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If people's biggest concern is trials, then ZoS should be tweaking trials.

Marto
Marto
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Whenever I see a discussion that revolves around the sustain numbers, there's always one thing that pops up.

Trials.

Trials. Trials, Trials.

I get it, the community does like to push themselves towards the hardest content in the game. However, this closed mentality regarding balance can end up making the game worse, not better.
I do not think that Zenimax should revert the changes currently in the PTS. They're not perfect, sure. They require a tweak here and there, I do feel that stamina got hit a bit too hard compared to magicka, but overall, the changes ZoS are positive.

Here's my reasoning for it.

There's four basic types of content you can do in ESO: Questing, PVP, Dungeons, and Trials.

Ideally, you want all four to be balanced. You want all four to be fun, challenging and rewarding. They cater to different audiences, so while questing is easier for the new players, and dungeons are good for intermediate level players, Trials cater towards the very top %, in terms of power.

The problem I'm seeing with the suggestions coming from the community, is that all of them are centered around Trials, completely disregarding the balance of the other 3 types of content. If the current PTS version improves the experience of Questing, PVP, and Dungeons, while making Trials impossible... then perhaps Zenimax should simply make trials easier.

A friend was telling me how, in his calculation, The Mage in vAA would be impossible to beat with the current changes, specifically because of the last stage of the fight, in which you are forced into a DPS race. My proposed solution was: Reduce the health of the boss.

Some users have tested the PTS changes, and determined that, in order to preserve most of your resource management, you'll have to sacrifice 500-600 spell/weapon damage. This will hit your DPS, and increase the time it takes to kill anything. Then, all Zenimax has to do, is reduce the health of trial mobs, until they take roughly the same amount of time to beat. Recovery will be more difficult, yes. In addition to this, ZoS also has to rethink their changes to Spear Shards, Syphoning Strikes, etc. But overall, I think a change this simple can work to alleviate the worries of the Trials community.

TL;DR: Rather than ruin the experience of 90% of the playerbase by making recovery too easy, a simple tweak to Trials mob health would be more beneficial to the game. A change like this has less collateral damage on the balance of all other aspects of the game (Questing, Dungeons, PVP)

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  • rosendoichinoveb17_ESO
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    agreed. Trials should be tweaked as now even less people will be able to complete them especially on hard mode.
  • Jacozilla
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    @OP - you missed one major category in your list of 4 ---> Solo

    Even without going into a vet dungeon as solo, just talking normal group dungeon, sustain can be an issue.

    An argument could be made that group dungeons should not be solable - ok, that's a separate thread. But unless you're so anti solo and hardcore that you are willing to say the solo community is not legit and should not be reasonably included, the reduction to sustain is not just an upper end trials thing.

    It affects every single player who likes to try and complete as much content as they can solo. Doesn't mean loner all the time, I do trials, solo, and quest / misc meandering. But I enjoy them as separate activities. The beta as is has a significant nerf to soloing, not just upper end trials.
  • Capt_Morgan
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    For the most part Trials, dungeons, overland, anything PvE. You will be tackling in much the same way. The rotations and skills you use in trials as a DPS or Healer change very little compared to what you will use in 4 man content. The only difference being the group buffs which have great impact when applied to 12 members but very little when applied to 4, like Warhorn. Trials are pretty much 4man dungeons with 12 people and a couple extra mechanics thrown on, though the DPS checks are higher and the one shots more numerous the basic mechanics of how you play your class remain the same. So when a balance change affects how you will perform in a trial it also affects how you perform in 4 man content. The only reason Trials is brought up when people complain, is because of out of all three available options for PvE trials is the most difficult. The fundamentals of how you play your class though do not vary or differ all that much though.

    I guess what I'm trying to say, is that it isn't people being elitist or holier than thou. It's just Trials will feel the biggest hit from every minor change, because running 12 people instead of 4 tends to have a magnifying factor on the very SAME things affecting dungeons.
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  • Marto
    Marto
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    Jacozilla wrote: »
    @OP - you missed one major category in your list of 4 ---> Solo

    Even without going into a vet dungeon as solo, just talking normal group dungeon, sustain can be an issue.

    An argument could be made that group dungeons should not be solable - ok, that's a separate thread. But unless you're so anti solo and hardcore that you are willing to say the solo community is not legit and should not be reasonably included, the reduction to sustain is not just an upper end trials thing.

    It affects every single player who likes to try and complete as much content as they can solo. Doesn't mean loner all the time, I do trials, solo, and quest / misc meandering. But I enjoy them as separate activities. The beta as is has a significant nerf to soloing, not just upper end trials.

    Dungeons shouldn't be balanced around solo play. Solo players chose to put that handicap on themselves.

    In the same way you're not supposed to Half Life with just the crowbar. Or play Dark Souls without leveling up.

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  • Beardimus
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    Agreed that the Trial connect is so niche yet the noisy few that take them seriously post ALOT. The vibe from that community on here is mainly what's out me off doing Trials at all

    I disagree it's the hardest content / endgame. It's jist different content. If people grind CP, copy builds,wear the best gear then complain the only content they have left is vMoL that's a prison of their own making.
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  • Draqone
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    You miss the point.

    All other PvE content doesn't need to be balanced around because it's easy enough that players have a lot of room to run sub-optimal builds and play how they want.

    Even dungeons like vet Cradle of Shadows HM can be completed without pushing the players to the limits.

    Small scale PvP and Veteran trials force you into some templates and if those templates are not balanced it causes some people to be locked out of that content.

    To give you an example, it's fully possible to PvP-zerg, complete hardest dungeons, solo, quest and grind Skyreach with a full group of slightly inexperienced players and no build optimisation. If you tried to run vet trials or small group PvP like that you'd get obliterated.
    Edited by Draqone on April 23, 2017 8:58AM
    ESO Balance:
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  • Marabornwingrion
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    Agree. Same situation with vMA - sustain changes will make more difficult to beat this, but there's no word in patch notes about adjusting health of the enemies there.
  • Tinus_92
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    I'm active at both sides of what people consider 'hardcore' and 'casual'.

    One of my guilds is one of the high-end pve guilds on PC/EU, and currently we're able to complete vmol hardmode on a farming base, still working towards higher scores and no-death HM runs (the latter not being achieved yet by our group). Even with maxed out builds however, this still remains difficult content which requires you a lot of concentration and MONTHS of practise to come this far. The current sustain in this group is okay, because we're all experienced and the tanks/healers are coöperating perfectly, like how it should be. When the current PTS goes live, we'll be taken a step back but the guild will find new solutions to keep completing the content. Even if this shows the content being even more difficult then before.

    An other guild where I'm in is a (semi)casual dutch guild, where we're doing both normal and veteran (craglorn only) trials, depending on the group setup. Although the members we're bringing here are definitely more then averaged skilled pve players, these groups are less experienced then the example given above. We're speaking about ~25-30k dps/player here with tanks/healers who are decent as well. However they're already struggling on live with their magicka and stamina pools when they don't give attention to improve their sustain with enchants or certain item sets. When the current PTS goes live, players who are now able to complete the veteran craglorn trials will be set back to normal trials due to the lack of sustain and experience they have. Yes, for top-level players veteran trials are more or less easy now, but they still got the hardmodes, and we're speaking about a percentage of less then 1-2% of the overall player base. And even today the amount of guilds who can complete hardmode trials relatively easy are being counted on less then 2 hands serverwide. When we're starting on the real casual pve players, I wonder if they still can complete even normal mode trials if not being carried by high-level players.

    With the current sustain changes you'll hit the top, which may be intended. However the current sustain changes will hit the average player even more, who aren't absolute pve experts on sustainability and damage, bringing them back into skillless heavy attacking. Then there's the case of new players, who already can sustain barely within the current live server without heavy attacking all the time. In other words, the gap between top level players and the average ones will get bigger even more. Insteat of nerfing trials, I would rather see less experienced players buffed, and perhaps make questing/dungeons/overland content more difficult when people find this too easy. This however brings back that a lot of players don't find veteran content easy to do. Perhaps a 3rd difficulty should be given for dungeons, so that top-end level players get more difficult content outside vet trials alone. There's no need to hit the average player, though.

    All of this is written from a pve experience and point of view, and on how the changes do hit group-pve content. I've taken trials as an example here, but this also count for all harder pve content such as maelstrom, dsa and veteran (DLC) dungeons. I'm aware of the existence of overpowered sustainability builds in pvp, but that's a different case.
    Edited by Tinus_92 on April 23, 2017 11:42AM
    Ingame ID: @Suni_92
  • Izaki
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    So your solution is to make the only hard content in the game easy?
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  • Marto
    Marto
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    So your solution is to make the only hard content in the game easy?

    I never, ever said that.

    I said health of trial mobs should be reduced in accordance to the nerfs to sustain and damage.

    AKA: If damage output is 10% lower than in ESO:M compared to Homestead, then reduce trial mod health by 10%. Simple, easy, straight to the point.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • lolo_01b16_ESO
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    Marto wrote: »
    So your solution is to make the only hard content in the game easy?

    I never, ever said that.

    I said health of trial mobs should be reduced in accordance to the nerfs to sustain and damage.

    AKA: If damage output is 10% lower than in ESO:M compared to Homestead, then reduce trial mod health by 10%. Simple, easy, straight to the point.
    There is no need for that because hp of trial mobs haven't been increased for the homestead patch. vMoL is balanced around the thieves guild patch and in morrowind you will still be able to do noticably more damage than in tg.
  • OrphanHelgen
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    Marto wrote: »
    So your solution is to make the only hard content in the game easy?

    I never, ever said that.

    I said health of trial mobs should be reduced in accordance to the nerfs to sustain and damage.

    AKA: If damage output is 10% lower than in ESO:M compared to Homestead, then reduce trial mod health by 10%. Simple, easy, straight to the point.
    There is no need for that because hp of trial mobs haven't been increased for the homestead patch. vMoL is balanced around the thieves guild patch and in morrowind you will still be able to do noticably more damage than in tg.

    If vmol was balance around thief guild patch, why did my stam dk lose 4k dps after homestead then?
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  • PS4_ZeColmeia
    PS4_ZeColmeia
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    I agree with this but only for mob HP. Trials should become easier to survive because there is minimum value in going all in on your resource stat. With max damage dropping via diminishing returns and the shift in point adjustment, then the only issue should be HP recovery (can't kill the mobs) and HP (how long to kill) my concern is I like the CURRENT time it takes to complete trials. I don't want an 8 hour raid.

    If the tweaks come I don't think damage from mobs will need much adjustment besides what is done globally. I do hope they don't devolve into arbitrary difficulty through unnecessary and lengthy battles.

    If damage from mob bosses needs tweaking so be it, but don't let the health issues drive certain areas of the game into a small group of folks with too much time (ie I can't and therefore I command "none shall achieve more than me") being able to play through the content) vs "reasonable" amount of time with most of the server being able to do pick up normal.
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  • MotokoKusanagi34
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    Draqone wrote: »
    You miss the point.

    All other PvE content doesn't need to be balanced around because it's easy enough that players have a lot of room to run sub-optimal builds and play how they want.

    Even dungeons like vet Cradle of Shadows HM can be completed without pushing the players to the limits.

    Small scale PvP and Veteran trials force you into some templates and if those templates are not balanced it causes some people to be locked out of that content.

    To give you an example, it's fully possible to PvP-zerg, complete hardest dungeons, solo, quest and grind Skyreach with a full group of slightly inexperienced players and no build optimisation. If you tried to run vet trials or small group PvP like that you'd get obliterated.

    This. Trials = PVE. Solo content isn't an issue because you can tackle it with an unlimited amount of people and quite frankly as long as you don't screw up your build and pu 64 into health you'll be fine. Dungeons are a joke and even the hardest DLC ones are a walk through the park with OK builds. They could nerf the game into the ground, half the damage and people would still sleepwalk through it. For vMA some builds always were easier than others - that's pure training and preference.

    Trials on the other hand don't screw around. You can wear BiS and you'll probably never complete vMoL with your group if they're decent enough to follow mechanics while having a high DPS output. There are some easy ones like vAA, Hel Ra but HM is pretty tough if your group never completed it before - so of course trial players are the ones who will feel the changes and it does make a huge difference.

    Don't know about other platforms but PS4 EU has a huge trials community. Normal or Vet, guilds or pugs, it's basically THE content to do in PVE due to gear and achievements. Hardly niche and guilds resolve around trials or PVP which really is the content where balance changes matter the most.
    Edited by MotokoKusanagi34 on April 23, 2017 12:10PM
  • Arenguros
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    I have to agree.
    Trials have too big of an impact on both balancing and the players mentality.

    But that doesn't mean trials should become easier, instead the focus should be shifted away from them.

    Remove the leaderboards.
    Don't give out the best sets in trials.
    Make sure other content is not easy to cheese through with BiS gear as this means the game is broken.

    It's ok to have trials give out exclusive titles, skins and be generally a superior way to generate gold when you can complete them in a average time.
    It's not ok for trials to be "the only content that matters".
  • Rungar
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    the new trial has major slayer sets that also have minor slayer.

    so that's 5% dmg bonus plus 15% for you and two friends every 10 seconds.


    so that's a major buff for those who do trials, which also applies to dungeons.

    whatever was lost was gained back a fair bit right there.

    Assuming you do trials of course.
  • MotokoKusanagi34
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    Arenguros wrote: »
    I have to agree.
    Trials have too big of an impact on both balancing and the players mentality.

    But that doesn't mean trials should become easier, instead the focus should be shifted away from them.

    Remove the leaderboards.
    Don't give out the best sets in trials.
    Make sure other content is not easy to cheese through with BiS gear as this means the game is broken.

    It's ok to have trials give out exclusive titles, skins and be generally a superior way to generate gold when you can complete them in a average time.
    It's not ok for trials to be "the only content that matters".

    What a thoughtful idea. Please elaborate what PVE players should do the whole day instead? There isn't any challenging content is this game. Trials allow 12 people to participate in a very long activity. Trials are the a natural evolution of PVE since players will first do quests -> world bosses -> open dungeons -> normal / Vet dungeons / pledges -> normal / Vet / HM trials. That's it the game doesn't have anything else to offer PVE-wise. If you shift the focus away from trials you might as well quit the game if you're not into PVP, because other small scale group activities don't offer the same level of challenge. Let's beat world bosses with 200 million health who drop gold jewelry. Wow much skill, so fun.
  • Arenguros
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    Arenguros wrote: »
    I have to agree.
    Trials have too big of an impact on both balancing and the players mentality.

    But that doesn't mean trials should become easier, instead the focus should be shifted away from them.

    Remove the leaderboards.
    Don't give out the best sets in trials.
    Make sure other content is not easy to cheese through with BiS gear as this means the game is broken.

    It's ok to have trials give out exclusive titles, skins and be generally a superior way to generate gold when you can complete them in a average time.
    It's not ok for trials to be "the only content that matters".
    If you shift the focus away from trials you might as well quit the game if you're not into PVP, because other small scale group activities don't offer the same level of challenge.
    The main reason nothing else is challenging is the large increase in dps over the last patches.
    Most of the content was designed around 15-30k dps, not the current numbers.

    Also I never said trials should be removed from the game. If you like doing challenging content, you can still complete them when they don't offer the best equip and a leaderboard.
  • MotokoKusanagi34
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    Arenguros wrote: »
    The main reason nothing else is challenging is the large increase in dps over the last patches.
    Most of the content was designed around 15-30k dps, not the current numbers.

    Also I never said trials should be removed from the game. If you like doing challenging content, you can still complete them when they don't offer the best equip and a leaderboard.

    Not really, dungeons were never the pinnacle of difficulty so I don't know why making them more difficult would make balance changes less "controversial". Do you also expect that anyone but very decent player pull off more than 30k? Don't know why you'd want to punish low level and casual players by making the only content they CAN play even harder.

    As many have said before the sustain changes hardly affect anyone, no one really cares about that. Templar changes, stripping away unique class abilities and artificially buffing the Warden is something worth discussing.

    I don't know what content you're playing but if it doesn't offer an incentive to play aka leaderboards or good gear, people will stop playing it. I also mean by that no one would bother to do dungeons because they're boring as hell, short and only allow for 4 player groups which isn't how any other MMO with raids works to begin with. Whether you like it or not, you need some kind of clear progression path in a game and that can't be achieved by homogenizing everything. We already have that issue with classes so I don't know why you'd like to see that content-wise as well.

    There will always be BiS gear in the game and players will always do the content in order to get it, so stuff will be balanced around it. Not to say that players would bother more than a week with dungeons, due to how short they are - then there's the problem with normal players who can't couldn't do trials, now they wouldn't be able to do Vet dungeons because it's too hard - it'd be a mess.
    Edited by MotokoKusanagi34 on April 23, 2017 2:30PM
  • LiquidPony
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    Beardimus wrote: »
    Agreed that the Trial connect is so niche yet the noisy few that take them seriously post ALOT. The vibe from that community on here is mainly what's out me off doing Trials at all

    I disagree it's the hardest content / endgame. It's jist different content. If people grind CP, copy builds,wear the best gear then complain the only content they have left is vMoL that's a prison of their own making.

    @Beardimus you disagree that Trials are the end game and the hardest content in the game?

    Do you also disagree that the sky is blue and grass is green?
  • Dixa
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    Marto wrote: »
    Whenever I see a discussion that revolves around the sustain numbers, there's always one thing that pops up.

    Trials.

    Trials. Trials, Trials.

    I get it, the community does like to push themselves towards the hardest content in the game. However, this closed mentality regarding balance can end up making the game worse, not better.
    I do not think that Zenimax should revert the changes currently in the PTS. They're not perfect, sure. They require a tweak here and there, I do feel that stamina got hit a bit too hard compared to magicka, but overall, the changes ZoS are positive.

    Here's my reasoning for it.

    There's four basic types of content you can do in ESO: Questing, PVP, Dungeons, and Trials.

    Ideally, you want all four to be balanced. You want all four to be fun, challenging and rewarding. They cater to different audiences, so while questing is easier for the new players, and dungeons are good for intermediate level players, Trials cater towards the very top %, in terms of power.

    The problem I'm seeing with the suggestions coming from the community, is that all of them are centered around Trials, completely disregarding the balance of the other 3 types of content. If the current PTS version improves the experience of Questing, PVP, and Dungeons, while making Trials impossible... then perhaps Zenimax should simply make trials easier.

    A friend was telling me how, in his calculation, The Mage in vAA would be impossible to beat with the current changes, specifically because of the last stage of the fight, in which you are forced into a DPS race. My proposed solution was: Reduce the health of the boss.

    Some users have tested the PTS changes, and determined that, in order to preserve most of your resource management, you'll have to sacrifice 500-600 spell/weapon damage. This will hit your DPS, and increase the time it takes to kill anything. Then, all Zenimax has to do, is reduce the health of trial mobs, until they take roughly the same amount of time to beat. Recovery will be more difficult, yes. In addition to this, ZoS also has to rethink their changes to Spear Shards, Syphoning Strikes, etc. But overall, I think a change this simple can work to alleviate the worries of the Trials community.

    TL;DR: Rather than ruin the experience of 90% of the playerbase by making recovery too easy, a simple tweak to Trials mob health would be more beneficial to the game. A change like this has less collateral damage on the balance of all other aspects of the game (Questing, Dungeons, PVP)

    you know what's truly sad is that these changes really only affect trials, only a small percentage of the player base does trials and according to so many forum posts here and on the subreddit so few are even ALLOWED to try vet trials having fallen into the WoW trap of "if you want to do the raid you have to have already done that raid on the hardest difficulty - link your achievement".

    these resource changes don't really affect what is likely the overwhelming majority of the active playerbase and any new players are going to be leveling up in a situation of not knowing what easy unlimited resources was really like.

    i personally would prefer we go back to launch of hard and soft caps though.
    Edited by Dixa on April 23, 2017 4:47PM
  • Yubarius
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    Dixa wrote: »
    Marto wrote: »
    Whenever I see a discussion that revolves around the sustain numbers, there's always one thing that pops up.

    Trials.

    Trials. Trials, Trials.

    I get it, the community does like to push themselves towards the hardest content in the game. However, this closed mentality regarding balance can end up making the game worse, not better.
    I do not think that Zenimax should revert the changes currently in the PTS. They're not perfect, sure. They require a tweak here and there, I do feel that stamina got hit a bit too hard compared to magicka, but overall, the changes ZoS are positive.

    Here's my reasoning for it.

    There's four basic types of content you can do in ESO: Questing, PVP, Dungeons, and Trials.

    Ideally, you want all four to be balanced. You want all four to be fun, challenging and rewarding. They cater to different audiences, so while questing is easier for the new players, and dungeons are good for intermediate level players, Trials cater towards the very top %, in terms of power.

    The problem I'm seeing with the suggestions coming from the community, is that all of them are centered around Trials, completely disregarding the balance of the other 3 types of content. If the current PTS version improves the experience of Questing, PVP, and Dungeons, while making Trials impossible... then perhaps Zenimax should simply make trials easier.

    A friend was telling me how, in his calculation, The Mage in vAA would be impossible to beat with the current changes, specifically because of the last stage of the fight, in which you are forced into a DPS race. My proposed solution was: Reduce the health of the boss.

    Some users have tested the PTS changes, and determined that, in order to preserve most of your resource management, you'll have to sacrifice 500-600 spell/weapon damage. This will hit your DPS, and increase the time it takes to kill anything. Then, all Zenimax has to do, is reduce the health of trial mobs, until they take roughly the same amount of time to beat. Recovery will be more difficult, yes. In addition to this, ZoS also has to rethink their changes to Spear Shards, Syphoning Strikes, etc. But overall, I think a change this simple can work to alleviate the worries of the Trials community.

    TL;DR: Rather than ruin the experience of 90% of the playerbase by making recovery too easy, a simple tweak to Trials mob health would be more beneficial to the game. A change like this has less collateral damage on the balance of all other aspects of the game (Questing, Dungeons, PVP)

    you know what's truly sad is that these changes really only affect trials, only a small percentage of the player base does trials and according to so many forum posts here and on the subreddit so few are even ALLOWED to try vet trials having fallen into the WoW trap of "if you want to do the raid you have to have already done that raid on the hardest difficulty - link your achievement".

    these resource changes don't really affect what is likely the overwhelming majority of the active playerbase and any new players are going to be leveling up in a situation of not knowing what easy unlimited resources was really like.

    i personally would prefer we go back to launch of hard and soft caps though.

    The part about not letting people join raids only happens if the guild is SPECIFICALLY for speed/no death run HM raids, or simply if the people are scumbags. There are PLENTY of progression guilds that are made to run new people through normal trials, train them to get to vet, and send them on their merry way to either do endgame raids with the same guild or just to help the community in general. Hell, I'm in a trading guild that does *** weekly normal and vet trials! If you don't already have the experience or are too lazy to find a way to get experience, then you don't deserve to do the hardest trials in the first place
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    • Jaruko - Magicka Templar
    • Selthyn Bavailo - Mag DK
    • Bandit-The-Great - Stam Temp





  • Marto
    Marto
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    Dixa wrote: »

    i personally would prefer we go back to launch of hard and soft caps though.

    Agreed. Soft caps would actually solve the issues so easily. But since it's such a drastic change, it's not going to happen this patch.
    So this thread is here to offering a solution that they could easily introduce this patch.
    I agree with this but only for mob HP. Trials should become easier to survive because there is minimum value in going all in on your resource stat. With max damage dropping via diminishing returns and the shift in point adjustment, then the only issue should be HP recovery (can't kill the mobs) and HP (how long to kill) my concern is I like the CURRENT time it takes to complete trials. I don't want an 8 hour raid.

    If the tweaks come I don't think damage from mobs will need much adjustment besides what is done globally. I do hope they don't devolve into arbitrary difficulty through unnecessary and lengthy battles.

    If damage from mob bosses needs tweaking so be it, but don't let the health issues drive certain areas of the game into a small group of folks with too much time (ie I can't and therefore I command "none shall achieve more than me") being able to play through the content) vs "reasonable" amount of time with most of the server being able to do pick up normal.

    Initial testing show that, overall, the resistances of players have gone up with the changes to CP. So I wouldn't worry about survivability.

    The only problem discovered so far, is that you loose damage output by switching your jewelry enchants to recovery/cost. Thus, my proposed change to mob health.

    Edited by Marto on April 23, 2017 8:59PM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Doctordarkspawn
    Doctordarkspawn
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    Marto wrote: »
    Whenever I see a discussion that revolves around the sustain numbers, there's always one thing that pops up.

    Trials.

    Trials. Trials, Trials.

    I get it, the community does like to push themselves towards the hardest content in the game. However, this closed mentality regarding balance can end up making the game worse, not better.
    I do not think that Zenimax should revert the changes currently in the PTS. They're not perfect, sure. They require a tweak here and there, I do feel that stamina got hit a bit too hard compared to magicka, but overall, the changes ZoS are positive.

    Here's my reasoning for it.

    There's four basic types of content you can do in ESO: Questing, PVP, Dungeons, and Trials.

    Ideally, you want all four to be balanced. You want all four to be fun, challenging and rewarding. They cater to different audiences, so while questing is easier for the new players, and dungeons are good for intermediate level players, Trials cater towards the very top %, in terms of power.

    The problem I'm seeing with the suggestions coming from the community, is that all of them are centered around Trials, completely disregarding the balance of the other 3 types of content. If the current PTS version improves the experience of Questing, PVP, and Dungeons, while making Trials impossible... then perhaps Zenimax should simply make trials easier.

    A friend was telling me how, in his calculation, The Mage in vAA would be impossible to beat with the current changes, specifically because of the last stage of the fight, in which you are forced into a DPS race. My proposed solution was: Reduce the health of the boss.

    Some users have tested the PTS changes, and determined that, in order to preserve most of your resource management, you'll have to sacrifice 500-600 spell/weapon damage. This will hit your DPS, and increase the time it takes to kill anything. Then, all Zenimax has to do, is reduce the health of trial mobs, until they take roughly the same amount of time to beat. Recovery will be more difficult, yes. In addition to this, ZoS also has to rethink their changes to Spear Shards, Syphoning Strikes, etc. But overall, I think a change this simple can work to alleviate the worries of the Trials community.

    TL;DR: Rather than ruin the experience of 90% of the playerbase by making recovery too easy, a simple tweak to Trials mob health would be more beneficial to the game. A change like this has less collateral damage on the balance of all other aspects of the game (Questing, Dungeons, PVP)

    This, this, this.

    No more. No more heavy handed solutions. Reverse damn near everything, and beef up vet trials if that's what you want, and alter how CP works in a PVP environment. You've shown you can -do it-, so do it and stop dicking us over.
  • Beardimus
    Beardimus
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    @LiquidPony yes I 100% do. Define 'endgame' in a MMORPG.

    For some hitting 1 billion gold trading would be hard and called end game. For some it's fishing, for some it's making Emperor. It's a huge game, and to call one small niche area end game isn't correct.

    Re the OP's original point Trials players often talk like the sky is falling as Trials are all there is at end game. My case is it's a huge game and that's not so.

    If people wish to think so, then its a prison of their own making.

    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • ashenb14_ESO
    ashenb14_ESO
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    Arenguros wrote: »
    Arenguros wrote: »
    I have to agree.
    Trials have too big of an impact on both balancing and the players mentality.

    But that doesn't mean trials should become easier, instead the focus should be shifted away from them.

    Remove the leaderboards.
    Don't give out the best sets in trials.
    Make sure other content is not easy to cheese through with BiS gear as this means the game is broken.

    It's ok to have trials give out exclusive titles, skins and be generally a superior way to generate gold when you can complete them in a average time.
    It's not ok for trials to be "the only content that matters".
    If you shift the focus away from trials you might as well quit the game if you're not into PVP, because other small scale group activities don't offer the same level of challenge.
    The main reason nothing else is challenging is the large increase in dps over the last patches.
    Most of the content was designed around 15-30k dps, not the current numbers.

    Also I never said trials should be removed from the game. If you like doing challenging content, you can still complete them when they don't offer the best equip and a leaderboard.

    why are you so worried about a leader board?

    you not liking something dosnt mean its bad....im not into pvp or leader boards, i know people who are...its part of the enjoyment for them....i find it boring....

    i think there should simply be other ways to earn the same rewards... same with pvp...im not into pvp...being forced to pvp to farm for example prismatic mats...sucks.... but its one of their ways to try and force everybody to enjoy their pvp...never been a big pvp fan....mostly because changes made thanks to bitching by pvp communities tend to screw the pve player base over...

    cant wait for all the content to be cranked up to the level it was at when we had VR ranks....that should be alot of fun...20min to kill a giant turtle!!! and thats not even a boss just a VR giant turtle...cannot wait, it should be so much more fun after every class but warden is eventually nerfed into a fine yellow powder... then, after sales fall off, warden will get its nerfs....and...they will bring out another "expansion" that adds a new class, and nerf everybody again so that the new class will sell...because....if the only way to really have fun, is to play the new class....then thats what addicts will do.
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