Youtube Builds - Can We Stop Please?

  • Arciris
    Arciris
    ✭✭✭✭✭
    Wow, this is still going on...Not even X-Mas can stop it :p

    There's 2 discussions here:

    1 - Youtube builds.

    a) Those are great as starting points and we should all be grateful to the people who takes the time to share them.

    b) They are great as staring points as they provide the best achievable/effective ratio for specific content/playstyle.
    It's like quality/price ratio: it doesn't mean it's the best price, nor it means it's the best quality but the ratio between the 2 is just on point.

    c) People who fail to understand the points above are narrow minded, and there's nothing we can do about it. The world is full of them, always has been and will continue to be. Learn to move on :D

    2 - Tank role in ESO
    a) Basic role is hold aggro and not die, Failing at this results in group wipe (most of the time). Not dying yourself is therefore the first and most basic way to support your group,.
    (Lucky for us, the best taunt in game (Puncture) is also a DPS buffer. applying both Major fracture and Breach)
    In some situations (learning tank and/or learning group) it is actually altruistic to be an "egoistic" tank.

    b) Once you're comfortable with your basic duty, it's time to move on to also help the group survive better, by providing any means to mitigate damage to your group (shields, Max health, increase armor and spell resistance, debufing damage with Minor and possibly Major Main, providing Minor/ Major protection... and even help with sustain if possible)
    This is actually the best way to buff your group DPS, as a dead DD does 0 damage.
    This should be your priority when the team is not comfortable with the content you're running.

    c) You have an Ace group who are proficient with mechanics and their own survival, including yourself. Your basic duty is still point a but you can now skip point b (mostly) and focus on boosting your group damage. The more you can "sacrifice" towards that goal, the better tank you are :D
  • aaisoaho
    aaisoaho
    ✭✭✭✭✭
    As a person who has studied games and game design, I can say, that it is clear that ESO's design has an emphasis on the concept of Holy Trinity. The concept is almost as old as the MMORPG genre and dungeon crawling. The basis of such concept is 3 cornerstones of a succesful group. Such corner stones are: Damage Dealers, Healers and Tanks. (some games includes also a support role, but this does not seem to be the case in ESO)

    Every role has their primary purpose in the group. Damage dealers' purpose is to dish as much damage as possible, healers' purpose is to heal other group members and tanks' purpose is to prevent others from taking damage. There are several ways to fulfill these purposes. This is translated (by "meta players") into:
    - damage dealers dishes damage trough having an optimal combination of rotation, skills, items and such
    - healer throws enough heals to the group, while trying to not over-heal (unnecessary heals are wasted resources -> unoptimal/less efficiency)
    - tank keeps the bad guys still, taunts the bosses and faces them away from the rest of the group.

    Most of the players who starts to think about how to measure the efficiency and performance of the group ends up using DPS as their metrics. Why? Because a fight is won by diminishing the bad guy's health to 0. The faster you get the health to 0, the faster the fight is over, so DPS is a valid way to measure the performance.

    Now, keeping this information in mind (that group DPS is a good way to measure performance of the group), how could every member of the group improve (=raise the performance of the group) the group? By raising the group DPS. This can be done in various ways, yet again.

    If you fill the primary purpose of your role, you can start thinking how you do not waste resources and increase the performance of your group. Do you, as a tank, need all your sets to be defensive? Or can you switch some self-defense sets and still fulfill your primary purpose? As in, are they wasted resources? Maybe not? This is the part where buffing/debuffing comes into play. By buffing the DDs, you increase the group DPS and thus make your group more efficient. By debuffing the boss, you increase the group DPS and thus make your group more efficient.

    As a healer, does your gear need to be only focused on healing? Can you heal less without underhealing your group? If not, you can allocate those resources into buff/debuff section yet again to increase the group DPS, thus making your group more efficient.

    Now, as a DD. If there is a dead team mate, who could raise them (singular he/she in this case!) without compromising their primary purpose/having the least effect on the group DPS? Yup, a DD. Since dead DD is 0 dps, it is quite detrimental to resurrect them. What are the ways a DD could use to make group more efficient? By improving their own DPS and if they can, by buffing/debuffing. Here comes the math part: is it better for a DD to sacrifice their own resources (and lower their own DPS) to raise others' DPS? Most of the time, the answer is no. DDs runs selfish sets, just because it makes the group more efficient than by not using those selfish sets and using helping sets instead.

    Of course, the gaming itself should be enjoyable, because playing is a way to relax. Playing as a whole serves a purpose in our lives, even cats/dogs play. If you do not enjoy and thus relieve your stress levels, is it even worth to play then? I do not think so. (To delve deeper into the definition of meaningful play, check the following spoiler)
    According to Katie Salen and Eric Zimmerman (Rules of play, 2004, pages 72-81) game is a system, where player commits into an artificial conflict determined by the rules and resulting in a measurable outcome. According to Callois, playing is an action with following properties: free, separate, uncertain, unproductive, regulated by rules, fiction. According to Suits playing a game is a voluntary try to overcome unnecessary obstacles.

  • Nifty2g
    Nifty2g
    ✭✭✭✭✭
    ✭✭✭✭✭
    aaisoaho wrote: »
    As a person who has studied games and game design, I can say, that it is clear that ESO's design has an emphasis on the concept of Holy Trinity. The concept is almost as old as the MMORPG genre and dungeon crawling. The basis of such concept is 3 cornerstones of a succesful group. Such corner stones are: Damage Dealers, Healers and Tanks. (some games includes also a support role, but this does not seem to be the case in ESO)

    Every role has their primary purpose in the group. Damage dealers' purpose is to dish as much damage as possible, healers' purpose is to heal other group members and tanks' purpose is to prevent others from taking damage. There are several ways to fulfill these purposes. This is translated (by "meta players") into:
    - damage dealers dishes damage trough having an optimal combination of rotation, skills, items and such
    - healer throws enough heals to the group, while trying to not over-heal (unnecessary heals are wasted resources -> unoptimal/less efficiency)
    - tank keeps the bad guys still, taunts the bosses and faces them away from the rest of the group.

    Most of the players who starts to think about how to measure the efficiency and performance of the group ends up using DPS as their metrics. Why? Because a fight is won by diminishing the bad guy's health to 0. The faster you get the health to 0, the faster the fight is over, so DPS is a valid way to measure the performance.

    Now, keeping this information in mind (that group DPS is a good way to measure performance of the group), how could every member of the group improve (=raise the performance of the group) the group? By raising the group DPS. This can be done in various ways, yet again.

    If you fill the primary purpose of your role, you can start thinking how you do not waste resources and increase the performance of your group. Do you, as a tank, need all your sets to be defensive? Or can you switch some self-defense sets and still fulfill your primary purpose? As in, are they wasted resources? Maybe not? This is the part where buffing/debuffing comes into play. By buffing the DDs, you increase the group DPS and thus make your group more efficient. By debuffing the boss, you increase the group DPS and thus make your group more efficient.

    As a healer, does your gear need to be only focused on healing? Can you heal less without underhealing your group? If not, you can allocate those resources into buff/debuff section yet again to increase the group DPS, thus making your group more efficient.

    Now, as a DD. If there is a dead team mate, who could raise them (singular he/she in this case!) without compromising their primary purpose/having the least effect on the group DPS? Yup, a DD. Since dead DD is 0 dps, it is quite detrimental to resurrect them. What are the ways a DD could use to make group more efficient? By improving their own DPS and if they can, by buffing/debuffing. Here comes the math part: is it better for a DD to sacrifice their own resources (and lower their own DPS) to raise others' DPS? Most of the time, the answer is no. DDs runs selfish sets, just because it makes the group more efficient than by not using those selfish sets and using helping sets instead.

    Of course, the gaming itself should be enjoyable, because playing is a way to relax. Playing as a whole serves a purpose in our lives, even cats/dogs play. If you do not enjoy and thus relieve your stress levels, is it even worth to play then? I do not think so. (To delve deeper into the definition of meaningful play, check the following spoiler)
    According to Katie Salen and Eric Zimmerman (Rules of play, 2004, pages 72-81) game is a system, where player commits into an artificial conflict determined by the rules and resulting in a measurable outcome. According to Callois, playing is an action with following properties: free, separate, uncertain, unproductive, regulated by rules, fiction. According to Suits playing a game is a voluntary try to overcome unnecessary obstacles.
    There's something missing, with ESO's combat and just all the calculations and the CP system, it allows players to be very versatile in these roles (tanks and healers) which is where players explore and come up with such interesting builds because the game allows for that type of versatility. No one has mentioned that several top scores in Cloudrest the healers are wearing Ebon to let the tanks use Torugs to lower the bosses resistances. Why? because you can. Sure these players are very used to stuff like this and learn to build a character up for it themselves, and people like to copy and learn to do that, ESO offers Tanks and Healers to do some interesting stuff. The classes are very fun to play but imo if you want to play those roles at a higher level and by higher I mean the 1% you need to be open minded. And it usually causes a conflict when open minded players try to run this stuff and expect this stuff with people who do not think so which is a lot of what this thread is to begin with.
    And because of the result in Healers and Tanks it's mostly the mindset of how can we buff our group, what can we do as support to give support to our dd's to make our jobs easier overall. And that's why you got people running these sets.
    Edited by Nifty2g on December 26, 2018 1:03PM
    #MOREORBS
  • Joker99
    Joker99
    ✭✭✭
    In this thread:
    Bunch of roleplayers that have no idea what they're talking about.

    Do not think of ever running Alkosh guys, I doubt you can manage 5% uptime anyway. Maybe if you know what a synergy is, but that's for another thread.
    PC-EU
    DPS Slave:
    StamNB, MagNB, MagPlar, MagDK, StamDK, StamWarden
    Mostly just a scrub. Not even max CP.Actually max CP.
  • aaisoaho
    aaisoaho
    ✭✭✭✭✭
    Nifty2g wrote: »
    aaisoaho wrote: »
    As a person who has studied games and game design, I can say, that it is clear that ESO's design has an emphasis on the concept of Holy Trinity. The concept is almost as old as the MMORPG genre and dungeon crawling. The basis of such concept is 3 cornerstones of a succesful group. Such corner stones are: Damage Dealers, Healers and Tanks. (some games includes also a support role, but this does not seem to be the case in ESO)

    Every role has their primary purpose in the group. Damage dealers' purpose is to dish as much damage as possible, healers' purpose is to heal other group members and tanks' purpose is to prevent others from taking damage. There are several ways to fulfill these purposes. This is translated (by "meta players") into:
    - damage dealers dishes damage trough having an optimal combination of rotation, skills, items and such
    - healer throws enough heals to the group, while trying to not over-heal (unnecessary heals are wasted resources -> unoptimal/less efficiency)
    - tank keeps the bad guys still, taunts the bosses and faces them away from the rest of the group.

    Most of the players who starts to think about how to measure the efficiency and performance of the group ends up using DPS as their metrics. Why? Because a fight is won by diminishing the bad guy's health to 0. The faster you get the health to 0, the faster the fight is over, so DPS is a valid way to measure the performance.

    Now, keeping this information in mind (that group DPS is a good way to measure performance of the group), how could every member of the group improve (=raise the performance of the group) the group? By raising the group DPS. This can be done in various ways, yet again.

    If you fill the primary purpose of your role, you can start thinking how you do not waste resources and increase the performance of your group. Do you, as a tank, need all your sets to be defensive? Or can you switch some self-defense sets and still fulfill your primary purpose? As in, are they wasted resources? Maybe not? This is the part where buffing/debuffing comes into play. By buffing the DDs, you increase the group DPS and thus make your group more efficient. By debuffing the boss, you increase the group DPS and thus make your group more efficient.

    As a healer, does your gear need to be only focused on healing? Can you heal less without underhealing your group? If not, you can allocate those resources into buff/debuff section yet again to increase the group DPS, thus making your group more efficient.

    Now, as a DD. If there is a dead team mate, who could raise them (singular he/she in this case!) without compromising their primary purpose/having the least effect on the group DPS? Yup, a DD. Since dead DD is 0 dps, it is quite detrimental to resurrect them. What are the ways a DD could use to make group more efficient? By improving their own DPS and if they can, by buffing/debuffing. Here comes the math part: is it better for a DD to sacrifice their own resources (and lower their own DPS) to raise others' DPS? Most of the time, the answer is no. DDs runs selfish sets, just because it makes the group more efficient than by not using those selfish sets and using helping sets instead.

    Of course, the gaming itself should be enjoyable, because playing is a way to relax. Playing as a whole serves a purpose in our lives, even cats/dogs play. If you do not enjoy and thus relieve your stress levels, is it even worth to play then? I do not think so. (To delve deeper into the definition of meaningful play, check the following spoiler)
    According to Katie Salen and Eric Zimmerman (Rules of play, 2004, pages 72-81) game is a system, where player commits into an artificial conflict determined by the rules and resulting in a measurable outcome. According to Callois, playing is an action with following properties: free, separate, uncertain, unproductive, regulated by rules, fiction. According to Suits playing a game is a voluntary try to overcome unnecessary obstacles.
    There's something missing, with ESO's combat and just all the calculations and the CP system, it allows players to be very versatile in these roles (tanks and healers) which is where players explore and come up with such interesting builds because the game allows for that type of versatility. No one has mentioned that several top scores in Cloudrest the healers are wearing Ebon to let the tanks use Torugs to lower the bosses resistances. Why? because you can. Sure these players are very used to stuff like this and learn to build a character up for it themselves, and people like to copy and learn to do that, ESO offers Tanks and Healers to do some interesting stuff. The classes are very fun to play but imo if you want to play those roles at a higher level and by higher I mean the 1% you need to be open minded. And it usually causes a conflict when open minded players try to run this stuff and expect this stuff with people who do not think so which is a lot of what this thread is to begin with.
    And because of the result in Healers and Tanks it's mostly the mindset of how can we buff our group, what can we do as support to give support to our dd's to make our jobs easier overall. And that's why you got people running these sets.

    I agree, there is many ways to fill these roles and perform them. That is why I left out any spesific gear combinations etc. And I tried to make my main point as: ESO's PVE combat can be simplified most of the time into "reduce the health of the enemies into 0" and by that, making group DPS as a great way to measure the efficiency of your group.

    What I disagree is: "--No one has mentioned that several top scores in Cloudrest the healers are wearing Ebon to let the tanks use Torugs to lower the bosses resistances. Why? because you can. ", the answer is not because you can. (or at least not the full answer, partially it can be explained just by that) It is more likely to be, because that is a viable alternative, where adding survivability via healers creates a way for tanks to increase group performance via debuffs/buffs.

    Also what I was originally missing, was expanded explanation on why you should also count the group survivability into your "analysis on how to improve as a group". This should be considered when creating a build for a group, because dead members lessens the group efficiency and can lead to wipes. A dead DD means less DPS, which means longer fight, which means more mechanics, which means harder fight. A dead tank leads to an uncontrolled fight, which makes fight harder and potentially to a wipe. (Also no buffs/debuffs -> less group DPS) A dead healer leads to harder fight and possibly to a wipe. (and again, also no buffs/debuffs)

    If group members have sacrificed their health to gain more DPS and thus enables some one-hit kills, it means your healer cannot perform their role. This leads into a situation, where you must as a group think, is it worth it to run some health-buffing sets (ebon by healer/tank) or should the DDs sacrifice their DPS to get more survivability.

    And my original purpose was to try to explain why tanks/healers should consider the buff/debuff aspect in addition to their main purpose. (and explain why we have such DPS-centric culture) If fulfilling your role is difficult, you should consider sets that makes it easier for you to perform. Increasing the efficiency is not the priority, it is only additional and fit for a group that already can perform in the content.

    In other words: If your group can perform the content, consider minimizing your resource loss to maximize your group efficiency. (= Min/Max)
  • Nifty2g
    Nifty2g
    ✭✭✭✭✭
    ✭✭✭✭✭
    aaisoaho wrote: »
    Nifty2g wrote: »
    aaisoaho wrote: »
    As a person who has studied games and game design, I can say, that it is clear that ESO's design has an emphasis on the concept of Holy Trinity. The concept is almost as old as the MMORPG genre and dungeon crawling. The basis of such concept is 3 cornerstones of a succesful group. Such corner stones are: Damage Dealers, Healers and Tanks. (some games includes also a support role, but this does not seem to be the case in ESO)

    Every role has their primary purpose in the group. Damage dealers' purpose is to dish as much damage as possible, healers' purpose is to heal other group members and tanks' purpose is to prevent others from taking damage. There are several ways to fulfill these purposes. This is translated (by "meta players") into:
    - damage dealers dishes damage trough having an optimal combination of rotation, skills, items and such
    - healer throws enough heals to the group, while trying to not over-heal (unnecessary heals are wasted resources -> unoptimal/less efficiency)
    - tank keeps the bad guys still, taunts the bosses and faces them away from the rest of the group.

    Most of the players who starts to think about how to measure the efficiency and performance of the group ends up using DPS as their metrics. Why? Because a fight is won by diminishing the bad guy's health to 0. The faster you get the health to 0, the faster the fight is over, so DPS is a valid way to measure the performance.

    Now, keeping this information in mind (that group DPS is a good way to measure performance of the group), how could every member of the group improve (=raise the performance of the group) the group? By raising the group DPS. This can be done in various ways, yet again.

    If you fill the primary purpose of your role, you can start thinking how you do not waste resources and increase the performance of your group. Do you, as a tank, need all your sets to be defensive? Or can you switch some self-defense sets and still fulfill your primary purpose? As in, are they wasted resources? Maybe not? This is the part where buffing/debuffing comes into play. By buffing the DDs, you increase the group DPS and thus make your group more efficient. By debuffing the boss, you increase the group DPS and thus make your group more efficient.

    As a healer, does your gear need to be only focused on healing? Can you heal less without underhealing your group? If not, you can allocate those resources into buff/debuff section yet again to increase the group DPS, thus making your group more efficient.

    Now, as a DD. If there is a dead team mate, who could raise them (singular he/she in this case!) without compromising their primary purpose/having the least effect on the group DPS? Yup, a DD. Since dead DD is 0 dps, it is quite detrimental to resurrect them. What are the ways a DD could use to make group more efficient? By improving their own DPS and if they can, by buffing/debuffing. Here comes the math part: is it better for a DD to sacrifice their own resources (and lower their own DPS) to raise others' DPS? Most of the time, the answer is no. DDs runs selfish sets, just because it makes the group more efficient than by not using those selfish sets and using helping sets instead.

    Of course, the gaming itself should be enjoyable, because playing is a way to relax. Playing as a whole serves a purpose in our lives, even cats/dogs play. If you do not enjoy and thus relieve your stress levels, is it even worth to play then? I do not think so. (To delve deeper into the definition of meaningful play, check the following spoiler)
    According to Katie Salen and Eric Zimmerman (Rules of play, 2004, pages 72-81) game is a system, where player commits into an artificial conflict determined by the rules and resulting in a measurable outcome. According to Callois, playing is an action with following properties: free, separate, uncertain, unproductive, regulated by rules, fiction. According to Suits playing a game is a voluntary try to overcome unnecessary obstacles.
    There's something missing, with ESO's combat and just all the calculations and the CP system, it allows players to be very versatile in these roles (tanks and healers) which is where players explore and come up with such interesting builds because the game allows for that type of versatility. No one has mentioned that several top scores in Cloudrest the healers are wearing Ebon to let the tanks use Torugs to lower the bosses resistances. Why? because you can. Sure these players are very used to stuff like this and learn to build a character up for it themselves, and people like to copy and learn to do that, ESO offers Tanks and Healers to do some interesting stuff. The classes are very fun to play but imo if you want to play those roles at a higher level and by higher I mean the 1% you need to be open minded. And it usually causes a conflict when open minded players try to run this stuff and expect this stuff with people who do not think so which is a lot of what this thread is to begin with.
    And because of the result in Healers and Tanks it's mostly the mindset of how can we buff our group, what can we do as support to give support to our dd's to make our jobs easier overall. And that's why you got people running these sets.
    What I disagree is: "--No one has mentioned that several top scores in Cloudrest the healers are wearing Ebon to let the tanks use Torugs to lower the bosses resistances. Why? because you can. ", the answer is not because you can. (or at least not the full answer, partially it can be explained just by that) It is more likely to be, because that is a viable alternative, where adding survivability via healers creates a way for tanks to increase group performance via debuffs/buffs.
    Well of course, but the main reason is because you can run this, much like Alkosh, Ebon offers no actual stats that are actually helpful for a healer. You can argue the max health bonuses but really it's not needed at all. I don't know if you are suggesting that it is healers gaining survivability but it's more so for the group that needs it not the healer.
    #MOREORBS
  • amir412
    amir412
    ✭✭✭✭✭
    Lab3360 wrote: »
    This idea that only builds from youtube From Alcast and Asian are the only builds that can work in the game, is an assertion of idiocy.

    I cant believe how infected the community has become by this idea.
    There are sooo many different ways to reach the dps, healing and tanking in this game people.

    We really need to turn this around. I recently had some guy tell me in Cloudrest that my tank build was a trash build and I should off tank. I was on with a Sorc Magika Tank with frost staff. He mocked me while I was off mic as he said "I want to be different and not use a build from youtube" (voiced in sarcastic non masculine voice)

    I was flabbergasted by the sheer stupidity of this guild leader. I then mic'ed up and asked him, "why is this a trash build?"

    He responded, "how are you going to taunt when you get interrupted with staff HA?" I responded, "Um inner fire"

    He then asked, "when you run out of magika?" I said "I dont because my recover is at 1800 and I have tri pots and conversion"

    Then the last thing I said to him was this,

    "Youre an idiot who is incapable of thinking for yourself. You should listen to how stupid you sound when you say that a "Youtube Build" is the only way to get the job done. I feel sorry for youre guild because you hold them back.

    My builds are better than youtube.
    They all wiped from because theyre guild could not execute downstairs correctly.
    Adds everywhere. Guess whonwas still standing.

    I ended it with this, I could pick you up. But Inwont tank for an idiot.

    Then I left.

    Guys, Gals, if you are going to watch youtube, please study "The where" and "The Why" something works. Analyze the build in separate elements. The builds are for illustrative purposesonly.
    Not one Youtube says this is the only way.

    I have seen a lot of builds from people who value theyre builds soo much, they refuse to put the build on youtube. Its okay to think for yourself. Its okay to design youre own build as long as it is effective .

    shhh OP, dont tell them secrets.
    Let them all follow builds cuz they cant think for themselves and still get rekt by self theorycrafters.
    Thןד is the leader's loss, not urs buddy.
    Edited by amir412 on December 26, 2018 6:22PM
  • Protossyder
    Protossyder
    ✭✭✭✭
    dust.jpg
    Characters worth mentioning:
    Daedrós - Magicka DK - Altmer - PvE & PvP - Emperor - IR - GH - TTT
    Dragybor - Stamblade - Redguard - PvE (first char)
    Yondaime Raikage - Stamsorc - Redguard - PvP
    Zerg Overmind - Magblade - Altmer - PvE - GH
    Yenari - Magsorc - Altmer - PvE - Flawless Conqueror
    Devoured-his-siblings - DK Tank - Argonian - PvE - Unchained
    Valkyrja Valhalla - StamDK - Redguard - PvE
    Hyperion der Obere - Magplar - Altmer - PvE
    Affa al'Dschinni - Stamplar - Orc - PvP
    Enjoys-the-slaughter - Templar Healer - Argonian - PvE
    Hades Adamastos - Stamcro - Orc - PvE
    Khaba the Cruel - Magsorc- Altmer - PvP
    Hekate Ourania - Magcro - Atlmer - PvE - TTT
    Arenas: vDSA (~46k) - vMA (~586k)
    Trials: vAA hm - vHRC hm - vSO hm - vMoL hm (~161k) - vHoF hm (~218k) - vAS+2 (~114k) - vCR+3 - vSS hm - vKA hm

    PC - EU
  • WeylandLabs
    WeylandLabs
    ✭✭✭✭✭
    I haven't played since summerset but what's funny about this entire post is. There is so much hatred in the eso community that your minds are melted to the point that you all think this is an actual skilled game.

    My nephew plays this game also, he's 11 and has almost all vet achievements. But if I put him on Super Mario Bros from NES he can't get past the second level. My point is gaming companys tricked you all to thinking your good at something.


    I'd reevaluate your skills in other games, cause your ability to complain about a game that has no future beside role playing is awful.

    And honestly there isn't enough diversity to complement theorycrafting the only thing in the game that's skilled.

    Hope the game changes next year ... good luck everyone 👌
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    I haven't played since summerset but what's funny about this entire post is. There is so much hatred in the eso community that your minds are melted to the point that you all think this is an actual skilled game.

    My nephew plays this game also, he's 11 and has almost all vet achievements. But if I put him on Super Mario Bros from NES he can't get past the second level. My point is gaming companys tricked you all to thinking your good at something.


    I'd reevaluate your skills in other games, cause your ability to complain about a game that has no future beside role playing is awful.

    And honestly there isn't enough diversity to complement theorycrafting the only thing in the game that's skilled.

    Hope the game changes next year ... good luck everyone 👌

    You should probably consider comparing ESO to a similar game. Dark Souls perhaps, because Super Mario is a 2D platformer, sometimes a bullet hell, and completely noncomparable to a 3D action rpg. The skill sets involved are completely different
  • TheRealSniker
    TheRealSniker
    ✭✭✭✭✭
    PvE is a game of numbers, unlike in PvP, PvE best in slot builds exist and if you run anything else and believe its better then youre bad and should feel sad
    Edited by TheRealSniker on December 26, 2018 6:56PM
  • TheRealSniker
    TheRealSniker
    ✭✭✭✭✭
    plan.png
  • Zatox
    Zatox
    ✭✭✭✭
    Use any build you want. But If you got kicked out of the group, you deserve it.
  • alainjbrennanb16_ESO
    alainjbrennanb16_ESO
    ✭✭✭✭✭
    i Have mad a comment before on this, i do think the convo is pointless, as gear and skills is only 50% required the other 50% is the person on the keyboard, so to me meta is what the player can do not a set thing, for everyone is diff and can react in a diff way
    Main character dk - Vanikifar whitestrike
  • ZOS_RogerJ
    ZOS_RogerJ
    ✭✭✭✭
    Greetings! We've locked this thread to prevent further spiraling, as some of the posts violated our community rules around bashing and baiting. While we completely understand everyone has their own opinions, thoughts, feelings and even frustrations, we want the forums to be a civil and constructive platform for the game and it's community as a whole.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
This discussion has been closed.