Joy_Division wrote: »This is change fatigue. This isn't an issue of adapting anymore. It is an issue of everyone being too exhausted to care.
It's more than that. Yes, I am sick and tired of the wild swings in balance from patch to patch. Yes, I am tired of being told by ESO apologists to just "adapt" to highly questionable changes that unequivocally lack direction and focus.
But I *do* care. Very much so. I love(d) ESO. I've had many fond memories over the past 5 1/2 playing it despite the many, many changes ZOS made which I think were bad ideas. I very much want that to continue. Not just because there isn't anything else to play. But I love(d) this game.
I have hardly played this game since June. Much of this has to do with many of my friends leaving. But I've always had friends leaving ESO. And it's not just the latest changes. I have consistently dreaded every single patch notes release since Summer 2015 because they pretty much have all been the same thing: we're nerfing this and we're taking away this once unique aspect of your class.
What's different now is ZOS is basically asking me to play a different untested game every three months and the combat team's only sense of direction is to strip away whatever distinctiveness a class has such that all their skills do the exact same damage but just have different colored graphics. I'm still trying to figure out why the devs would implement such a radical change like increasing all DoT damage by 100%, ignore the multitude of voices who told them these changes were too far reaching, and then the next patch then decide it wasn't a good idea after all.
Why is the MO of the dev team to introduce crazy radical change every patch just to shake up the meta? If it's not completely redoing how healing is done, it's reworking how shields are done, or turning siege into virtual nuclear weapons, wholesale changes to tanking to make it more "fun", auditing every sill in the game so they all do the same thing, completely gutting sustain as in Morrowind, or reworking the entire NB class that completely changes how it plays? This is not having a direction. This is just throwing spaghetti against a wall and hoping something sticks. The end result of all of this are nerfs and the outright removal of the soul of a class or character that I used to have a lot of fun playing.
It's like the devs don't realize that patches and development are supposed to build upon and augment the parts of the game the player base like. I have zero idea what my character and this game will play like in six months - other than that it will be different, nerfed, and less interesting - so it's hard to invest ESO when the expectation is eventual disappointment.
And beyond that all of the various AOEs and dots being just different screen animations of the same attack is just incredibly lazy design. There can be so many variations of an aoe, they can really have fun with it. Instead we get generic variations of the same thing in all the trees.
Joy_Division wrote: »This is change fatigue. This isn't an issue of adapting anymore. It is an issue of everyone being too exhausted to care.
It's more than that. Yes, I am sick and tired of the wild swings in balance from patch to patch. Yes, I am tired of being told by ESO apologists to just "adapt" to highly questionable changes that unequivocally lack direction and focus.
But I *do* care. Very much so. I love(d) ESO. I've had many fond memories over the past 5 1/2 playing it despite the many, many changes ZOS made which I think were bad ideas. I very much want that to continue. Not just because there isn't anything else to play. But I love(d) this game.
I have hardly played this game since June. Much of this has to do with many of my friends leaving. But I've always had friends leaving ESO. And it's not just the latest changes. I have consistently dreaded every single patch notes release since Summer 2015 because they pretty much have all been the same thing: we're nerfing this and we're taking away this once unique aspect of your class.
What's different now is ZOS is basically asking me to play a different untested game every three months and the combat team's only sense of direction is to strip away whatever distinctiveness a class has such that all their skills do the exact same damage but just have different colored graphics. I'm still trying to figure out why the devs would implement such a radical change like increasing all DoT damage by 100%, ignore the multitude of voices who told them these changes were too far reaching, and then the next patch then decide it wasn't a good idea after all.
Why is the MO of the dev team to introduce crazy radical change every patch just to shake up the meta? If it's not completely redoing how healing is done, it's reworking how shields are done, or turning siege into virtual nuclear weapons, wholesale changes to tanking to make it more "fun", auditing every sill in the game so they all do the same thing, completely gutting sustain as in Morrowind, or reworking the entire NB class that completely changes how it plays? This is not having a direction. This is just throwing spaghetti against a wall and hoping something sticks. The end result of all of this are nerfs and the outright removal of the soul of a class or character that I used to have a lot of fun playing.
It's like the devs don't realize that patches and development are supposed to build upon and augment the parts of the game the player base like. I have zero idea what my character and this game will play like in six months - other than that it will be different, nerfed, and less interesting - so it's hard to invest ESO when the expectation is eventual disappointment.
starkerealm wrote: »LadyNalcarya wrote: »starkerealm wrote: »As player's DPS has gone up, it's trivialized even new content.
Sooo if everything is so easy and trivial then why do you keep ignoring questions about your achievements?
You're making some bold claims, so please go ahead and prove that you actually have experience and know what you're talking about. It's easy, right?
Not worth bragging about, also not complete because I can't be bothered to wander all over the place taking screenshots. Though you did get me to check my house and find that someone had turned off some of the lights in the basement.
Joy_Division wrote: »This is change fatigue. This isn't an issue of adapting anymore. It is an issue of everyone being too exhausted to care.
It's more than that. Yes, I am sick and tired of the wild swings in balance from patch to patch. Yes, I am tired of being told by ESO apologists to just "adapt" to highly questionable changes that unequivocally lack direction and focus.
But I *do* care. Very much so. I love(d) ESO. I've had many fond memories over the past 5 1/2 playing it despite the many, many changes ZOS made which I think were bad ideas. I very much want that to continue. Not just because there isn't anything else to play. But I love(d) this game.
I have hardly played this game since June. Much of this has to do with many of my friends leaving. But I've always had friends leaving ESO. And it's not just the latest changes. I have consistently dreaded every single patch notes release since Summer 2015 because they pretty much have all been the same thing: we're nerfing this and we're taking away this once unique aspect of your class.

ZOS needs a clear message, direction, and vision. It should be shared with its customers. And changes should be made to support this direction and explained as early as possible so people can see the light at the end of the tunnel.
And beyond that all of the various AOEs and dots being just different screen animations of the same attack is just incredibly lazy design. There can be so many variations of an aoe, they can really have fun with it. Instead we get generic variations of the same thing in all the trees.
And sadly, that is exactly what they are trying to do. Note that in the various patch notes they say things like, 'This skill was a hybrid combination of X, Y, and Z so we've removed the X and Y to bring it in line with our standard blah blah blah.' They make their intention to homogenize everything quite clear. And I agree with you..... it takes the fun and uniqueness away from it.
And don't even get me started on that racial nonsense, and their closing of reasonable and well articulated threads discussing the revocation of 20 years of TES stealthy Bosmer lore in exchange for some questionable PvP only thing nobody asked for....
While I don't disagree that this patch makes combat look really uninteresting and unappealing and could very likely drive people away, do keep in mind GoW5 and Borderlands3 dropped, and a large section of the population is currently balls deep in one or both games. I know it's frustrating, and we're dealing with the same issues, but you can do one of two things:
The past 3-4 weeks, I've only been logging in to do mount training and inventory management, with the occasional hour or two playing (occasional being like 2-3 days across the whole 3-4 weeks). I've only been doing this, because I just did not find Scalebreaker fun as a patch. DoT meta in PvE is just boring, and is infuriating in PvP when idiots at max range can DoT you up and completely deny you healing because you're taking so much damage. That, combined with the constantly deteriorating performance, has left me basically getting frustrated every time I play, so I just didn't.
As it currently stands, since reading the patch notes, I haven't even logged in at all, over the past like 4 days. I haven't logged in, because I just don't see a reason to. This upcoming patch is profoundly *** my characters, to the point where I'd have to completely rework my PvE character into something that is still just not fun to play, and bench my PvP character since DK is now a DoT class without any good DoT's.
I'm just done with Zenimax making the same exact *** mistakes patch after patch, year after year, and just not fixing any of them, despite the community screaming at them to do so. Literally a year ago, this thread popped up during the Murkmire PTS in response to the blanket nerf of mobility, pointing out that rather than blindly flailing the nerf bat around gutting anything it touches, they should use a nerf scalpel pointed specifically at what the community, the reps, and maybe Zenimax themselves deem problems.
I asked a class rep whether Zenimax had seen this, and apparently they did, and yet here we are in the Dragonhold PTS, where the same *** happens with a different mechanic. Zenimax introduces 2 blatantly overpowered DoT's (Entropy, Soul Trap) by more than doubling their damage, but rather than nerfing just those 2, they gut DoT's across the board by 50+%. It is so bad that DK's Volatile Armor now deals more damage than DK's Claw, which was once one of the strongest single target DoT's in the game. It is so bad that back barring a Maelstrom destro staff on a stamina build offers higher DPS than any other option, simply because of the boost to light attacks.
At this point, it's a complete joke. I'm watching FENGRUSH stream the PTS as I speak, and literally everything has left me speechless. This is not the game I once loved, this is not the game I once enjoyed, this is not the game that ESO should be. Zenimax, do better, you and I both know you can.
starkerealm wrote: »Nomadic_Mind wrote: »While I don't disagree that this patch makes combat look really uninteresting and unappealing and could very likely drive people away, do keep in mind GoW5 and Borderlands3 dropped, and a large section of the population is currently balls deep in one or both games. I know it's frustrating, and we're dealing with the same issues, but you can do one of two things:
1) Be patient and wait for them to complete the main campaign in those games. They'll be back. Even the most ardent of patch-haters usually comes back eventually, no matter how badly the devs screw things up (again).
2) Do what we've been doing. Give promising newer players (who are hitting the appropriate dps numbers) a chance to get some reps in end game content. We tend to let our population stagnate in end game because we assume only those of us currently running the content can complete it. We're notoriously hesitant to bring in new people. Now is the time to get over that bad habit and expand our end game player base a bit. We can use all the support we can get, since it looks like a large part of the ESO gaming population is pretty keen to tell us to kick rocks in light of the destructiveness of the upcoming patch.
How do you propose new players hit the "appropriate dps numbers" when their skills have been gutted because the sets they don't have access to are so strong?
By calibrating those numbers to what they'll actually need to clear content, and not the neverending epeen contest that DPS checks devolved into.
The DPS check at the end of vAA is less than 100k group. If you're crying about how you can't break 50k, you're literally crying that you can't clear vAA with only 2 DPS. 2! When you should have 8.
Also when you can't do things like first pad burns in vMoL... so what? I mean, really, so what? That doesn't matter. Can you clear the content? Yes. But, god forbid you need to actually teach people how to run.
Appropriate DPS means enough to clear the content you're running, not simply setting a number in low orbit and then crying when you're nerfed because you were roflstomping everything in your path..
Czekoludek wrote: »Should probably take into consideration that these people have run this content a million times, have all the gear etc. So for you to try and make the point that they could still clear this content, sure they could. They would have to go back through wiping through twins, frustrating progression runs, keeping guild sign ups full/filling call outs, doing dps tests with new dps, etc. And for what? Prolonging the life of a game that continues to make wtf changes. People are tired. But if another vAA run is what people want, I got nothin.
Blackleopardex wrote: »It's funny to me how I still wanna play the game, yet after craft-dailies/refill of guild-stores i just log off out of boredom... Shut down my raid-group for good last night after trying to rebuild it since early Scalebreaker. Well, creeping in the shadows waiting for pvp-magblade to improve and to actually have fun doing pve on any class...
Edit: That said I think the dot nerfs are a step in the right direction, does not mean there are not more to be done.
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)_/¯
irstarkey57 wrote: »Blackleopardex wrote: »It's funny to me how I still wanna play the game, yet after craft-dailies/refill of guild-stores i just log off out of boredom... Shut down my raid-group for good last night after trying to rebuild it since early Scalebreaker. Well, creeping in the shadows waiting for pvp-magblade to improve and to actually have fun doing pve on any class...
Edit: That said I think the dot nerfs are a step in the right direction, does not mean there are not more to be done.
I was in the same boat. Quit two months later.
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 guilds lately due to the fact that players just left the game and do not want to play it anymore.
Scalebreaker healer and ground DOTs nerfs were padded by a single target dot buffs, so we were able to keep up the DPS in trial groups. But it still cost us a good chunk of players.
Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had because people just gave up on the game.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?

SeaUnicorn wrote: »My main trial guild, where I was an officer, had do fold into another, because half the guild quit playing after scalebreaker. Now the guild that we merged into is also dying...