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Greymoor: Victory of Average Joe

seerevaloc
seerevaloc
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We should have understood already when that LA/HA weaving tests, ZOS trying to lower the game's overall rewarding system more to ordinary players.
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.
I won't grind for any [Snip] in this game anymore, eventually ZOS giving it to everyone. It's foolish to spend weeks & nights.

But my real question mark isn't related to screwed combat dynamics. We are promised to get an overall better game after forced to re-download it. The game was offering the same content with 30gb lower size, it's obvious your game isn't optimized and carrying legacy craps since generations, God knows even more remain. Nothing fixed.

Please @ZOS_GinaBruno focus on "real problems" instead of pissing on people's hard work to get those rewards (vMA inferno, perfect concentrated force, etc.

... I really don't understand why do you want to kill my vAS staff after grinding 1.5 months to acquire it. Why you're doing that? Want me to trust you again and now grind for another ***? To nerf it 2 weeks later I acquire it?

Forcing myself to stay with Forum Rules. But you can imagine what my inner-voice tells your combat team......

[Edited for profanity bypass]
Edited by ZOS_Volpe on April 22, 2020 4:00PM
  • RedReign
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    How about instead of constantly nerfing everything to dust, we buff things accordingly?
  • seerevaloc
    seerevaloc
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    RedReign 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.
  • Dracane
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    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?
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • RedReign
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    seerevaloc wrote: »
    RedReign 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.

    No. Just no. You either nerf or you buff or you do both but you can't do nothing at all. Balance is a constant stream of checks and adjustments, you can't just say "I worked hard so you can't change anything or it'll disrupt my gameplay."
  • seerevaloc
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    Dracane wrote: »
    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?

    Dracane, don't get me wrong. I'm happy for them. What I couldn't understand is, `to accomplish their goal` do they really need to kick & disrespect my playstyle and efforts?

    Btw. I'm not raged, I just find it stupid. I was playing before that staff too ^^


    Edit: Perf. Arena Weapons won't need to pop up in their inventory anyway. NORMAL Arena Weapons are same sh.t now. :wink: Are they stupid to WASTE all that time to grind useless perfect weapons lol? ZOS giving their pacifier in normal difficulty.

    Edit 2: RedReign, I share that idea. But ZOS don't know how to do it either. => https://forums.elderscrollsonline.com/en/discussion/comment/6673510/#Comment_6673510
    Edited by seerevaloc on April 22, 2020 3:25PM
  • Juhasow
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    Is ZoS also giving ability to learn how to play the game for free ? If not then average joes are not getting much. As for perfected vAS destro staff get over it. It was actually outperforming non perfected version too much when compared to other AS weapons so nerf it recived actually makes sense and now that weapon will be on pair with other asylum weapons standards. And it was like that for over 2 years. Fact that people like You joined the party later doesn't mean balance changes should never happen because You will not have enough time to play with Your "new" toys. And fact how much time You've spend farming it , is really not an argument in discussion about game balance. At the end of the day average joe in BiS or 2nd to BiS items will still be average joe.
    Edited by Juhasow on April 22, 2020 3:36PM
  • seerevaloc
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    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 ^^
    Edited by seerevaloc on April 22, 2020 5:14PM
  • OmniDo
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    seerevaloc wrote: »
    How to f... people's hard work.
    Actually, that is precisely what they are focused on.
    The entire M.O for game development where business and profit are concerned is with manipulating players to spend more time and money for as long as possible.

    Games that are played just "for fun" that are also as appealing as AAA MMO's, do not exist.
    Profit drives everything, and thus it must also infect and poison everything, including any concept of "Fairness".
    The solution is to simply not invest one's time into something they do not agree with, nor invest any capital into the company engaging in said antics.

    This has happened every single time in the MMO world, without exception, and I've played almost all of them where that outcome started as theory and then became history.

    It's been over 20 years, and almost a complete generation since this genre started, and they've all succumbed to the same disease. Either accept it, or vote with your wallets.

    Edited by OmniDo on April 22, 2020 5:15PM
  • seerevaloc
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    I agree.
  • MartiniDaniels
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    Yes, nerf of perfected asulym is just disgusting. I have nothing against that vma/vdsa will be in normal versions now, because veteran versions is not that hard at high CP levels. But vAS+2 is something that require good group, dedication and effort and to de-value it in such way is a bad move.
  • Red_Feather
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    That nerf to asylum staff was so bizarre. I still don't get it. Has the team responsible for the changes said anything.
  • usmcjdking
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    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.
    0331
    0602
  • RedReign
    RedReign
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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.
  • YandereGirlfriend
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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.
  • seerevaloc
    seerevaloc
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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]
    Edited by ZOS_Volpe on April 23, 2020 1:39AM
  • CleymenZero
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    Dracane wrote: »
    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?
    LOL...

    They'll be both useless. 100 spell damage is extremely diluted when your total spell damage is around 4k+ in raid so what's the point of the inferno. The every 3 casts relegated these weapon to the decon bin...
  • starkerealm
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    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.

    Given where the game is today versus where it was in 2015, the Arena weapon changes make a lot of sense. You may not like it, but these were artifacts of a different era in the game's design.

    There were a number of questions I asked when I was in Baltimore a few years ago where I was told, "it was a different game back [in 2014/2015]."

    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.

    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.
  • ZOS_Volpe
    ZOS_Volpe
    admin
    Greetings,

    We've had to remove a few non-constructive and baiting comments. Please remember that while it’s alright to disagree or even debate with each other, provoking conflict, baiting, inciting, mocking, etc. is never acceptable on our forums.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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    Staff Post
  • usmcjdking
    usmcjdking
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    RedReign wrote: »
    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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.

    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.

    The entire argument of wanton nerfing is evidenced nowhere. [snip]

    [edited for baiting related comment]
    Edited by ZOS_RogerJ on April 23, 2020 12:19PM
    0331
    0602
  • Luckylancer
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    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
    seerevaloc
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    They'll be both useless. 100 spell damage is extremely diluted when your total spell damage is around 4k+ in raid...

    I agree.


    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 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.

    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.

    Thank you. So is that the main goal here then? Gear-centric drive will be Skill-centric. This also sounds nice tbh.

    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.

    We're not one of these guilds. We're clearing in 8-11 mins and it took a long time to come to that level. We can do though by the time, but why should we invest any more time into the trash bin? I think I found the reason for my complaint better here. If everything can be done easily, how high-difficulty players will be rewarded?
    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.

    You don't need to lower yourself to 8 y/o. I didn't start DPS'ing with this staff lol, consider you've to grind there to loot this. You can't grind vAS+2 with 10k :expressionless:

    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.

    I agree. I wasn't talking about vMA inferno tbh. and I'm fine with normal one also will start dropping weapons. It already has been dropping them at some grade. This was a mistake from the beginning.
  • Juhasow
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    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.
    Edited by Juhasow on April 23, 2020 3:30AM
  • Juhasow
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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.

    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.
    Edited by Juhasow on April 23, 2020 3:59AM
  • kaithuzar
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    ZOS still hasn’t made up for all the DPS we lost when they brought out the Champion System!

    It was like a good 20-30% & that was with ALL CP in PTS, which they haven’t even given to us on live!
    Member of:
    Fantasia - osh kosh b-josh
    Just Chill - Crown's house
    GoldCloaks - Durruthy test server penga
    Small Meme Guild - Mano's house

    Former member of:
    Legend - Siffer fan boy club
    TKO (tamriel knight's order) - free bks
    Deviance - Leonard's senche tiger
    Purple - hamNchz is my hero
    Eight Divines - myrlifax stop playing final fantasy
    WKB (we kill bosses) - turd where you go?
    Arcance Council - Klytz Kommander
    World Boss - Mike & Chewy gone EP
    M12 (majestic twelve) - cult of the loli zerg
  • Anyron
    Anyron
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    seerevaloc wrote: »
    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    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]

    You know where is issue? Stop following meta.. Meta usually works with not quite fair op things
    Get your build and play fair without min-maxing you are going to start enjoy the game
  • Banana
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    A buff to the server would be good news
  • YandereGirlfriend
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    Juhasow 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
    seerevaloc
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    Juhasow 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.

    Someone with better English proficiency finally explained what I was trying to say all-in-all, but kept failing.
    Thank you @YandereGirlfriend

    Regards,
  • Vildebill
    Vildebill
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    Juhasow wrote: »
    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.
    EU PC
  • Juhasow
    Juhasow
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    Vildebill wrote: »
    Juhasow wrote: »
    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.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
This discussion has been closed.