If end-game content gets harder, then it only effects end-game players. They lowered the floor more than the ceiling with this update. Also, if you mean god mode for pvp, then my answer is simple; balance pve and pvp separately.
don't know exact numbers/percentagesReduced the health of all bosses in Veteran difficulty.
SeaGtGruff wrote: »You do you. I'm not going to stop playing it. As far as I've been able to see during the first day of this patch, my fun hasn't gone down at all.
If I hadn't been reading this forum for the last several weeks, or watching streamers who were going on and on about U35, and had simply logged in Monday and started playing like I normally do, I don't think I'd even know that things had changed on Monday, since my gameplay feels the same as it did on Sunday before the patch. Soloing world bosses, soloing dungeons, soloing resources in Cyrodiil-- so far, those all feel just like they did before the patch.
In contrast, some of the previous patches immediately had very noticeable impacts on my gameplay. So I'm grateful that this one hasn't been like those were in that respect.
Note, I'm talking purely about my own gameplay experiences, and am not trying to make any claims about anyone else's gameplay experiences.
Elendir2am wrote: »SeaGtGruff wrote: »You do you. I'm not going to stop playing it. As far as I've been able to see during the first day of this patch, my fun hasn't gone down at all.
If I hadn't been reading this forum for the last several weeks, or watching streamers who were going on and on about U35, and had simply logged in Monday and started playing like I normally do, I don't think I'd even know that things had changed on Monday, since my gameplay feels the same as it did on Sunday before the patch. Soloing world bosses, soloing dungeons, soloing resources in Cyrodiil-- so far, those all feel just like they did before the patch.
In contrast, some of the previous patches immediately had very noticeable impacts on my gameplay. So I'm grateful that this one hasn't been like those were in that respect.
Note, I'm talking purely about my own gameplay experiences, and am not trying to make any claims about anyone else's gameplay experiences.
Perception is influenced with your power and difficulty of content. I made 2 random dungeon runs in monday. I killed everything with bouth, my DK and my Necro as fast as before.
Yet normal dungeons was deep under my skill level for long time now. So some nerfing has low impact on my playing there.
Situation will be probably different, when I will take my Sorc on raid in veteran trial and switch on some HM.
Oh, what I am kidding myself. I will use Sorc only for collecting hirelings materials for next 3 month.
But I will take some my char, I have to decide which one, and I will go on raid some vet HM and then I will se what influences U35 had on me.
So, you should take into account that some players played more casually and the reduction of their power hit them in lower difficulties already.
SeaGtGruff wrote: »You do you. I'm not going to stop playing it. As far as I've been able to see during the first day of this patch, my fun hasn't gone down at all.
If I hadn't been reading this forum for the last several weeks, or watching streamers who were going on and on about U35, and had simply logged in Monday and started playing like I normally do, I don't think I'd even know that things had changed on Monday, since my gameplay feels the same as it did on Sunday before the patch. Soloing world bosses, soloing dungeons, soloing resources in Cyrodiil-- so far, those all feel just like they did before the patch.
In contrast, some of the previous patches immediately had very noticeable impacts on my gameplay. So I'm grateful that this one hasn't been like those were in that respect.
Note, I'm talking purely about my own gameplay experiences, and am not trying to make any claims about anyone else's gameplay experiences.
but....that would make sense? we dont do that here! much less listen to people! Side note i heavily expect them to lock/delete threads and comments at this point to do some "crowd control" as ive seen them doing since the update.
Edit: Typo on threads being turned into threats , corrected it so it what i was trying to type XD
Why not fix the content, instead of "fixing" the players? Even blizzard is capable of nerfing/buffing pve encounters instead of destroying your class to achieve the same outcome, the problem here is you've affected not just instanced content but ALL content which includes every single player. Adverse effects like animation changes to go along with your fixes are overwhelmingly perceived as a negative.
I give it a month tops before we see another round of massive changes, or let the game continue to bleed. Either way ZoS you've already lost your players trust and I'm sure you will see this financially on your next report.
Continued annoyance at these pathetic attempts at balance has clearly culminated in massive frustrations from the community. STOP doing pointless changes that nobody asked for.
Ignoring the community has consequences as you'll learn soon enough. I suspect FF14 is about to have another huge bump in player count, after all it seems to be the MMO everyone jumps to when their favorite goes into the toilet. If you're wondering why, its because they stick to their winning recipe and stay in their lane.. people like consistency not constant resistance and change.
Anyway, here's to shadowlands2.0
Why not fix the content, instead of "fixing" the players? Even blizzard is capable of nerfing/buffing pve encounters instead of destroying your class to achieve the same outcome, the problem here is you've affected not just instanced content but ALL content which includes every single player. Adverse effects like animation changes to go along with your fixes are overwhelmingly perceived as a negative.
I give it a month tops before we see another round of massive changes, or let the game continue to bleed. Either way ZoS you've already lost your players trust and I'm sure you will see this financially on your next report.
Continued annoyance at these pathetic attempts at balance has clearly culminated in massive frustrations from the community. STOP doing pointless changes that nobody asked for.
Ignoring the community has consequences as you'll learn soon enough. I suspect FF14 is about to have another huge bump in player count, after all it seems to be the MMO everyone jumps to when their favorite goes into the toilet. If you're wondering why, its because they stick to their winning recipe and stay in their lane.. people like consistency not constant resistance and change.
Anyway, here's to shadowlands2.0
Ragnarok0130 wrote: »but....that would make sense? we dont do that here! much less listen to people! Side note i heavily expect them to lock/delete threads and comments at this point to do some "crowd control" as ive seen them doing since the update.
Edit: Typo on threads being turned into threats , corrected it so it what i was trying to type XD
Yeah I expect a plethora of [snip]/bashing/non-constructive/locks edits are about to affect a large number of threads that are really just feedback
Rust_in_Peace wrote: »Why not fix the content, instead of "fixing" the players? Even blizzard is capable of nerfing/buffing pve encounters instead of destroying your class to achieve the same outcome, the problem here is you've affected not just instanced content but ALL content which includes every single player. Adverse effects like animation changes to go along with your fixes are overwhelmingly perceived as a negative.
I give it a month tops before we see another round of massive changes, or let the game continue to bleed. Either way ZoS you've already lost your players trust and I'm sure you will see this financially on your next report.
Continued annoyance at these pathetic attempts at balance has clearly culminated in massive frustrations from the community. STOP doing pointless changes that nobody asked for.
Ignoring the community has consequences as you'll learn soon enough. I suspect FF14 is about to have another huge bump in player count, after all it seems to be the MMO everyone jumps to when their favorite goes into the toilet. If you're wondering why, its because they stick to their winning recipe and stay in their lane.. people like consistency not constant resistance and change.
Anyway, here's to shadowlands2.0
I watched the Wow debacle happen in real time with covenants and not listening to player feedback. Zos is doing the exact same thing with their changes. Blizzard has recently shown some signs of making changes for the better and listening to player feedback on the PTR; especially with the new talent trees. You'd think a company in the same market would take note of what happens when your players lose faith because the writing is on the wall here - ESO is in serious trouble.
but....that would make sense? we dont do that here! much less listen to people! Side note i heavily expect them to lock/delete threads and comments at this point to do some "crowd control" as ive seen them doing since the update.
Edit: Typo on threads being turned into threats , corrected it so it what i was trying to type XD
Drammanoth wrote: »You know, I'm wondering what is ZOS' reaction to this... Is it:
1) 'Nah, people always complain, some come, some leave, throwing temper tantrums. This is the law of business.'
2) 'Perhaps we've gone too far with our liberty...'


Unacceptable. When I buy a new car, I don't get a chassis with a vague notion of maybe getting the engine months later, if the manufacturer feels like it.I don't think it is as easy to just adjust content only as some think it is.
The pre-patch situation was getting pretty dire imo. The delta between difficulty at the top end of content to difficulty at the bottom was enormous and was continuing to grow patch after patch due to the power creep at the top end.
At a certain point, if that delta gets too large, new content that you are trying to sell and market to player becomes undesirable for like 99% of the playerbase. Which is incredibly untenable. The alternative is to not increase difficulty and then the content is trivial and eventually the entire playerbase treats new DLC like Fungal Grotto and players get complacent and again, content doesn't sell, or at the very least, is viewed as stale.
You can't even begin to adjust the delta between content without first addressing the power level of the players. By lowering the delta between 0 DPs and the top end DPS, you can control the power levels of players more effectively, while also controlling for the difficulty of existing content in a more manageable way.
I fully believe, and they even told us this to some extant before PTS even started, that this patches whole intention was the initial player damage adjustments, required to further adjust content in a later patch. They only did the 10% health adjustment to appease players somewhat. I don't think content balance was their intent this patch in any way. And it is more likely that not going to be their 4th quarter focus once they have an actual live patch worth of valuable data from the playerbase and not just 10 people on PTS trying to confirm their biases on the patch.
Razorback174 wrote: »Unacceptable. When I buy a new car, I don't get a chassis with a vague notion of maybe getting the engine months later, if the manufacturer feels like it.I don't think it is as easy to just adjust content only as some think it is.
The pre-patch situation was getting pretty dire imo. The delta between difficulty at the top end of content to difficulty at the bottom was enormous and was continuing to grow patch after patch due to the power creep at the top end.
At a certain point, if that delta gets too large, new content that you are trying to sell and market to player becomes undesirable for like 99% of the playerbase. Which is incredibly untenable. The alternative is to not increase difficulty and then the content is trivial and eventually the entire playerbase treats new DLC like Fungal Grotto and players get complacent and again, content doesn't sell, or at the very least, is viewed as stale.
You can't even begin to adjust the delta between content without first addressing the power level of the players. By lowering the delta between 0 DPs and the top end DPS, you can control the power levels of players more effectively, while also controlling for the difficulty of existing content in a more manageable way.
I fully believe, and they even told us this to some extant before PTS even started, that this patches whole intention was the initial player damage adjustments, required to further adjust content in a later patch. They only did the 10% health adjustment to appease players somewhat. I don't think content balance was their intent this patch in any way. And it is more likely that not going to be their 4th quarter focus once they have an actual live patch worth of valuable data from the playerbase and not just 10 people on PTS trying to confirm their biases on the patch.
There's been absolutely zero communication other than "have faith." As is, people are left with completely hobbled characters with no promise of any further tuning or fixes in sight. And this is guaranteed to be the state of the game for months to come. That's enough to drive people away, and a good many of them may never come back.
I don't think it is as easy to just adjust content only as some think it is.
The pre-patch situation was getting pretty dire imo. The delta between difficulty at the top end of content to difficulty at the bottom was enormous and was continuing to grow patch after patch due to the power creep at the top end.
At a certain point, if that delta gets too large, new content that you are trying to sell and market to player becomes undesirable for like 99% of the playerbase. Which is incredibly untenable. The alternative is to not increase difficulty and then the content is trivial and eventually the entire playerbase treats new DLC like Fungal Grotto and players get complacent and again, content doesn't sell, or at the very least, is viewed as stale.
You can't even begin to adjust the delta between content without first addressing the power level of the players. By lowering the delta between 0 DPs and the top end DPS, you can control the power levels of players more effectively, while also controlling for the difficulty of existing content in a more manageable way.
I fully believe, and they even told us this to some extant before PTS even started, that this patches whole intention was the initial player damage adjustments, required to further adjust content in a later patch. They only did the 10% health adjustment to appease players somewhat. I don't think content balance was their intent this patch in any way. And it is more likely that not going to be their 4th quarter focus once they have an actual live patch worth of valuable data from the playerbase and not just 10 people on PTS trying to confirm their biases on the patch.
Correct! Now, do you know how those teachers are called? Toxic elitists.AgaTheGreat wrote: »(...) Everyone is able to achieve good results with practise but most importantly by getting into a group that actually supports you, teaches you and encourages you to get better.(...).