Finally we will have great build diversity, finally you will be able to "play the way you want" and still have a viable build.
I don't think sets will change greatly. Maybe in your secondary set. Biggest help will be the CP changes so you can spread points. But mobs will not change. And many still will become more dangerous the longer the fight goes. Which it will. Those aren't changing. If that was different, then you can find ways to simply outlast them. I hope. Sets aren't going to radically change so all junk sets will no longer be junk sets. If they only changed the CPs, diversity would happen today. But you still can't get past crap abilities. So we'll still have those. There are still things holding back hybrids. Mainly how damage is calculated. If you don't stack main resource, your damage is decreases. That could use some adjustment if diversity is the goal. I don't think that looks to be the case. I don't believe diversity is this patch's goal. I can't say what the goal is because presently, it just seems to want to make fights harder and longer. And no idea why but apparently many players are looking forward to them. And many aren't. Go figure.
You posted examples of successes, that doesn't negate the other games that failed. Not saying eso will fail because of this, but that logic makes no sense.
There are people that agree and disagree with pretty much any game changing expansion in most any mmo. Some will fail and some will succeed.
One games success does not mean other games will see the same.
We will see who will be right and who will be wrong in the coming months. At that juncture, we should return to this thread to see who was right and who was wrong.
In recent memory no expansion has "killed a game". The closest example is StarWars: Galaxies NGE. That's one game out of how many?
You posted examples of successes, that doesn't negate the other games that failed. Not saying eso will fail because of this, but that logic makes no sense.
There are people that agree and disagree with pretty much any game changing expansion in most any mmo. Some will fail and some will succeed.
One games success does not mean other games will see the same.
We will see who will be right and who will be wrong in the coming months. At that juncture, we should return to this thread to see who was right and who was wrong.
In recent memory no expansion has "killed a game". The closest example is StarWars: Galaxies NGE. That's one game out of how many?
I will add Trials of Atlantis killed Daoc..I know I was there. Other than that I agree with what you said.
MaximusDargus wrote: »..., they relentlessly hunt down anything that could help players to fight against this unjustified nerf:
https://www.youtube.com/watch?v=WPc-VEqBPHI Uriel_Nocturne wrote: »Personally? I'm researching other MMORPG's to play.
Got back into LotRO, Neverwinter, EQ2, FFXIV, and a couple of others. They're good MMO's. Not great, but good. They definitely have more stability in their development directions then ESO does.
Kind of interested in Ashes of Creation, but they're not even at the "Alpha test" stage yet.
So, when everything goes "south" once Morrowind releases (because after a significant amount of time crawling through the PTS, South is the only direction this game is going...), I'll probably stick to my core MMO's.
I've been playing MMORPG's for too many decades to not notice when a game is turning for the worse. I just didn't think it would come at the three-year mark for ESO.
But; MMO's come and MMO's go. Such is the nature of the industry. There's too many good MMO's on the market to get hung up on just one that doesn't have any kind of direction to the updates.
I said I was interested. I never said I was funding the Kickstarter myself.Uriel_Nocturne wrote: »Personally? I'm researching other MMORPG's to play.
Got back into LotRO, Neverwinter, EQ2, FFXIV, and a couple of others. They're good MMO's. Not great, but good. They definitely have more stability in their development directions then ESO does.
Kind of interested in Ashes of Creation, but they're not even at the "Alpha test" stage yet.
So, when everything goes "south" once Morrowind releases (because after a significant amount of time crawling through the PTS, South is the only direction this game is going...), I'll probably stick to my core MMO's.
I've been playing MMORPG's for too many decades to not notice when a game is turning for the worse. I just didn't think it would come at the three-year mark for ESO.
But; MMO's come and MMO's go. Such is the nature of the industry. There's too many good MMO's on the market to get hung up on just one that doesn't have any kind of direction to the updates.
Ashes of Creation is a very ambitious MMORPG. It does sound great on paper but what people fail to realize is that using Unreal 4 will not be a walk in the park. Even Unreal have stated Unreal netcode is more catered to small multiplayer games and as such we've seen many shortcomings in MMOs that utilized Unreal engines in the past.
Unreal 3 in TERA had and still has massive optimization issues and UI problems. Lineage 2 suffered from tons of issues as well.
Unreal 4 is just enhancements upon the older engines and better textures. It's going to carry the same MMO-specific problems.
Lastly, it seems everyone keeps getting on the hype train for any MMO that hits kickstarter with the words " PVP, Open World, not Pay to Win ". Yet none of these games have come to fruition.
Long story short, don't buy the cake until they make it.
This should be posted everywhere. +1Sabbathius wrote: »I will just say one thing here. I see lots of folks using "people are afraid of change" argument. And to a degree, this is true. But with a good developer, there's a certain amount of trust involved. That is, with a good developer you KNOW they did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS. And that, even if you don't see how, you can trust them that the change is for the better.
Well, this trust, or faith, just doesn't exist here. Because time and time again they keep doing dumb stuff. Remember Homestead's original patch notes? Where DK heal was for 33% of missing magicka? That was nonsense. It made no logical sense, in any application. Both best-case and worst-case scenarios for this proposed ability were absolutely awful. We did get them to change their minds about it, but the faith in their process and abilities took a major hit from that. Fast-forward to Morrowind PTS, and see them do the exact same nonsense with Siphoning Strikes. The first version they pushed out was mathematically unsound.
It's not that people are afraid of change. We're afraid of stupid change. We're even more afraid of a massive amount of stupid changes, piled together into a single update, which also introduces a new gameplay style (battlegrounds), all at the same time. Even the most basic science class should have taught them to control their variables.
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. In case you didn't notice, patch notes from earlier this week are full of last-minute band-aid solutions (heavy attack restore goes up 30%) to the problems created by these poorly thought-out changes. And the latest batch of changes (including the Sorc pet nerf we know nothing about yet) will literally go live with the update next week, without any testing at all.
Wrobel made a nice analogy on last ESO Live, that they are balancing the way people play golf. Use a big club to send the ball to the green, and then the putter to get the ball in the hole. Thing is, this only applies if you are a good golfer! If you are a bad golfer, and you whack the ball with all your might with a big club...while facing in the wrong direction...it'll take you quite a while to find the ball, and quite a few more whacks with a big club...while hopefully facing in the right-ish direction...to merely get back to where you were, never mind to actually get the ball on the green. And that's what we're afraid of. And it's not an unreasonable fear, based on ZOS performance in this area so far.
Sabbathius wrote: »I will just say one thing here. I see lots of folks using "people are afraid of change" argument. And to a degree, this is true. But with a good developer, there's a certain amount of trust involved. That is, with a good developer you KNOW they did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS. And that, even if you don't see how, you can trust them that the change is for the better.
Well, this trust, or faith, just doesn't exist here. Because time and time again they keep doing dumb stuff. Remember Homestead's original patch notes? Where DK heal was for 33% of missing magicka? That was nonsense. It made no logical sense, in any application. Both best-case and worst-case scenarios for this proposed ability were absolutely awful. We did get them to change their minds about it, but the faith in their process and abilities took a major hit from that. Fast-forward to Morrowind PTS, and see them do the exact same nonsense with Siphoning Strikes. The first version they pushed out was mathematically unsound.
It's not that people are afraid of change. We're afraid of stupid change. We're even more afraid of a massive amount of stupid changes, piled together into a single update, which also introduces a new gameplay style (battlegrounds), all at the same time. Even the most basic science class should have taught them to control their variables.
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. In case you didn't notice, patch notes from earlier this week are full of last-minute band-aid solutions (heavy attack restore goes up 30%) to the problems created by these poorly thought-out changes. And the latest batch of changes (including the Sorc pet nerf we know nothing about yet) will literally go live with the update next week, without any testing at all.
Wrobel made a nice analogy on last ESO Live, that they are balancing the way people play golf. Use a big club to send the ball to the green, and then the putter to get the ball in the hole. Thing is, this only applies if you are a good golfer! If you are a bad golfer, and you whack the ball with all your might with a big club...while facing in the wrong direction...it'll take you quite a while to find the ball, and quite a few more whacks with a big club...while hopefully facing in the right-ish direction...to merely get back to where you were, never mind to actually get the ball on the green. And that's what we're afraid of. And it's not an unreasonable fear, based on ZOS performance in this area so far.
Sabbathius wrote: »I will just say one thing here. I see lots of folks using "people are afraid of change" argument. And to a degree, this is true. But with a good developer, there's a certain amount of trust involved. That is, with a good developer you KNOW they did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS. And that, even if you don't see how, you can trust them that the change is for the better.
Well, this trust, or faith, just doesn't exist here. Because time and time again they keep doing dumb stuff. Remember Homestead's original patch notes? Where DK heal was for 33% of missing magicka? That was nonsense. It made no logical sense, in any application. Both best-case and worst-case scenarios for this proposed ability were absolutely awful. We did get them to change their minds about it, but the faith in their process and abilities took a major hit from that. Fast-forward to Morrowind PTS, and see them do the exact same nonsense with Siphoning Strikes. The first version they pushed out was mathematically unsound.
It's not that people are afraid of change. We're afraid of stupid change. We're even more afraid of a massive amount of stupid changes, piled together into a single update, which also introduces a new gameplay style (battlegrounds), all at the same time. Even the most basic science class should have taught them to control their variables.
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. In case you didn't notice, patch notes from earlier this week are full of last-minute band-aid solutions (heavy attack restore goes up 30%) to the problems created by these poorly thought-out changes. And the latest batch of changes (including the Sorc pet nerf we know nothing about yet) will literally go live with the update next week, without any testing at all.
Wrobel made a nice analogy on last ESO Live, that they are balancing the way people play golf. Use a big club to send the ball to the green, and then the putter to get the ball in the hole. Thing is, this only applies if you are a good golfer! If you are a bad golfer, and you whack the ball with all your might with a big club...while facing in the wrong direction...it'll take you quite a while to find the ball, and quite a few more whacks with a big club...while hopefully facing in the right-ish direction...to merely get back to where you were, never mind to actually get the ball on the green. And that's what we're afraid of. And it's not an unreasonable fear, based on ZOS performance in this area so far.
I don't buy the argument they see the whole game. Just balance between the classes show they need glasses. Its right there plainly. They hear us about nightblades but I thought they were looking at the whole game. Why did they need to hear it? Nope. Sorry but it was a good try.
lordrichter wrote: »Crafts_Many_Boxes wrote: »As others have said, you can't compare these changes to other games. In all my years of MMOs, I've never seen such massive gameplay changes.
Across the whole game, this is not that massive. Maybe to you, and obviously to a lot of people on the forum, it is. I think you are looking at this through the hysteria. It isn't that way to me, and I can't be the only one. As a matter of fact, I think I am far from alone in this.
Heavy Attack is a tool to regenerate resources. One tool. One that they introduced quite a while ago. It is one of several tools. It is not supposed to be The Answer. Yes, you can do HA to regain resources, but you don't do it all the time.Crafts_Many_Boxes wrote: »When these casuals and new players realize that they run out of resources in a few abilities and need to sit through countless heavy attack animations to sustain themselves, how long do you think they'll stay?
This is no different from today, and yet people are staying around. Presumably.
lordrichter wrote: »Sabbathius wrote: »I will just say one thing here. I see lots of folks using "people are afraid of change" argument. And to a degree, this is true. But with a good developer, there's a certain amount of trust involved. That is, with a good developer you KNOW they did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS. And that, even if you don't see how, you can trust them that the change is for the better.
Well, this trust, or faith, just doesn't exist here. Because time and time again they keep doing dumb stuff. Remember Homestead's original patch notes? Where DK heal was for 33% of missing magicka? That was nonsense. It made no logical sense, in any application. Both best-case and worst-case scenarios for this proposed ability were absolutely awful. We did get them to change their minds about it, but the faith in their process and abilities took a major hit from that. Fast-forward to Morrowind PTS, and see them do the exact same nonsense with Siphoning Strikes. The first version they pushed out was mathematically unsound.
It's not that people are afraid of change. We're afraid of stupid change. We're even more afraid of a massive amount of stupid changes, piled together into a single update, which also introduces a new gameplay style (battlegrounds), all at the same time. Even the most basic science class should have taught them to control their variables.
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. In case you didn't notice, patch notes from earlier this week are full of last-minute band-aid solutions (heavy attack restore goes up 30%) to the problems created by these poorly thought-out changes. And the latest batch of changes (including the Sorc pet nerf we know nothing about yet) will literally go live with the update next week, without any testing at all.
Wrobel made a nice analogy on last ESO Live, that they are balancing the way people play golf. Use a big club to send the ball to the green, and then the putter to get the ball in the hole. Thing is, this only applies if you are a good golfer! If you are a bad golfer, and you whack the ball with all your might with a big club...while facing in the wrong direction...it'll take you quite a while to find the ball, and quite a few more whacks with a big club...while hopefully facing in the right-ish direction...to merely get back to where you were, never mind to actually get the ball on the green. And that's what we're afraid of. And it's not an unreasonable fear, based on ZOS performance in this area so far.
I see this from a different perspective.
Most of what I see in the forum amounts to a difference of opinion. There is no indication that most of these opinions are anything more than that. When facts and numbers are presented, it is usually fairly obvious that these are for specific scenarios and play styles. It is never clear that people in the forum "did their homework" and created something that can be applied to the whole game.
Wrobel has to look at the whole game, and that is something that a lot of players in this forum are not doing. He is actually the only person in any of this that I think has done their homework, sees the whole game, and has created something that can be applied to the whole game. He and his team have spent months getting here. By the time this gets to PTS, it has been iterated over for months. Data collected. Spreadsheets created. Numbers run. Interpretations challenged. Solutions debated. Changes made. Tested. Repeat. No player on PTS is going to have the scope, or time, to compete with that to the point of presenting an alternative plan.
Time. The idea that ZOS is changing too much is an opinion rooted in a specific perception related to time. We are seeing this all at once, and it is a lot of change to process in a short amount of time. When people see everything is sudden, they interpret the situation wrong. They inflate the scope and impact of the changes. For ZOS, this is all opposite. These changes were incremental, over months, and the scope and impact is much smaller than what the players think.
The purpose of PTS is to make last minute adjustments in the overall plan based on players playing the game. They look to see where the plan can be improved, and make changes to account for how players are playing. Players are unknowns, and so there will be some last minute changes to account for that. While ZOS has been known to back up and reconsider changes, this is not happening with resource management and sustain. They seem to be fine with it, aside from some adjustments from watching players playing the content.
On the subject of communication, all I have to say is that the vast majority of the players don't care about the details of why Wrobel did something. They don't care whether ZOS did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS, because they assume that this was done, if they even think about it at all. This is a safe assumption.
Sabbathius wrote: »I will just say one thing here. I see lots of folks using "people are afraid of change" argument. And to a degree, this is true. But with a good developer, there's a certain amount of trust involved. That is, with a good developer you KNOW they did their homework, crunched the numbers, ran the sims and then play-tested the absolute crap out of the change before putting it on PTS. And that, even if you don't see how, you can trust them that the change is for the better.
Well, this trust, or faith, just doesn't exist here. Because time and time again they keep doing dumb stuff. Remember Homestead's original patch notes? Where DK heal was for 33% of missing magicka? That was nonsense. It made no logical sense, in any application. Both best-case and worst-case scenarios for this proposed ability were absolutely awful. We did get them to change their minds about it, but the faith in their process and abilities took a major hit from that. Fast-forward to Morrowind PTS, and see them do the exact same nonsense with Siphoning Strikes. The first version they pushed out was mathematically unsound.
It's not that people are afraid of change. We're afraid of stupid change. We're even more afraid of a massive amount of stupid changes, piled together into a single update, which also introduces a new gameplay style (battlegrounds), all at the same time. Even the most basic science class should have taught them to control their variables.
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. In case you didn't notice, patch notes from earlier this week are full of last-minute band-aid solutions (heavy attack restore goes up 30%) to the problems created by these poorly thought-out changes. And the latest batch of changes (including the Sorc pet nerf we know nothing about yet) will literally go live with the update next week, without any testing at all.
Wrobel made a nice analogy on last ESO Live, that they are balancing the way people play golf. Use a big club to send the ball to the green, and then the putter to get the ball in the hole. Thing is, this only applies if you are a good golfer! If you are a bad golfer, and you whack the ball with all your might with a big club...while facing in the wrong direction...it'll take you quite a while to find the ball, and quite a few more whacks with a big club...while hopefully facing in the right-ish direction...to merely get back to where you were, never mind to actually get the ball on the green. And that's what we're afraid of. And it's not an unreasonable fear, based on ZOS performance in this area so far.
lordrichter wrote: »Wrobel has to look at the whole game, and that is something that a lot of players in this forum are not doing. He is actually the only person in any of this that I think has done their homework, sees the whole game, and has created something that can be applied to the whole game. He and his team have spent months getting here. By the time this gets to PTS, it has been iterated over for months. Data collected. Spreadsheets created. Numbers run. Interpretations challenged. Solutions debated. Changes made. Tested. Repeat.
Crafts_Many_Boxes wrote: »You can say "this will force players to learn to play" all you want, but for every new / casual player who "learns to play" two more will leave. I've seen it happen before in other games. There are about a dozen more interesting ways to promote skillful play and create challenging combat.
lordrichter wrote: »Crafts_Many_Boxes wrote: »You can say "this will force players to learn to play" all you want, but for every new / casual player who "learns to play" two more will leave. I've seen it happen before in other games. There are about a dozen more interesting ways to promote skillful play and create challenging combat.
This is based on speculation that I don't agree with.
A lot of people in the forum have a very definite way of looking at the game, with certain things that they feel must be achieved in order to be successful. Certain ways of doing things must be maintained because that is how Important Things are measured. The measure goes down, Important Things do not measure up.
So, yeah, there is a "learn to play" involved. Actually, it is more of a "remember how to play", by my time on PTS.
Rohamad_Ali wrote: »The game ain't gonna die over the patch . There's no where to run to . Where we going to go ? CU was never released . I don't think Star Citizen is ever going to release . AC got postponed . BDO is poop grind fest worse then here . Swtor is crap . WoW is so old I can only log in for nostalgia . There's no real place to run too even if people are unhappy . We are hostages until something decent falls on the market . If you play Skyrim remastered it's a constant reminder you should probably login an feed your horse an check your sales ... There's just no escape !
Crafts_Many_Boxes wrote: »lordrichter wrote: »Crafts_Many_Boxes wrote: »You can say "this will force players to learn to play" all you want, but for every new / casual player who "learns to play" two more will leave. I've seen it happen before in other games. There are about a dozen more interesting ways to promote skillful play and create challenging combat.
This is based on speculation that I don't agree with.
A lot of people in the forum have a very definite way of looking at the game, with certain things that they feel must be achieved in order to be successful. Certain ways of doing things must be maintained because that is how Important Things are measured. The measure goes down, Important Things do not measure up.
So, yeah, there is a "learn to play" involved. Actually, it is more of a "remember how to play", by my time on PTS.
What am I speculating on? The system is becoming less fun and intuitive, player dps (on average) will 100% go down and if it doesn't I will post a video of myself eating a sock on here, and as of now no content is being nerfed to compensate. This is a recipe for a mass migration, and the least invested and most likely to leave are the new players and casuals (of which, for now, I consider myself in this game).
lordrichter wrote: »Sure they do.
Players have a tendency to become very focused with their specific form of play, and they tend to hang out with those who share that view. It is not uncommon to think that, when someone does something contrary to that form of play, that they are not connected with the game.
In the past decade I have been a part of many MMO expansion launches. I have seen the best and the worst in the aforementioned decade and I want to reassure this community that it's par for the course.
I'd like to start off by using one of the most recent examples of an expansion launch - World of Warcraft: Legion. In World of Warcraft: Legion a large group of veteran players would echo across the forums complaining about PVP changes (the removal of PVP gear) and there was even a group of players that formed a "no fly - no buy" group which stated they would not buy the game unless flying as IN the game at launch. Blizzard didn't comply with either demand and Legion launched with great success.
Moving on, Final Fantasy XIV: Heavensward saw a so-called exodus in the form of many Bards over "Wanderer's Paean" requiring them to remain stationary. SquareEnix did not comply with the Bards pleas and the expansion launched with great success.
I could go on and on but I think my point can now be made. This game isn't going to collapse in a few months as people have said, they aren't going to close the servers down, and I can assure you that these forum posters represent a minority of people in this game. There will be MORE people coming to the game JUST for this expansion as first-time players than there will be people LEAVING.
This happens every time a major change is made in a game that impacts the upper tier player base. These changes aren't going to ruin the fun of the casual player and it most certainly won't kill the 'elite' or hardcore tier. There are those of us that will simply adapt and not become a victim of evolution.
Moreover, I want this to be a time for opportunity for you. You could be the next great theory crafter to replace Deltia. Or perhaps you could be an authority on your class if you try hard enough - people will look to you for answers. There are benefits to everything and this expansion launch is more of a new chapter for the community at large.
Lastly, I am glad that ZeniMax remains steadfast in their intent to shape the game in the direction they want to.
See you guys in Vvarderfell.
You posted examples of successes, that doesn't negate the other games that failed. Not saying eso will fail because of this, but that logic makes no sense.
There are people that agree and disagree with pretty much any game changing expansion in most any mmo. Some will fail and some will succeed.
One games success does not mean other games will see the same.
Unless you have a magic crystal that can predict the rise and falls off companies and games then you don't know what will happen with this expansion.
I've played plenty of games where a balance pass at this scale effectively killed the games.
City of Heroes has a mass exodus after Enhancement Diversification where the devs told you how to play. Star Wars Galaxies died due to a major refactoring. Tabula Rasa was a better game in better before they made combat slower which caused the almost immediate death of the game after it launched. Ignoring signs or disenfranchised people that you rely on for support of your company is a very dangerous game. The hope is that you can replace them faster than they leave, and if that happens you survive, if it doesn't you struggle for a while and die.
MANY, MANY MMO's have died on the vine and only a few have survived for a decade or longer.
Just because they are able to keep the game running doesn't mean the game survived a critical patch. At this point WoW is an after thought to blizzard as the 14 million subscribers they had at peak was killed by bad expansion after bad expansion. They lost almost 4 million players per expansion starting with cataclysm.
https://us.battle.net/forums/en/wow/topic/18695100881
https://forbes.com/sites/insertcoin/2015/08/05/world-of-warcraft-has-lost-44-of-its-subscribers-in-six-months-but-thats-okay/#4073929827f6
Does it matter if the game continues to have subscribers but you aren't one of them and never will be again? Dead can means a lot of things. Most people saying the game will be dead mean dead to them.
This expansion as is, may cause a mass exodus when it hits live. Will the game survive it? Maybe. We don't know, but unless you follow subscriptions numbers closely you won't know what actual impact this expansion had either.
_WAter_
Gandrhulf_Harbard wrote: »You posted examples of successes, that doesn't negate the other games that failed. Not saying eso will fail because of this, but that logic makes no sense.
There are people that agree and disagree with pretty much any game changing expansion in most any mmo. Some will fail and some will succeed.
One games success does not mean other games will see the same.
We will see who will be right and who will be wrong in the coming months. At that juncture, we should return to this thread to see who was right and who was wrong.
In recent memory no expansion has "killed a game". The closest example is StarWars: Galaxies NGE. That's one game out of how many?
5.0 very nearly killed SWTOR.
It was so bad that within 7 days EA had sent out a customer satisfaction survey to find out why so many people were unsubbing; and eventually lead to the "sideways promotion" of Lead Producer Ben Irving to other projects and his replacement by Keith Kanneg.
All The Best
Nearly.
its star wars. galaxies was limping along until their license ran out. so will swtor, by sheer virtue of being star wars. now. ESO has a benefit of being Elder scrolls game, so they likely have as much wiggle room there as bioware with TOR, but... you really do not want the insane population drop that swtor experienced that it STILL hasn't recovered from for ESO. do you?
also, in case of WoW and flying? it wasn't supposed to be added to warlords of draenor at all. but the backlash was so big that they 1. ended up adding it to the game anyways and 2. worked out a meta to add flying to Legion - and not at the tail end either (its available right now btw) 3. released it earlier then planned and removed some of the requirements from the META achievement to get it - specifically achievement that would delay it by another 11 weeks. entirely due to backlash/feedback.
aka - companies that live through backlash? tend to listen to feedback and implement changes based on that feedback. companies that ignore feedback? their games die.
now. Morrowind changes are not nearly as bad as some would like to claim they are. but a lot of them are not great either. so ZOS may not want to ignore feedback, or even this being Elder scrolls will not save them from population drop.
lordrichter wrote: »Sure they do.
Players have a tendency to become very focused with their specific form of play, and they tend to hang out with those who share that view. It is not uncommon to think that, when someone does something contrary to that form of play, that they are not connected with the game.
I am not sure what you're saying now. All I have to do is see the changes they've made of late to know there's a disconnect somewhere. Sorcerers have moved above other classes while nightblades have moved behind. Now, to take your assertion that this is for the good of the game then I must know what are they thinking. Elder Sorcerers Online?
But forget all that. This sustain issue. Why does this need to be address if they know what's going on. Did one you us sneak in there and adjust the numbers for them? How does something like that happen if resource management has always been important. If its always been important then they are very poor at their jobs.
You don't just throw stuff into the game and hope it doesn't break anything. A few proc sets here, a few there. Easy resources everywhere. It wasn't done properly so now they have to fix it. And if they screwed up that time then why will they not this time. Plus I'd like to know why they didn't just scale back what they did do before instead of this butchering of classes they're doing now. They can't admit a mistake? That maybe they weren't paying attention.
Sabbathius wrote: »...
Look, I'm not denying that sustain had to be looked at. But the way they did it, and the timeframe they did it in, can't result in anything good. ...