WOW is gear level based, you tend to have one or two relevant sets for class at the gear level you are at.Anotherone773 wrote: »I like the concept of One tamriel. Its a great starting point, but it also hinders progression severely. Instead of beating the dead horse of One Tamriel further into oblivion, they need to create a hybrid system. Leave One Tamriel for current content, switch CP back to levels, and all new content needs to be level based. When you enter One Tamriel zones you are leveled down to the max level of One Tamriel. Everywhere else, you are whatever level you are at.
Every game has progression, but this one. They tried to reinvent the wheel and made it oval. The wheel doesnt need reinventing, it just needs to be done right. Horizontal progression gets boring after awhile and achieves just dont cut it for most people. An achieve, in my opinion, is just something to stroke you ego with. Its like running on a treadmill and then patting yourself on the back because you didnt fall off. You expended a lot of energy running, but went no where.
ESO is basically farmville with combat. Its a social, RP game that you occasionally whack something to death in because it was standing on the flowers you want to pick for one of your 874 houses. Give it another 5 years and we can change the name to Extreme Housing Online because thats all there will be in the end game. Bosses will drop furniture because everyone stopped caring about another set of gear that isnt really any different than the set they got on. PVP will be known as the Deco Wars. Instead of fighting, it will be a contest to see who decorate a house properly the fastest. Trials will no longer be about killing mobs and raid style bosses. Instead, it will be a fashion show.Who can design the best spring costume with the trendiest color scheme?
You can grind dungeons to get raid level gear. At least that was how it was back then I played.
Then they added new tires and then an new expansion.
ESO is set based, dungeons tend to have 3 sets one in each weight and an monster set.
Different sets has different benefits, yes some are bad and some are good but its lots of variation.
I don't see how your idea should work at all.
Yes you could go back to how it was during veteran levels, group content is scaled to leader, from time to time you get an new level who you grinded asap then get mostly the same sets of the new level.
Yes that sounds fun
They could not do the WOW system releasing expansions with new series of dungeons and new sets, ESO is to grapical complex and fully voiced making it way to much work to do this.
Now I fully agree they should ramp up the releases of more dungeons and trials, its benefit all.PvE Endgame isn't non-existent, but, it is a tiny fraction of the game's population, and yes it's mostly about re-running tired content over and over, although there are challenges in obtaining the HM completions (and associated achievements) when new trials come out, which isn't something to scoff at. Though as you say, there is very little that's enticing about doing trials as most of the BiS gear for any given class is usually obtainable without having to even enter them, with a few exceptions.
While I don't wish for a progression system like in BDO, I do also wish there were some way to get stronger, as for example legendary weapons, similar to WoW maybe, but I also wish they would actually spend some time talking to the endgame players and figure out what kind of sets would be good. I don't think it's unfair to bar the best gear behind the hardest content, but for some reason that doesn't seem to be something ZOS concerns themselves with. In fact it's quite obvious they only cater to their main demographic, the casual players.
If they actually cared about making endgame great they would spend more time on the trials, and they would also have added a lot more, as opposed to the 6 that have been added since the release in 2014, which, not to mention, were 3 in 2014, none in 2015, 1 in 2016, and 2 in 2017. Very few dungeons have been added as well, and they are only added 2 at a time. Compare ESO's content additions over the course of nearly four years with other MMOs and you'll see the problem.
When you look at the PvP scene you will see a similar pattern of neglect, or rather, a worse pattern. The bread and butter of ESO are its quests, and the vast majority of content additions have been this kind of content. This wouldn't be so bad if we were talking about a singleplayer game, but for an MMO that's a serious lack of foresight, as this kind of content has little to no replayability.
I like a lot of the things about ESO, like the combat, the visuals and so on, and I think if they actually focused on the endgame, both PvE and PvP, they could actually make this an amazing MMO, instead of if being what it is. Unfortunately ZOS has made themselves a stable income based on casual players, who want everything immediately, and Crown Store whales, who buy enough crown crates to obtain every item available, so they would likely not take the necessary steps to ensure the endgame got any better as it would mean not catering to their main target demographic, and therefore would initially lose them revenue, before they could gather a larger playerbase interested in endgame.
I seriously doubt much will change about the way the game is handled, because I've seen a hundred threads like this since launch, and they still haven't budged.
Now I fully agree they should ramp up the releases of more dungeons and trials, its benefit all.PvE Endgame isn't non-existent, but, it is a tiny fraction of the game's population, and yes it's mostly about re-running tired content over and over, although there are challenges in obtaining the HM completions (and associated achievements) when new trials come out, which isn't something to scoff at. Though as you say, there is very little that's enticing about doing trials as most of the BiS gear for any given class is usually obtainable without having to even enter them, with a few exceptions.
While I don't wish for a progression system like in BDO, I do also wish there were some way to get stronger, as for example legendary weapons, similar to WoW maybe, but I also wish they would actually spend some time talking to the endgame players and figure out what kind of sets would be good. I don't think it's unfair to bar the best gear behind the hardest content, but for some reason that doesn't seem to be something ZOS concerns themselves with. In fact it's quite obvious they only cater to their main demographic, the casual players.
If they actually cared about making endgame great they would spend more time on the trials, and they would also have added a lot more, as opposed to the 6 that have been added since the release in 2014, which, not to mention, were 3 in 2014, none in 2015, 1 in 2016, and 2 in 2017. Very few dungeons have been added as well, and they are only added 2 at a time. Compare ESO's content additions over the course of nearly four years with other MMOs and you'll see the problem.
When you look at the PvP scene you will see a similar pattern of neglect, or rather, a worse pattern. The bread and butter of ESO are its quests, and the vast majority of content additions have been this kind of content. This wouldn't be so bad if we were talking about a singleplayer game, but for an MMO that's a serious lack of foresight, as this kind of content has little to no replayability.
I like a lot of the things about ESO, like the combat, the visuals and so on, and I think if they actually focused on the endgame, both PvE and PvP, they could actually make this an amazing MMO, instead of if being what it is. Unfortunately ZOS has made themselves a stable income based on casual players, who want everything immediately, and Crown Store whales, who buy enough crown crates to obtain every item available, so they would likely not take the necessary steps to ensure the endgame got any better as it would mean not catering to their main target demographic, and therefore would initially lose them revenue, before they could gather a larger playerbase interested in endgame.
I seriously doubt much will change about the way the game is handled, because I've seen a hundred threads like this since launch, and they still haven't budged.
Most of the time I spent in wow was spend grinding dungeons for currency to buy gear for, so you will do the same dungeons over an over if you do dungeons, much the same with raids but more progression here as we did not raid so often.Anotherone773 wrote: »WOW is gear level based, you tend to have one or two relevant sets for class at the gear level you are at.Anotherone773 wrote: »I like the concept of One tamriel. Its a great starting point, but it also hinders progression severely. Instead of beating the dead horse of One Tamriel further into oblivion, they need to create a hybrid system. Leave One Tamriel for current content, switch CP back to levels, and all new content needs to be level based. When you enter One Tamriel zones you are leveled down to the max level of One Tamriel. Everywhere else, you are whatever level you are at.
Every game has progression, but this one. They tried to reinvent the wheel and made it oval. The wheel doesnt need reinventing, it just needs to be done right. Horizontal progression gets boring after awhile and achieves just dont cut it for most people. An achieve, in my opinion, is just something to stroke you ego with. Its like running on a treadmill and then patting yourself on the back because you didnt fall off. You expended a lot of energy running, but went no where.
ESO is basically farmville with combat. Its a social, RP game that you occasionally whack something to death in because it was standing on the flowers you want to pick for one of your 874 houses. Give it another 5 years and we can change the name to Extreme Housing Online because thats all there will be in the end game. Bosses will drop furniture because everyone stopped caring about another set of gear that isnt really any different than the set they got on. PVP will be known as the Deco Wars. Instead of fighting, it will be a contest to see who decorate a house properly the fastest. Trials will no longer be about killing mobs and raid style bosses. Instead, it will be a fashion show.Who can design the best spring costume with the trendiest color scheme?
You can grind dungeons to get raid level gear. At least that was how it was back then I played.
Then they added new tires and then an new expansion.
ESO is set based, dungeons tend to have 3 sets one in each weight and an monster set.
Different sets has different benefits, yes some are bad and some are good but its lots of variation.
I don't see how your idea should work at all.
Yes you could go back to how it was during veteran levels, group content is scaled to leader, from time to time you get an new level who you grinded asap then get mostly the same sets of the new level.
Yes that sounds fun
They could not do the WOW system releasing expansions with new series of dungeons and new sets, ESO is to grapical complex and fully voiced making it way to much work to do this.
When i stopped playing WoW, you had dungeon gear, t1 raid, t2 raid and i think t3 raid. I never said go back to vet levels. Again reinventing the wheel. Dungeons dont need to be scaled to anyone. You do dungeons your level and move on. this is progression. You progress through dungeons rather than have everything available all the time.
Sets have different benefits. Its like saying this car comes in 20 colors with 4 trim options. Its STILL this car, its not different than the one sitting next to it, its just a different color with leather seats instead of cloth. That is EXACTLY what you talking about with sets. Im talking about moving on to a different model of car. I started out in a smart for two, lets progress to a ford focus or at least a mini cooper.
Your last statement makes no sense. The leveling system in a game has absolutely zero to do with graphics and being fully voiced. Your comparing apples to cheese. And ive played MMOs that have had beautiful graphics and a far superior character system to ESO or WOW.
Its like ESO did everything right that WoW did wrong. But did everything wrong that WoW did right. WoW had really good BGs. They were well thought out, fun to play and each one felt different. ESO BGs are arenas with a lot of annoy objects everywhere placed for collision. They are all basically the same BG even the types of matches are unimaginative and boring. WoW has awesome dungeons and raids and a good dungeon and raid finder. ESO dungeons are a mess. They just have a really sloppy feel to them. They feel cluttered with trash but you have to sprint 20 seconds between mobs.
WoWs world is pretty close to useless. Its basic and unimaginative. ESO's world is awesome with zones being entertaining to be in. WOW has terrible gear progression. Its very unbalanced progressing to the next level of gear. ESO has no gear progression. Its the same gear with a slightly different benefit. its not any better than the last 30 sets they came out with, just different.
Wow content isnt nearly as buggy and they fix it in a timely manner. It takes forever for anything to get fixed in ESO, if it gets fixed at all and when it does get fixed it will probably break three other things.
Fake progression in ESO may work for some people, but a majority of the gaming community prefers vertical progression. They want to gain levels and they want their level to matter when compared to someone that is only 3/4 of their level. They want their level to matter compared to mobs. If this mob is to hard now, they want to be able to come back in two levels and kick its butt.
There is a reason why all other MMOs have a vertical progression system, because that is what works and what players enjoy. And players are more likely to pay for an xpack if it has vertical progression rather than just different zones, same levels and skills.
rophez_ESO wrote: »I was playing the new dungeons last night when I started to remember why I have left this game off and on since beta: Nothing is really new as far as my character's progression goes. I mean the dungeons have nice new art and they're fun to run a few times as you gain the achievements, but achievements don't really make my character any better. The sets in ever new DLC are interesting, but really lateral progression at best compared to old standbys.
In fact, my character hasn't gained in power at all since day 1. If you consider the nerfs that have come in to ulti gen, blocking, etc., he's arguably less powerful than release day, even if you take into account champion points. I think that was one of the reasons for my first departure around the 1 year anniversary - I remember realizing that they were nerfing the hell out of us and giving us the ability to slowly gain back some of our power via grinding champion points. Yes, if you're guessing, my main is a DK, but I have at least 1 of every class maxed out.
I'm not big on the trialss, so I don't do them over and over, but even the people who do, and get all gold trial gear, really can't say they are much more powerful than they were a year or two ago. I mean I don't have much in the way of raid sets and I can parse 40k solo on a dummy. VMA was kind of a fun challenge at first, but it's fairly trivial to me after completing it dozens of times. And, really, only a couple of items out of there are considered "BIS" anymore.
Sorry, I'm just rambling about end game content with regard to character progression, and it just doesn't seem like there is any. The content seems more geared toward adding new places with new stories. That's cool for some people, but really it doesn't compete with single player games with regard to immersion and story. My 4 man blasted through the new content last night, and I can't honestly say what the quests were even about. So if that's your thing, that's cool, but my hook into online RPGs, is character progression, not stories that really CAN'T effect the world, because it's multi player.
I know, I know, champion points - yeah, sorry, I've been at cap a few days after each update, and really, there's nothing exciting between around 300 and 720. Anyway, there's nothing on the market right now, that I'm aware of, to run off to, but I sure wish ZOS would add some new vertical progression for characters to work on.
Some ideas:
*Weapons (artifacts) that can gain levels and abilities
*Actual abilities that are unlocked by climbing certain trees in the champion constellations - maybe even requiring a combo of branches from multiple trees.
*Spell crafting (like was promised to be in development a couple years ago before some key devs got laid off)
*Long quests/groups of quests that unlock new skills/stat boosts
*Passive buffs granted for achievements, like after killing 1000 spiders maybe you get +3% damage vs spiders
Help me out here - give ZOS some ideas for end game vertical progression!
Narvuntien wrote: »SquareSausage wrote: »22k dps at max cp is a L2P issue and nothing really to do with progression tbh.
But there is no way to learn to play in game that is my point. I crafted and bought a pair of good sets, I use a nice buff drink and I progressed to max cp, at least I was a couple of days ago but the DLC pushed it away again.
If the game had a nice progression curve instead of slamming into a brick wall my dps would increase as I got better instead I am stuck without a way to improve.
There is this gap between the end of the skill you can reach and the skills you need to complete in end game vet content.
I think the initial list was a good start. It beats grinding useless achievement points for some useless title and a probably useless dye, amirite?
Praeficere wrote: »This is a social game now, you log in every 3 months for 2-3 days on the new patch to catch up with old buddies and run the new content
One of the main reasons I like ESO is specifically because of the lack of that end game treadmill. When they add new content it just creates more diversity, rather than a new horizon for you to set out for.
I loved LOTRO... but really? Very limited amount of items that could only go on hooks in specific places in the home was superior?
Vermintide wrote: »
I think the initial list was a good start. It beats grinding useless achievement points for some useless title and a probably useless dye, amirite?
What? That doesn't answer my question. I asked how long do you want it to go on for. I understand you want more stuff, but how much new stuff is enough stuff for this game to have what you consider an "endgame"?
How many weapon artefact levels is enough for you to be content with the endgame? 10? 50? 100? How many champion abilities would give you enough endgame? How many long quests- As if this game doesn't already have a crap ton?
The point I am making is that you are merely asking for more of the same, no matter how much more they add, you will never be satisfied.
One of the main reasons I like ESO is specifically because of the lack of that end game treadmill. When they add new content it just creates more diversity, rather than a new horizon for you to set out for.
I don't disagree that it's nice not having to chase new gear levels all the time, but the problem is that because the lack of this exact structure, there's very little encouragement to run through content for gear, which is the main drive in other MMOs, even more so since ZOS is inept at making good sets for some reason. Like, look at the sets people run, most of them have been in the game forever, and most of the new sets are just gimmicky ones that have no real application anywhere. They should be working hard to make ESO's endgame have something that would make you interested in running it, since they don't have the same kind of gear progression as many other MMOs do. The fact that they haven't just means they probably don't care that much. Or the more worryingly, they might not know how to do such a thing. If the Asylum and Halls of Fabrication are an indicator they've certainly forgotten how to make fun trials, because they seem to think that, More Health = More Fun.
Also, it's hard to call it gear diversity, when all classes have clear BiS, with everything else being subpar by comparison. Like look at the sets people use, look at what Morrowind caused, that diversity you are talking about is a thing of the past, and even back before the sustain collapse the diversity wasn't that immense.
The main problem with ESO's endgame is the lack of progression. There's no gear progression. There's very little skill progression, at least outside of trying to beat HM trials. There aren't any legendary weapons / sets to work towards. And content is added with vast spaces inbetween either 1 at a time (trials) or 2 at a time (dungeons) every year.
Vermintide wrote: »
I think the initial list was a good start. It beats grinding useless achievement points for some useless title and a probably useless dye, amirite?
What? That doesn't answer my question. I asked how long do you want it to go on for. I understand you want more stuff, but how much new stuff is enough stuff for this game to have what you consider an "endgame"?
How many weapon artefact levels is enough for you to be content with the endgame? 10? 50? 100? How many champion abilities would give you enough endgame? How many long quests- As if this game doesn't already have a crap ton?
The point I am making is that you are merely asking for more of the same, no matter how much more they add, you will never be satisfied.
You must be either confused, purposefully obtuse, or willfully ignorant.
This is an MMO. A subscription game (ESO+ blah, blah) that is designed - in theory - to undergo perpetual and constant updates for its subscribers. To put a finite number on something is frankly ***. It's ZOS' job to come up with the ways and means to perpetuate end game - and they're failing at that job.
If you can't see that, I can't help you.
Vermintide wrote: »Vermintide wrote: »
I think the initial list was a good start. It beats grinding useless achievement points for some useless title and a probably useless dye, amirite?
What? That doesn't answer my question. I asked how long do you want it to go on for. I understand you want more stuff, but how much new stuff is enough stuff for this game to have what you consider an "endgame"?
How many weapon artefact levels is enough for you to be content with the endgame? 10? 50? 100? How many champion abilities would give you enough endgame? How many long quests- As if this game doesn't already have a crap ton?
The point I am making is that you are merely asking for more of the same, no matter how much more they add, you will never be satisfied.
You must be either confused, purposefully obtuse, or willfully ignorant.
This is an MMO. A subscription game (ESO+ blah, blah) that is designed - in theory - to undergo perpetual and constant updates for its subscribers. To put a finite number on something is frankly ***. It's ZOS' job to come up with the ways and means to perpetuate end game - and they're failing at that job.
If you can't see that, I can't help you.
Here's the thing though man. It can either last forever, or it can be good. Show me a single example in the history of games where it has been both.
I get where you are coming from, I really do- one of the things I'd like to see this game do is introduce many more repeatable group challenges, a "survival arena" mode, stuff like that- but it has to be player driven, you can't just expect more numbers to endlessly keep grinding and call it a day.
The thing that makes a game like EVE so long-term appealing, for example, is that it's world is player driven, it doesn't rely on life support from the devs, and it's not just an endless +1 to this, +3 to that. Players have to build a community that makes a game worth sticking around in.
One of the main reasons I like ESO is specifically because of the lack of that end game treadmill. When they add new content it just creates more diversity, rather than a new horizon for you to set out for.
I don't disagree that it's nice not having to chase new gear levels all the time, but the problem is that because the lack of this exact structure, there's very little encouragement to run through content for gear, which is the main drive in other MMOs, even more so since ZOS is inept at making good sets for some reason. Like, look at the sets people run, most of them have been in the game forever, and most of the new sets are just gimmicky ones that have no real application anywhere. They should be working hard to make ESO's endgame have something that would make you interested in running it, since they don't have the same kind of gear progression as many other MMOs do. The fact that they haven't just means they probably don't care that much. Or the more worryingly, they might not know how to do such a thing. If the Asylum and Halls of Fabrication are an indicator they've certainly forgotten how to make fun trials, because they seem to think that, More Health = More Fun.
Also, it's hard to call it gear diversity, when all classes have clear BiS, with everything else being subpar by comparison. Like look at the sets people use, look at what Morrowind caused, that diversity you are talking about is a thing of the past, and even back before the sustain collapse the diversity wasn't that immense.
The main problem with ESO's endgame is the lack of progression. There's no gear progression. There's very little skill progression, at least outside of trying to beat HM trials. There aren't any legendary weapons / sets to work towards. And content is added with vast spaces inbetween either 1 at a time (trials) or 2 at a time (dungeons) every year.
Gear diversity doesn't necessarily have to apply only to BiS equipment. What percentage of the community do you think only consider BiS for their gear? How about their alts?
If every time new content was released the new gear for that content was BiS, it would make all the other gear become obsolete over time.
Also consider when you say BiS, what/who is it BiS for? Trials? PvP? Vet Dungeons? Magica single target? Running scrolls in Cyrodiil? Stamina AoE? Running with pugs? Soloing world bosses? Ganking in PvP? Clearing trash mobs? Resource node farming?
Then you have to consider a person's play style. A player may be willing to sacrifice a BiS set for something that suits their play style better.
I agree with this ^^Narvuntien wrote: »SquareSausage wrote: »22k dps at max cp is a L2P issue and nothing really to do with progression tbh.
But there is no way to learn to play in game that is my point. I crafted and bought a pair of good sets, I use a nice buff drink and I progressed to max cp, at least I was a couple of days ago but the DLC pushed it away again.
If the game had a nice progression curve instead of slamming into a brick wall my dps would increase as I got better instead I am stuck without a way to improve.
There is this gap between the end of the skill you can reach and the skills you need to complete in end game vet content.
Most of the time I spent in wow was spend grinding dungeons for currency to buy gear for, so you will do the same dungeons over an over if you do dungeons, much the same with raids but more progression here as we did not raid so often.Anotherone773 wrote: »WOW is gear level based, you tend to have one or two relevant sets for class at the gear level you are at.Anotherone773 wrote: »I like the concept of One tamriel. Its a great starting point, but it also hinders progression severely. Instead of beating the dead horse of One Tamriel further into oblivion, they need to create a hybrid system. Leave One Tamriel for current content, switch CP back to levels, and all new content needs to be level based. When you enter One Tamriel zones you are leveled down to the max level of One Tamriel. Everywhere else, you are whatever level you are at.
Every game has progression, but this one. They tried to reinvent the wheel and made it oval. The wheel doesnt need reinventing, it just needs to be done right. Horizontal progression gets boring after awhile and achieves just dont cut it for most people. An achieve, in my opinion, is just something to stroke you ego with. Its like running on a treadmill and then patting yourself on the back because you didnt fall off. You expended a lot of energy running, but went no where.
ESO is basically farmville with combat. Its a social, RP game that you occasionally whack something to death in because it was standing on the flowers you want to pick for one of your 874 houses. Give it another 5 years and we can change the name to Extreme Housing Online because thats all there will be in the end game. Bosses will drop furniture because everyone stopped caring about another set of gear that isnt really any different than the set they got on. PVP will be known as the Deco Wars. Instead of fighting, it will be a contest to see who decorate a house properly the fastest. Trials will no longer be about killing mobs and raid style bosses. Instead, it will be a fashion show.Who can design the best spring costume with the trendiest color scheme?
You can grind dungeons to get raid level gear. At least that was how it was back then I played.
Then they added new tires and then an new expansion.
ESO is set based, dungeons tend to have 3 sets one in each weight and an monster set.
Different sets has different benefits, yes some are bad and some are good but its lots of variation.
I don't see how your idea should work at all.
Yes you could go back to how it was during veteran levels, group content is scaled to leader, from time to time you get an new level who you grinded asap then get mostly the same sets of the new level.
Yes that sounds fun
They could not do the WOW system releasing expansions with new series of dungeons and new sets, ESO is to grapical complex and fully voiced making it way to much work to do this.
When i stopped playing WoW, you had dungeon gear, t1 raid, t2 raid and i think t3 raid. I never said go back to vet levels. Again reinventing the wheel. Dungeons dont need to be scaled to anyone. You do dungeons your level and move on. this is progression. You progress through dungeons rather than have everything available all the time.
Sets have different benefits. Its like saying this car comes in 20 colors with 4 trim options. Its STILL this car, its not different than the one sitting next to it, its just a different color with leather seats instead of cloth. That is EXACTLY what you talking about with sets. Im talking about moving on to a different model of car. I started out in a smart for two, lets progress to a ford focus or at least a mini cooper.
Your last statement makes no sense. The leveling system in a game has absolutely zero to do with graphics and being fully voiced. Your comparing apples to cheese. And ive played MMOs that have had beautiful graphics and a far superior character system to ESO or WOW.
Its like ESO did everything right that WoW did wrong. But did everything wrong that WoW did right. WoW had really good BGs. They were well thought out, fun to play and each one felt different. ESO BGs are arenas with a lot of annoy objects everywhere placed for collision. They are all basically the same BG even the types of matches are unimaginative and boring. WoW has awesome dungeons and raids and a good dungeon and raid finder. ESO dungeons are a mess. They just have a really sloppy feel to them. They feel cluttered with trash but you have to sprint 20 seconds between mobs.
WoWs world is pretty close to useless. Its basic and unimaginative. ESO's world is awesome with zones being entertaining to be in. WOW has terrible gear progression. Its very unbalanced progressing to the next level of gear. ESO has no gear progression. Its the same gear with a slightly different benefit. its not any better than the last 30 sets they came out with, just different.
Wow content isnt nearly as buggy and they fix it in a timely manner. It takes forever for anything to get fixed in ESO, if it gets fixed at all and when it does get fixed it will probably break three other things.
Fake progression in ESO may work for some people, but a majority of the gaming community prefers vertical progression. They want to gain levels and they want their level to matter when compared to someone that is only 3/4 of their level. They want their level to matter compared to mobs. If this mob is to hard now, they want to be able to come back in two levels and kick its butt.
There is a reason why all other MMOs have a vertical progression system, because that is what works and what players enjoy. And players are more likely to pay for an xpack if it has vertical progression rather than just different zones, same levels and skills.
Guild or me never got past the t1 raid level with farming som on t2.
And yes raiding in WOW is on an way higher level than in ESO no discusion about it.
Dungeon finder also worked
Dungeons was good but not more relevant dungeons than eso dungeons as it was limited how many was for end game.
One thing I love with ESO is how dungeons increase in difficulty from CoA1 to the DLC ones who I have not done all in vet.
Difficulty for dungeons in WOW was mostly the same, most was easy like easy vet dungeons in eso, a few was harder and like eso dlc dungeons not very pugable.
Graphic has impact on how much content they can make as it takes far more work to create new content in ESO, WOW also has an far larger budget because of sub and more players. In short WOW can release more dungeons than ESO every year because of this.
I also agree on progression, harder content should overall have better gear, in eso this is very hit an miss, the new dungens has good magic gear, stamina not so much and an very good monster set.
disintegr8 wrote: »I agree with this ^^Narvuntien wrote: »SquareSausage wrote: »22k dps at max cp is a L2P issue and nothing really to do with progression tbh.
But there is no way to learn to play in game that is my point. I crafted and bought a pair of good sets, I use a nice buff drink and I progressed to max cp, at least I was a couple of days ago but the DLC pushed it away again.
If the game had a nice progression curve instead of slamming into a brick wall my dps would increase as I got better instead I am stuck without a way to improve.
There is this gap between the end of the skill you can reach and the skills you need to complete in end game vet content.
The game does not teach you how to get further. The only way to get any further than this is to use the internet, learn rotations, animation cancelling, and farm for trial sets and Maelstrom weapons. If vet trials and vet DLC dungeons require more, there should be a way to figure out how to get more through playing the game instead of via external sources.
This raises the question of how much content actually needs more DPS than this. Can this content be cleared if all DD's were at about 20k DPS? Or is it just that the players who pull these figures want everyone to meet these higher standards?
Maybe it's a matter of "we don't want to take too long, so the more DPS the better' instead of 'we'll clear it with lower damage but take twice as long'.
ESO to me feels more like: "Well what can I do today to have some fun in-game?". More stuff to do because they don't get obsolete every second patch and lot more feeling to play because of the joy of it, instead of the feeling of being forced to do it.
One of the main reasons I like ESO is specifically because of the lack of that end game treadmill. When they add new content it just creates more diversity, rather than a new horizon for you to set out for.
I don't disagree that it's nice not having to chase new gear levels all the time, but the problem is that because the lack of this exact structure, there's very little encouragement to run through content for gear, which is the main drive in other MMOs, even more so since ZOS is inept at making good sets for some reason. Like, look at the sets people run, most of them have been in the game forever, and most of the new sets are just gimmicky ones that have no real application anywhere. They should be working hard to make ESO's endgame have something that would make you interested in running it, since they don't have the same kind of gear progression as many other MMOs do. The fact that they haven't just means they probably don't care that much. Or the more worryingly, they might not know how to do such a thing. If the Asylum and Halls of Fabrication are an indicator they've certainly forgotten how to make fun trials, because they seem to think that, More Health = More Fun.
Also, it's hard to call it gear diversity, when all classes have clear BiS, with everything else being subpar by comparison. Like look at the sets people use, look at what Morrowind caused, that diversity you are talking about is a thing of the past, and even back before the sustain collapse the diversity wasn't that immense.
The main problem with ESO's endgame is the lack of progression. There's no gear progression. There's very little skill progression, at least outside of trying to beat HM trials. There aren't any legendary weapons / sets to work towards. And content is added with vast spaces inbetween either 1 at a time (trials) or 2 at a time (dungeons) every year.
Gear diversity doesn't necessarily have to apply only to BiS equipment. What percentage of the community do you think only consider BiS for their gear? How about their alts?
If every time new content was released the new gear for that content was BiS, it would make all the other gear become obsolete over time.
Also consider when you say BiS, what/who is it BiS for? Trials? PvP? Vet Dungeons? Magica single target? Running scrolls in Cyrodiil? Stamina AoE? Running with pugs? Soloing world bosses? Ganking in PvP? Clearing trash mobs? Resource node farming?
Then you have to consider a person's play style. A player may be willing to sacrifice a BiS set for something that suits their play style better.
BiS gear is a necessary - but insufficient - step in being able to do more than 10k dps by spamming an ability that looks edgy or cool and actually successfully completing content.