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ZOS - we as a players will understand - if you just say, that it is some problem to make content and

JustAGoodPlayer
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If you will make it a little slower.

If as example it is hard now to make a chapter per year - i think players will understand if you do it for longer period of time but more detailed and qualitatively.

If it will be more content in such chapters for more casual players. As example - some players ask for some "veteran overland" - but i think that some thing like some public areas with more harder mobs is what they really wants.

As example chapter can be seporated on 2 parts and be made for not 1 but 2 years.

Some map parts are really big - we understand if you do some small Island 1 year is enough - but for some really big chapters i think it will be OK if it will take 2-3 even 5 years per chapter (if it will be really good).

The same time - do not make HASTE changes in balance. All we need to do good balance - and fast changes will not make game better.

Balancing is a slow process - it can not be made fast. And some small changes can be made not per chapter but each 3 month. if it is as example a little UP or Down some skills values if it hits to hard.

What be really good if you can make core-base-balance - that players will be happy with and where all player styles will be represented in honest balance.
Than UP some class skills and make counterplay to it.

DPS abilitys like dots can be standartized - it is good for balance. but to standartize class unique ability is a bad way of change. Class ability have to be more powerfull and unique but get hard counterplay for other classes (for each class).

So you will get good PVE and PVP and interesting game classes.

If you want to make game more balanced PLS - try to read this:

https://forums.elderscrollsonline.com/en/discussion/611879/guide-for-zos-how-to-nerf-others-better#latest

My english is not even near perfect - and i know - that it is hard to read me. But i hope - that you will not be dissapointed.
Edited by JustAGoodPlayer on July 16, 2022 3:11PM
  • Dragonlord573
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    The encounter teams have been creating content to make up for the current power creep. This change shows a massive disconnect between the combat and encounter teams. The encounter team knows how hard the top end is hitting and is accounting for it. They know how the lower end is hitting and has accounted for that in normal mode.
  • JustAGoodPlayer
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    You say true information. And they do not do vet trials and can not test some things (how it feels)

    That is why i think it is good to focus on players information.

    I do not say, do all players want, but how it feels or if it is some math problem - to check it.

    For me as a player - is no big reason to walk new trials and dunguans. I get no reward in it. Removing thingth from dunguans/arenas is a bad thing too.

    Skinns was good reward for dunguans, polymorphs for arenas, mounts for trials.

    If it can be both in hard achivments and shop i think it can motivate more too - than just no reward.

    The other problem is - for good trial not meta groups - we have not got much people. Changes are fast and destructive, so we lose so much players that raiding is not even possible. Because people you play today will not play after update or get their builds destroyed.

    It makes depretion to people, no one wants even do anything. Because tomorrow you just may be get nerf ! What is a reason than.

    This nerfs have to stop.
    Edited by JustAGoodPlayer on July 16, 2022 3:45PM
  • TaSheen
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    Nerfs will never stop. In no MMO do they stop, it doesn't matter how fast content is created and released. Nerfs happen because the best players continue to improve themselves to do the hardest content, and I for instance can't be bothered to worry about raid content - I burned out on raiding in WoW over a decade ago, and I'm just totally uninterested in ever doing that sort of content again.

    As long as I can manage overland and delves with 999+ ping, I'm good. And I really like the release rate of content, so no, I don't want that to change.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • francesinhalover
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    TaSheen wrote: »
    Nerfs will never stop. In no MMO do they stop, it doesn't matter how fast content is created and released. Nerfs happen because the best players continue to improve themselves to do the hardest content, and I for instance can't be bothered to worry about raid content - I burned out on raiding in WoW over a decade ago, and I'm just totally uninterested in ever doing that sort of content again.

    As long as I can manage overland and delves with 999+ ping, I'm good. And I really like the release rate of content, so no, I don't want that to change.

    So you played wow, i see , you are full of surprises. What class/role?
    Hopefully your net gets better one day
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • asuitandtyb14_ESO
    asuitandtyb14_ESO
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    Their pace of content is actually slower than other comparable titles, with the exception of a hiccup in GW2 recently. There is no excuse for them not to keep up. In fact, if they want to stay competitive, they should be striving to out produce the competition. Most other comparable MMO's (FF14, GW2, WoW) put out a new expansion every two years, with two or three raids, around eight dungeons, usually four to six new zones, new PvP maps, and typically a new class and/or race. If you take a ESO yearly cycle, double it and compare it to other titles, well it speaks for itself. Additionally, of all its competitors, ESO has the most aggressive monetization. If people are spending money through all of ESO's various forms monetization regularly, than all that money should be funneled into ramping up production every year a little higher and higher.
  • TaSheen
    TaSheen
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    TaSheen wrote: »
    Nerfs will never stop. In no MMO do they stop, it doesn't matter how fast content is created and released. Nerfs happen because the best players continue to improve themselves to do the hardest content, and I for instance can't be bothered to worry about raid content - I burned out on raiding in WoW over a decade ago, and I'm just totally uninterested in ever doing that sort of content again.

    As long as I can manage overland and delves with 999+ ping, I'm good. And I really like the release rate of content, so no, I don't want that to change.

    So you played wow, i see , you are full of surprises. What class/role?
    Hopefully your net gets better one day

    All of the older classes, DPS and tanks. No healers, I have never enjoyed healing in any game. And boy do I miss my hunter pets who could, you know, hold aggro on mobs including bosses, unlike the bear here in ESO!
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • AinSoph
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    The encounter teams have been creating content to make up for the current power creep. This change shows a massive disconnect between the combat and encounter teams. The encounter team knows how hard the top end is hitting and is accounting for it. They know how the lower end is hitting and has accounted for that in normal mode.

    Kind of ironic isn't it? First the community manager asks us how to talk to people and now ESO's own dev teams don't talk to each other as well.
  • JustAGoodPlayer
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    Nerf can be made different ways. this changes are just silly or trolling. I hope developers already understand it - or at least see how players react on it. Because it is realy bad change.

    I played in a lot of games and i know and see how different changes help or not.

    But changes like now on PTS only force players leave the game.
  • barney2525
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    The Volume of Players that I see constantly simply running away from the Overland content we currently have, gives me the impression that those who are desiring " more difficult Overland " .... are a Very Small minority of players.

    Making Overland mobs harder to kill is Not going to change the game at all - with the possible exception that those players who go ahead and combat the mobs now, will simply follow the lead of those who run away.

    I have not heard a single player complain that it takes too Little time to reach their objective.

    And I just do not believe that making mobs more difficult to kill is going to entice those who currently run past them, to stop and fight the mobs.

    :#
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