PTS Update 34 - Feedback Thread for Classes & Abilities

  • Mr_Stach
    Mr_Stach
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    I've never actually used Mend Wounds, but it's basically just Elemental Weapon but with heals right? From the way it reads, you attack your allies to heal them right?
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • ESO_Nightingale
    ESO_Nightingale
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    Mr_Stach wrote: »
    I've never actually used Mend Wounds, but it's basically just Elemental Weapon but with heals right? From the way it reads, you attack your allies to heal them right?

    It replaces your light and heavy attacks and you can only target allies with it. Can't light attack enemies to proc enchants or anything.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Mr_Stach
    Mr_Stach
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    Mr_Stach wrote: »
    I've never actually used Mend Wounds, but it's basically just Elemental Weapon but with heals right? From the way it reads, you attack your allies to heal them right?

    It replaces your light and heavy attacks and you can only target allies with it. Can't light attack enemies to proc enchants or anything.

    That sounds absolutely terrible.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Dracane
    Dracane
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    CP5 wrote: »

    "But it's free!"

    I am free too and yet...

    If mend wounds would not supress light and heavy attacks against enemies, it would become a whole lot more attractive. But as a healer, I want and need my heavy attacks for sustain and major mending. Mend Wounds seems like the worst thing a healer could use. It's counterproductive. :)
    Edited by Dracane on May 13, 2022 3:03PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • CP5
    CP5
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    Yeah... just one of the many pain point abilities not being touched, for some reason.
  • BalticBlues
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    Deltia NAILED it again.
    ZOS, pls HIRE THIS GUY to get advice for balancing.
    https://www.youtube.com/watch?v=YmKK7kSojig

    BEST FOR PVP IN 2022
    1. Magicka Dragonknight
    2. Magicka Templar
    3. Magicka Necromancer

    GOOD
    4. Stamina Sorcerer
    5. Magicka Sorcerer
    6. Stamina Dragonknight

    OK
    7. Stamina Necromancer
    8. Stamina Nightblade
    9. Stamina Warden

    BAD FOR PVP IN 2022
    10. Stamina Templar
    11. Magicka Warden
    12. Magicka Nightblade

    IMHO: The gap from best to worst probably NEVER has been so wide.
    mDKs are eating Nightblades and most Wardens alive.

    Edited by BalticBlues on May 14, 2022 10:39PM
  • Mr_Stach
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    Deltia NAILED it again.
    ZOS, pls HIRE THIS GUY to get advice for balancing.

    Nothing against Deltia, but pointing out strengths and weaknesses in classes does not mean you would be good at actually balancing them.

    I used to think the Same with Gilliam, he probably understood the most among content creators about abilities and their strengths and weaknesses, he did get hired and is on the Combat Balance team, but the Balance didn't instantly get better. I will say there has been some great things that have come out since he's joined the team. But we're still in a place of Sledgehammer Nerfs and poor overall Balance.

    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • MidniteOwl1913
    MidniteOwl1913
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    Arthtur wrote: »
    Arthtur wrote: »
    Mr_Stach wrote: »
    Please consider lowering the cooldown for DK combustion passive and higher the ember heal % a little bit.

    The whole "this class is meant to suffer" is a load of nonsense and just???? Either readjust these changes or find a way to separate PVE & PVP.

    I understand these changes in pvp were needed, but they will hit, as USUSAL, pve the most. For the love of anything Holy and good in this world, separate pvp & pve.

    Suggestion for Ember it make the heal 65% and for the combustion passive to 1.5 seconds or 2. DK finally are playable with nice sustain on PVE live, please don't destroy that. Give actual balance or separate pvp/pve.

    It's been asked for YEARS. It's possible. Just do it.

    Personally I think the sweet spot would be a 1 second CD on, making it comparable to other resource sustain passives.

    Right now they nerfed from 1k per .5 seconds to 1k per 3 seconds. That's a 6x nerf. Nothing should ever be nerfed that hard.

    In the case of "1k per .5 seconds", resources will not run out forever even after fighting for 1000 years.
    For example, Mag Nightblade's Siphoning Attacks is "cast cost 1080, 4270 additional Magicka to 20 seconds after".
    "1k per 3 seconds" is 6666 in 20 seconds, which is still much better than Mag Nightblade's Siphoning Attacks.
    Are DK dissatisfied with this?
    It's still OP.

    "Leeching Strike":
    Imbue your weapons with soul-stealing power, causing your Light and Heavy Attacks to heal you for 1452 Health and restore 106 Stamina for 20 seconds. Fully-charged Heavy Attacks restore twice the value. You restore up to 4270 additional Stamina when the effect ends, based on the length of time Leeching Strikes was active.

    So after 20s:
    - 20x 1452 health = 29040 health
    - 20x 106 stamina + 4270 stamina - 878 stamina = 5512 stamina
    Magica version is a little worse as it cost 200 more.

    So where exactly combustion heals me?
    And thats comparison is IF DK proc combustion on cd which isnt possible. On LIVE i proc poison every 5s so its 4k every 20s. And its not healing me.
    Burning is a little better as i proc it every 2.5s. The thing is i proc it every 1-2s when i use whip and every 5-6s when i use dots. So its 8k every 20s. A little better than NB. We still dont have heals tho.
    If we look at PTS:
    Posion doesnt change much. Its not like we have poison spammable to proc it.
    Burning tho... i proc it on average every 4-5s. Which is in best case 5k every 20s. Its worse than Leeching strikes and it doesnt provide any heals xD

    Also dont forged that we HAVE TO use charged weapon to even look at those numbers. NB needs to only slot a skill to get sustain AND healing.

    I will say this for x time. Its WORSE than what we had BEFORE "DK Love" patch. Those numbers only look big. Without investing into it u barely get anything out of it.

    I played as StamNB. I didnt had any sustain problems. Leeching and Dubious was enough.
    I played as StamDK. It just a pain to sustain. Parse food, charged weapon and on top of that infused ring with magicka cost reduction just to sustain FoO and Whip. And its still barely possible.

    You said "Also dont forged that we HAVE TO use charged weapon to even look at those numbers. NB needs to only slot a skill to get sustain AND healing.".
    I will refute your opinion.

    Charged Weapon is BiS traits for All PvE DPS.
    And, Passive skill is great.
    Because, DK don't lose 1 gcd and 1 skill slot.

    As you say, if "DK's Burning" gains 5k stamina in 20 seconds, it's an OP.

    Okay. Go play DK and see how op is this 5k every 20s.
    I hope u will have fun.

    Wait what healing!!!
    PS5/NA
  • MidniteOwl1913
    MidniteOwl1913
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    Mr_Stach wrote: »
    Deltia NAILED it again.
    ZOS, pls HIRE THIS GUY to get advice for balancing.

    Nothing against Deltia, but pointing out strengths and weaknesses in classes does not mean you would be good at actually balancing them.

    I used to think the Same with Gilliam, he probably understood the most among content creators about abilities and their strengths and weaknesses, he did get hired and is on the Combat Balance team, but the Balance didn't instantly get better. I will say there has been some great things that have come out since he's joined the team. But we're still in a place of Sledgehammer Nerfs and poor overall Balance.

    TIme and time again ZOS has proved it's not so good either, what's your point?
    PS5/NA
  • Lykeion
    Lykeion
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    In short, I think Aspect of Terror's design philosophy is quite outdated, and it needs a rework asap. As the skill description shows, Aspect of Terror and Turn Evil are similar in cast time, target, radius, and function. They both can make enemies feared, yet Turn Evil gives so many other buffs for 20s when Aspect of Terror gives nothing more. And AT even has a number cap. I can't remember all the skills accurately but AT might be the only skill that has a hard number cap stated in the skill description now.

    It is unreasonable that a class skill is inferior to a common skill in nearly all ways. ZOS needs to give Aspect of Terror (or at least Mass Hysteria) a rework.

    dffyj9n11oa5.png
    orgg1mus7iok.png
  • Mr_Stach
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    Lykeion wrote: »
    In short, I think Aspect of Terror's design philosophy is quite outdated, and it needs a rework asap. As the skill description shows, Aspect of Terror and Turn Evil are similar in cast time, target, radius, and function. They both can make enemies feared, yet Turn Evil gives so many other buffs for 20s when Aspect of Terror gives nothing more. And AT even has a number cap. I can't remember all the skills accurately but AT might be the only skill that has a hard number cap stated in the skill description now.

    It is unreasonable that a class skill is inferior to a common skill in nearly all ways. ZOS needs to give Aspect of Terror (or at least Mass Hysteria) a rework.

    dffyj9n11oa5.png
    orgg1mus7iok.png

    Well on the front of universal skills vs class skills. The terrible Atctic Blast nerf is now a weaker stun than Time Freeze. So there's that.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Runefang
    Runefang
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    Mr_Stach wrote: »
    Lykeion wrote: »
    In short, I think Aspect of Terror's design philosophy is quite outdated, and it needs a rework asap. As the skill description shows, Aspect of Terror and Turn Evil are similar in cast time, target, radius, and function. They both can make enemies feared, yet Turn Evil gives so many other buffs for 20s when Aspect of Terror gives nothing more. And AT even has a number cap. I can't remember all the skills accurately but AT might be the only skill that has a hard number cap stated in the skill description now.

    It is unreasonable that a class skill is inferior to a common skill in nearly all ways. ZOS needs to give Aspect of Terror (or at least Mass Hysteria) a rework.

    dffyj9n11oa5.png
    orgg1mus7iok.png

    Well on the front of universal skills vs class skills. The terrible Atctic Blast nerf is now a weaker stun than Time Freeze. So there's that.

    The road to removing classes entirely is well on the way
  • Cyber10
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    The Combustion Nerf is terrible! Why is the DK class.

    Why is the DK meant to struggle with sustain???
  • Mr_Stach
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    Because Sledgehammer Nerfs are the Zos Way. They'll probably do a minor swing back eventually
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Foxtrot39
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    Cyber10 wrote: »
    The Combustion Nerf is terrible! Why is the DK class.

    Why is the DK meant to struggle with sustain???

    Take a look at its damage and survivability and you'll know why it shouldn't get easy sustain on top (2k ressource per second for just having DoTs with a charged weapon is insane) if one of those aspects isn't nerfed, though ZoS really went nuts with the nerfsledge on it

    A 600% nerf is clearly too much
    Edited by Foxtrot39 on May 16, 2022 5:24PM
  • Arthtur
    Arthtur
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    Foxtrot39 wrote: »
    Cyber10 wrote: »
    The Combustion Nerf is terrible! Why is the DK class.

    Why is the DK meant to struggle with sustain???

    Take a look at its damage and survivability and you'll know why it shouldn't get easy sustain on top (2k ressource per second for just having DoTs with a charged weapon is insane) if one of those aspects isn't nerfed, though ZoS really went nuts with the nerfsledge on it

    A 600% nerf is clearly too much

    There is no way to get 2k per s from combustion. And just from dots u proc it maybe 1 per 3s.

    The best i could get from combustion is 901 magicka per s which is 1 proc per 1,1s. But its wasnt worth it. My sustain was worse than using setup where i was getting 500-600 per s.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Mr_Stach
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    Zos. Are you actually having a laugh Here?

    4 weeks of feedback from Wardens.

    0 COMMENTS actually addressing anything.

    Forget the concepts. Forget Frost Warden.

    Arctic Blast. Let's just look at that. You've gutted the only mediocre stun we had.

    Slab, a defensive stun. Whatever it doesn't matter. No one wants a stun that is entirely dependent on an enemy attacking you.

    Warden needs a Offensive on Demand Stun. But nope won't even address the easiest thing.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Eira_Rosynhwyr
    Eira_Rosynhwyr
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    While we're talking Warden, let's not forget that there is already a single target frost spell: Frozen Gate. I know it's easy to forget about it since it's complete trash, but it exists and is a prime candidate for either a spammable or on-demand stun.
  • Foxtrot39
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    Arthtur wrote: »
    Foxtrot39 wrote: »
    Cyber10 wrote: »
    The Combustion Nerf is terrible! Why is the DK class.

    Why is the DK meant to struggle with sustain???

    Take a look at its damage and survivability and you'll know why it shouldn't get easy sustain on top (2k ressource per second for just having DoTs with a charged weapon is insane) if one of those aspects isn't nerfed, though ZoS really went nuts with the nerfsledge on it

    A 600% nerf is clearly too much

    There is no way to get 2k per s from combustion. And just from dots u proc it maybe 1 per 3s.

    The best i could get from combustion is 901 magicka per s which is 1 proc per 1,1s. But its wasnt worth it. My sustain was worse than using setup where i was getting 500-600 per s.

    You usualy have more than one target that get hit by cone AOE DoT attacks, I run with sub 400 regen and my only sustain skill give less per second than combustion does to you and use up a skill slot while you have a total freebie
    Edited by Foxtrot39 on May 16, 2022 6:18PM
  • Arthtur
    Arthtur
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    Foxtrot39 wrote: »
    Arthtur wrote: »
    Foxtrot39 wrote: »
    Cyber10 wrote: »
    The Combustion Nerf is terrible! Why is the DK class.

    Why is the DK meant to struggle with sustain???

    Take a look at its damage and survivability and you'll know why it shouldn't get easy sustain on top (2k ressource per second for just having DoTs with a charged weapon is insane) if one of those aspects isn't nerfed, though ZoS really went nuts with the nerfsledge on it

    A 600% nerf is clearly too much

    There is no way to get 2k per s from combustion. And just from dots u proc it maybe 1 per 3s.

    The best i could get from combustion is 901 magicka per s which is 1 proc per 1,1s. But its wasnt worth it. My sustain was worse than using setup where i was getting 500-600 per s.

    You usualy have more than one target that get hit by cone AOE DoT attacks and HA exist, I run with sub 400 regen and my only sustain skill give less per second than combustion does to you

    Well if its AOE situation then CP stars for sustain after killing targets would help a lot too. Of course it wont help in PvP.
    Anyway, next patch DK sustain is worse than before "DK Love" patch. My setup with good sustain on stamDK on live is "barerly" enough to sustain on PTS. Ahh, im too mad at this point. Have fun.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Finedaible
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    Lykeion wrote: »
    In short, I think Aspect of Terror's design philosophy is quite outdated, and it needs a rework asap. As the skill description shows, Aspect of Terror and Turn Evil are similar in cast time, target, radius, and function. They both can make enemies feared, yet Turn Evil gives so many other buffs for 20s when Aspect of Terror gives nothing more. And AT even has a number cap. I can't remember all the skills accurately but AT might be the only skill that has a hard number cap stated in the skill description now.

    It is unreasonable that a class skill is inferior to a common skill in nearly all ways. ZOS needs to give Aspect of Terror (or at least Mass Hysteria) a rework.
    dffyj9n11oa5.png
    orgg1mus7iok.png

    This goes for many of Nightblade's abilities unfortunately, which makes all the false buffs they gave Nightblades this PTS cycle all the more infuriating. Let us not forget that simply slotting Turn Evil or Camo Hunter also gives players more weapon and spell damage via Slayer passive. Minor Berserk on Ambush? Lol, please, nobody cares when Camo Hunter is still far better with its Major Savagery and Ambush still has that inane cast time which causes failed casts during PvP. Makes me wonder if they intentionally make class skills suck in order to promote skill line unlocks, and to promote the next chapter for its sets, but nah we know that can't be true because we get censored for even thinking that. Harpooner's Wading Kilt was totally not bait-and-switch content, guys; It may look that way but trust us, it's not :smile:

    To the devs, directors, or whoever the heck cares about their consumer base, is it too much to ask that Nightblades have something unique again or skills worth slotting over generic skill lines? As of today these skills supersede Nightblade class skills:

    - Weakness to Elements morphs > Reaper's Mark. Mark Target has no utility in longer fights and only provides Major Breach which is way too common a debuff these days to be of value. The 5s of Major Berserk after a kill is so short it may as well not exist on there after it was nerfed to 10% damage done down from 25%. At the very least extend the Major Berserk buff up to 20s to make up for server lag and the lost burst in power it was designed to enable.

    - Turn Evil > Aspect of Terror and morphs. Fear used to be one of the few debuffs exclusive to Nightblades and werewolves, but now fighter's guild has this copycat skill with overloaded buffs and no target cap... Nightblade passives are nowhere near as overloaded as this guild skill.

    - Reverse Slash morphs > Killer's Blade. The Two-Hander execute is more reliable than the 'Assassin's execute which just feels thematically wrong from a class identity standpoint, and Reverse Slash can even be morphed to an AoE skill as well.

    - Consuming Darkness > literally any ultimate. Major Protection is no longer a rarely-sourced buff and can be gained passively without spending any resource whatsoever. The ultimate offers nothing useful in today's content.

    There are even more issues to the Nightblade class but I feel these are the most relevant right now. The whole point to having the choice of class is to have access to a unique playstyle and toolkit. So like where is the class identity? Where is the power fantasy? Why should I ever use my class skills instead of the universal ones? Stop taking all the fun out of choosing a class and punishing us for it.
  • Mr_Stach
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    lda1rcelas6z.jpg
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Foxtrot39
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    Guess it will go live like this to the dissmay of Wardens, cries of DK get nerhammered on their sustain and NB player just scratching a new notch of "updates that didn't adressed jack again"
    Edited by Foxtrot39 on May 22, 2022 11:47PM
  • Grandsheba
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    Most of the changes im looking forward to while others have me very confused on why they are happening. That being said i didn't see any mention of popular game hindering bugs for the necros specifically as well as a few other skills that could be polished such as summoners armor.

    I noticed that beckoning armor had a slight tweak and thats nice i suppose but, summoners armor does the same thing reusable parts passive just weaker...

    I noticed in the dev notes that mystic siphion and restoring tether were changed again due to them having the same ability making them redundant. So why has sommoners armor not been touched when it also does the same thing?

    Id hope for summoners armor to be more unique like the rest of necromancers skills.

    (Accept Namira's blessing, wrapping yourself in Ebon bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds.

    When you take damage, you create a cursed tether that grants tast of life for 6 seconds to the attacker. While the tether holds 5% of your damge taken is transferred to the target. The teather breaks if the enemy moves further than 8 meters away or the armor is removed. This effect can occur up to 6 times and only once every 3 seconds.

    While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15% and creates a corpse when the effect completes.)

    As far as the bugs, blast bones still doesnt proc or count as an attack from the player. In bg you will not get credit for killing anything with this skill.

    Corpse will not be usable even when new or glowing. They cant be consumed or tethered. Making the majority of necro skills un usable.
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • acastanza_ESO
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    This really sums up my feelings towards MagSorc in High Isle: https://www.youtube.com/watch?v=Sm4XcgWQR9o

    Absolute garbage tier. No useful burst damage, no survivability, and Streak doesn't work properly a big chunk of the time which, with the insane escalating cost kills the class (literally). The only thing carrying the class in any PVP is Negate in group play. ZOS has to do something to give MagSorc decent burst back. Give crystal frags, like, a 50%+ damage buff, remove the cost stacking from Streak or increase it's range/make it break free/SOMETHING, make Mages Wrath/Endless Fury's base damage a proper amount for a spammable and increase the amount it pops for. Anything to breathe some life into the class because right now, my main, the MagSorc I've been playing since release, is completely unfun and making me want to quit with how much it's struggling to keep up right now.
  • Tsunahmie
    Tsunahmie
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    This really sums up my feelings towards MagSorc in High Isle: https://www.youtube.com/watch?v=Sm4XcgWQR9o

    Absolute garbage tier. No useful burst damage, no survivability, and Streak doesn't work properly a big chunk of the time which, with the insane escalating cost kills the class (literally). The only thing carrying the class in any PVP is Negate in group play. ZOS has to do something to give MagSorc decent burst back. Give crystal frags, like, a 50%+ damage buff, remove the cost stacking from Streak or increase it's range/make it break free/SOMETHING, make Mages Wrath/Endless Fury's base damage a proper amount for a spammable and increase the amount it pops for. Anything to breathe some life into the class because right now, my main, the MagSorc I've been playing since release, is completely unfun and making me want to quit with how much it's struggling to keep up right now.

    100% agreed
  • deadtek
    deadtek
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    SAVING TESO hi translate french ---> ENGLISH Bonjour je suis un joueur français régulier de ESO sur console , je m'excuse d'avance si les fautes de grammaire , d'orthographe et autres sont très présentent car je vais utiliser un traducteur, je joue depuis presque dix ans sur le jeux , je ne suis pas un joueur très haut niveau mais j'ai accompli beaucoup d’activités sur le jeux comme les donjons dlc hard mode , les raids dlc en vétéran et certain hard mode , donc on peut dire que je suis un joueur moyen mais avec beaucoup d’expérience et temps de jeu . Pourquoi je vous dit cela ? C'est car la dernière fois que je me suis exprimer sur ce forum , j'ai reçu des commentaires malveillant sans raison , venant de joueur ou de blogueur qui trouver mes idées stupides et qui n'était pas capable de voir le point de vue de tout type de joueur : débutant , classique et HL . DONC j'invite les personnes qui ne veulent pas que le jeux évolue et qui critique sans arrêt les autres joueurs moins doué qu'eux à regarder mes anciennes discussions d'il y a quelque année et vous remarquer que beaucoup d'idées que j'ai cité sont maintenant présente dans le jeu , c'est la preuve que certaines de mes idées font preuves de logique et d'utilité dans le jeu . Malgré cette introduction je suppose que les messages malveillants vont continuer mais au moins j''aurais essayer, Merci

    Alors maintenant je vais évoquer selon moi les modifications qui pourrait permettre au jeu de survivre plus longtemps et qui permettraient d'attirer de nouveaux joueurs et donc de nouveaux profits , je vais souvent cité d'autres jeux concurrent comme exemple pour être le plus concret possible , car il y a beaucoup de jeux qui ont été capable de transformer leurs défauts et anciens contenu en des nouveautés apprécier de tout les joueurs ou presque ;( .

    --tout d'abord rendre le jeu de BASE gratuit , free to play pour toute les plateformes . je sais ce que vous aller me dire , le jeu ne coûte que quelque dollars ou est gratuit si vous avez le game pass ETC.... mais je vous parle de le rendre gratuit pour tous car on vie dans un monde où il y a une grande partie des gens qui refusent d'acheté un produit qui ne connaissent pas , et ils ont raison , même si le jeu ne coûte que 1 dollar , DESTINY 2 par exemple , le jeu payant est devenu vide et très critiquer juste après sa sortie puis ils ont modifier le jeu , l'ont rendu FREE-TO-PLAY , ils ont fait de la publicité pour dévoilé aux monde que le jeu était devenu gratuit et cela à relancer complètement la franchise et à multiplier le nombre de joueur présents sur le jeu , ce qui donne ensuite envie aux joueurs d'évoluer dans le jeu en achetant des DLC , cosmétique , consommable et autres , C'EST LOGIQUE , C'est COMMERCIAL !!!!!

    -- Je dois vous avoué que je ne sais pas du tout comment fonctionne les serveurs de jeu vidéo mais je dois comme même en parler. Pour moi il est crucial d’intégrer le cross play ( xbox - playstation uniquement , surtout pas le cross play avec le PC) , car aujourd'hui en 2024 le cross-play est devenu de plus en plus indispensable pour la survie d'un jeu , je prend l'exemple même de TESO où l'on doit attendre presque 1 heure pour trouver un donjon ou un battleground matchmaking alors que ce sont des activités populaires du jeu c'est inacceptable .L’idéal serait de rallier tout les serveurs ( Américain, Européen, Asie ) mais je suppose que ce n'est pas possible car les latence seraient trop élevées ou de l'ai rallier uniquement pour des petites activités matchmaking, comme les donjons et battleground qui se composent de quelques joueurs par partie seulement. Mais dans tout les cas il faut obligatoirement le cross play XBOX - PLAYSTATION , c'est vital pour le jeu . Il y a aussi une grande demande venant des joueurs pour que tous le contenu acheté( monture , cosmétique , consommable, maison et surtout les DLC et pourquoi pas les points de champions aussi) par exemple dans le serveur Européen soit aussi valable dans les autres serveur telle que le serveur Américain , cela permettrais au joueurs de changer de serveurs au cas où ils ne trouveraient pas de monde sur leur serveur habituel . le Cross play est un point majeur pour la survie du jeu

    --un point rapide mais efficace , faire de la publicité de tout les changements mentionnés , pour donner l'impression que le jeu renaît et s'adapte au nouveaux monde du jeux vidéo ( accessibilités, jouer pour jouer et pas jouer pour farmer ou faire de la gestion d'inventaire , du contenus existant revisiter , des nouveautés logiques et attractive etc.....)
    Un autre point très important , VALORISER la progression dans le jeu , pour moi c'est un gros point faible de eso même après les nombreuses mise a jour pour corriger cela , je veux dire par la que la monté de niveau n'est vraiment pas très logique , les quêtes n'ont pas de réel intérêt en terme d'expérience , pourquoi ne pas faire comme Diablo 4 , c'est a dire gagner beaucoup d'xp en jouant , en s'amusant , les joueurs cherchent avant tout du gameplay , c'est un point fort de ESO les mécaniques de donjon , de boss , de raid c'est génial , il faut valoriser cela au lieu de passer des heures à tourner en rond dans un lieu de farming. LES SOLUTIONS QUE JE PROPOSE POUR APPRECIER LA MONTE DE NIVEAU DANS ESO:
    -- Ne plus diviser l'expérience et l'or en fonction du nombre de joueur , cela va à l'encontre même des mmo , en quoi le surplus d'expérience est un problème , n'oublions pas que c'est aussi le but du jeu et beaucoup de joueurs sont frustrés car ils mettent trop de temps à arriver au ENDGAME ET à l'accomplissement des activités endgame, beaucoup trop de joueur abandonnent le jeu pour ça , c'est beaucoup beaucoup d'argent perdu , de la communauté perdu et surtout de la mauvaise publicité. Je sais ce que certains sont en train de pensés face à cela " les joueurs d'aujourd'hui veulent qu'on leur donne tout et rapidement sans passer beaucoup de temps sur le jeu" et OUI c'est une réalité le monde en générale devient comme ça et je comprend les différents points de vue , mais sincèrement je préfère vite monter en niveau pour ensuite m'amuser avec les activitées endgame , pas vous?
    L’expérience s'applique sur les deux barres de compétence , les compétence de classes ne nécessite plus d’être inséraient pour progresser , les compétences d'armes progressent si vous avez cette arme équiper dans votre inventaire ou sur l'une de vos barres et donc ne nécessite plus d’être inséraient pour progressaient
    augmentation de 300% de l’expérience gagné en tuant des monstres ou des boss lors des activités suivante : WORLD BOSS , donjon de groupe( 4 players) , arène , raid , principalement les activité endgame. cette augmentation est énorme et nécessaire uniquement si l'expérience gagné n'est plus divisé par le nombre de joueurs présents .
    --- Les quêtes doivent être récompenser , car vous les développeurs ,vous avez travaillaient pour faire des quêtes plus ou moins intéressante et vous mériter qu'on s’intéresse au scénario que vous avez fait pour nous , alors donner un réel intérêt a tous ça comme une augmentation de 500% de l’expérience gagné et 700% pour les quêtes des DLC . Ce qui faut retenir de ce sujet c'est que les joueurs veulent augmentaient de niveau en s'amusant et pas en farmant ou en augmentant petit à petit .
    L'experience en accomplissant des activités pvp battleground de 1000% (pour compenser le fait que vous ne gagné pas d'xp lorsque vous tuer un joueur
    VALORISER LES ACTIVITÉS POPULAIRES , retravailler les récompenses ( OR , set,XP,objet d'atisanat etc...) lié à ces activites , leur gameplay , modifier ,supprimer , ajouter des boss , monstres, mécaniques, hardmode , ajouter des événement dans les donjons , le loot des boss pour donner l'envie de ramasser ses trésors ( plus d'or , de vrai potion alchimique aléatoire!!). Valoriser en priorité les activités multijoueur ( DRAGON , DONJON , RAID, ARENE , WORLD BOSS,BATTLEGROUND ETC...)car elles sont complexe à effectuer en solo pour certaines personnes et avec la baisse du nombre de joueur sur le jeu , ces activité deviennent inaccessible .je ne suis pas un professionnel en PVP mais pour l'activité Battleground , il faudrait absolument retirer le délai de réapparition après la mort car cela ralenti le gameplay et supprimer la possibilité d'infliger ou de recevoir des dégâts lorsque vous réapparaissais dans votre camp, ça n'a aucun sens

    ----Modifier le fonctionnement des quêtes journalière , ajout d'une nouvelle interface pour les quêtes journalières (identique à celle des EFFORTS), c'est à dire que vous aurez un tableau de toutes les quêtes journalière de tamriel et ce tableau ce réinitialise tout les jours , le point positif c'est que vous n'aurez plus à devoir chercher les quêtes auprès des PNJ , mais vous devrez allé les voir pour obtenir la récompense , et augmenté le taux le loot des motifs et autre objet rare obtenu lors des quêtes secondaires

    ----ajouter plus d’amélioration pour chaque sort pour varier les différents builds , corriger les gros problèmes d’accessibilité du combat notamment les potions alchimiques qui reste pour moi un des plus gros défaut du jeu , je vais prendre Diablo 4 comme exemple , au debut de diablo 4 , le jeu avait le meme probleme que teso pour l'alchimie( on devait obligatoirement farmer les plantes et autres réatifs alchimiques pour crafter les potions qui nous intéressé mais les developpeurs ont observés que personne n'aimais farmer les ressourses , c'est une perte de temps dans le jeu, ce que veulent les joueurs c'est s'amuser!!!! Donc en quelque mois seulement ils ont trouvés le meilleur compromis qui soit , ils ont combinés toute les différentes plantes du jeu en 1 seul item appelé herbes alchimiques et le plus important c'est qu'ils ont rendu les herbes alchimiques lootable dans toute les activités et en quantité généreuse , TESO doit absolument copier ce model car c'est le meilleure moyen de créé des potions en quantité pour valorisé toute sorte de gameplay car n'oublions pas qu'on utilise 1 potion toute les 45 secondes dans TESO contre 30 minute dans diablo4 et le problème de l'alchimie dans teso c'est la disponibilité car vous avez les choix suivant : soit vous farmer les plantes alchimiques pendant des heures dans les differentes region , soit vous allez gagné des pierrs de Tel var ou tout perdre!!!! , soit vous les achetez hors de pris dans les marchants de guilde et le jour où il n'y aura pas assez de monde sur le jeu ou que vous aimez dépensez votre or autrement , vous serrez obligé de jouer avec les potions infecte trouvé sur les monstres ,IL FAUT QUE CELA CHANGE!!! pour les nouveaux et les anciens joueurs . Il faudrait aussi augmenté les effets des potions à 1 minutes minimum (car beaucoup de personne ne possède pas les capacités de regarder à la fois si la potion est prête et le reste du combat)
    solution pour ce probleme , nouvelle interface pour l'alchimie qui fonctionne exactemment comme la création de sort puis augmenter la quantité d'herbe alchimique obtenu dans les activés dlc et mettre une quantité extreme pour lremplacer les anciens ingrédient rare comme le sang de dragon donc tuer un dragon raporte maintenant 100 herbes alchimiques
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭
    we got a french necromancer over here
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ZOS_Volpe
    ZOS_Volpe
    admin
    Hello,

    We have gone ahead and closed this thread down since it is rather old. Please keep in mind that sometimes it is better to create a new topic, instead of replying in one that was posted a while ago.

    Thanks for your understanding.
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