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Would you take CP changes or Vertical Progression?

  • Voxicity
    Voxicity
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    KaiVox22 wrote: »
    Game is already far too easy. You can complete the hardest content in the game without even seeing one of the most important mechanics (lunar cycle) because of the insane amount of dps we output. Give us a reason to spec into recovery and find our own balance and make our builds more personal

    Most group's minimum dps requirement is so they can skip lunar phase...most people don't want to go through that crazy mechanic. No matter the changes, people will always have a minimum requirement to be able to skip lunar, unless they all know what they plan on getting into. My group has a harder time completing the fang focused achievement than completing the trial itself.

    I don't really understand what you're saying. I think they should lower our dps so we actually have to do the mechanics in the first place and not just skip them. I'm not saying people should stop doing high dps, I'm saying people shouldn't be ABLE to do such high dps and thus most groups wouldn't hit high enough to skip lunar phase.
  • ParaNostram
    ParaNostram
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    It's simple, when they were designing the game they talked at length about how much strategy there would be, how you would have to manage your resources. Right now you get resources so fast that the way to set yourself apart from other players is to manage to spend your resources faster even (animation cancelling)! It's the opposite of what they stated their goal was all the way back in Beta and personally, I for one welcome our Horizontal Progression Overlords
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
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  • Asardes
    Asardes
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    Gear farming is brutal right now. I'd rather change the way I play due to cost reduction being phased out rather than have my gear become obsolete.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Woopy
    Woopy
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    I like it how it is now, but that doesn't mean other options can't be brought to the table.
    Heart of Ayanad [StamSorc]
    Soul of Ayanad [MagKnight]
    Aegis of Ayanad [MagPlar]
    Keeper of Ayanad [MagBlade]
    Shadow of Ayanad [MagSorc]
  • Shanjijri
    Shanjijri
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    No gear level increase please. I spend months to farm SPC and I'm not ready to restart that. RNG was not my friend with this set.
  • Voxicity
    Voxicity
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    KaiVox22 wrote: »
    Game is already far too easy. You can complete the hardest content in the game without even seeing one of the most important mechanics (lunar cycle) because of the insane amount of dps we output. Give us a reason to spec into recovery and find our own balance and make our builds more personal


    Edit: I would also like to add that vet trials right now aren't too easy for the vast majority of players. How many do you think have actually cleared vMoL? Let alone vMoL hard mode? I'm only bringing this up since you seem to believe that vMoL is easy when you bring up lunar phase.

    I've done vMoL plenty of times (wow ZOS why make it weekly twice in a row PC NA, I'm tired of running it every day lol), but know a lot of my friends that can't get into vMoL groups because it's difficult mechanically along with the high dps requirement.

    I never said that vMoL is easy for anyone. I said the game is far too easy, an example of this being the fact that you can completely skip a lot of difficult mechanics, including the lunar phase in vMoL. We clearly output too much damage and the roof needs to be lowered.
  • zuto40
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    I would rather them leave the resource management changes in CP as is, and ZOS address the power creep by introducing vertical progression aka: increasing gear level
    both options are awful, i want vertical progression but not in the awful way of refarming everything and i hate getting nerfed every god damn patch cause zos cant balance pve and pvp when are they gonna realize trial and error only goes so far before you actually have to start thinking about what to do
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  • Chilly-McFreeze
    Chilly-McFreeze
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    Asardes wrote: »
    Gear farming is brutal right now. I'd rather change the way I play due to cost reduction being phased out rather than have my gear become obsolete.

    Let's better hope that a single cost reduction glyph compensates for the loss from cp. Or else we might need to re-farm again.



    However, I dislike feeling weaker each patch. Maybe there are ways to compensate for said reduction loss but then the cp change would be obsolete. If this is a nerf to hit top tier players to not skip phases in the hardest trial of the game, than this nerf is absolutely over the top, it nerfs everyone across the board. The good, the bad and everyone in between.

    Also, why should this be either of it? Keep the reward for leveling up (vertical) and rebalance it softly, add a horizontal system, everyone would be happy. No reason to throw over something completly.
  • Rickter
    Rickter
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    Asardes wrote: »
    Gear farming is brutal right now. I'd rather change the way I play due to cost reduction being phased out rather than have my gear become obsolete.

    Let's better hope that a single cost reduction glyph compensates for the loss from cp. Or else we might need to re-farm again.



    However, I dislike feeling weaker each patch. Maybe there are ways to compensate for said reduction loss but then the cp change would be obsolete. If this is a nerf to hit top tier players to not skip phases in the hardest trial of the game, than this nerf is absolutely over the top, it nerfs everyone across the board. The good, the bad and everyone in between.

    Also, why should this be either of it? Keep the reward for leveling up (vertical) and rebalance it softly, add a horizontal system, everyone would be happy. No reason to throw over something completly.

    youll probably need more than one glyph - im willing to bet a set like seducer for magicka and vicious ophidian for stam.
    RickterESO
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  • Asardes
    Asardes
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    Weaving more heavy attacks in between certain skills to recover resources may also be an option. I have also kept sustain sets like Lich, Warlock or Hircine's Veneer (basically Worm Cult for Stamina). If it affects everyone equally I really don't mind. Rotations will be different, DPS output a little lower, but overall people will adapt much faster than it would take them to re-farm CP200 gear. Mind that when gear cap was raised from CP140 to CP160 there were very few sets and most people were running mostly crafted gear which is not difficult to replace. And before one Tamriel those sets were underleveled and nobody actually kept them. Also content was not properly scaled back then, there were still levels and veteran ranks. Now basically the game is "flat" so any sort of vertical progression makes no sense. So I think the gear cap will not be changed but they will nerf CP. I have absolutely no problem with that. Even if they flatten all bonuses to 10% the game will still be worth playing for me. Not so if I will have to re-farm hundreds of pieces of gear for all my chars. I consider farming a really unpleasant chore, that has to be done.
    Edited by Asardes on March 29, 2017 7:31AM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • zaria
    zaria
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    I would rather them leave the resource management changes in CP as is, and ZOS address the power creep by introducing vertical progression aka: increasing gear level
    KaiVox22 wrote: »
    KaiVox22 wrote: »
    Game is already far too easy. You can complete the hardest content in the game without even seeing one of the most important mechanics (lunar cycle) because of the insane amount of dps we output. Give us a reason to spec into recovery and find our own balance and make our builds more personal

    Edit: I would also like to add that vet trials right now aren't too easy for the vast majority of players. How many do you think have actually cleared vMoL? Let alone vMoL hard mode? I'm only bringing this up since you seem to believe that vMoL is easy when you bring up lunar phase.

    I've done vMoL plenty of times (wow ZOS why make it weekly twice in a row PC NA, I'm tired of running it every day lol), but know a lot of my friends that can't get into vMoL groups because it's difficult mechanically along with the high dps requirement.

    I never said that vMoL is easy for anyone. I said the game is far too easy, an example of this being the fact that you can completely skip a lot of difficult mechanics, including the lunar phase in vMoL. We clearly output too much damage and the roof needs to be lowered.
    Solution is to add more and harder content, might even add another layer of difficulty.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Asardes
    Asardes
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    zaria wrote: »
    KaiVox22 wrote: »
    KaiVox22 wrote: »
    Game is already far too easy. You can complete the hardest content in the game without even seeing one of the most important mechanics (lunar cycle) because of the insane amount of dps we output. Give us a reason to spec into recovery and find our own balance and make our builds more personal

    Edit: I would also like to add that vet trials right now aren't too easy for the vast majority of players. How many do you think have actually cleared vMoL? Let alone vMoL hard mode? I'm only bringing this up since you seem to believe that vMoL is easy when you bring up lunar phase.

    I've done vMoL plenty of times (wow ZOS why make it weekly twice in a row PC NA, I'm tired of running it every day lol), but know a lot of my friends that can't get into vMoL groups because it's difficult mechanically along with the high dps requirement.

    I never said that vMoL is easy for anyone. I said the game is far too easy, an example of this being the fact that you can completely skip a lot of difficult mechanics, including the lunar phase in vMoL. We clearly output too much damage and the roof needs to be lowered.
    Solution is to add more and harder content, might even add another layer of difficulty.

    I have an idea. Add a tick box in group tool to disable CP, right next to the ones where you select normal/veteran. When you run dungeons or trials in veteran mode with that box ticked, the trait pool is reduced to sharpened/precise for weapons and divines/infused for armor. Running vet trials in "Azura mode" would be fun ;)
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • necronomniconb14_ESO
    I would rather them leave the resource management changes in CP as is, and ZOS address the power creep by introducing vertical progression aka: increasing gear level
    Let's applaud these autistic changes clearly designed to make you "include" wardens in groups if you're not "encouraged" to buy and use one yourself. Flat weapon damage, weapon damage buffs on the bar and only using stamina to buff and apply a dot from then forward. Critical chance and flat weapon damage from weapon sets ftw. I will not remove the flat weapon damage runes from my jewelry, I put it there for a reason. I will not lose damage in the form of horrible regen on top of losing about 400 weapon damage. So screw regen (and stamina max if it doesn't come with flat weapon damage or critical chance) altogether. Combat won't be as fun, but I can always begin to window the game and catch up on television while smacking light attacks not even having to pay attention to the monotony of the game.
    Edited by necronomniconb14_ESO on April 16, 2017 7:58PM
  • ofSunhold
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    Not excited about the sustain nerfs, and my reason is really simple-minded I suppose: throwing skills is fun, and managing resource pools is not fun.

    The current CP set-up, plus no soft caps, plus the magicka/stamina divide the game uses, is a recipe for unpleasantness, and this is not going to fix it.

    But no (nonononono!) I don't just want higher and higher levels of gear. I like the concept of horizontal progression a lot, it's just the implementation so far that's not rocking me.

    Classes that don't need any class ability nerfs: Nightblades, Dragonknights, Sorcs, Templars, Wardens.
  • KimberlyannKitsuragi
    I would rather them leave the resource management changes in CP as is, and ZOS address the power creep by introducing vertical progression aka: increasing gear level
    For me personally I wouldn't mind changes in gear, since all I wear is gear I craft myself :)
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • Anlaemar
    Anlaemar
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    I prefer ZOS's attempt at horizontal progression.

    As for gear cap increasing, they have stated they're planning to increase it, just not with Morrowind. They're wanting to implement a system that doesn't screw over everyone's work on their current gear before increasing it again. This could range from a several ideas. Two ideas I have seen are 1) A token system for drops or 2) A way to upgrade gear to the next level and possibly change its trait. I honestly prefer the second, as it's more realistic and would require much less coding than adding in a whole new system that effects the drop rates.
    Edited by Anlaemar on April 16, 2017 9:47PM
    (NA) Anlaemar with 750+ Champion Points
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  • BigBragg
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    With One Tamriel and scaling to enemies, the only this raising the gear level would do is make people farm for sets and materials all over again to arrive at pretty much the same spot they are at. Changing the CP system is a better way to fine tune the challenge in the game and the choices players can make.
  • sneakymitchell
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    I say let's turn cp off for a week. But then again we will see rioted players on forums and such.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • idk
    idk
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    Of the raiding community I am familiar with, most clear vMOL multiple times a week and of those just starting to work on the first boss in vMol I have not heard anyone that is "up in arms" as OP suggest.

    Most look at it as we need to see how everything plays out on the PTS and those of us that have been around for awhile remember that having a cost reduction glyph on a piece of jewelry was part of many or most top builds.

    Besides, "vertical progression" in this game is both a joke and brutal. A brutal joke. When gear cap/lvl cap has been increased it has been completely arbitrary compared to other games. Further, the gear grind would be a headache. All those weapons we have farmed in one instance or another just become decon trash.

    Vertical progression in this game is a complete headache. To all those who read this, essentially vertical progression means farming vMA and whatever weapon you have all over again.

    Did not vote since the limited choices did not provide an answer to my linking.
    Rickter wrote: »
    Asardes wrote: »
    Gear farming is brutal right now. I'd rather change the way I play due to cost reduction being phased out rather than have my gear become obsolete.

    Let's better hope that a single cost reduction glyph compensates for the loss from cp. Or else we might need to re-farm again.



    However, I dislike feeling weaker each patch. Maybe there are ways to compensate for said reduction loss but then the cp change would be obsolete. If this is a nerf to hit top tier players to not skip phases in the hardest trial of the game, than this nerf is absolutely over the top, it nerfs everyone across the board. The good, the bad and everyone in between.

    Also, why should this be either of it? Keep the reward for leveling up (vertical) and rebalance it softly, add a horizontal system, everyone would be happy. No reason to throw over something completly.

    youll probably need more than one glyph - im willing to bet a set like seducer for magicka and vicious ophidian for stam.

    I seriously doubt seducer will become BiS. It has never been BiS, not even with our initial weakened state post 1.6
    Edited by idk on April 16, 2017 11:24PM
  • flguy147ub17_ESO
    flguy147ub17_ESO
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    Aquanova wrote: »
    I rather ZOS wise up and stop messing around with things that don't need fixing and I stead work on more important, long standing problems.

    Power creep vs Lag and disconnects. Which is more important?

    Performance is my #1 thing too. Came back 2.5 months ago and have just been leveling up and got in PVP for the 3rd time since being back last night and already considering leaving the game. It wasnt playable, abilities were not going off half the time, weapon swap into an ability doesnt work due to lag. I should have known better coming back thinking it would be better when it was like this 1.5 year ago and wasnt fixed then.
  • pieratsos
    pieratsos
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    I would rather accept the currently leaked CP changes to resource management and maintain horizontal progression
    Duiwel wrote: »
    Really OP? Such a broad range of choices...

    I will rather abstain from your poll & suggest that instead of Nerfing classes and the players and instead buffing the under-powered classes, bosses and other lacking elements.

    Yes please. We need more buffs to the classes. More buffs untill we do 100k DPS. Then buff the content to accomodate the needs of those players that can pull 100k DPS and the rest that will have no chance in hell to even attempt such content can go f*ck themselves.
    What we do need is for the game to be more skill based and not a stupid grindfest and a contest of who smashes the same buttons faster. Whether that means nerfs or buffs it doesnt matter. But the current state of both PVP and PVE is so stupid and it needs to change.
  • Nerouyn
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    Duiwel wrote: »
    Really OP? Such a broad range of choices...

    *applause*
  • Forsakiin
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    I can't wait to PUG with DPS players spamming heavy attack with a resto staff.

    But seriously, what is the point of nerfing resources so heavily? The damage done to the competitive PVE and PVP players, who I assume this is aimed at, will be minimal. There will be a period of adapting, but then they'll go back to facerolling everything whenever the winning formula is found. On the other hand, the damage done to the more casual and inexperienced players is massive (you know, the people who make up a large portion of the player base). We've all heard the horror stories of PUG groups. Well guess what? Increased resource management is being thrown in their faces, because that'll surely make their transition into a more experienced player a smoother process...
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