General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
MartiniDaniels wrote: »Yes.
I don't know how it is in all guilds, but in my guilds ton of people vanished after those leaked notes of scalebreaker, and now even those who remained are completely disoriented and even ongoing raids are messy with crazy mix of players of different level.
And of course nobody wants to play, I mean what reason to improve your PVE rotation or PVP builds while all this will be entirely, absolutely disintegrated within a month.
Exactly. I have one member of my core who literally just mastered his all dot rotation. They were very resistant to change. I feel so bad they need to relearn all over again
General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
I honestly don't care if the salty veterans outright leave the game. Some of them are really nice but most?
They're all like grumpy old farts that have a problem with everything, all cynical doomsayers that refuse to adjust and man up to the changes. All that while also being hypocrites for they're the ones I heard the most calling for new refreshing changes to keep the game interesting.
Now they all cry and try to treathen ZOS that they'll leave just because they won't be able to hit ridiculous DPS numbers anymore that shouldn't have existed in the first place.
Let them go, they will be replaced by new players eventually.
I've been around for many years myself and I love the changes cause it forces me to switch up, experiment, find something new and re-learn the game that was already getting boring. If I can do it why not them?
It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
BloodMagicLord wrote: »General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
You know, once upon a time trials were actually hard, right? DDs had to run defensive ultimates and weren't pulling 100k DPS. This situation is ridiculous and it's good that ZOS is finally addressing it. Some players may dislike this and quit rather than adapt to the change, but if that's the case then they probably weren't too far from quitting anyways.
>>>> when people dread patch notes instead of looking forward to them<<<<<
Perhaps that's the goal. It actually makes sense because trials guilds folk are extremely resistant and vocal to any changes that challenges the exclusivity. Perhaps its not worth it anymore for zos.
This game would of been so much better without trials and im not knocking those that like them. Im just old school daoc.
It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
Dagoth_Rac wrote: »It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
The problem though is that often the mechanic is DPS. In a lot of ESO content, if your DPS is above "X" (and that number can vary from Trial to Trial and boss to boss), the content is fairly easy. If your DPS is blow "X", you wipe. It is a very black and white approach to mechanics. If the loss of DPS made people say, "Oh geez, killing boss A is gonna take 20 minutes now instead of 10 minutes," or, "Oh geez, we are gonna see that mechanic 5 times now instead of 3, which gives us 2 extra times to mess it up," I think there would be less outrage. But people see these changes and are like, "Oh geez, if our guild's average in-Trial DPS drops from 35k to 28k, it is not gonna take us longer to get a clear, or require us to handle more or new mechanics, it is going to be impossible."
The DPS obsession in this game is because there are so many bright-line DPS walls. It is rare that content is harder because of lowered DPS. Content becomes impossible. This is no fun for high-end groups, either! This whip-sawing back and forth between easy and impossible based on hard DPS checks all over the content is why there is such a disconnect between some forum goers saying "game too easy" and others saying, "my guild is collapsing because game is impossible."
They're just following the old mantra, "You have to break it before you can fix." Granted they've been "breaking" it for quite some time now and we're all still wondering when the "fix" it phase begins, but I digress.
Dagoth_Rac wrote: »It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
The problem though is that often the mechanic is DPS. In a lot of ESO content, if your DPS is above "X" (and that number can vary from Trial to Trial and boss to boss), the content is fairly easy. If your DPS is blow "X", you wipe. It is a very black and white approach to mechanics. If the loss of DPS made people say, "Oh geez, killing boss A is gonna take 20 minutes now instead of 10 minutes," or, "Oh geez, we are gonna see that mechanic 5 times now instead of 3, which gives us 2 extra times to mess it up," I think there would be less outrage. But people see these changes and are like, "Oh geez, if our guild's average in-Trial DPS drops from 35k to 28k, it is not gonna take us longer to get a clear, or require us to handle more or new mechanics, it is going to be impossible."
The DPS obsession in this game is because there are so many bright-line DPS walls. It is rare that content is harder because of lowered DPS. Content becomes impossible. This is no fun for high-end groups, either! This whip-sawing back and forth between easy and impossible based on hard DPS checks all over the content is why there is such a disconnect between some forum goers saying "game too easy" and others saying, "my guild is collapsing because game is impossible."
Absolutely agree. Take vMOL HM. My group is currently progressing through it. 5 pad burn is alright, on 6th pad it turns into horrendous cancer of tether prog, ppl are dying like flies. Se we opted to bring as many stamcros as possible because we just can't deal with the mechs after 5th pad...