How about instead of constantly nerfing everything to dust, we buff things accordingly?
seerevaloc wrote: »How about instead of constantly nerfing everything to dust, we buff things accordingly?
No need to buff stuff either RedReign. Keep working things working. Fix problem priority.
While there are lots of problems, on one hand, their top priority is how to f... with vAS inferno staff lol. This is what stealing their night sleeps, keeping their mind busy all day long.
How to f... people's hard work.
But but but, the perfected arena weapons are not going to pop up in the... Average Joe's inventory.
So what exactly are they giving to them for free?
Actually, that is precisely what they are focused on.seerevaloc wrote: »How to f... people's hard work.
usmcjdking wrote: »
usmcjdking wrote: »
YandereGirlfriend wrote: »usmcjdking wrote: »
I've been playing for a year and a quarter and literally ALL that I have experienced during that time is wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch.
Maybe there was some "golden time" in the prehistory of ESO where buffs reigned supreme and everyone got stronger together but that has emphatically not been the case during my--as well as anyone else who joined during the last year's--tenure.
LOL...But but but, the perfected arena weapons are not going to pop up in the... Average Joe's inventory.
So what exactly are they giving to them for free?
seerevaloc wrote: »Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
usmcjdking wrote: »
Yeah except for the year and half of predominantly nerfing classes and sets. I guess that doesn't count since there were buffs 4 years ago though.
CleymenZero wrote: »They'll be both useless. 100 spell damage is extremely diluted when your total spell damage is around 4k+ in raid...
starkerealm wrote: »In 2015, the game design focused on gear chase, with a lot of major, power focused rewards, being tied to high level performance. We're talking about before the introduction of non-vet trials, so even things like VO, IA, and Mending required a degree of skill to obtain. We're even talking about before you could even see someone's champion rank instead of their vet rank in the UI.seerevaloc wrote: »Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
In 2020, almost all gear in the game exists in normal difficulty content, with a small set of items appearing in "perfected" variants. The era when you'd run incredibly difficult content, and be rewarded with very powerful sets ended years ago. Master and Maesltrom weapons have been one lingering holdover from that time. The entire reason people are reacting the way they are is because those weapons were some of the only remaining indicators that someone had cleared difficult content to set up their build. The last holdouts before that was Gold Trial Jewelry, which lost its shine with Summerset.
"Normal Maelstrom is on par with FG1." Heh. Sure, it's easy, but so is vMA once you get the dance down.
usmcjdking wrote: »Guilds are beating VAS HM in sub 4 minutes. That wasn't the case when it launched 3 years ago and it wasn't the case even a year ago.
usmcjdking wrote: »The entire argument of wanton nerfing is evidenced nowhere. I get it though, daddy took away the spoon, rubber tube and lighter and people need to be upset about something.
Luckylancer wrote: »Dps numbers are increasing because they are trying to sell new chapters with BiS gear. Most of builds use gear from sunspire and cloudrest. Why? More damage.
I cant get vMA destrostaff but I would prefer it to stay in game rather than removed.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
YandereGirlfriend wrote: »usmcjdking wrote: »
I've been playing for a year and a quarter and literally ALL that I have experienced during that time is wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch.
Maybe there was some "golden time" in the prehistory of ESO where buffs reigned supreme and everyone got stronger together but that has emphatically not been the case during my--as well as anyone else who joined during the last year's--tenure.
usmcjdking wrote: »
seerevaloc wrote: »YandereGirlfriend wrote: »usmcjdking wrote: »
I've been playing for a year and a quarter and literally ALL that I have experienced during that time is wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch.
Maybe there was some "golden time" in the prehistory of ESO where buffs reigned supreme and everyone got stronger together but that has emphatically not been the case during my--as well as anyone else who joined during the last year's--tenure.
This is exactly my experience.
I'm playing since Aug 2019. I was a Magicka Sorcerer. I was newbie.
Around CP300 I noticed what's going on and tried to focus on an Alcast Build MagSorc DD.
End of August, they killed MagSorc's DoTs etc. some people enraged, some defended like `yeah, it has to be nerfed` stupidly.
Sustain problems started.
Next patch, they reduced costs to better sustain, I was already playing another class. And tried to follow meta for it.
They killed that too with upcoming patch.
Then I started MagDK and grinded for staff, spent 2 months for staff & 1.5m gold to build that toon quickly.
Now they're announcing they'll [Snip] that up too.
ESO Devs constantly, non-stop working, days & nights to f.ck people's work. They want us not to play hard content I think by non-stop degrading everything, we should all kill spiders and do quests every day.
This is what I'm trying to say. Keep something stable so we can play this stupid game lmao.
FIX the poor game performance only. Don't [Snip] with the rest for God's sake for 3-4 months at least. Let people play and enjoy a bit.
[Edited for profanity bypass]
If all what You've experienced during last year and a quater were "wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch" then You really should've put more attention to what is happening around You. There were lot of buffs during that time and not even 1 update that would cause some cataclysm that players wouldn't be able to adapt to.
YandereGirlfriend wrote: »If all what You've experienced during last year and a quater were "wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch" then You really should've put more attention to what is happening around You. There were lot of buffs during that time and not even 1 update that would cause some cataclysm that players wouldn't be able to adapt to.
There's a huge difference between what a player can adapt to (which is basically anything short of them deciding to quit the game) and the magnitude of what a mature, 6+ year-old game should be doing with its itemization and combat balance.
Exhibit A is obviously the whiplash-inducing patch cycle over the summer with the absurd DoT buffs and then the correspondingly absurd DoT nerfs the very next patch. Item sets such as the Maelstrom DW were momentarily elevated to usefulness only to be thrown again into the dustbin. Some sets, such as Oblivion's Foe, were given life for the span of literally one week of the PTS before they were summarily junked in a knee-jerk nerf.
Point being, that these developers seem to have very little idea what they are doing when it comes to balance. What they want out of items and combat seems to change from literally patch to patch.
You might say that the Asylum Destro was an artifact out of time, a remnant of the old developers, but what then is their possible rationale for the nerf of poor Grundwulf? These same developers had already had calculated their vaunted (and tragically flawed) "power budget" before Scalebreaker ever came out. How was its "power budget" acceptable for Scalebreaker's release but suddenly became wildly overpowered a mere two patches later? A cynic might say "Well, clearly they were trying to sell the DLC..." and it seems, by their very actions, that that point of view might just be right.
Beyond that, what have these nerfs actually achieved? Set by set we see the number of useful sets whittled down. Anything that stands out as potentially powerful or unique is instantly slapped down, nerfed into a useless oblivion where only a newbie or a roleplay enthusiast would use it. What happens when there are no more sets that stand out? What happens when every set becomes the useless three-cast Asylum Destro? Then choosing your sets is like visiting a Soviet supermarket instead of going shopping in Shinjuku.
Joy in (action) games proceeds from a sense of power and balance is achieved by providing players with many competing powerful options. And that is the precise opposite of the project underway now.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.