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Can we talk about the fact that the current meta is killing the game?

  • BlueRaven
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    OsUfi wrote: »
    Tandor wrote: »
    <snip>. Man, this one has heard of so many things 'killing the game' over the past 10 years <snip>

    And it always turns out to be just about PvP...

    Then PvPers complain when it gets moved to the PvP forum...

    Utter rubbish. The PvErs have their fair share of "killing the game" threads.

    You mean the handful of people who get angry when another player's DPS is higher than their own DPS? Those usually get shut down because the volume of mocking replies they receive.

    And the outrageous demands from PVE peeps are for MORE sets to use, not to continually destroy effective ones. Would be nice if Balorgh was useful in some way in PVE. Will never happen, but that's not because PVEers are against it. Kind of like when Zaan was a solid PVE option, until those PVEers complained... :|

    I want to agree, because I hate “nerf” threads and pvp has soooo many of these. But I was really disappointed with the overall pve community with the calls for nerfs to sorc/oak/HA build.

    These casual players weren’t hurting anyone, but the overall community practically had parties over the nerfs to that build.

    But also, PvP players, there are sooo many nerf threads now: tanks, nbs, dks, etc. it’s just hard to take any of them seriously.
    Edited by BlueRaven on January 25, 2024 12:48PM
  • DigiAngel
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    Can we talk about the fact that the current meta is killing the game PVP?

    Fixed up!
  • Four_Fingers
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    Killing the game is killing the game.
    Good thing we have so many necromancers.
    Oh wait... :D
  • Pixiepumpkin
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    Trejgon wrote: »
    ^
    Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.

    You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?

    ya....not buying it.

    Last time I checked there was a known issue with RND MM that it would get stuck if you queue in a group with a tank or healer as the group leader. I am not aware of ZOS ever fixing that one.

    Additionally some time ago there was also an issue with RND MM completely dying, and being unable to make any teams from anything else than full party, but I'd imagine if that was not yet fixed we'd see much much more complaints about that on forums and reddit, so I guess that particular issue was fixed?

    How long has this bug been around? Seems a bit game breaking.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Kartalin
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    Bringing soft caps back might help (diminishing returns when a stat reaches a certain value). Disconnecting healing from weapon/spell damage could also improve things.
  • Panderbander
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    Kartalin wrote: »
    Bringing soft caps back might help (diminishing returns when a stat reaches a certain value). Disconnecting healing from weapon/spell damage could also improve things.

    I've suggested this in the past and got lampooned for it. It feels like they wanted to go that route as evidence by healing procs near universally scaling off stats instead of weapon damage, and as such it would just make sense to disconnect damage and healing from each other by making player heals function the same way.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Ren_TheRedFox
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    @DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds
    PC NA and EU
  • Panderbander
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    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    It's worth noting that the ease with which players can access Minor Resolve now through Resolving Vigor adds to the problem.

    And of course, who can't get Minor Resolve without a major expenditure on a build and can't get Undeath at all? Werewolves.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • DigiAngel
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    @DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds

    Not rude at all thank you :) You're right of course....but keep in mind a large subset of folks, myself, ignore PvP altogether for your reasons stated.
  • Vulkunne
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    Arcanasx wrote: »
    Vulkunne wrote: »
    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.

    This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.

    Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.

    Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.

    Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.
    Edited by Vulkunne on January 25, 2024 2:59PM
    I am thankful for all the people who have enabled me to succeed by contributing their time, patience, energy and talent towards our mutual success. Because of them:

    Today Victory is mine. Long live the Empire.
  • Panderbander
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    Vulkunne wrote: »
    Arcanasx wrote: »
    Vulkunne wrote: »
    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.

    This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.

    Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.

    Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.

    Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.

    Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • valenwood_vegan
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    Well, this is what you get when there are constant demands to nerf whatever is currently effective. Oh, the irony.
    BlueRaven wrote: »
    But also, PvP players, there are sooo many nerf threads now: tanks, nbs, dks, etc. it’s just hard to take any of them seriously.

    Haha the agree button isn't strong enough. Just in the past few weeks, I've seen nerf arcanist generally, nerf arcanist beam, nerf nb generally, nerf nb cloak, nerf concealed weapon, nerf various arena weapons, nerf wardens generally, nerf polar wind, nerf way of the fire, nerf rele, nerf ww, nerf vampire undeath, nerf sustain generally, nerf sustain glyphs, nerf wretched vitality, nerf rush of agony, nerf engine guardian, nerf templar beam, nerf dk generally, nerf corrosive, nerf tanks, nerf rez... I'm sure there were more.

    It's really hard to take any of it seriously. I guess if ZoS really did do all of these things, people might start playing necro again... so there would be that :P

    They need to make a serious effort to balance pvp separately.
    Edited by valenwood_vegan on January 25, 2024 3:55PM
  • Vulkunne
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    Vulkunne wrote: »
    Arcanasx wrote: »
    Vulkunne wrote: »
    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.

    This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.

    Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.

    Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.

    Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.

    Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.

    So first of all yes I have seen that. But I don't think its undeath alone that enables them to be that strong.

    What I do know is even with undeath it seems like any damage taken adds up and so without healing you're still going to die. Maybe a little slower but with so much damage being thrown out there 30% to the masses is not going to accomplish alot.

    With blocking or other things leveraging undeath, yeah it can be strong but that in and of itself with no healing to make up for the incoming damage you're still going to die quickly. If you guys really want things to change ask them to fix WW and resize it proper to bring people back to that side of the table.

    Until that happens, we're all stuck with these kinds of issues, same as before with old vamp and it will happen again too I bet hah.
    Edited by Vulkunne on January 25, 2024 3:57PM
    I am thankful for all the people who have enabled me to succeed by contributing their time, patience, energy and talent towards our mutual success. Because of them:

    Today Victory is mine. Long live the Empire.
  • Panderbander
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    Vulkunne wrote: »
    Vulkunne wrote: »
    Arcanasx wrote: »
    Vulkunne wrote: »
    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.

    This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.

    Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.

    Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.

    Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.

    Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.

    So first of all yes I have seen that. But I don't think its undeath alone that enables them to be that strong.

    What I do know is even with undeath it seems like any damage taken adds up and so without healing you're still going to die. Maybe a little slower but with so much damage being thrown out there 30% to the masses is not going to accomplish alot.

    With blocking or other things leveraging undeath, yeah it can be strong but that in and of itself with no healing to make up for the incoming damage you're still going to die quickly.

    Who isn't healing in pvp?

    The crux of the problem in the comparison is that Undeath requires no investment in your build aside from the skill points. It is effectively a free mitigation that can be tacked on to a full damage build.

    Building for health recovery to get even close to what Undeath does for survivability requires significant expenditures into the health recovery stat which has the effect of reducing your damage AND heals via not having weapon damage or stats.

    The two aren't even in the same ballpark in terms of impact on survivability despite apparently being on the same spectrum.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • exoib
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    ^
    To be fair, the PVP population is not healthy, not in comparision to ESO's contemporaries.
    Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.

    You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?

    ya....not buying it.

    you probably had the crown, there is a bug where the q is delayed if the tank has the crown when there are multiple people q'ing, just give the crown to the dps and insta q
  • Vulkunne
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    Vulkunne wrote: »
    Vulkunne wrote: »
    Arcanasx wrote: »
    Vulkunne wrote: »
    exoib wrote: »
    it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate

    Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..

    I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.

    This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.

    Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.

    Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.

    Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.

    Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.

    So first of all yes I have seen that. But I don't think its undeath alone that enables them to be that strong.

    What I do know is even with undeath it seems like any damage taken adds up and so without healing you're still going to die. Maybe a little slower but with so much damage being thrown out there 30% to the masses is not going to accomplish alot.

    With blocking or other things leveraging undeath, yeah it can be strong but that in and of itself with no healing to make up for the incoming damage you're still going to die quickly.

    Who isn't healing in pvp?

    The crux of the problem in the comparison is that Undeath requires no investment in your build aside from the skill points. It is effectively a free mitigation that can be tacked on to a full damage build.

    Building for health recovery to get even close to what Undeath does for survivability requires significant expenditures into the health recovery stat which has the effect of reducing your damage AND heals via not having weapon damage or stats.

    The two aren't even in the same ballpark in terms of impact on survivability despite apparently being on the same spectrum.

    To be honest I have so many folks using Starvenom against me in BGs and sometimes Cyrodiil to the point where neither undeath or healing does me any good and I still die. Starvenom is some bad stuff lol.
    I am thankful for all the people who have enabled me to succeed by contributing their time, patience, energy and talent towards our mutual success. Because of them:

    Today Victory is mine. Long live the Empire.
  • El_Borracho
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    BlueRaven wrote: »
    OsUfi wrote: »
    Tandor wrote: »
    <snip>. Man, this one has heard of so many things 'killing the game' over the past 10 years <snip>

    And it always turns out to be just about PvP...

    Then PvPers complain when it gets moved to the PvP forum...

    Utter rubbish. The PvErs have their fair share of "killing the game" threads.

    You mean the handful of people who get angry when another player's DPS is higher than their own DPS? Those usually get shut down because the volume of mocking replies they receive.

    And the outrageous demands from PVE peeps are for MORE sets to use, not to continually destroy effective ones. Would be nice if Balorgh was useful in some way in PVE. Will never happen, but that's not because PVEers are against it. Kind of like when Zaan was a solid PVE option, until those PVEers complained... :|

    I want to agree, because I hate “nerf” threads and pvp has soooo many of these. But I was really disappointed with the overall pve community with the calls for nerfs to sorc/oak/HA build.

    These casual players weren’t hurting anyone, but the overall community practically had parties over the nerfs to that build.

    But also, PvP players, there are sooo many nerf threads now: tanks, nbs, dks, etc. it’s just hard to take any of them seriously.

    Totally agree with that. There are definitely elitists who think the LA rotation is the only way to PVE and the only way to PVE is through trials score runs wearing the meta. But I think most PVEers want more players to run endgame, and if Oakensorc is the way, then so be it.

    You would think the same would hold true for PVP. The one thing everyone can agree on is the PVP population is small and is not growing. Part of that problem is the lack of viable builds. Less-than-hardcore PVPers don't want to jump into Cyrodiil and spend their time running from keeps after getting killed before they can even have a satisfying fight. More viable PVP builds mean more players. Nerfs are what led to the 40k warden cheese and the Maarlesok-Masters-Vateshran combo because the alternatives are few
    Edited by El_Borracho on January 25, 2024 4:48PM
  • Uvi_AUT
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    @DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds

    no it wasnt. I am here since Beta and even then PvP was more of a novelty, and something you had to do to get Assault Level 7 for the Heal.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Sakiri
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    ^
    To be fair, the PVP population is not healthy, not in comparision to ESO's contemporaries.
    Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.

    You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?

    ya....not buying it.

    I find my queues pop almost instantly with solo or duo lvl 50s but low level characters it's hit or miss.
  • Tyrant_Tim
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    For those saying it’s just a PvP problem, interestingly enough, this is a PvE problem too.

    Players that want to excel, yet play classes outside the best performers for given roles, find themselves behind massively. The difference between a Warden and Arcanist for raw damage and cleave is night and day, same for Sorcerer and Nightblade healers for their RoJo uptime in a group, and don’t even get me started on the difference between a Templar and a Dragonknight for tanking…

    Point is, although PvE groups for trials are seeing more inclusion than ever due to unique support sets getting classes in roles they wouldn’t normally make it, there are still some classes left behind, like Templar, a class that doesn’t fit into the PvE meta in any role, whatsoever.
  • ArchMikem
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    Uvi_AUT wrote: »
    DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds

    no it wasnt. I am here since Beta and even then PvP was more of a novelty, and something you had to do to get Assault Level 7 for the Heal.

    I dunno why people started quoting that claim like scripture lately, even using the back of the game case as proof cause it showcases the Alliance War as ONE of the things to do in-game. Yes, Cyrodiil was a major selling point of the game, but people can't claim it was the intended End Game of ESO. You're allowed to join a Campaign at Level 10. The majority of this game is singleplayer and cooperative PvE Questing, and ZOS had even came out and claimed they developed ESO as an RPG first, MMO second.

    We're not trying to discredit PvP or argue for it's removal, this is just the fact of the matter. PvP was always just a thing to do, not what the game was meant to be.
    Edited by ArchMikem on January 25, 2024 6:36PM
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Tyrant_Tim
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    Did you play on launch?

    Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.

    All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.

    To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.
  • ArchMikem
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    Tyrant_Tim wrote: »
    Did you play on launch?

    Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.

    All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.

    To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.

    I've seen videos of that time. You're saying the Group Dungeons you had weren't difficult? Yet a Mini Boss in a Lvl 10-15 Zone by the name of Doshia instilled nightmares in many players?
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Tandor
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    @DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds

    It was always a game with PvE and PvP. it was never just a PvP game. The back of the original box makes that very clear. Yes they promoted the PvP (just as they promoted the PvE), but it was never just a PvP game or they wouldn't have committed so much investment to the overland content, questing, and voice acting, nor would they have promoted the TES aspect of the game so heavily as the TES titles were of course entirely PvE-based.

    I accept of course that ZOS have scaled back their support for PvP, but that's largely a consequence of performance issues (which mainly arose from the need to move data storage from client-side to server-side to counter the prolific cheating in the early days) and the imbalance of population numbers between the two playstyles.
    Edited by Tandor on January 25, 2024 7:07PM
  • Tyrant_Tim
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    ArchMikem wrote: »
    Tyrant_Tim wrote: »
    Did you play on launch?

    Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.

    All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.

    To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.

    I've seen videos of that time. You're saying the Group Dungeons you had weren't difficult? Yet a Mini Boss in a Lvl 10-15 Zone by the name of Doshia instilled nightmares in many players?

    You’re referencing the journey to End-Game.

    When you were Veteran Rank 10, you were not struggling anywhere in the game other than Cyrodiil. Only other Vet 10s provided any drive for progression once you were maxed out, by influencing you to build better and to learn how to weave.
    Edited by Tyrant_Tim on January 25, 2024 7:09PM
  • Erickson9610
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    If I was an outside observer, I'd say that the fact that people are both complaining about overly tanky people with passive mitigation and complaining about people who deal an unreasonable amount of damage with proc sets means that there is some counter to the other playstyle, and thus means the game is balanced.

    However, I'm not an outside observer. Although I recognize that people complain about gameplay that isn't fun, I think it's important to stress why such gameplay isn't fun. It comes down to lack of build diversity — while not every set should be meta, the gap between the meta and the ordinary build is too big for skill alone to help you win an encounter.

    Half of the combat skill comes from planning out a build before engaging in combat. The other half comes from actually fighting. However, it feels as if the overwhelming amount of the benefit comes from the build that's being planned, and not the skill of combat itself.


    If there was some way to put more emphasis on the skill of engaging in combat (such as knowing when to set your enemy Off Balance, when to interrupt, when to roll dodge, etcetera) rather than the planning of the build (the skills, passives, sets, Champion Points, etcetera) then this game would feel more fair, because it'd be less about something that's not immediately controllable on the battlefield (your build) and more about your skill level (the actions you take). At least then you could adapt and feel as if you're getting better.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Nilandia
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    Tyrant_Tim wrote: »
    Point is, although PvE groups for trials are seeing more inclusion than ever due to unique support sets getting classes in roles they wouldn’t normally make it, there are still some classes left behind, like Templar, a class that doesn’t fit into the PvE meta in any role, whatsoever.

    Speaking as a PVE templar DPS main, templars do have a place within the meta, but mostly in specific scenarios. Templars have extremely strong execute damage, so they are often brought for fights where the execute needs to be done as soon as possible. Ansuul HM is one example. However, generally only one templar is needed for that role because templar DPS is lower pre-execute and having too many will bog down the fight.

    It's to the point where I sometimes consider myself more of a support DPS. I'm a rez bot before execute, and a beam bot during execute.
  • Tyrant_Tim
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    Nilandia wrote: »
    Tyrant_Tim wrote: »
    Point is, although PvE groups for trials are seeing more inclusion than ever due to unique support sets getting classes in roles they wouldn’t normally make it, there are still some classes left behind, like Templar, a class that doesn’t fit into the PvE meta in any role, whatsoever.

    Speaking as a PVE templar DPS main, templars do have a place within the meta, but mostly in specific scenarios. Templars have extremely strong execute damage, so they are often brought for fights where the execute needs to be done as soon as possible. Ansuul HM is one example. However, generally only one templar is needed for that role because templar DPS is lower pre-execute and having too many will bog down the fight.

    It's to the point where I sometimes consider myself more of a support DPS. I'm a rez bot before execute, and a beam bot during execute.

    That execute damage you’re referencing doesn’t off-set the insane lack of DPS pre-execute that Templar suffers from and any parse you find will show that, especially when you could just slot another Arcanist that makes the entire fight faster, and more easy from beginning to end.

    Referencing Ansuul, an Arcanist will cleave through all of the adds and prevent your group from blowing up which is a lot more beneficial to your team than a dead-weight Templar until 40%.
  • Uvi_AUT
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    Tyrant_Tim wrote: »
    Did you play on launch?

    Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.

    All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.

    To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.

    We didnt need Vet-Dungeons. Normal and Overland was hard enough (one might say too hard in parts).
    And as I said three posts ago. I was there at launch and we didnt care for PvP back then either, other than zerging to Assault 7 for the Heal.
    There where even Guides on how to get to Assault 7 without having to engage in PvPCombat (most mmoplayers dont like doing that).
    Edited by Uvi_AUT on January 25, 2024 8:07PM
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Twohothardware
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    The biggest problem is the health one along with the ease of getting high resistances and crit resist. Damage dealers in Cyrodiil used to never have over 30k health. Now 30k has become the new bare minimum.

    Something needs to be done to the way damage is calculated so that if you’re running health sets and resistance sets and have over 40k health your damage and healing should be trash.

    They need to change all of the heals that scale based on maxed health. Tanks don’t need to be completely self sustaining. That’s what the healer is there for.
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