I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
My issue is that these dungeons and trials have never been easy to those who do not have full accessibility due to inconsistent mechanics. I have trifecta achievements for all the dungeons in this game except for the recent dungeon pair of Ascending Tide. (Coral Aerie and Shipwright's Regret), and there are plenty of mechanics that are just outright unfair to players who are hard of hearing, colorblind, or do not have full hand-eye coordination.
Examples of inconsistent mechanics:
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
-Fang Lair HM walls. The instant kill radius does not clearly indicate where the hitbox starts and ends. The Ghost walls blend in with Thurvokun to make it difficult to see for someone who is not colorblind, let alone someone who is. This also applies to the Aurorean walls of Depths of Malatar; these walls are also inconsistent as they can clip you even if you do not touch them. Seems as if the effects of these walls are shorter than the actual hit box... I mean it's hard to tell because the hitboxes are not visible at all. This is a problem that is still current as well with the new High Isle release of one of the new World Boss mechanics. The walls still hit the player even if they are well out of it.
SOLUTION: "Add the red aoe hitbox underneath these wall mechanics (Or make the Ghost Wall in Fang Lair a different color / effect than Thurvokun's posion aura). There are some instances where I go through a wall and survive but also seem to be nowhere near it and still get insta killed. Adding a visual will help players see where the wall actually ends and start so they do not die unfairly."
-Audio cues without other visuals: Domihaus Grovel, King Narilmor split to name just a few.
Domihaus' grovel is just a straight-up audio cue that leads into an instant kill. Sure the solution is to put on subtitles but in the heat of the battle of his ads spawning can lead to difficulty focusing on the boss alone. King Narilmor's split projection also has an audio cue of the real boss has his voice coming out of the "real" model.
SOLUTION: For King Narilmor's fight, I do not have a solution since you could burn the projections down, but if DPS is going down the drain, then the health on them should be adjusted. Domihaus's simple solution would be a slight tremor or shake effect to indicate he is about to do his instant kill mechanic.
-Jump mechanics in general, especially on uneven and broken terrain: Maw or Lorkaj (Backroom mechanic), Unhallowed Secret bosses, Frostvault Dwarven Centurion Bubble lasers, Coral Aerie Hard Mode.
This is self-explanatory in why this could cause accessibility issues. Jump mechanics are rare, but they do exist—one of them is going to the first secret boss. I had several random players who are just unable to scale the first secret boss area because they are PHYSICALLY unable to and keep falling off and dying. The Dwarven Centurion bubble is different in the sense that you can hide behind the bubble, I am mentioning it here though is because this is one of the mechanics that ZoS does right as an alternative to those who cannot jump the lasers... I wish the same could be said about Coral Aerie's HM, where jumping the lightning tornado swirls is like playing Mario, and there is no alternative way of avoiding it that does not involve mashing the jump key and mashing other buttons to do damage.
Notable mentions of broken mechanics that affect those with limited accessibility:
-Moongrave Fane Cubes NOT moving, VERY important for Gargoyle boss where you HAVE to plug in the volcanoes with the cubes.
-Grapple Hook mechanic which is required to progress in Unhallowed albeit fun, can be broken and have people fall to their deaths. - This ALSO applies to in Vatestran.
-Darkshade Cavern II final boss, the boss moves constantly making it difficult for some to keep up to reapply their AoEs (God forbid the PTS changes make it to live and makes this problem worse for mid-tier players.)
Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
Lair of marselok has a symbol on your buff bar to tell you that you have the curse
A lot of the other issues As you said are quite fustrating.
Better visual cue’s would be better
MidniteOwl1913 wrote: »I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
My issue is that these dungeons and trials have never been easy to those who do not have full accessibility due to inconsistent mechanics. I have trifecta achievements for all the dungeons in this game except for the recent dungeon pair of Ascending Tide. (Coral Aerie and Shipwright's Regret), and there are plenty of mechanics that are just outright unfair to players who are hard of hearing, colorblind, or do not have full hand-eye coordination.
Examples of inconsistent mechanics:
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
-Fang Lair HM walls. The instant kill radius does not clearly indicate where the hitbox starts and ends. The Ghost walls blend in with Thurvokun to make it difficult to see for someone who is not colorblind, let alone someone who is. This also applies to the Aurorean walls of Depths of Malatar; these walls are also inconsistent as they can clip you even if you do not touch them. Seems as if the effects of these walls are shorter than the actual hit box... I mean it's hard to tell because the hitboxes are not visible at all. This is a problem that is still current as well with the new High Isle release of one of the new World Boss mechanics. The walls still hit the player even if they are well out of it.
SOLUTION: "Add the red aoe hitbox underneath these wall mechanics (Or make the Ghost Wall in Fang Lair a different color / effect than Thurvokun's posion aura). There are some instances where I go through a wall and survive but also seem to be nowhere near it and still get insta killed. Adding a visual will help players see where the wall actually ends and start so they do not die unfairly."
-Audio cues without other visuals: Domihaus Grovel, King Narilmor split to name just a few.
Domihaus' grovel is just a straight-up audio cue that leads into an instant kill. Sure the solution is to put on subtitles but in the heat of the battle of his ads spawning can lead to difficulty focusing on the boss alone. King Narilmor's split projection also has an audio cue of the real boss has his voice coming out of the "real" model.
SOLUTION: For King Narilmor's fight, I do not have a solution since you could burn the projections down, but if DPS is going down the drain, then the health on them should be adjusted. Domihaus's simple solution would be a slight tremor or shake effect to indicate he is about to do his instant kill mechanic.
-Jump mechanics in general, especially on uneven and broken terrain: Maw or Lorkaj (Backroom mechanic), Unhallowed Secret bosses, Frostvault Dwarven Centurion Bubble lasers, Coral Aerie Hard Mode.
This is self-explanatory in why this could cause accessibility issues. Jump mechanics are rare, but they do exist—one of them is going to the first secret boss. I had several random players who are just unable to scale the first secret boss area because they are PHYSICALLY unable to and keep falling off and dying. The Dwarven Centurion bubble is different in the sense that you can hide behind the bubble, I am mentioning it here though is because this is one of the mechanics that ZoS does right as an alternative to those who cannot jump the lasers... I wish the same could be said about Coral Aerie's HM, where jumping the lightning tornado swirls is like playing Mario, and there is no alternative way of avoiding it that does not involve mashing the jump key and mashing other buttons to do damage.
Notable mentions of broken mechanics that affect those with limited accessibility:
-Moongrave Fane Cubes NOT moving, VERY important for Gargoyle boss where you HAVE to plug in the volcanoes with the cubes.
-Grapple Hook mechanic which is required to progress in Unhallowed albeit fun, can be broken and have people fall to their deaths. - This ALSO applies to in Vatestran.
-Darkshade Cavern II final boss, the boss moves constantly making it difficult for some to keep up to reapply their AoEs (God forbid the PTS changes make it to live and makes this problem worse for mid-tier players.)
Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
Great post!
I don't think they care about those with accessibility issues. Oakensoul has been a great help to me, making things possible now that I just couldn't do before. It's much worse to show me what it would be like if I didn't have problems and then to take that help away than to have never had the help at all. My trust in ZOS is gone.
MidniteOwl1913 wrote: »I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
My issue is that these dungeons and trials have never been easy to those who do not have full accessibility due to inconsistent mechanics. I have trifecta achievements for all the dungeons in this game except for the recent dungeon pair of Ascending Tide. (Coral Aerie and Shipwright's Regret), and there are plenty of mechanics that are just outright unfair to players who are hard of hearing, colorblind, or do not have full hand-eye coordination.
Examples of inconsistent mechanics:
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
-Fang Lair HM walls. The instant kill radius does not clearly indicate where the hitbox starts and ends. The Ghost walls blend in with Thurvokun to make it difficult to see for someone who is not colorblind, let alone someone who is. This also applies to the Aurorean walls of Depths of Malatar; these walls are also inconsistent as they can clip you even if you do not touch them. Seems as if the effects of these walls are shorter than the actual hit box... I mean it's hard to tell because the hitboxes are not visible at all. This is a problem that is still current as well with the new High Isle release of one of the new World Boss mechanics. The walls still hit the player even if they are well out of it.
SOLUTION: "Add the red aoe hitbox underneath these wall mechanics (Or make the Ghost Wall in Fang Lair a different color / effect than Thurvokun's posion aura). There are some instances where I go through a wall and survive but also seem to be nowhere near it and still get insta killed. Adding a visual will help players see where the wall actually ends and start so they do not die unfairly."
-Audio cues without other visuals: Domihaus Grovel, King Narilmor split to name just a few.
Domihaus' grovel is just a straight-up audio cue that leads into an instant kill. Sure the solution is to put on subtitles but in the heat of the battle of his ads spawning can lead to difficulty focusing on the boss alone. King Narilmor's split projection also has an audio cue of the real boss has his voice coming out of the "real" model.
SOLUTION: For King Narilmor's fight, I do not have a solution since you could burn the projections down, but if DPS is going down the drain, then the health on them should be adjusted. Domihaus's simple solution would be a slight tremor or shake effect to indicate he is about to do his instant kill mechanic.
-Jump mechanics in general, especially on uneven and broken terrain: Maw or Lorkaj (Backroom mechanic), Unhallowed Secret bosses, Frostvault Dwarven Centurion Bubble lasers, Coral Aerie Hard Mode.
This is self-explanatory in why this could cause accessibility issues. Jump mechanics are rare, but they do exist—one of them is going to the first secret boss. I had several random players who are just unable to scale the first secret boss area because they are PHYSICALLY unable to and keep falling off and dying. The Dwarven Centurion bubble is different in the sense that you can hide behind the bubble, I am mentioning it here though is because this is one of the mechanics that ZoS does right as an alternative to those who cannot jump the lasers... I wish the same could be said about Coral Aerie's HM, where jumping the lightning tornado swirls is like playing Mario, and there is no alternative way of avoiding it that does not involve mashing the jump key and mashing other buttons to do damage.
Notable mentions of broken mechanics that affect those with limited accessibility:
-Moongrave Fane Cubes NOT moving, VERY important for Gargoyle boss where you HAVE to plug in the volcanoes with the cubes.
-Grapple Hook mechanic which is required to progress in Unhallowed albeit fun, can be broken and have people fall to their deaths. - This ALSO applies to in Vatestran.
-Darkshade Cavern II final boss, the boss moves constantly making it difficult for some to keep up to reapply their AoEs (God forbid the PTS changes make it to live and makes this problem worse for mid-tier players.)
Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
Great post!
I don't think they care about those with accessibility issues. Oakensoul has been a great help to me, making things possible now that I just couldn't do before. It's much worse to show me what it would be like if I didn't have problems and then to take that help away than to have never had the help at all. My trust in ZOS is gone.
Wow, that’s sad. To infuse hope like that, and then pull the rug out later. Plus your damaging ability will be even further restricted when the light attack and DOT nerfs hit on top of that.
There’s still time and hope for a reversal, but the updates usually get pushed out with minimal changes.
I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
dunno, if he can push different buttons staying on one for longer with more room for error shouldn't be an issue. in his case I wouldn't knock it before trying, heck for DKs it's basically like wearing elf bane. they also still do fine, besides the doom & gloom everyone is wallowing in (granted some classes have it much worse).Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
The issue with this is that some people have the buff a debuff toggles off or addons that change the UI where it doesn't show.
I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
My issue is that these dungeons and trials have never been easy to those who do not have full accessibility due to inconsistent mechanics. I have trifecta achievements for all the dungeons in this game except for the recent dungeon pair of Ascending Tide. (Coral Aerie and Shipwright's Regret), and there are plenty of mechanics that are just outright unfair to players who are hard of hearing, colorblind, or do not have full hand-eye coordination.
Examples of inconsistent mechanics:
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
-Fang Lair HM walls. The instant kill radius does not clearly indicate where the hitbox starts and ends. The Ghost walls blend in with Thurvokun to make it difficult to see for someone who is not colorblind, let alone someone who is. This also applies to the Aurorean walls of Depths of Malatar; these walls are also inconsistent as they can clip you even if you do not touch them. Seems as if the effects of these walls are shorter than the actual hit box... I mean it's hard to tell because the hitboxes are not visible at all. This is a problem that is still current as well with the new High Isle release of one of the new World Boss mechanics. The walls still hit the player even if they are well out of it.
SOLUTION: "Add the red aoe hitbox underneath these wall mechanics (Or make the Ghost Wall in Fang Lair a different color / effect than Thurvokun's posion aura). There are some instances where I go through a wall and survive but also seem to be nowhere near it and still get insta killed. Adding a visual will help players see where the wall actually ends and start so they do not die unfairly."
-Audio cues without other visuals: Domihaus Grovel, King Narilmor split to name just a few.
Domihaus' grovel is just a straight-up audio cue that leads into an instant kill. Sure the solution is to put on subtitles but in the heat of the battle of his ads spawning can lead to difficulty focusing on the boss alone. King Narilmor's split projection also has an audio cue of the real boss has his voice coming out of the "real" model.
SOLUTION: For King Narilmor's fight, I do not have a solution since you could burn the projections down, but if DPS is going down the drain, then the health on them should be adjusted. Domihaus's simple solution would be a slight tremor or shake effect to indicate he is about to do his instant kill mechanic.
-Jump mechanics in general, especially on uneven and broken terrain: Maw of Lorkaj (Backroom mechanic), Unhallowed Secret bosses, Frostvault Dwarven Centurion Bubble lasers, Coral Aerie Hard Mode.
This is self-explanatory in why this could cause accessibility issues. Jump mechanics are rare, but they do exist—one of them is going to the first secret boss. I had several random players who are just unable to scale the first secret boss area because they are PHYSICALLY unable to and keep falling off and dying. The Dwarven Centurion bubble is different in the sense that you can hide behind the bubble, I am mentioning it here though is because this is one of the mechanics that ZoS does right as an alternative to those who cannot jump the lasers... I wish the same could be said about Coral Aerie's HM, where jumping the lightning tornado swirls is like playing Mario, and there is no alternative way of avoiding it that does not involve mashing the jump key and mashing other buttons to do damage.
SOLUTIONS: Alternative ways to do these mechanics / navigate the terrain or just rework how to do them.
Notable mentions of broken mechanics that affect those with limited accessibility:
-Moongrave Fane Cubes NOT moving, VERY important for Gargoyle boss where you HAVE to plug in the volcanoes with the cubes.
-Grapple Hook mechanic which is required to progress in Unhallowed albeit fun, can be broken and have people fall to their deaths. - This ALSO applies to in Vatestran.
-Darkshade Cavern II final boss, the boss moves constantly making it difficult for some to keep up to reapply their AoEs (God forbid the PTS changes make it to live and makes this problem worse for mid-tier players.)
Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
MidniteOwl1913 wrote: »
Great post!
I don't think they care about those with accessibility issues. Oakensoul has been a great help to me, making things possible now that I just couldn't do before. It's much worse to show me what it would be like if I didn't have problems and then to take that help away than to have never had the help at all. My trust in ZOS is gone.
Did ZOS say the recent balance changes are intended to help accessibility? Or is it only players saying that?
I've not seen ZOS mention it but I haven't seen everything they've put out recently, but to me it sounds like players jumping to conclusions based on the fact that they recently added an accessibility mode and a lot of people confuse making games more accessible for those with disabilities with making them easier.
Which always seems weird to me, because for example making sure every attack telegraph has both an audio and visual component so people who have limited eye sight or hearing get at least one of them isn't going to make it easier for people who can both see and hear to avoid the attack. Likewise making sure text doesn't disappear too fast so people with dyslexia (or again, vision issues) can read it doesn't make the game easier, but it does make it a lot more accessible.
SickleCider wrote: »Also: what does that accessibility mode even do? On console. Toggled it on and couldn't tell what changed. No tooltip in game, also searching for the answer online yielded nothing.
MidniteOwl1913 wrote: »
Great post!
I don't think they care about those with accessibility issues. Oakensoul has been a great help to me, making things possible now that I just couldn't do before. It's much worse to show me what it would be like if I didn't have problems and then to take that help away than to have never had the help at all. My trust in ZOS is gone.
My main issue with calling Oakensoul an "accessibility" item is that it is locked behind a paywall. Any accessibility feature should be a toggle option within game settings. I'm not suggesting that necessarily means a whole bunch of free buffs, but if they want to incorporate viable one bar/dexterity accessibility features, it should not be an item within a paid expansion.
That's a disability tax and it's terrible. It certainly doesn't deserve praise.
SickleCider wrote: »Also: what does that accessibility mode even do? On console. Toggled it on and couldn't tell what changed. No tooltip in game, also searching for the answer online yielded nothing.
As far as I know on PC it just switches you to the gamepad UI (and possibly turns on subtitles if they weren't on before?) which players assumed is to make it easier to use something other than keyboard and mouse right from the start. I'm not sure if it does anything else.
That's another issue, 'accessibility' is such a vague term that without further clarification it's meaningless. What makes a game more accessible to me as someone with dyslexia is going to be irrelevant to someone who is Deaf or someone who struggles to understand what makes a good build or react quickly enough to telegraphs. There's no such thing as a one-size-fits-all accessibility mode which helps everyone, it needs many different things. (Many of which don't even need to be labelled as dedicated accessibility settings because they'd be useful for everyone, like the ability to change text colours and fonts and resize the UI.)
I'm sure anything I say against "accessibility" isn't going to look great, but here we go: I feel like you cannot design a game to challenge some players by having veteran and hard mode versions of content, but then also make it so anyone can beat that content. I feel like the game already offers a way for players to complete all content by doing it on normal (or just veteran non-HM if you are in between).
So I guess it doesn't sway me when I see a player that says they are disabled in some fashion saying they can now do veteran or HM b/c of something I view as OP in the game. Now, if they were having trouble completing normal, then I think they have a point. (though there could also be more context into their troubles than just a disability or design, probably have to truly look at each issue individually if there isn't a wise spread problem pointing out a needed change)
Ragged_Claw wrote: »I don't consider that I have any particular assessiblity needs, but yep to everything in this post. TFW something one-shots you with no warning and you have to check your recap and google wth 'super inferno brain melt charge x6' means and it turns out that when you glow cornflower blue you have 2 seconds to block, roll dodge and dance the macarena before exploding and taking your entire team with you, only you can't see the blue glow because everything else is shiny and flashing.
starkerealm wrote: »Ragged_Claw wrote: »I don't consider that I have any particular assessiblity needs, but yep to everything in this post. TFW something one-shots you with no warning and you have to check your recap and google wth 'super inferno brain melt charge x6' means and it turns out that when you glow cornflower blue you have 2 seconds to block, roll dodge and dance the macarena before exploding and taking your entire team with you, only you can't see the blue glow because everything else is shiny and flashing.
Honestly, I'm okay with causing a team wipe if it means I don't have to dance the macarena.
SickleCider wrote: »starkerealm wrote: »Ragged_Claw wrote: »I don't consider that I have any particular assessiblity needs, but yep to everything in this post. TFW something one-shots you with no warning and you have to check your recap and google wth 'super inferno brain melt charge x6' means and it turns out that when you glow cornflower blue you have 2 seconds to block, roll dodge and dance the macarena before exploding and taking your entire team with you, only you can't see the blue glow because everything else is shiny and flashing.
Honestly, I'm okay with causing a team wipe if it means I don't have to dance the macarena.
Can I cause a team wipe BY dancing the macarena? 🤔
starkerealm wrote: »SickleCider wrote: »starkerealm wrote: »Ragged_Claw wrote: »I don't consider that I have any particular assessiblity needs, but yep to everything in this post. TFW something one-shots you with no warning and you have to check your recap and google wth 'super inferno brain melt charge x6' means and it turns out that when you glow cornflower blue you have 2 seconds to block, roll dodge and dance the macarena before exploding and taking your entire team with you, only you can't see the blue glow because everything else is shiny and flashing.
Honestly, I'm okay with causing a team wipe if it means I don't have to dance the macarena.
Can I cause a team wipe BY dancing the macarena? 🤔
...
Yes.
SickleCider wrote: »I'm sure anything I say against "accessibility" isn't going to look great, but here we go: I feel like you cannot design a game to challenge some players by having veteran and hard mode versions of content, but then also make it so anyone can beat that content. I feel like the game already offers a way for players to complete all content by doing it on normal (or just veteran non-HM if you are in between).
So I guess it doesn't sway me when I see a player that says they are disabled in some fashion saying they can now do veteran or HM b/c of something I view as OP in the game. Now, if they were having trouble completing normal, then I think they have a point. (though there could also be more context into their troubles than just a disability or design, probably have to truly look at each issue individually if there isn't a wise spread problem pointing out a needed change)
I mean. I think it's great that people are saying that the item is helping them. Myself, my arthritis acts up less now that I'm not barswapping. But I think everyone can agree that what enables a differently abled person to complete content shouldn't be a sole item that's behind a pay wall and a grind. There need to be systems baked into the game's infrastructure that enable that.