AcadianPaladin wrote: »I read the patch notes. Then I cried.
Are you actually trying to drive people away from your game at this point? Is this how you plan to fix the lag? To have empty servers? That was easily the worst Patch Notes I've seen in years. 90% of the changes make no logical sense from both a fun or balance perspective. You've now nerfed pretty much every build across the board and added very niche uses to some abilities in a very strange attempt at class identity.
Last couple of patches you completely ruined class identity then you added overpowered DOTs to then nerf them again, then you added cast times to Ultimates and now you nerf pretty much everyone with all your cost increases and damage nerfs? At what point do the horrible decisions stop?
redlink1979 wrote: »It's just the 1st week of this pts cycle. Let's wait and see.
They always ignore feedback anyway.redlink1979 wrote: »It's just the 1st week of this pts cycle. Let's wait and see.
Royalthought wrote: »I would complain about the combat direction but it has yet to be proven their is one.
I'd like to believe they had a vision but seeing each patch do a 180 from the previous means they're contradicting themselves. In ways that most of us knew were bad to begin with.
They don't seem to be in touch with what's needed. I enjoyed making builds in eso. Right now I see no point in investing into it.
There is none. The audit was a load of marketing doublespeak.
When all I heard today was - we feel this would be cool - we thought this would be neat. Hey, let's give every class a purge. I knew we are forever in trouble.
I was down this road in one other MMO before... to say it caused a mass exodus of players is an understatement. It was so bad it made the news on many gaming sites.
ZoS had best wake up quickly. Whoever is running this whole team best reel this out-of-control combat team in fast. We are already starting to lose people and many current players are getting extremely frustrated with this (and that is saying it lightly).
Sorry, we are five years into an MMO. There is no excuse, whatsoever, except for a new class introduction, to be having 30%+ increase/decrease in skill adjustments at this point in time. That is what you alpha was for. Now it should simply be making sure all classes with DPS perform about the same among same players, etc.
Since I have run many software product teams in my almost thirty year career, I will say I recognize this. This is change for the sake of making change and all it does is end up costing customers and eventually revenue. I have seen it too many times.
How you know it's now reached a point that's really bad, is few really cared about the new content coming in the Dragonhold DLC and everyone wanted to know about the combat skill fixes. Instead, it was a rash of disappointment.
I don't know if Rich Lambert is the ultimate man in charge, but if he is, I would highly suggest he spend some time reviewing the videos of well known community members that he has had a ZoS HQ to see just how bad these proposed changes went over today. It was not pretty at all and the majority of them basically said the same thing - this combat team hasn't a clue what they are doing.
Are you actually trying to drive people away from your game at this point? Is this how you plan to fix the lag? To have empty servers? That was easily the worst Patch Notes I've seen in years. 90% of the changes make no logical sense from both a fun or balance perspective. You've now nerfed pretty much every build across the board and added very niche uses to some abilities in a very strange attempt at class identity.
Last couple of patches you completely ruined class identity then you added overpowered DOTs to then nerf them again, then you added cast times to Ultimates and now you nerf pretty much everyone with all your cost increases and damage nerfs? At what point do the horrible decisions stop?
DoTs were not overpowered - they added a powerful option to compete with just spammable DD.
In what other MMO, or rpg, or hell - any game, would designers think it's a good idea to have a damage over time ability, take 10 seconds, to do only 25% more than a 1-second spammable. What ridiculousness.
See, the issue is they don't understand what the OP meant.
The DoTs in damage for cost overtime was fine. In PvP, the issue is they made them to easy to lay down and most classes, except Necro or Templar, only had the extremely too expensive for return Purge to counter it.
The fix, is to simpy up the number of effects Purge removes or lower the cost of Purge. Simple thing to try for a cycle to see if that balances things.
Instead, we got an essay of changes coming because of it.
The example I gave (of adjusting Purge) is one a competent team would try. Simple, and easy to measure. Also what you would expect five years into a game. A small adjustment to try and balance things.
A team who doesn't really know what they are doing would change the meta across the board.
You can't ever fix or balance things if you are changing so much every three months that you don't have any idea what to measure.