notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
How is that any different from the following statement: "Is your group good? Yes, stack all damage you like. No? Well, you need to have more self-heals and more health, in case your tanks and healers fail at their job."
The whole point of group content is teamwork. And yes, means specialization. Yes, you do things differently in a group than you would solo. You stack less self-sustain, just as you would stack less self-healing.
The whole POINT of teamwork and group content is to allow players to go beyond what they could do if they were solo.
That you actually think that these are good changes shows just how fundamentally out of touch you--and ZOS--are with what endgame group PvE is all about.
notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
How is that any different from the following statement: "Is your group good? Yes, stack all damage you like. No? Well, you need to have more self-heals and more health, in case your tanks and healers fail at their job."
The whole point of group content is teamwork. And yes, means specialization. Yes, you do things differently in a group than you would solo. You stack less self-sustain, just as you would stack less self-healing.
The whole POINT of teamwork and group content is to allow players to go beyond what they could do if they were solo.
That you actually think that these are good changes shows just how fundamentally out of touch you--and ZOS--are with what endgame group PvE is all about.
Good is a relative word, and a word I never said. I look forward to major changes. After more than a decade of time in many different MMOs, Im not afraid of major changes and generally welcome them.
You are right to an extent. The point of group content is to allow players to complete harder content, but does that mean different levels of sustain are the only way to complete this? Would you not rather seem them make interesting mechanics rather than just a ton of different points where its all about maximizing your damage to avoid mechanics? Every time I have ever tried to put time into endgame trails it seems to be 'do a ton of damage so we can avoid X, Y, and Z mechanics' Is there really much more?
Zagnut123Zagnut123 wrote: »@Malic if you had read it then you would have seen that I point out team work is required to get to the point we're sustain isn't an issue. Even then sustain classes still had issues sustaining. @flizomica explained it well.
Zagnut123Zagnut123 wrote: »@Malic I don't understand the first thing you said but I assume it's a jab at my childlike grammar. I think I had a typo that might have made it hard to understand. The last segment I stated "Even then sustain classes still had issues sustaining. @flizomica explained it well" but I meant "Even then some classes still have issues sustaining. @flizomica explained it well" I then went on to point out another poster had explained it well (my point of view) I'm sorry that you couldn't understand this.
Zagnut123Zagnut123 wrote: »@Malic I don't understand the first thing you said but I assume it's a jab at my childlike grammar. I think I had a typo that might have made it hard to understand. The last segment I stated "Even then sustain classes still had issues sustaining. @flizomica explained it well" but I meant "Even then some classes still have issues sustaining. @flizomica explained it well" I then went on to point out another poster had explained it well (my point of view) I'm sorry that you couldn't understand this.
No I dont make fun of people for grammar its not 2003. I dont make fun of anyone actually, the point is pretty simple.
Your question matters as much as your choice between watermelon or cantaloupe. Which is to say it doesnt matter. So have some fun with ESO there is a lot to do and dont sweat it. The game is pretty dam easy.
notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
Giles.floydub17_ESO wrote: »notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
The thoughts here seem to be an opinion of one who does not understand the benefits of a well coordinated and planned group.
Even a moderately coordinated and planned group reap benefits from such planning.
What will happen is the stongest raid groups will make their way and get the job done though it will probably be at the cost of enjoyment of the game itself. The moderate raid groups will struggle greatly adjusting and it is possible the divide between the two groups will widen.
I repeat the request the person you quoted made of @ZOS_RichLambert to see how much Zos employees actually raid the most challenging content of the game design. My guess is the answer is limited at best.
notimetocare wrote: »Giles.floydub17_ESO wrote: »notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
The thoughts here seem to be an opinion of one who does not understand the benefits of a well coordinated and planned group.
Even a moderately coordinated and planned group reap benefits from such planning.
What will happen is the stongest raid groups will make their way and get the job done though it will probably be at the cost of enjoyment of the game itself. The moderate raid groups will struggle greatly adjusting and it is possible the divide between the two groups will widen.
I repeat the request the person you quoted made of @ZOS_RichLambert to see how much Zos employees actually raid the most challenging content of the game design. My guess is the answer is limited at best.
Whether they are making the right choice or not remains to be seen, despite what current endgame trial groups are saying.
Id like to address the ZoS employee question though:
Look at every game that developers admit how much they play the game or what level they play at, most are average. You almost never see one of them rated high, or in the hardcore fringe of the game community. Asking something like that is a very worthless question. Most of them do not have the time to devote, and matching up someone with the time, drive (most people game casually), and ability to do so is even less likely.
What is going on is that what is currently the meta of gameplay is not what they have in mind for design. That is all that matters. What exactly does the 'level' the developers play at matter? Last I checked, the developers design a game to their vision and players adapt to what that is, not the other way around (this goes for every game)
Zagnut123Zagnut123 wrote: »@notimetocare we're essentially being given an entirely new game, and some ppl don't like the new game and want to voice there opinion.
notimetocare wrote: »Last I checked, the developers design a game to their vision and players adapt to what that is, not the other way around (this goes for every game)
notimetocare wrote: »Zagnut123Zagnut123 wrote: »@notimetocare we're essentially being given an entirely new game, and some ppl don't like the new game and want to voice there opinion.
New game seems an overstatement, but I understand the point. I take it you have never played another MMO? Massive changes like this arent uncommon when the path of the game deviates from the devs vision.
notimetocare wrote: »Last I checked, the developers design a game to their vision and players adapt to what that is, not the other way around (this goes for every game)
If your vision is horrible, then the health of the game will suffer. Their goal is trying to raise the floor and lower the ceiling which isn't a bad thing—their way of going about it is doing the exact opposite. The game will be simultanously more challenging, and less fun—which isn't what they were aiming for. The argument is that if they played the game they'd understand this for themselves. I'm honestly glad that I haven't ever gotten into End game PvE, because while PvP will suffer as well, PvE took the hardest hit from this.
I play a different game at a competitive level, and our Devs are a lot more communicative and willing to listen to players. Admittingly they really only listen to the competitive side at times, but there's very healthy dialogue going on at all times. I don't see that here.
To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
in trials with a group with war horns, you literally can't run out of resources.
notimetocare wrote: »Giles.floydub17_ESO wrote: »notimetocare wrote: »notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.
A multiplayer group should have to put no effort into sustain on gear because it is a multiplayer group?
Do you not understand this makes for a really strange overall game situation? "Is your group good? Yes, stack all the damage you like. No? Well you have to sustain, so not only if your damage lower because of coordination but also because you have to trade stats."
Not going to say this is a perfect situation we are going to be given, but the meta of 'stack all damage and no sustain and hope your healer isnt ***' isnt interesting and kills 90% of gearsets out the gate. It makes balancing content for high end players AND the majority of the playerbase far too hard. Im looking forward to these changes, but these changes mean we need content rebalanced. So far I haven't heard anything on that, and that is what bugs me.
The thoughts here seem to be an opinion of one who does not understand the benefits of a well coordinated and planned group.
Even a moderately coordinated and planned group reap benefits from such planning.
What will happen is the stongest raid groups will make their way and get the job done though it will probably be at the cost of enjoyment of the game itself. The moderate raid groups will struggle greatly adjusting and it is possible the divide between the two groups will widen.
I repeat the request the person you quoted made of @ZOS_RichLambert to see how much Zos employees actually raid the most challenging content of the game design. My guess is the answer is limited at best.
Whether they are making the right choice or not remains to be seen, despite what current endgame trial groups are saying.
Id like to address the ZoS employee question though:
Look at every game that developers admit how much they play the game or what level they play at, most are average. You almost never see one of them rated high, or in the hardcore fringe of the game community. Asking something like that is a very worthless question. Most of them do not have the time to devote, and matching up someone with the time, drive (most people game casually), and ability to do so is even less likely.
What is going on is that what is currently the meta of gameplay is not what they have in mind for design. That is all that matters. What exactly does the 'level' the developers play at matter? Last I checked, the developers design a game to their vision and players adapt to what that is, not the other way around (this goes for every game)