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· [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
ZOS's Constant Corrections to Combat Stats are Annoying
Do these guys know what they are doing? I ask this because:
1) Cooking Pasta without a Timer
ZOS introduces an armor-set only to backtrack and completely change it. This happens frequently with dramatic corrections. ZOS's combat designer/s clearly have no understanding of how the armor sets and skills stats will play out. It is like cooking pasta without a timer and waiting to see if it will be under-cooked or over-cooked.
2) Lacks Foundational Understanding of Game Combat
In the most recent update, Alcast only had to look at the first set of patch notes to immediately discern that the Cloudrest trial set-drops were useless. Shouldn't the combat team be able to see this too? ZOS's team seem to have randomly put a bunch of stats together to create new armor-sets with no clue how they would translate in actual game-play.
3) Let's Make Stuff Up and See how we Do
The frequent and dramatic corrections to armor-sets and skill statistics is a symptom of a team/person that don't know what they are doing. It's a classic case of, "Let's make stuff up and see how we do."
May I suggest ZOS work more closely with the people who know the game -- like Alcast or Gilliam - instead of relying on a bunch of dodo birds who don't have mastery over their craft. You can also consider hiring a more seasoned person -- someone who has successfully designed a game combat system un-accompanied by constant, dramatic corrections.
The game's combat experience will go more smoothly if ZOS worked toward more precision in this area.
p.s - With the exception of combat, all the other parts of the game are actually quite well executed.