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Combat changes destroyed end-game population.

  • eso_lytw8
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    peacenote 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.

    ZOS PLEASE READ THIS.

    This perfectly describes what is wrong with the current state and it explains why you are loosing end game players. There are too many people leaving for you to not be able to see it. If you care, which in fairness because of your business plan you may not care about the current end game population, but if you do care this post explains everything you need to know. It is pure gold. All the expensive market research in the world would not tell you what this post explains.

    ZOS PLEASE READ THIS

    < Xbox NA PVE >
  • Jaraal
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    BlueRaven wrote: »
    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....





    Edited by Jaraal on September 25, 2019 4:04AM
  • Suddwrath
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    Two of my very active and populated end game guilds basically collapsed within two weeks of Scalebreaker going live. I've never seen so many active players and officers uninstall the game or take "extended breaks from the game" within such a short period of time. They were literally dropping like flies each day.

    I had hope in the Combat Team and their ability audit...but these patch notes for Dragonhold have pretty much put the nail in the coffin for me.
  • Czekoludek
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    See the truth, after Wrobel left combat changes looks like dog****. Before, we had stupid nerfs, buffs, meta changes, etc. But at least combat was dynamic and fun. This? In my opinion ppl from combat team should lose their job cuz they clearly don't know what they are doing. But I and all other angry players are not in charge so they can introduce more stupid, nontested, lazy changes
    Edited by Czekoludek on September 25, 2019 12:03AM
  • Zelos
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    Eh pve vtrials are quite boring and a little easy for me even most HMs, I don't like just sitting and parsing with no real mechanics that keep me actively involved other then block, dodge or move out of the way. If the changes are that bad I guess even endgame pve is dead, like endgame pvp. So in essence there is no endgame players in eso anymore lol:)
    Aeonhack - AD Stamina Nightblade - 5 Star General

    CP1200

    Creator and user of "Questionable" addons and game mechanics.
  • NBrookus
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    peacenote 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.

    It's pretty hard for one of Joy's essays to top all the previous ones, but this does it.

    I meander from class to class now, changing specs and looking to find again unique, deep aspects about that class to (attempt to) master. And they just aren't there anymore.
  • SeaUnicorn
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    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.

    b1h1Q60.jpg

    Some of rhose are rewards that drop from normal trials, others are from dungeons. For one your achievements are in the quest menu, achievements page. There you can find proof of speed, no death, hard mode and etc.

    Veteran trials are by magnitude harder to complete then normals, while hard modes are even worse.

    For example my vMOL HM prog team is able to ezclap normal MOL in half an hour probably with with 6-8 ppl out of 12, we are capable of Rakhat 3pad burn on vMOL non HM and can finish the whole thing in about an hour.

    We still are struggling with vMOL HM, because mechanics are that much harder and more punishing: curse from the backyard is not cleansable, stun from bash mechanic hits harder and we loose DPS due to occasional stun or tether proc.

    People tend to judge power creep by looking at the YouTube videos of Unchained Animals, MC and Hodor, but they tend to forget that behind a 30min video of xxx burn strat or yyy speed run no death are months of dummy parsing to git gud, months of progressing to get group synergy, weeks of theorycrafting, weeks of resetting the instance to get the final "flawless" outcome, highest score and etc. And most certainty some of us will never be capable of such an achievements.

    What I'm trying to convey here is while it's great to have very hard achievements to keep best of the best excited about the game, it's not right to nerf everyone under the sun especially in such a way that will punish average player more than experienced.

    And again burn strats are faster but not all of them are easier and they do require certain level of game knowledge and skill. Because poorly executed burn strat very quickly turns into a wipe fest.
    Edited by SeaUnicorn on September 25, 2019 3:01PM
  • peacenote
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    peacenote 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.

    Completely agree with this and your entire post and... I think we are making complementary points. Those of us who are still in the forum or logging in at all definitely still care. Including me. :) What I was referencing is the people who are slowly ceasing to play as the many changes eat away at what people liked or loved about their particular class, build, or play style. Every time that happens, each player makes a choice to either try something new or move on. But when it starts to happen so often that the players feel there is NO POINT in trying something new because it is just going to drastically change again, and the fun and enjoyment doesn't even have a chance to settle in before there is more disruption... then people give up. They log in less or not at all, they don't bother to test in PTS or post feedback about the changes, and eventually leave the community.

    That is why I believe at this point the "adapt" posts are so problematic. They assume that the people complaining about the changes are lacking in skill or are entitled whiners unwilling to accept that MMO content needs to grow in order to stay relevant. And, yes, sure, we still see some of that in the complaints. But we are at the point where many skilled, longtime players and many skilled, more recent players who are completely capable of changing from a skill perspective and have repeatedly weathered the constant flow of drastic changes to stay a part of the game community are speaking up and saying "No more! This isn't fun!"

    VoJVXnJ.png

    There are a bunch of different versions of these change management graphs, but basically I believe that we are not getting to the "light at the end of the tunnel" phase and definitely not to the "better than before" phase before more change is introduced. This means that at some point people just don't have the capacity to overcome the impact of the change, no matter how much they care. And this happens regardless of whether or not the changes are good.

    It is even more problematic if, as you point out, the changes frequently result in people feeling as if they are worse off than before, which means they start to fear and dread any change, becoming more resistant and associating all change with negativity. That's why I think the community needs to be uniting with feedback that these extreme changes aren't good for the game, as opposed to splintering off and fighting about whether change xyz is good or not, because the more diluted the message, the more the real underlying problem is getting covered up.

    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.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Wayshuba
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    peacenote wrote: »
    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.

    Read the article. There is no clear direction at all, only some nebulous feel good thoughts about what they want to do. There is no plan. That became painfully obvious to a lot of the player base in seeing what happened with DoTs from U23 to U24.

    We were fed a line that they did an "audit" which lead people to believe they had a goal of what they were working on and a plan to get there. Seeing the swing in the DoTs shows that they don't have any plan whatsoever. As such, many are just plain fed up that the ZoS combat team is treating a live, and long established game, as if they were working on a beta product.

    One of the fundamental elements of any MMO is the sense of accomplishment people get in developing and mastering their characters. This is a core game play principle of MMOs. Unfortunately, the ZoS combat team doesn't seem to get or care about that principal and this is why so many are frustrated. Every three months any accomplishments they have made are being completely upended and turned on their head.

    The U24 patch notes were the final straw for most - myself included. I know some will say it is still PTS, but past record shows ESO will go forward with all of it live, with maybe a few numbers in adjustment - just like the did with U23 OP DoT meta despite all the feedback in PTS. Likewise, U25 will be another - oh boy are things messed up let's swing 180 degrees the other way again.

    What is the most sad, however, is no one cares about all the work the content team did with the new zone because the combat changes just overshadowed any of the good there.

    As I have said earlier in this PTS cycle, ZoS is not going to seriously work on fixing it until AFTER the damage has been caused and they notice a significant drop in the player base. It has already started happening since the U24 patch notes went live. Not hard to see as all one has to do is look at the dramatic drop off of daily players logged into their guilds since that time.
    Edited by Wayshuba on September 28, 2019 6:27PM
  • DaveMoeDee
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    slofwnd wrote: »
    During Elsweyr Sekiro came out, but people would still sign up and log in for trials. This is definitely an effect of bad patch, not other games being released.

    I always find that excuse lame. There are always many other games being released.
  • MehrunesFlagon
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    Jaraal wrote: »
    BlueRaven wrote: »
    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....





    They needed to get off the homogenization train yesterday.
  • usmcjdking
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    The further this game gets away from text-based MMO scrolling combat the better.
    0331
    0602
  • C_labagarre
    C_labagarre
    Soul Shriven
    p00tx 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:

    Man you dream. All old players i know quit the game cos of crap ZOS are doing, and believe me they won t come back after they read the 5.2 patch note. It is old players who can stand a game up. It is old players who can learn newer players how to play. It is old players who spend money in crown shop. And it seems that ZOS is doing all they can to push them away.

    R.I.P ESO

  • Nordic__Knights
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    In an 16 hr day in crag on ps4 na i see maybe 30 players all day there back in the day youd have 130 to 200 just at way point getting set to go run something and you could find a group for everything within 2 minutes now its 3 hrs for an group to get set up to even do something because everyone wants to do x when they get there but end up doing y because its something to do other then stand there for another 2 hrs ive actually stopped even trying anymore i log in get my mail do crafting and log back out this has been for an week now due to players not being available in game even my trading guild has dropped from 468 players to 286 players thats an big hit to over all #s and where EVERYONE had under 24hrs off now i see 3 or 4 days off from players i use to play with daily for plagues that ive stopped running myself as using GF takes an hr to get halfway good players for vet so they end up taking 2 hrs or more to do and tbh last time i got an 810 in GF with me was over 9 months ago now or when i still tried everyone was under 500 so yes VET players of this game are GONE and unfortunately so am i even tho i LOVED THIS GAME AND STILL DO IF IT COULD GET BACK TO BEING THAT FUN GAME I PLAYED FOR 5 YEARS but sadly i sit and hope with no real feedback saying it will get there again
  • irstarkey57
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    jcm2606 wrote: »
    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.

    Yup. This is exactly how many end game people feel. I think it is a culmination of many things. For starters, many of us have been playing now for 4+ years, thus making any changes we don’t like make it easier for us to “call it.” That being said, had scalebreaker (and looking like dragonhold too) not been so bad, I’d probably still be playing. The dot meta changed rotations so much from what took me many years to perfect on my magdk (80k plus on raid dummy) and I just didn’t care to learn it again. That being said, I was pvping way more than pve’ing in recent times anyway. You can only quest in super easy mode overworld so much and how many times should I do the same dungeons over and over. A lot of that is just from playing so long but either way it just wasn’t enjoyable. Now that they decided to nerf ALL dots, raise ability costs to super stupid levels, it just leaves you with a feeling of wtf. So yea, my main magdk in pvp with abysmal dot damage that costs way more???? No. Said goodbye to my guilds, handed out random millions of gold to noobs in auridon. Haven’t unsubbed yet, but I will in the next day or two. I wish the game the best of luck as I had a lot of fun and met some awesome people during that time. It’s just not the game it was due to not listening to the community. Parting advice, build a magplar or magsorc. Good luck all.
  • irstarkey57
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    p00tx 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..


    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.
  • starkerealm
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    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.

    If they're afraid of wiping on the twins because their DPS suffered, then good. They need to go back and actually learn how to clear that encounter this time.
  • irstarkey57
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    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.
  • irstarkey57
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    mikemacon 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)_/¯

    Tons of things were changed. Cp sustain, sustain in general from skills that costed way less, OFF BALANCE, just to name a few off hand.
  • Wayshuba
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    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.

    One of the large guilds I am in, which was actually featured by ZoS, just had a trial leader ask on Discord why there is such trouble getting trials together now. He asked if it was the time, day, etc. No one had the heart to tell him it was the U24 combat patch notes that did it. It is the breaking point for a lot of people - myself included. Nobody wants to rebuild, develop a new rotation, and work on improving their characters when ZoS is just going to sledgehammer it into the ground three months later.

    Think about their Class Identity article too. Their power fantasy is about classes looking cool and when they use class skills you know which class it is. I guess the DKs new identity is the "flinging poo" animation. Speaking of, the proposed changes to that skill is one example people are referring to when they say "this combat team has no idea what they are doing".
  • ZarkingFrued
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    slofwnd 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 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?

    It's the same in PVP, but I just cant find zerglings to fight. All that's left are the big daddy Zergs, no smaller groups of casuals roaming around any more. They casually started playing something else.
    Edited by ZarkingFrued on September 30, 2019 6:47PM
  • Jodynn
    Jodynn
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    U23 and U24 changes got end game population like

    s82x7dg05xq5.jpg
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Barbaran
    Barbaran
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    The absolute garbage performance that they keep ignoring has finally killed end game population.
  • DaveMoeDee
    DaveMoeDee
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    So much irony in a necro thread from 2019 about the game dying.
  • StarOfElyon
    StarOfElyon
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    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...

    Players like me would love to get into trials but are intimidated by the whole scene. The players, the requirements, and the competitive atmosphere make it seem less like fun and more like something that could lead to a toxic experience.
  • jecks33
    jecks33
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    endgame IS competitive and NEEDS requirements. Sometimes is fun, sometimes is frustrating
    PC-EU
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