Kiyakotari wrote: »In my opinion, there should be a second "normal" non-leaderboard version of EA that allows the player to just keep going, deaths notwithstanding. It's a simple fix that would alleviate a lot of frustration and still allow people who are score pushing to enjoy the current version of EA.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
Hard disagree with the OP.
Almost all of the content in the game caters to average or newer players without requiring elite fighting skills. And that's ok! While I enjoy end game I like relaxing content as well. Plus, most content geared towards above average players has a version of it which can be enjoyed by average players. This, therefore, is the opposite of the OP's assessment. I will not list everything but here are some examples.
Content with low barrier to entry (can easily solo):
- Questing, stories, and overland mobs/areas (the bulk of the game)
- Delves
- Antiquities
- Tales of Tribute
- Normal Solo Arenas (needs at least a little skill/experience to complete, though)
- Housing
- Crafting and Fishing
- Thieves Guild Heists and Dark Brotherhood Sacraments, stealing from and murdering NPCs in general
- Unlocking Companions and leveling their skills, rapport, and stories
- Most event content (Jester's Festival, New Life Festival, etc.)
Content with low barrier to entry (may need a group but everyone can be average in the group):
- World Bosses
- Incursions (Anchors and such)
- Normal dungeons
- Normal trials
- Normal group arenas
- All PvP but especially Cyrodiil (You can wear very basic gear to join a zone group and capture things, help with siege, etc.)
- Older vet dungeons
- Specialized "group" content like the Crow or Bastion Nymic
Content requiring "better than average" skills for all player participants to consistently succeed:
- Vet DLC Dungeons
- Vet Trials
- Vet Group Arenas and Solo Arenas
- ... and now Endless Archive, which, let's all remember, replaced a vet DLC dungeon release, and so logically should fall into this category
- Some aspects of PvP
Then there is content that can be leveraged regardless of which category you are in.... like seeking achievements or enjoying different classes, being a vampire or werewolf, unlocking the Psjiic Order skills, etc. Yes, some of those vampire skills may be leveraged by score pushers but you can bop around doing the story content as a vampire, too!
If you combine the first two lists together it's blatantly obvious that the game is not catered towards above average players in any way. And given where the majority of the development focus is, I continue to be glad that ESO still does provide "end game" content. I was pleasantly surprised with the Endless Archive, which I expected to be more boring because I thought it might be geared towards players who really need Companions. Not that there is anything wrong with this, but personally wouldn't present a challenge for me or hold my interest for very long as "endless" content.
Well said.
I dont know where these complaints are coming from lately. Is it endless archive? I dont know, but its unreal to me. 95% of this game is casual friendly. Especially now with arcanist and oakensoul. I saw some guy complaining the other day that the game was hard and he didnt want to use beam on his arcanist. Its like, so you want the game to be completely brainless and dont want to use the tools they give you that will help you get through harder stuff faster? I dont get it.
Some people want incentive to get better, some people want to be challenged. Some people want to be able to say, wow maybe one day ill be able to do that. This is the problem with aiming an mmo at mostly solo casual players in a revolving door. You will never satisfy them, and the players that actually make an mmo what it is, players who are dedicated and put in time to become pillars of the community in one way or another, and do things for the community, and bring the community together, or players that want to stay for a long time, will cease to exist. As we have seen happen.
There is no big mmo that i know of where you can do everything simply. Where everything is super easy and there is no challenge. I have played retail/classic wow, osrs, albion, bdo, gw2, and more. I have never seen it. It would not be healthy for an mmo to operate like that, and i think the more solo/casual friendly eso becomes the more damage it does the community and game. Eso has always been a very solo/casual/beginner friendly mmo, but over the last few years they have just taken a hard turn in that direction.
and ive said it a million times but ill say it again here, there is a lack of incentive and a lack of reward at every level of the game that causes people to think this way. When the game is rewarding, and you incentivize people to improve, to want to get to the next step to get things and be rewarded, then things are better for everyone. There should be good rewards for fishing, questing, exploring, and there should be good rewards for harder things like godslayer, emperor, flawless conqueror, vet dlc dungeon achievements, etc. Rewards suck all around, especially at the easier end, and if they changed that for everyone things would only improve. But they refuse.
This is not the first time I have seen a complaint on the forums that a 1-shot has occurred in EA. The thing is, avoiding 1-shots isn't an "elite"-only thing.
It is an "expert player" thing.
Well... they could be a "lucky player". That is better than an expert, but not as reliable.I think this kind of response isn't as much indictive of EA being too hard but a continuation of the conversation that ZOS simply does not teach [players] how to deal with mechanics until they get thrown into vet dungeons, where then people get mad about the lack of skill
I was hoping Endless Archive was going to be a bridge spanning the gap between the different skill levels of players that could be used to grow players into the harder content. Endless Archive does not feel like it will fill that role.
- Some bosses are significantly stronger than the others in the same selection pool, especially if you don't know their mechanics because you don't do trials or don't have a specific DLC.
- People have compared arc 1 to normal dungeons, but dungeon enemies have less health and you fight them as a group of four. In EA, you suddenly need to be a mix of tank, healer, and DD, which can be an entirely new experience.
- There are one-shots even in early EA, telegraphed as heavy attacks. In most lower difficulty content, this can be blocked and the tutorial even emphasizes how it staggers enemies. In EA, you often really need to dodge at the right moment.
- If you are new to this kind of mechanics, you need some practice to get the timing right, e.g., roll-dodge as Tho'at jumps up for the heavy attack. But unlike in other content, you don't get unlimited tries to practice. I'm not advocating for more threads, but I'm sure getting reset to the start creates frustration (and forum complaints).
My personal feeling is that Arc 1 bosses should be limited to the pool of base game normal dungeon bosses, or general equivalent. Bosses with one-shot attacks or special knowledge mechanics should be excluded from Arc 1, or those attacks and mechanics should not appear until later Arcs.
The special mechanics practice problem is a real problem, since the bosses are random. Not only is there no opportunity to practice in the run, the next few runs might not have that boss. It could be a while before they get another chance to practice against it. Without studying a guide, like what Xynode puts out, someone with more knowledge to guide them, or training against the boss in the dungeon or trial they come from, it is going to be harder to get face time with the boss to learn special mechanics.
Of course, this opens up a new cottage industry where expert players do carry runs, or training runs, through Endless Archive. Duo mode ends up not just playing with another player, but playing with a player more familiar with the bosses.
This is not the first time I have seen a complaint on the forums that a 1-shot has occurred in EA. The thing is, avoiding 1-shots isn't an "elite"-only thing.
It is an "expert player" thing.
Well... they could be a "lucky player". That is better than an expert, but not as reliable.I think this kind of response isn't as much indictive of EA being too hard but a continuation of the conversation that ZOS simply does not teach [players] how to deal with mechanics until they get thrown into vet dungeons, where then people get mad about the lack of skill
I was hoping Endless Archive was going to be a bridge spanning the gap between the different skill levels of players that could be used to grow players into the harder content. Endless Archive does not feel like it will fill that role.
- Some bosses are significantly stronger than the others in the same selection pool, especially if you don't know their mechanics because you don't do trials or don't have a specific DLC.
- People have compared arc 1 to normal dungeons, but dungeon enemies have less health and you fight them as a group of four. In EA, you suddenly need to be a mix of tank, healer, and DD, which can be an entirely new experience.
- There are one-shots even in early EA, telegraphed as heavy attacks. In most lower difficulty content, this can be blocked and the tutorial even emphasizes how it staggers enemies. In EA, you often really need to dodge at the right moment.
- If you are new to this kind of mechanics, you need some practice to get the timing right, e.g., roll-dodge as Tho'at jumps up for the heavy attack. But unlike in other content, you don't get unlimited tries to practice. I'm not advocating for more threads, but I'm sure getting reset to the start creates frustration (and forum complaints).
My personal feeling is that Arc 1 bosses should be limited to the pool of base game normal dungeon bosses, or general equivalent. Bosses with one-shot attacks or special knowledge mechanics should be excluded from Arc 1, or those attacks and mechanics should not appear until later Arcs.
The special mechanics practice problem is a real problem, since the bosses are random. Not only is there no opportunity to practice in the run, the next few runs might not have that boss. It could be a while before they get another chance to practice against it. Without studying a guide, like what Xynode puts out, someone with more knowledge to guide them, or training against the boss in the dungeon or trial they come from, it is going to be harder to get face time with the boss to learn special mechanics.
Of course, this opens up a new cottage industry where expert players do carry runs, or training runs, through Endless Archive. Duo mode ends up not just playing with another player, but playing with a player more familiar with the bosses.
1. Blocking heavy attacks are taught in the game’s tutorial. It’s just a matter of people never being taught to fear heavy attacks. It does not take an expert to block when an enemy visually winds up to do a heavy attack.
2. In that case, maybe the 1-shots in arc 1 should be capped at almost 1-shots so people may hopefully learn.
3. I do agree trial bosses and maybe dlc dungeon bosses shouldn’t be added until arc 2.
CameraBeardThePirate wrote: »One of the big issues with the ease of overland/quest content is that the game in no way prepares players for the harder content in this game. You see it all the time in dungeons, battlegrounds, and even in PUGs fighting world bosses: players come in with mediocre builds and mediocre rotations because that's all they've needed for quests.
If overland was even slightly harder, players would be forced to improve - the floor would be raised and yes, there would be a slight curve, but it would lessen the gap between the upper and lower ends.
This is not the first time I have seen a complaint on the forums that a 1-shot has occurred in EA. The thing is, avoiding 1-shots isn't an "elite"-only thing.
It is an "expert player" thing.
Well... they could be a "lucky player". That is better than an expert, but not as reliable.I think this kind of response isn't as much indictive of EA being too hard but a continuation of the conversation that ZOS simply does not teach [players] how to deal with mechanics until they get thrown into vet dungeons, where then people get mad about the lack of skill
I was hoping Endless Archive was going to be a bridge spanning the gap between the different skill levels of players that could be used to grow players into the harder content. Endless Archive does not feel like it will fill that role.
- Some bosses are significantly stronger than the others in the same selection pool, especially if you don't know their mechanics because you don't do trials or don't have a specific DLC.
- People have compared arc 1 to normal dungeons, but dungeon enemies have less health and you fight them as a group of four. In EA, you suddenly need to be a mix of tank, healer, and DD, which can be an entirely new experience.
- There are one-shots even in early EA, telegraphed as heavy attacks. In most lower difficulty content, this can be blocked and the tutorial even emphasizes how it staggers enemies. In EA, you often really need to dodge at the right moment.
- If you are new to this kind of mechanics, you need some practice to get the timing right, e.g., roll-dodge as Tho'at jumps up for the heavy attack. But unlike in other content, you don't get unlimited tries to practice. I'm not advocating for more threads, but I'm sure getting reset to the start creates frustration (and forum complaints).
My personal feeling is that Arc 1 bosses should be limited to the pool of base game normal dungeon bosses, or general equivalent. Bosses with one-shot attacks or special knowledge mechanics should be excluded from Arc 1, or those attacks and mechanics should not appear until later Arcs.
The special mechanics practice problem is a real problem, since the bosses are random. Not only is there no opportunity to practice in the run, the next few runs might not have that boss. It could be a while before they get another chance to practice against it. Without studying a guide, like what Xynode puts out, someone with more knowledge to guide them, or training against the boss in the dungeon or trial they come from, it is going to be harder to get face time with the boss to learn special mechanics.
Of course, this opens up a new cottage industry where expert players do carry runs, or training runs, through Endless Archive. Duo mode ends up not just playing with another player, but playing with a player more familiar with the bosses.
1. Blocking heavy attacks are taught in the game’s tutorial. It’s just a matter of people never being taught to fear heavy attacks. It does not take an expert to block when an enemy visually winds up to do a heavy attack.
2. In that case, maybe the 1-shots in arc 1 should be capped at almost 1-shots so people may hopefully learn.
3. I do agree trial bosses and maybe dlc dungeon bosses shouldn’t be added until arc 2.
This is not the first time I have seen a complaint on the forums that a 1-shot has occurred in EA. The thing is, avoiding 1-shots isn't an "elite"-only thing.
It is an "expert player" thing.
Well... they could be a "lucky player". That is better than an expert, but not as reliable.I think this kind of response isn't as much indictive of EA being too hard but a continuation of the conversation that ZOS simply does not teach [players] how to deal with mechanics until they get thrown into vet dungeons, where then people get mad about the lack of skill
I was hoping Endless Archive was going to be a bridge spanning the gap between the different skill levels of players that could be used to grow players into the harder content. Endless Archive does not feel like it will fill that role.
- Some bosses are significantly stronger than the others in the same selection pool, especially if you don't know their mechanics because you don't do trials or don't have a specific DLC.
- People have compared arc 1 to normal dungeons, but dungeon enemies have less health and you fight them as a group of four. In EA, you suddenly need to be a mix of tank, healer, and DD, which can be an entirely new experience.
- There are one-shots even in early EA, telegraphed as heavy attacks. In most lower difficulty content, this can be blocked and the tutorial even emphasizes how it staggers enemies. In EA, you often really need to dodge at the right moment.
- If you are new to this kind of mechanics, you need some practice to get the timing right, e.g., roll-dodge as Tho'at jumps up for the heavy attack. But unlike in other content, you don't get unlimited tries to practice. I'm not advocating for more threads, but I'm sure getting reset to the start creates frustration (and forum complaints).
My personal feeling is that Arc 1 bosses should be limited to the pool of base game normal dungeon bosses, or general equivalent. Bosses with one-shot attacks or special knowledge mechanics should be excluded from Arc 1, or those attacks and mechanics should not appear until later Arcs.
The special mechanics practice problem is a real problem, since the bosses are random. Not only is there no opportunity to practice in the run, the next few runs might not have that boss. It could be a while before they get another chance to practice against it. Without studying a guide, like what Xynode puts out, someone with more knowledge to guide them, or training against the boss in the dungeon or trial they come from, it is going to be harder to get face time with the boss to learn special mechanics.
Of course, this opens up a new cottage industry where expert players do carry runs, or training runs, through Endless Archive. Duo mode ends up not just playing with another player, but playing with a player more familiar with the bosses.
1. Blocking heavy attacks are taught in the game’s tutorial. It’s just a matter of people never being taught to fear heavy attacks. It does not take an expert to block when an enemy visually winds up to do a heavy attack.
2. In that case, maybe the 1-shots in arc 1 should be capped at almost 1-shots so people may hopefully learn.
3. I do agree trial bosses and maybe dlc dungeon bosses shouldn’t be added until arc 2.
While I completely agree with your first two points, I disagree regarding the last.
For players, which have a hard time completing Arc 1 at present, it's much more manageable to learn the mechanics of said bosses in the first Arc. They would literally hit the wall if they encounter them in Arc 2, as everything hits a bit harder there.
There are more subtle adjustments possible to help with said bosses: Let Malkhest give more advise during the fight for example, reduce the size of some of the bosses bigger AoEs, that sort of things.
Another good addition would be a "training" Arc, where people could choose, which boss they want to train on without restricted lives. Those mode wouldn't count for the daily of course and you wouldn't earn currency to prevent abuse.
Deleting bosses from Arc 1 would hurt those players the most, which are willing to improve, but aren't able to go further than Arc 1 yet.
I am not sure what to suggest outside of balancing bosses that appears on Arc one but maybe they can reduce the health of those bosses on Arc one. They have almost a million health.
If i remember right there is no boss with more than a million health in veteran Maelstrom Arena.
For better or for worse, ZOS has created a game where there is no need to engage with even the most basic combat mechanics in all of the overland and fostered a community who enjoys it that way. On the other hand, the Endless Archive seems to be an explicitly combat oriented piece of content (with minimal story/lore) where 5-10 minutes in you will get a very basic combat check in the form of the first cycle boss. There's going to be friction for obvious reasons. People who reject combat can still have overland but will not be able to meaningfully participate in Endless Archive until they decide to change their approach and that's ok. Overland does nothing to teach/push the combat of the game and maybe that's ok too.
The difficulty of arc 1 has been downgraded during the PTS, and for simple gear collection, farm arc 1 is more than enough. You can easily pass arc 1 with any mainstream build, like oakensorc and hold left click. You don't need to be an "above average" player to do that
I have tried several oakensoul builds (sorcerer, templar, warden), and my experience while completing Arc 1 is that the Oakensoul one bar Sorcerer is the weakest choice. The Arc 1 Cycle 4 boss killed my sorcerer pets multiple times. The Arc 1 Tho’ at Replicanum killed my sorcerer pets multiple times.
Please do not tell folks to use Oakensoul one bar Sorcerer in Endless Archives. Unless they like having to resummon their pets multiple times, even in Arc 1. However, the Oakensoul one bar Templar does ok.
3.) The Visions/Verses are definitely going to be the usual RNG that we've come to expect from ESO, and will make or break your run.
Vision/Verse rng is pretty brutal. Focused Efforts blows everything out of the water by a mile.
Dont know who came up with the numbers but 3% vs 500% damage increase has to be an oversight.
I'd like to point out that you don't have to run an Oakensoul Sorcerer as a pet build. Pets clearly won't work in EA, so just don't use them. My Sorc is running Unstable Wall, Elemental Susceptibility, Crystal Shards, Critical Surge, Hardened Ward, and Greater Storm Atronach. I run CP in the blue tree to buff my heavy attack/crit damage & heal, and in the red tree you will find 2 slottables that increase the strength of your shield and reduce cost. Debuff, drop wall, heavy attack weave Crystal Frags. Keep your crit surge up at all times and block cast Hardened Ward to deal with heavy attacks. My Sorc is currently in the top 20 solo, so it can be done.
It's really important to purchase the permanent upgrades as soon as possible, but even then RNG will dictate how successful your run is going to be. I had a run last night where I kept getting martial knowledge and stamina buffs. I'm on a MagSorc, so they were pretty much useless. I still put up my best run, but that was down to good boss RNG and starting to learn the ins and outs of EA. If I'd gotten better Visions, I could have easily gone another Arc.
Act 1 is so hard that can be completed with a naked magicka sorcerer using an alkosh destro staff.
It is not that betatesters are gifted. It's that many players don't want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them.
Act 1 is so hard that can be completed with a naked magicka sorcerer using an alkosh destro staff.
It is not that betatesters are gifted. It's that many players don't want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them.
That group is not interested in Endless Archive, anyway. No amount of beta testing feedback is going to change that.
Players who don't want to engage with the content are not going to build skills and knowledge more than they need to play what they want to engage with. Since Endless Archive is more about player skill and knowledge of boss mechanics, and less about builds and gear, not having those things is a formidable barrier.
Hard disagree with the OP.
Almost all of the content in the game caters to average or newer players without requiring elite fighting skills. And that's ok! While I enjoy end game I like relaxing content as well. Plus, most content geared towards above average players has a version of it which can be enjoyed by average players. This, therefore, is the opposite of the OP's assessment. I will not list everything but here are some examples.
Content with low barrier to entry (can easily solo):
- Questing, stories, and overland mobs/areas (the bulk of the game)
- Delves
- Antiquities
- Tales of Tribute
- Normal Solo Arenas (needs at least a little skill/experience to complete, though)
- Housing
- Crafting and Fishing
- Thieves Guild Heists and Dark Brotherhood Sacraments, stealing from and murdering NPCs in general
- Unlocking Companions and leveling their skills, rapport, and stories
- Most event content (Jester's Festival, New Life Festival, etc.)
Content with low barrier to entry (may need a group but everyone can be average in the group):
- World Bosses
- Incursions (Anchors and such)
- Normal dungeons
- Normal trials
- Normal group arenas
- All PvP but especially Cyrodiil (You can wear very basic gear to join a zone group and capture things, help with siege, etc.)
- Older vet dungeons
- Specialized "group" content like the Crow or Bastion Nymic
Content requiring "better than average" skills for all player participants to consistently succeed:
- Vet DLC Dungeons
- Vet Trials
- Vet Group Arenas and Solo Arenas
- ... and now Endless Archive, which, let's all remember, replaced a vet DLC dungeon release, and so logically should fall into this category
- Some aspects of PvP
Then there is content that can be leveraged regardless of which category you are in.... like seeking achievements or enjoying different classes, being a vampire or werewolf, unlocking the Psjiic Order skills, etc. Yes, some of those vampire skills may be leveraged by score pushers but you can bop around doing the story content as a vampire, too!
If you combine the first two lists together it's blatantly obvious that the game is not catered towards above average players in any way. And given where the majority of the development focus is, I continue to be glad that ESO still does provide "end game" content. I was pleasantly surprised with the Endless Archive, which I expected to be more boring because I thought it might be geared towards players who really need Companions. Not that there is anything wrong with this, but personally wouldn't present a challenge for me or hold my interest for very long as "endless" content.
Interesting post.
Like any game, I want content that will challenge me, but that with effort and the investment of time I can ultimately achieve. ESO seems to have evolved into either ridiculously hard endgame content that I am effecttivley locked out of, or trivial content that anyone's character can steamroll.
To be honest, most of the game (especially all overland content) feels like a visual novel to me now. I don't get any sense of achievement doing the new chapters. They just feel like something to trudge through, so I stopped buying at Blackwood.
I am not really sure whether that means I agree or disagree with the OP.
Act 1 is so hard that can be completed with a naked magicka sorcerer using an alkosh destro staff.
It is not that betatesters are gifted. It's that many players don't want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them.
That group is not interested in Endless Archive, anyway. No amount of beta testing feedback is going to change that.
Players who don't want to engage with the content are not going to build skills and knowledge more than they need to play what they want to engage with. Since Endless Archive is more about player skill and knowledge of boss mechanics, and less about builds and gear, not having those things is a formidable barrier.
These players are very vocal on the forums this days asking for nerfs to EA. One player complained because Yolnakrin was pushing him/her outside the platform with the heavy attack you need to block and has a very noticeable cue of about 3 seconds. Blocking is one of the most basic parts of combat and some players seems that refuse to engage in it, stil they are vocal in the forums and ask for nerf. Everything is too punishing for these players, but instead of do content they are willing to learn to do, they want the small part of content that doesn't cater specifically to them be nerfed because it is too hard when it is is, in fact, very easy if you do what you learn in the tutorial (and forget later because most of the content is an insult of how easy it is).
Act 1 is so hard that can be completed with a naked magicka sorcerer using an alkosh destro staff.
It is not that betatesters are gifted. It's that many players don't want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them.
That group is not interested in Endless Archive, anyway. No amount of beta testing feedback is going to change that.
Players who don't want to engage with the content are not going to build skills and knowledge more than they need to play what they want to engage with. Since Endless Archive is more about player skill and knowledge of boss mechanics, and less about builds and gear, not having those things is a formidable barrier.
These players are very vocal on the forums this days asking for nerfs to EA. One player complained because Yolnakrin was pushing him/her outside the platform with the heavy attack you need to block and has a very noticeable cue of about 3 seconds. Blocking is one of the most basic parts of combat and some players seems that refuse to engage in it, stil they are vocal in the forums and ask for nerf. Everything is too punishing for these players, but instead of do content they are willing to learn to do, they want the small part of content that doesn't cater specifically to them be nerfed because it is too hard when it is is, in fact, very easy if you do what you learn in the tutorial (and forget later because most of the content is an insult of how easy it is).
I think that a number of different groups are being mixed together here and it is causing confusion.
My philosophy is that the group that does not "want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them" isn't going to be doing Endless Archive. If they do, they are more likely to say "not for me" than complain, because there is already a ton of content that is a better fit and they can simply continue doing that.
However, I see the potential for a second group is the low and middle-low skill level group. They are there because they are either learning or they are at the top of what their ESO skill will be for whatever reason. My impression is that this group will do more than base game overland and tutorials, if able to, so they don't really fit into the first category. Here, Endless Archive can benefit them if it provides a way for them to play closer to their level. Those who can get better will and will move on to harder Arcs, and hopefully harder content.
As I see it, everyone who runs the Endless Archive will hit their Peter Principle wall. It is designed that way. Not everyone is going to be able to do Arc 1, but the more people who want to do the content, and can work their way through Arc 1 before hitting the wall, the better.
What was interesting about Endless Archive was that it was possible for the first Arc to help build skills in a relatively low stress manner. No time limits. Two people rather than four, which is better for learning. Progressive difficulty. All the system has to do is be open enough to let them enter and give them the feeling that, even if they don't immediately succeed, the can see that it is possible. This is content that does not currently exist in ESO and it offered the potential to act as a bridge to build skills up.
So, I don't see it being about "nerfs" as much as making content that a lot of people from a wide range of skills levels can enjoy. To me, that is what ZOS has to deliver on with Endless Archive.
Act 1 is so hard that can be completed with a naked magicka sorcerer using an alkosh destro staff.
It is not that betatesters are gifted. It's that many players don't want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them.
That group is not interested in Endless Archive, anyway. No amount of beta testing feedback is going to change that.
Players who don't want to engage with the content are not going to build skills and knowledge more than they need to play what they want to engage with. Since Endless Archive is more about player skill and knowledge of boss mechanics, and less about builds and gear, not having those things is a formidable barrier.
These players are very vocal on the forums this days asking for nerfs to EA. One player complained because Yolnakrin was pushing him/her outside the platform with the heavy attack you need to block and has a very noticeable cue of about 3 seconds. Blocking is one of the most basic parts of combat and some players seems that refuse to engage in it, stil they are vocal in the forums and ask for nerf. Everything is too punishing for these players, but instead of do content they are willing to learn to do, they want the small part of content that doesn't cater specifically to them be nerfed because it is too hard when it is is, in fact, very easy if you do what you learn in the tutorial (and forget later because most of the content is an insult of how easy it is).
I think that a number of different groups are being mixed together here and it is causing confusion.
My philosophy is that the group that does not "want to engage with the game at all or learn anything, so anything harder than the tutorial overwhelms them" isn't going to be doing Endless Archive. If they do, they are more likely to say "not for me" than complain, because there is already a ton of content that is a better fit and they can simply continue doing that.
However, I see the potential for a second group is the low and middle-low skill level group. They are there because they are either learning or they are at the top of what their ESO skill will be for whatever reason. My impression is that this group will do more than base game overland and tutorials, if able to, so they don't really fit into the first category. Here, Endless Archive can benefit them if it provides a way for them to play closer to their level. Those who can get better will and will move on to harder Arcs, and hopefully harder content.
As I see it, everyone who runs the Endless Archive will hit their Peter Principle wall. It is designed that way. Not everyone is going to be able to do Arc 1, but the more people who want to do the content, and can work their way through Arc 1 before hitting the wall, the better.
What was interesting about Endless Archive was that it was possible for the first Arc to help build skills in a relatively low stress manner. No time limits. Two people rather than four, which is better for learning. Progressive difficulty. All the system has to do is be open enough to let them enter and give them the feeling that, even if they don't immediately succeed, the can see that it is possible. This is content that does not currently exist in ESO and it offered the potential to act as a bridge to build skills up.
So, I don't see it being about "nerfs" as much as making content that a lot of people from a wide range of skills levels can enjoy. To me, that is what ZOS has to deliver on with Endless Archive.
Most game testers are above average or even gifted. When you have players testing yoir content that are streamers and also on usa servers witb the best ping ever...yea great content creators cos they are above average then please i beg you...take into consideration that most of us paying and playing your game are either average players or below average but we all want to feel like heros in our favourite game...not like losers..frustrated all the time.
I get it that there is this belief that we all want to strive to be the best so putting out hard content will get players all fired up and working towards beating this hard ass content but most players cannot so you are essentially frustrating you bigger game pool of players.
Grizzbeorn wrote: »HARD Disagree. EA does NOT need to be watered-down.
And this game is NOT designed to cater to mostly above-average-skill players.
If it were, they would not be able to entice more casual players, who are the larger part of the MMO target audience, into buying the game.
And Marketing is always going to go after the larger part of an audience, because Mo' Money.
You and the rest of the elites (smaller %) of players can hard disagree all you want but that won’t stop me from unsubbing.
I resubbed to the game literally because of endless archive, got short into it and one of the bosses literally one shots me .
Unsubbing. I could literally care less about anything else anyone has to say about it.