Why on earth did, for example, the Oakensoul ring get nerfed heavily when you 'doubled down' on what the ring did only several weeks ago. Were your tests wrong then, or are they wrong now? The game did not change that much. This was a key item to help those people struggling, or with disabilities, enter content they may never have seen. Great, they had few weeks (even if they managed to farm it - go go murkmire box). Why would they even consider getting it now, knowing it will change this much.
Teach people how to weave. Add a tutorial You were the ones that adopted the bug back in 2014 as a 'feature' and 8 years on it is now not wanted?
It is better not to give people something, than give them something and take it away. it leaves an extremely bitter taste in the mouth we don't forget.
kingsirdrmr wrote: »From my time on the ESO subreddit and other forums for Bethesda fans, I'm starting to think the main paying audience for this game has shifted years ago from MMO players to TES players. A player like that could care less about raids and PvP and doesn't care about balance changes like the LA nerf or the Oakensoul seesaw. They'll quest, discuss the lore, RP, hang out with friends doing random stuff, buy costumes from their favorite TES game, point out references and callbacks, take lots of screenshots, etc. They will likely never learn the game deep enough to care about balance and stuff. As long as TES content keeps coming, they won't ever have to engage with ESO as an MMO and instead can treat ESO as "Tamriel with friends".
It's been three years with no new class, weapon, or major combat changes other than mythic items (and honestly that's just a new type of set) but people keep paying into it. I'm convinced if this game wasn't a TES game and they couldn't lean on the absence of any TES content since Skyrim and years more to come, this game would've been dying that whole time instead of growing.
Top end are most certainly affected. Seeing large drops in numbers which will directly translate in to times and scores. I am not in group 1, but fall in to 2 and 3. This will significantly impact me
I do agree, this helps no one, though. Low end dps will be lower. They only reason the gap closes is because higher end dps lose more, but there is no winner
Until and unless this supposed ongoing mass exodus of players is supported by hard data, there's no sense in posting about it.
From my time on the ESO subreddit and other forums for Bethesda fans, I'm starting to think the main paying audience for this game has shifted years ago from MMO players to TES players.
EozZoe1989 wrote: »people dont like being weak in the game lol.. i think they scared that we all be small and everything will be hard ot do again lol.. haha people are scared they might have to team up to kill somthing now.. haha...
kingsirdrmr wrote: »From my time on the ESO subreddit and other forums for Bethesda fans, I'm starting to think the main paying audience for this game has shifted years ago from MMO players to TES players. A player like that could care less about raids and PvP and doesn't care about balance changes like the LA nerf or the Oakensoul seesaw. They'll quest, discuss the lore, RP, hang out with friends doing random stuff, buy costumes from their favorite TES game, point out references and callbacks, take lots of screenshots, etc. They will likely never learn the game deep enough to care about balance and stuff. As long as TES content keeps coming, they won't ever have to engage with ESO as an MMO and instead can treat ESO as "Tamriel with friends".
It's been three years with no new class, weapon, or major combat changes other than mythic items (and honestly that's just a new type of set) but people keep paying into it. I'm convinced if this game wasn't a TES game and they couldn't lean on the absence of any TES content since Skyrim and years more to come, this game would've been dying that whole time instead of growing.
While it is definitely beneficial to this game to have a healthy, balanced and thriving endgame, it is not -- and cannot be -- the overriding factor in decisions being made by the devs. A LOT of money, time, and resources are spent developing new trials, and yet it is inarguable that a large percentage of ESO players have never stepped foot in them, or completed them on any difficulty, especially not vet or vet HM.
WoW went through this for a few years where raids were treated as the only important part of the game and everything else was lower priority or simply ignored. Non-raid content and levelling were trivialized and marginalized, and the developers there treated endgame raiders as though they were the only players whose opinions mattered. I do not want to see ESO going in this direction, even though I am a mid-level ESO endgame player myself.
WrathOfInnos wrote: »This reminds me a lot of Dragonhold PTS. A lot of DoT nerfs (longer durations with weak ticks), massive DPS losses for all classes, and a lot of player outrage. Here are the patch notes for anyone interested in the similarities:
https://forums.elderscrollsonline.com/en/discussion/493609/pts-patch-notes-v5-2-0
IIRC they did end up walking back a few of the worst changes of that patch before it hit live. It wasn't enough though, both of my trial groups at the time disbanded as about half the players quit. Hopefully that won't happen this time.
spartaxoxo wrote: »Until and unless this supposed ongoing mass exodus of players is supported by hard data, there's no sense in posting about it.
From Steam
June 2021 21,282.8
June 2022 16,266.6
And that's actually a really significant time period because it's during expansion releases. Now Steam is a minority of the playerbase but I doubt they are behaving much different than other platforms, especially PC. I'm sure some of it is pandemic loss too, but still. High Isle Launch was the test to see who came back and a lot of people simply didn't.
They have a significant content usability issue, where average players are locked out of challenging content by ability. And Overland is locked out to many high end players due to being overly easy.
They need to fix it and stop worrying about appeasing the people who want to keep a design where large swaths of the playerbase are tired of being crammed into very specific activities and find themselves unable to enjoy large parts of the game.
as someone who has been in this game since 2015 .... and spent MONTHS at the trial dummy 4-5 hours every day working up from 75k dps up to 130k dps .... and now from testing it on the pts (109k) I fear that this will cause quite a bit of trouble for people struggling to get to even 50k dps .... SO many nerfs all at once gutted dps as a whole
Wait, will DoT damage now do around 1/2 the dps but last 20 seconds?I am mostly concerned that the game has a major disparity between regular mobs and veteran dungeon mobs that causes a disfunctional gameplay to exist.
Even in base game vet dungeons, the 120k health of mobs makes dots irrelevent to apply, because you'll kill them too quickly. Making the DoTs scale over 20 seconds means you need 13 seconds before it's a damage gain over spammables.
I think the person responsible for the balances needs to understand that nerfing DoT damage creates a world where you spin to win spam and nothing else...
So much this, throw stuff on the wall, don't bother to see that sticks but repeat.
We tried that, many times. Now we are here and I am just tired of the constant changes.
If this is so seriously considered and tested, for balance, before hitting Live, why keep changing things?
It is feeling very much like Live is the Test server and they keep throwing things at it and seeing what sticks.
None of it feels like considered changes. If they are, then I back to being lost for words.
as someone who has been in this game since 2015 .... and spent MONTHS at the trial dummy 4-5 hours every day working up from 75k dps up to 130k dps .... and now from testing it on the pts (109k) I fear that this will cause quite a bit of trouble for people struggling to get to even 50k dps .... SO many nerfs all at once gutted dps as a whole
PTS has been live for, what, 1 day?
Every vet trial in this game (including vDSR) can be completed with no one in the group parsing over 100k
Especially vDSR where mechanics are far more important than raw output
IMO the most extreme damage checks in the game (excluding record/score push strats) are HM Xalvakka, HM Nahvi portals and 3 pad vMOL HM burn
Literally everything else -- including Dawnbringer, Godslayer, Tick-Tock Tormentor, Gryphon Heart, Dro-m"Athra Destroyer, and Immortal Redeemer -- can be and has been completed without needing 130K parses, or 100k parses.
If we're being honest, the reason lower DPS bothers us so much is because it means we have to pay more attention to mechanics and can't just parse past encounters such as portal/mini skips or hard burns like score pushers do (e.g. Vrol HM burn before boat)
The testing that I want to personally see is not how much DPS top end players lose.
It's how much damage players who don't usually even parse will gain, and how much damage the middle of the pack (sub 50k) will gain.