problem was with the whole buffing system, where it seemed to him that a lvl 1 character was as strong as a maxxed out character.... but that he'd never get to be maxxed out as things were getting harder and harder for him as he leveled. So was thinking of quitting as he wasn't having fun, and didn't know what the point of strugggling through leveling if he was just going to be back where he started from.
We here all know what the problem was - the system buffs new players up to be around CP160 level's, to match the mobs, but this buff decreases as you level unless you keep your gear around your level. The game does NOT explain this system at all... so anyone who does not know how this system works will play on and feel weaker and weaker, and unless they get brave and ask in zone & get an actual answer (rather than being trolled)... they will quit.
Why is this relevant to this topic? Because this person is the classic example of the majority of casual players in these games. If things get too hard for them, they quit the game. That person was struggling to kill mobs in the first major alliance zone, didn't know why, and asked zone chat out of the blue and out of desperation - he had fully thought about just quitting, but on a spur due to zone chat being active decided to ask there.
Lucky for him he got an answer and will stay. How many other's have been in the same shoe... found the game getting harder and harder, no explanation as to why, and just quit the game rather than look it up, ask around, lrn2ply, etc? It's a question we can't answer, but a question to think about.
And the same thing will happen if massive changes are made to the game that make it suddenly harder for everyone - make changes that cripple existing builds, gear sets, etc so people have to change skills used, change gear, etc.. these people will log in, find the game too hard to play... and the majority will quit and leave the game. Some will maybe ask in Zone... and if lucky they will get help, but I've seen too many ppl told to lrn2play & git gud in zone chat to have any confidence that anyone who actually asks for help will get it.
Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
PVP tanks really have no purpose, and thats on ZOS giving them no purpose. It would be better if ZOS went in and changed the tank pvp gameplay by offering some more skills and such. But we're purely talking PVE here and those two have been for quite awhile.Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
PVP tanks don't taunt or position other players. They tape down the right mouse button and spam snares when they can.
I'm okay with that. I just think blocking should cost more since ALL damage, mobility, purge, debuffs, buffs, and healing spells are going to cost more as well. You can't affect the cost of every other game mechanic without touching block, or you leave block ridiculously overpowered.
PVP tanks really have no purpose, and thats on ZOS giving them no purpose. It would be better if ZOS went in and changed the tank pvp gameplay by offering some more skills and such. But we're purely talking PVE here and those two have been for quite awhile.Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
PVP tanks don't taunt or position other players. They tape down the right mouse button and spam snares when they can.
I'm okay with that. I just think blocking should cost more since ALL damage, mobility, purge, debuffs, buffs, and healing spells are going to cost more as well. You can't affect the cost of every other game mechanic without touching block, or you leave block ridiculously overpowered.
Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
PVP tanks don't taunt or position other players. They tape down the right mouse button and spam snares when they can.
I'm okay with that. I just think blocking should cost more since ALL damage, mobility, purge, debuffs, buffs, and healing spells are going to cost more as well. You can't affect the cost of every other game mechanic without touching block, or you leave block ridiculously overpowered.
This is something ESO lacks big time - it does not explain anything at all about how the game works, how resources regenerate, how damage is done, etc. The only thing explained is how to block, do bash attacks and heavy attacks.bowmanz607 wrote: »Perhaps the answer then is to make the explanation of such things more in your face when you start. Maybe that happens in the new tutorial.
Yes, we do. You view it from an idealistic viewpoint that believes people will learn & try harder. I view things from past experience in other MMO's which has shown that when things get too hard... casual players leave in droves.We just view it differently.
Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
Tanking is still brainless? I disagree. Almost everyone considers tanking to just be about holding block and looking at your resources, which is why the game is in serious decline of actual good tanks. It's a lot more on than just doing that, if you don't understand why positioning a boss or the enemies a certain way and just holding block then you're doing some serious damage to your group, because a group that has a tank not knowing how they are directly responsible for that is just awful.usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »usmcjdking wrote: »psychotic13 wrote: »Merlin13KAGL wrote: »I'm okay with the change, and I've already got a way to work around having less sustain.
I strongly believe block cost CP should get a nerf to go with it, blowing my Magicka pool on someone blocking should drain both of our resources. Not just mine. Fair is fair, a one click "scotch tape the mouse button down" defense shouldn't be that much stronger.
I also hope that they just nerf the cost CP instead of eliminating it entirely. Say, 10-12% instead of 25%? Removing it is a little too drastic, but a nerf of some kind is definitely called for.
Look, I understand god-mode sustain is a problem in this game, and that battlegrounds just WONT work with some of the cancer builds out there. I think you need to take a hard look at some of the available sets first.
@Minalan , the longer you hold, the more expensive it (block cost) becomes and the lower your follow up regen becomes.
A block cooldown/penalty, if you will. There needs to be an opening somewhere in there.
They do it for roll dodge and skills like streak, why not for block?
There should be no such thing as a permablock build. There should be some kind of recover time requried.
Because tanks would be ***, how would you tank a trial
By blocking when appropriate. Tanking in this game can be fun but is otherwise a joke.
"Block when appropriate?" OK let me just go tank vAA HM Axes and Block "when appropriate", oh wait, that's always. having 5-7 Axes constantly Heavy attacking you and if you happen to miss blocking just a single on of them you are dead and you have just released all those axes onto the rest of the group. Reactive blocking isn't gonna be a thing in this game cause its not an action combat game. Damage is calculated BEFORE any animation hits, with the exception of the telegraphs. Its the same reason why so many people yell out in frustration "I was out of that" and yea you might have run/roll dodged before the animation but sadly that won't save you all of the time. Now I would love it if this was a bit more action combat like but that would require remaking the entire game from scratch, and so since that won't happen can we please stop trying to make tanks have to "Block when appropriate"
Sounds like a perfect opportunity to have another tank.
In Hardmode there is already another tank and its not a role that can just be filed by a DPS or Healer with a taunt. Cause its not just taunting the mage its taunting the Storm atros and moving them to where they need to be. Some people take them to the mini mages and other keep them on the boss but either way its not something a normal DPS or Healer can do, and in a HM you can't be wasting DPS on that either, as well a tank in a position like that close to the boss can give alkosh or powerful assault. So if you yet again want to put in another tank it would be a third one and would lower DPS even more, and considering how long the burn is on HM that will make it harder still. I like trials with 2 tanks but I don't like it when it goes over that, cause at that point we might as well all just go to PvP like set up with self heals and self sustain and no tanks at all.
The so be it. Simple matter is tanking in this game went from being brainless, to being dramatically difficult when IC dropped, and thanks to powercreep we're back at brainless again. ZOS has shown us that the current mechanics for compelling tanking do not withstand the test of time. They will invariably swing, no matter what they do, back to taping down your right mouse button and the only way to alleviate that is to simply change the mechanics of blocking.
Same thing with DPS. It will inevitably return to playing a game of Simon where your capability is determined at character creation and your ability to press the same buttons, in the same order for the longest period of time with the fewest fluctuations. That isn't compelling, either.
Combat in ESO PVE is completely non-dynamic - where it should be because they have such an intricate system in place. Removal of Warlord/Magician is acknowledging that but it hardly solves it.
A lot of the times the DPS also relies on some Igneous Shield that can be from either your main tank or off tank, so shielding a ton during trash or bosses can save someones life really. And then you have alkosh, you actually have to pay attention if you want high uptime on alkosh.
So honestly tanks who want more to do than just blocking aren't exactly looking at the bigger picture and how they can help their group out, because tanks are still among the most important role and often the hardest role to fill if you want a good one.
PVP tanks don't taunt or position other players. They tape down the right mouse button and spam snares when they can.
I'm okay with that. I just think blocking should cost more since ALL damage, mobility, purge, debuffs, buffs, and healing spells are going to cost more as well. You can't affect the cost of every other game mechanic without touching block, or you leave block ridiculously overpowered.
austinwalter87ub17_ESO wrote: »Wouldn't it make more sense to put Mighty and Precise Strikes as a green constellation and Magician/Arcanist as a blue constellation? As a 600 CP you get 200 points per color to spend. As a Magicka user, for example, you might have 100 points into Elemental Expert, 60 points into Elfborn, and 40 points into Thaumaturge.
Guys, this is all well and good, but you forget one thing.Uriel_Nocturne wrote: »I have no issue with MOVING the Magicka-based constellation nodes to The Mage set of constellations, and moving the Stamina nodes to the Thief/Warrior depending on situation.
austinwalter87ub17_ESO wrote: »Wouldn't it make more sense to put Mighty and Precise Strikes as a green constellation and Magician/Arcanist as a blue constellation? As a 600 CP you get 200 points per color to spend. As a Magicka user, for example, you might have 100 points into Elemental Expert, 60 points into Elfborn, and 40 points into Thaumaturge.Guys, this is all well and good, but you forget one thing.Uriel_Nocturne wrote: »I have no issue with MOVING the Magicka-based constellation nodes to The Mage set of constellations, and moving the Stamina nodes to the Thief/Warrior depending on situation.
Let's say those CPs are moved. Now I, magsorc, have to choose between sustain and dmg. But... On what am I supposed to spend my 200cp in green tree? And what stam chars are supposed to spend their 200 "blue" CPs on?
Simply moving those CPs will make whole tree useless. And no, that alone won't open the road for hybrids. If dmg will still scale from max pool resource... Bad in everything
Moving is not an answer.
austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
cpuScientist wrote: »austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
Well if you wear the Morihius set from Gold Coast, your dodge rolls will do damage
Nah I am with you here, for PvE DPS the CP tree is about maximizing damage done. And that comes in the form of staying alive with the red tree, keeping up resources in the green tree, and damage from the blue tree.
austinwalter87ub17_ESO wrote: »cpuScientist wrote: »austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
Well if you wear the Morihius set from Gold Coast, your dodge rolls will do damage
Nah I am with you here, for PvE DPS the CP tree is about maximizing damage done. And that comes in the form of staying alive with the red tree, keeping up resources in the green tree, and damage from the blue tree.
ZOS is nerfing the CP intentionally to break people of that mindset.
austinwalter87ub17_ESO wrote: »cpuScientist wrote: »austinwalter87ub17_ESO wrote: »austinwalter87ub17_ESO wrote: »There is plenty of options. As a magics user you could spend your points on Tenacity increasing the amount of Magicka you return to yourself with heavy attacks. You could reduce your stamina usage for sprint which would be a huge benefit to the already low stamina pool you have.
The champion point system isn't just damage, defense, regen, and reduction.
The move as I suggested opens a lot of possibilities and allows you to overcome shortcomings you originally couldnt.
I am sorry. But for someone, whose role is literally damage dealer, it is just damage, defense, regen, and reduction.
Sprinting, roll-dodging and breaking free will not help me or those, who are with me, on Valkyn Skoria. They won't help with atros at ICP. They won't help when Rakkhat will go to the center of the room with his 5% hp and start casting his globe of doom.
I am damage dealer. My job it to make the fight as short as possible, so my teammates won't get tired and overwhelmed and won't start making natural human mistakes because of it. I don't need sprinting or freaking double money from chestsI need to do damage.
Apparently you've never played a healer then. Where break free and roll dodge is a life saver for you and your group. You have something called tunnel vision. Not every tree is intended to boost exactly the things you want. That's the problem with it currently. It's too easy to do so and many top end players as well as ZOS want to lower the DPS ceiling and raise the floor (their words exactly). Moving the CP trees around to prevent stacking of 100% sustain and 100% damage is the best way to achieve that.
I didn't say a word about healers in my post, you knowI did play one a little bit, but this is completely besides the point, because I'm talking about DDs. It's not "tunnel vision". It's a perspective of someone who takes the role seriously. For now, yet again, I'm talking about DDs.
Simply moving will make the whole thief tree for mag DDs pointless. Nothing in it benefits the role they are supposed to fulfil. 200CPs - into nothing.
Other changes have to be made. Simply cutting the third out (for mag and stam dps) isn't an answer.
Well if you wear the Morihius set from Gold Coast, your dodge rolls will do damage
Nah I am with you here, for PvE DPS the CP tree is about maximizing damage done. And that comes in the form of staying alive with the red tree, keeping up resources in the green tree, and damage from the blue tree.
ZOS is nerfing the CP intentionally to break people of that mindset.
Except they aren't, and this is literally what the 3 trees do. They are just nerfing sustain for "reasons".
Uriel_Nocturne wrote: »Your condescension of the Casual Player, and inability to see past your point of view is really defeating your own argument.bowmanz607 wrote: »Uriel_Nocturne wrote: »@bowmanz607 And I read your whole post, and you missed the mark just by a bit.bowmanz607 wrote: »Uriel_Nocturne wrote: »@Alcast A couple of things:@Uriel_Nocturne I do agree, that it is not good taking away power from players. Same issue happened when the CP system was introduced. people lost power (they just didnt realize yet they were gonna be stronger afterwards) and QQ was raining down in the forums.
I speak from experience, I was really good at QQing on the forums in my first year
1.ANY Player does not like to loose power. No matter what game they play.
2. Forum does not represent the playerbase at all. When do you go to forums? You go there when you have to complain about something. If you are happy why would you bother? (Sure there is a small percentage that actually wants to talk about mechanics etc).
3. The Players that aactually care about changes are a small minority, the game is full of casuals which most likely will not even feel the difference.
However, I do think IF CHANGES SHOULD HAPPEN, then now is the right time. BEFORE Morrowind releases. Because there will be a lot of new players. Morrowind will make or break this game. So I really hope ZOS fixes the biggest issues....
And again, I am all for nerfing this monkey Championpoint system. They are going into the right direction. Still needs more nerfing.
WHY for gods sake does extra CP give you more resources?! Remove that *** its way too OP. @ZOS_RichLambert
I am all for that people actually have to turn on the switch in their brains again and L2P once more in this game.
[Edit for profanity]
1) I fully read your post, and while I see where you are coming from, I completely disagree with you on how the CP system is "supposed to work".
2) For all of your thoughts, this change (removing the sustain node and cost reduction node) will actually hit lower CP players just as hard as it does the top 1% of players (end-game-level Players). The sustain and cost reduction nodes scale by percentiles (as I know you are aware), so any removal/change like this will hit even the Silent Casual just as hard as it does say... the Streamers and "Elites" who run nothing but end-game level content (Trials, VMA, VDSA).
3) These changes, if made without reducing the base cost of Magicka abilities by 15-16%, while reducing the resource regeneration, will destroy most every Magicka build in the game.
4) Because of #3, most of those Silent Casual players will suddenly have their (most likely) one and only character no longer viable. They're cost of abilities will go up significantly, especially when Spam Skills are taken into consideration. Their Magicka pools will run out faster, and will return to them slower. They're going to find themselves in content that they could make it through before the patch, but now cannot complete after the patch for the simple fact that they're running out of resources too fast and it takes longer for them to return.
These players aren't going to "L2P" or flip any switch in their brains. They don't cruise through Streams or Build Guides like you provide. Hell, they probably don't even know about 75% of the crafting stations and Sets in the game, and they definitely don't know about how the Monster Drop Sets work or would want to grind out the countless hours to get any of it like you or I would, even though those Sets may/may not mitigate the effects of the change.
If this change goes through, the vast majority of the player base will suddenly find that their one and only character simply cannot complete challenges one day, that they could the previous day.
But you are right about one thing: the Silent Casual won't care. They won't follow your suggestions, indeed they will most likely never visit your Streams for you to peddle an elitist viewpoint on how the game "should be played".
They'll see that their character no longer works. There won't be a readily-available, quick fix to restore their character's potency, and they'll simply quit and go play something else.
Because like most every other Streamer and Forum user, you're taking a position that the fixes to cope with this are "obvious", and for the level of content that you run, getting the correct set of gear that coordinates well with pieces from other Sets, are easy to regain/acquire.
But the level of content that you and I run every day, the level of content that you and I find to be easy, that content is (and will most likely always be) far out of reach of the vast majority of players. They simply will never have access to the fixes that you're suggesting and promoting.
And that's where your entire argument breaks down. Your suggestions are a fine workaround for the <5% that run end-game content, and for that top 5% of the playing populace, your suggestions might/might not work. But for the rest of the player base, the Silent Casual, this will be an insurmountable change. It will be insurmountable for them, the game will become magnitudes more difficult, and they'll leave.
Because while you or I have countless hours to grind away at this game, and some of the players have found a way to make this game (and other games) their careers; the vast, vast majority of players just use this game as an escape and come here to have fun. Not to have epic-frustration-levels of difficulty. The game will no longer make their characters effective to cruise through PvE content, and those players will leave.
So while your suggestions and those proto-change to the CP constellations might be workable for the 5% of players at end-game, it will only serve to drive away armies worth of Casual Players. It will not spark that desire for them to grind away and "L2P", it will spark a desire for them to go and play a game where their characters still feel remotely powerful.
And that will only be horrifically damaging to this MMO.
I read your whole post.
I'm sorry but if a player who jumps into a new game does not know how the game works or just refuses to learn the mechanics and the things they need to get better, then that is on them. The casual content is easy enough that even for casuals with ridiculous builds can spam snipe to get through haha.
Your position rests upon the assumption that casuals don't know how to get better at a game and will.simply leave instead of getting better. I don't believe that is a correct assumptions for most casuals. Most casuals are willing to learn and get better and actually want to, they just need people to teach theme.
This was my first mmo ever. I am a Tes fan and why I got into this. The first year of this game I didn't know about weaving/animation canceling. I mained bow in dungeons as a stam.nb. as you will recall a stam player and a nb for much of first year was trash. I didn't even know about food or drink. Yet I was still able.to do all most content in the game. Then one day a friend in gAmerica taught me all of these things. I learned at got way way better to where I am very very good now. I now pass that knowledge along to new players who soak it up like a sponge.
You make the point that casuals don't play the end get stuff that many of us here do. That they simply will not be good enough to access the content we run. So if this is the, then how will this effect them? The stuff they do play is very easy to where I have been with players in dungeons who spam snipe no problem and that is it through whole dungeon. So what this will do for casuals is make those really easy dungeons they do run a bit harder. Not enough to make them quit, enough to make them think more and ask questions because despite your position, people want to get better before they decide to quit.
Then there are casuals that just run overland content and quest. The easiest content in game. This change is not going to make people so bad at overland content that they quit. See my scenario above. You can walk through the overland content with any build and win.
A game is not about being able to just run through it without thinking about how gear, stats, skills, etc. What player gets into a game thinking we'll if I can't just walk through this content without learning how to play the game then I quit????? When did this mentality start??? You can't blame a game for being too hard if your unwilling to learn how to play the game. You have no right to complain about it. I mean just think about that for a second. Hey guys your game is too hard so I quit make it easier. What was too hard? Oh well I can't really tell you because I never learned how to play the game. ????? You want to balance around that type of player???? I don't think so.
You've oversimplified the argument, and become lost in the same mentality that @Alcast has.
It's not that the Silent Casual majority simply doesn't know how to get better at the game, it's that their version of "getting better" is very different from what you or I view as getting better.
As I said in my most recent post; they play the game, they try out different Skills, they try out different equipment from drops and what rafting stations that they find in the wilderness, and they find something that works to get them through the content and allows them to just play the game. Just being allowed to play the game, at a mildly challenging level of difficulty, but that they can move through with only a small bit of effort; that is what the Silent Casual is looking for. I'll say it again; video games in general, and MMORPG's as a whole genre are an escape for them. The Casual majority doesn't wan tsoul-crushing challenge like the end-game player wants.
You, I, and the Streamers (as well as the rest of the Hardcore players) view "getting better" as being able to run through the hardest content in the game. If our DPS/Sustain/Healing/tanking aren't putting out the numbers we need, we grind through to get the BiS gear, and we min/max until we have the toughest builds in the game. That is how we view "getting better".
It's not that the Silent Casual doesn't have a desire to get better, it's that what "getting better" means that is important.
Again, as I replied to for Alcast; removing the resource regen CP node and changing/removing the sustain node for Magicka users will make those Magicka builds for the Silent Casual just as worthless for them, as it does for us at the end-game level. But where that drives us end-gamer's to find a way around it, and it drives us to get the newer/better BiS gear to compensate, the Casual majority Player will simply see that their Magicka character no longer works, they'll see the task of rebuilding and reallocating Skillpoints, and the task of re-grinding or creating new gear, just on the notion that this might bring back a small level of viability to their characters, and they won't want to do it.
The game (again) is an escape for them, and having to go through all of that to make their character even partially work the way it did before the change, will not spark them to start grinding out like the end-game Player does. It will only spark a desire to find a game that hasn't arbitrarily gimped their characters, a game that allows them to just play and not have to worry about grinding out the best gear in the game just to be able to play.
As far as your question about "where" this mentality comes from; it's always been there since MMORPG's first emerged as their own genre.
You have the small, niche minority of players that race to end-game and fight and scrape to stay there, then you have the vast majority of... everyone else that just wants to log-in and run around in a fantasy world for a bit to forget the troubles of their real-life day.
And ever since MMO's emerged as their own genre; those players have ditched MMORPG's en masse once changes were made that arbitrarily increased the games base difficulty above the level of casual-play (like this proto-change to the CP constellations would do). Again; it's not that the Casual doesn't want to get better, it's that "getting better" has two very different meanings for Casual Players and End-game "Elite" Players.
OK so if I understand you correctly you are simply establishing the difference in "getting better" between players?
You speak of the Silent Casual and how they will just quit rather than grind out new gear, specs etc. Here is the thing. For one, you even stated these players don't grind out gear and so forth to begin with. So the whole concept of they would rather quite than grind doesn't add up. They will just do the same thing. Further, These silent casuals are also the players that will stick to some.overland questing. The easiest content in the game. Content where you don't need to worry about gear or skill combo's or weapon combo's etc. At worst this forces players to think just a tad more about light armor and, gear sets, and food/drink. The most minimal of thought might need to go into these players setups. If a player does not want to take minimal effort into the game to play it rather than mindlessly walking through it, then I say good riddance. These are not the players staying around spending money outside of the initial purchase anyway.
Players doing over land content not being willing to make minimal adjustments is crazy. Further, this is an mmo. It will be ever changing just like every mmo. Balance changes, meta shifts etc. So not making a change because some Silent Casual can't run around with no armor and a death staff to complete content is crazy.
YOU think that overland questing is the easiest aspect of the game. To the vast majority of the players base, whom only ever see the overland questing, that is quite challenging enough. But you can't seem to see that, because you're blinded by your own view of how the game "should be played".
You also cannot see that, those players will have their Magicka characters ruined by this game; but while they might do some light searching/crafting to try to fix the issue, they aren't going to devote the time to grind out Trials or Public Dungeons for the Monster Set drops that WILL rectify the issue. It will be more time consuming than any of them want, because of how casually they play ESO.
For the A-typical Casual Gamer (whom again, make up the vast majority of the games' population by quite a wide margin), the overland Questing IS the challenge that they're looking for, and while they can move through it with relative ease, it still provides enough challenge to give them the sensation that they're doing something.
But if this CP change goes through, then the difficulty of that same overland questing nearly triples due to all of the setbacks discussed here already ad nauseum. The reduced Magicka regen, the higher cost of abilities, lower DPS, having less resources and resource regen but the enemies still having the same damage modifiers/difficulty/resource drain attacks.
This will inordinately increase the difficulty for these Silent Casuals, and while they might try... something to get their lost DPS/Magicka pool/Magicka Regen, they aren't going to devote the time/effort to doing so that you are.
And all of your responses reek of the idea that the Casual Gamer is going to not only know about, but have the ability/time/desire to grind out the BiS gear that would correct the CP change, but can only be found in end-game content.
That's the core problem with your responses. You expect those same Casuals to simply grind it out like you would, when the truth is; when faced with a spike in difficulty caused by ZOS arbitrarily gimping their characters, it will be easier for the Silent Casual to find another High-Fantasy MMORPG and go play that, than it will be for them to figure out why their characters got weaker and the difficulty became much more intense, than to devote the time/money/effort/grinding necessary to find gear/monster drops that will make up for what ZOS takes away.
Your argument of "well, MMO's change all the time, people just need to adapt" is flawed in its very premise. MMORPG's have changed and evolved ever since the genre began. You are very correct in that.
But not every change is good or for the better of the game.
Bad changes, or ill-planned changes that hurt the Player and their Character(s), have chased players away from MMO's for just as long. Fact: Bad Changes like I mentioned have been the biggest killers of games in this genre since its inception. Those changes chase away the Casual Player, and no MMO survives those types of population hits. And no MMO has ever survived for long once the game became fine-tuned specifically for the end-game PvE/PvP player while leaving the Casual Players out in the wind. Not a single one.
So please, while you might be fine with this change, at least try to see past your "end-game-just-grind-out-new-stuff-PvE-is-toddler-level-easy-anyway" mentality. If you could, you would see how bad this change will be for the game as a whole.
CosmicSoul wrote: »Uriel_Nocturne wrote: »Your condescension of the Casual Player, and inability to see past your point of view is really defeating your own argument.bowmanz607 wrote: »Uriel_Nocturne wrote: »@bowmanz607 And I read your whole post, and you missed the mark just by a bit.bowmanz607 wrote: »Uriel_Nocturne wrote: »@Alcast A couple of things:@Uriel_Nocturne I do agree, that it is not good taking away power from players. Same issue happened when the CP system was introduced. people lost power (they just didnt realize yet they were gonna be stronger afterwards) and QQ was raining down in the forums.
I speak from experience, I was really good at QQing on the forums in my first year
1.ANY Player does not like to loose power. No matter what game they play.
2. Forum does not represent the playerbase at all. When do you go to forums? You go there when you have to complain about something. If you are happy why would you bother? (Sure there is a small percentage that actually wants to talk about mechanics etc).
3. The Players that aactually care about changes are a small minority, the game is full of casuals which most likely will not even feel the difference.
However, I do think IF CHANGES SHOULD HAPPEN, then now is the right time. BEFORE Morrowind releases. Because there will be a lot of new players. Morrowind will make or break this game. So I really hope ZOS fixes the biggest issues....
And again, I am all for nerfing this monkey Championpoint system. They are going into the right direction. Still needs more nerfing.
WHY for gods sake does extra CP give you more resources?! Remove that *** its way too OP. @ZOS_RichLambert
I am all for that people actually have to turn on the switch in their brains again and L2P once more in this game.
[Edit for profanity]
1) I fully read your post, and while I see where you are coming from, I completely disagree with you on how the CP system is "supposed to work".
2) For all of your thoughts, this change (removing the sustain node and cost reduction node) will actually hit lower CP players just as hard as it does the top 1% of players (end-game-level Players). The sustain and cost reduction nodes scale by percentiles (as I know you are aware), so any removal/change like this will hit even the Silent Casual just as hard as it does say... the Streamers and "Elites" who run nothing but end-game level content (Trials, VMA, VDSA).
3) These changes, if made without reducing the base cost of Magicka abilities by 15-16%, while reducing the resource regeneration, will destroy most every Magicka build in the game.
4) Because of #3, most of those Silent Casual players will suddenly have their (most likely) one and only character no longer viable. They're cost of abilities will go up significantly, especially when Spam Skills are taken into consideration. Their Magicka pools will run out faster, and will return to them slower. They're going to find themselves in content that they could make it through before the patch, but now cannot complete after the patch for the simple fact that they're running out of resources too fast and it takes longer for them to return.
These players aren't going to "L2P" or flip any switch in their brains. They don't cruise through Streams or Build Guides like you provide. Hell, they probably don't even know about 75% of the crafting stations and Sets in the game, and they definitely don't know about how the Monster Drop Sets work or would want to grind out the countless hours to get any of it like you or I would, even though those Sets may/may not mitigate the effects of the change.
If this change goes through, the vast majority of the player base will suddenly find that their one and only character simply cannot complete challenges one day, that they could the previous day.
But you are right about one thing: the Silent Casual won't care. They won't follow your suggestions, indeed they will most likely never visit your Streams for you to peddle an elitist viewpoint on how the game "should be played".
They'll see that their character no longer works. There won't be a readily-available, quick fix to restore their character's potency, and they'll simply quit and go play something else.
Because like most every other Streamer and Forum user, you're taking a position that the fixes to cope with this are "obvious", and for the level of content that you run, getting the correct set of gear that coordinates well with pieces from other Sets, are easy to regain/acquire.
But the level of content that you and I run every day, the level of content that you and I find to be easy, that content is (and will most likely always be) far out of reach of the vast majority of players. They simply will never have access to the fixes that you're suggesting and promoting.
And that's where your entire argument breaks down. Your suggestions are a fine workaround for the <5% that run end-game content, and for that top 5% of the playing populace, your suggestions might/might not work. But for the rest of the player base, the Silent Casual, this will be an insurmountable change. It will be insurmountable for them, the game will become magnitudes more difficult, and they'll leave.
Because while you or I have countless hours to grind away at this game, and some of the players have found a way to make this game (and other games) their careers; the vast, vast majority of players just use this game as an escape and come here to have fun. Not to have epic-frustration-levels of difficulty. The game will no longer make their characters effective to cruise through PvE content, and those players will leave.
So while your suggestions and those proto-change to the CP constellations might be workable for the 5% of players at end-game, it will only serve to drive away armies worth of Casual Players. It will not spark that desire for them to grind away and "L2P", it will spark a desire for them to go and play a game where their characters still feel remotely powerful.
And that will only be horrifically damaging to this MMO.
I read your whole post.
I'm sorry but if a player who jumps into a new game does not know how the game works or just refuses to learn the mechanics and the things they need to get better, then that is on them. The casual content is easy enough that even for casuals with ridiculous builds can spam snipe to get through haha.
Your position rests upon the assumption that casuals don't know how to get better at a game and will.simply leave instead of getting better. I don't believe that is a correct assumptions for most casuals. Most casuals are willing to learn and get better and actually want to, they just need people to teach theme.
This was my first mmo ever. I am a Tes fan and why I got into this. The first year of this game I didn't know about weaving/animation canceling. I mained bow in dungeons as a stam.nb. as you will recall a stam player and a nb for much of first year was trash. I didn't even know about food or drink. Yet I was still able.to do all most content in the game. Then one day a friend in gAmerica taught me all of these things. I learned at got way way better to where I am very very good now. I now pass that knowledge along to new players who soak it up like a sponge.
You make the point that casuals don't play the end get stuff that many of us here do. That they simply will not be good enough to access the content we run. So if this is the, then how will this effect them? The stuff they do play is very easy to where I have been with players in dungeons who spam snipe no problem and that is it through whole dungeon. So what this will do for casuals is make those really easy dungeons they do run a bit harder. Not enough to make them quit, enough to make them think more and ask questions because despite your position, people want to get better before they decide to quit.
Then there are casuals that just run overland content and quest. The easiest content in game. This change is not going to make people so bad at overland content that they quit. See my scenario above. You can walk through the overland content with any build and win.
A game is not about being able to just run through it without thinking about how gear, stats, skills, etc. What player gets into a game thinking we'll if I can't just walk through this content without learning how to play the game then I quit????? When did this mentality start??? You can't blame a game for being too hard if your unwilling to learn how to play the game. You have no right to complain about it. I mean just think about that for a second. Hey guys your game is too hard so I quit make it easier. What was too hard? Oh well I can't really tell you because I never learned how to play the game. ????? You want to balance around that type of player???? I don't think so.
You've oversimplified the argument, and become lost in the same mentality that @Alcast has.
It's not that the Silent Casual majority simply doesn't know how to get better at the game, it's that their version of "getting better" is very different from what you or I view as getting better.
As I said in my most recent post; they play the game, they try out different Skills, they try out different equipment from drops and what rafting stations that they find in the wilderness, and they find something that works to get them through the content and allows them to just play the game. Just being allowed to play the game, at a mildly challenging level of difficulty, but that they can move through with only a small bit of effort; that is what the Silent Casual is looking for. I'll say it again; video games in general, and MMORPG's as a whole genre are an escape for them. The Casual majority doesn't wan tsoul-crushing challenge like the end-game player wants.
You, I, and the Streamers (as well as the rest of the Hardcore players) view "getting better" as being able to run through the hardest content in the game. If our DPS/Sustain/Healing/tanking aren't putting out the numbers we need, we grind through to get the BiS gear, and we min/max until we have the toughest builds in the game. That is how we view "getting better".
It's not that the Silent Casual doesn't have a desire to get better, it's that what "getting better" means that is important.
Again, as I replied to for Alcast; removing the resource regen CP node and changing/removing the sustain node for Magicka users will make those Magicka builds for the Silent Casual just as worthless for them, as it does for us at the end-game level. But where that drives us end-gamer's to find a way around it, and it drives us to get the newer/better BiS gear to compensate, the Casual majority Player will simply see that their Magicka character no longer works, they'll see the task of rebuilding and reallocating Skillpoints, and the task of re-grinding or creating new gear, just on the notion that this might bring back a small level of viability to their characters, and they won't want to do it.
The game (again) is an escape for them, and having to go through all of that to make their character even partially work the way it did before the change, will not spark them to start grinding out like the end-game Player does. It will only spark a desire to find a game that hasn't arbitrarily gimped their characters, a game that allows them to just play and not have to worry about grinding out the best gear in the game just to be able to play.
As far as your question about "where" this mentality comes from; it's always been there since MMORPG's first emerged as their own genre.
You have the small, niche minority of players that race to end-game and fight and scrape to stay there, then you have the vast majority of... everyone else that just wants to log-in and run around in a fantasy world for a bit to forget the troubles of their real-life day.
And ever since MMO's emerged as their own genre; those players have ditched MMORPG's en masse once changes were made that arbitrarily increased the games base difficulty above the level of casual-play (like this proto-change to the CP constellations would do). Again; it's not that the Casual doesn't want to get better, it's that "getting better" has two very different meanings for Casual Players and End-game "Elite" Players.
OK so if I understand you correctly you are simply establishing the difference in "getting better" between players?
You speak of the Silent Casual and how they will just quit rather than grind out new gear, specs etc. Here is the thing. For one, you even stated these players don't grind out gear and so forth to begin with. So the whole concept of they would rather quite than grind doesn't add up. They will just do the same thing. Further, These silent casuals are also the players that will stick to some.overland questing. The easiest content in the game. Content where you don't need to worry about gear or skill combo's or weapon combo's etc. At worst this forces players to think just a tad more about light armor and, gear sets, and food/drink. The most minimal of thought might need to go into these players setups. If a player does not want to take minimal effort into the game to play it rather than mindlessly walking through it, then I say good riddance. These are not the players staying around spending money outside of the initial purchase anyway.
Players doing over land content not being willing to make minimal adjustments is crazy. Further, this is an mmo. It will be ever changing just like every mmo. Balance changes, meta shifts etc. So not making a change because some Silent Casual can't run around with no armor and a death staff to complete content is crazy.
YOU think that overland questing is the easiest aspect of the game. To the vast majority of the players base, whom only ever see the overland questing, that is quite challenging enough. But you can't seem to see that, because you're blinded by your own view of how the game "should be played".
You also cannot see that, those players will have their Magicka characters ruined by this game; but while they might do some light searching/crafting to try to fix the issue, they aren't going to devote the time to grind out Trials or Public Dungeons for the Monster Set drops that WILL rectify the issue. It will be more time consuming than any of them want, because of how casually they play ESO.
For the A-typical Casual Gamer (whom again, make up the vast majority of the games' population by quite a wide margin), the overland Questing IS the challenge that they're looking for, and while they can move through it with relative ease, it still provides enough challenge to give them the sensation that they're doing something.
But if this CP change goes through, then the difficulty of that same overland questing nearly triples due to all of the setbacks discussed here already ad nauseum. The reduced Magicka regen, the higher cost of abilities, lower DPS, having less resources and resource regen but the enemies still having the same damage modifiers/difficulty/resource drain attacks.
This will inordinately increase the difficulty for these Silent Casuals, and while they might try... something to get their lost DPS/Magicka pool/Magicka Regen, they aren't going to devote the time/effort to doing so that you are.
And all of your responses reek of the idea that the Casual Gamer is going to not only know about, but have the ability/time/desire to grind out the BiS gear that would correct the CP change, but can only be found in end-game content.
That's the core problem with your responses. You expect those same Casuals to simply grind it out like you would, when the truth is; when faced with a spike in difficulty caused by ZOS arbitrarily gimping their characters, it will be easier for the Silent Casual to find another High-Fantasy MMORPG and go play that, than it will be for them to figure out why their characters got weaker and the difficulty became much more intense, than to devote the time/money/effort/grinding necessary to find gear/monster drops that will make up for what ZOS takes away.
Your argument of "well, MMO's change all the time, people just need to adapt" is flawed in its very premise. MMORPG's have changed and evolved ever since the genre began. You are very correct in that.
But not every change is good or for the better of the game.
Bad changes, or ill-planned changes that hurt the Player and their Character(s), have chased players away from MMO's for just as long. Fact: Bad Changes like I mentioned have been the biggest killers of games in this genre since its inception. Those changes chase away the Casual Player, and no MMO survives those types of population hits. And no MMO has ever survived for long once the game became fine-tuned specifically for the end-game PvE/PvP player while leaving the Casual Players out in the wind. Not a single one.
So please, while you might be fine with this change, at least try to see past your "end-game-just-grind-out-new-stuff-PvE-is-toddler-level-easy-anyway" mentality. If you could, you would see how bad this change will be for the game as a whole.
Where do you people pull your facts from? Imagination land? I want to see proof of this because not once have I heard a more casual player say this the solo content is challenging enough
This is something ESO lacks big time - it does not explain anything at all about how the game works, how resources regenerate, how damage is done, etc. The only thing explained is how to block, do bash attacks and heavy attacks.bowmanz607 wrote: »Perhaps the answer then is to make the explanation of such things more in your face when you start. Maybe that happens in the new tutorial.
It's needed a new & improved tutorial for as long as the game as been out, at this point I doubt it will happen - unless the Morrowind exclusive tutorial is actually going to address and fix this. We'll see when the expansion arrives.Yes, we do. You view it from an idealistic viewpoint that believes people will learn & try harder. I view things from past experience in other MMO's which has shown that when things get too hard... casual players leave in droves.We just view it differently.
From the failure of UO, to the flop of Wildstar, to the crash of GW2:HoT, etc... seen too many games either loose players massively, or fail/flop due to the game coming out, or being turned into, games full of difficulty and challenge.