Zyaneth_Bal wrote: »....
It is odd how devs grit their teeth and push changes that no one want while completely ignoring their players’ feedback when all this mentality achieves is making more players quit....
Renato90085 wrote: »zos say they are afraid that changes to potions/food will unbalances
but same time add very unbalances subclass in game and not care balance is funny part...
I wonder if the people who complain that the lack of combat changes these days shows that ZOS aren't listening are the same players who used to complain about the constant combat changes which resulted in ZOS listening and scaling back on the amount and frequency of combat changes?
i made this some months ago
only about steam, but still
the peak in activity at the top of the table corresponds to the fact that there is often a peak in summer, with in addition the changes linked to the subclassing & the announcement of the wall event
moderatelyfatman wrote: »@Xarc I get the feeling we're probably not that far off in our disagreements.
Would you agree that the 'Dark Age' slump of 2024-25 is not a post lockdown effect?
The 'Song of Return' continued up to June with patch 46 (Subclassing).
Just the announcement of Patch 46 on the PTS brought back a lot of old players (me included) as everyone was hyped at the thought of all the new possibilities.
I believe that was a factor in the 13k daily logins for that part of the year.
We are far past COVID effects at this point. The player count is at 2017 levels, not 2019 levels. And falling.
I feel like it's mostly the combat and combat-related gameplay features (like item sets). Unleash the combat team from the spreadsheet. But I think previous management put the spreadsheet guardrails in place for a reason (to limit damage done from changes made by that team). A new combat leader with a cohesive vision for the combat gameplay is needed.
As to subclassing, I'm happy for the people who like it. From a purely commercial standpoint, it was a terrible decision. It will make retaining players over time more difficult than ever. Classes, when a game does them properly, feel very different to play. This is what truly gives players the freedom to play how they want. If they don't like the feel of combat, they can try a quite different approach by just trying a different class instead of a different game. By homogenizing everything, ESO has really shot itself in the foot for years to come.
As to subclassing, I'm happy for the people who like it. From a purely commercial standpoint, it was a terrible decision. It will make retaining players over time more difficult than ever. Classes, when a game does them properly, feel very different to play. This is what truly gives players the freedom to play how they want. If they don't like the feel of combat, they can try a quite different approach by just trying a different class instead of a different game. By homogenizing everything, ESO has really shot itself in the foot for years to come.
tomofhyrule wrote: »As to subclassing, I'm happy for the people who like it. From a purely commercial standpoint, it was a terrible decision. It will make retaining players over time more difficult than ever. Classes, when a game does them properly, feel very different to play. This is what truly gives players the freedom to play how they want. If they don't like the feel of combat, they can try a quite different approach by just trying a different class instead of a different game. By homogenizing everything, ESO has really shot itself in the foot for years to come.
I really agree here.
I love that my characters all feel different to play. I specifically built them (and their stories) around their Class, and it makes them each feel like individuals.
I can handle most of them being off-meta because they’re for-fun alts anyway, but it hurts that for my main I have to choose between being able to do HMs and trifectas and not using skills that just looks so wrong for him. And for all of the devs comments of “we want players to be able to choose!” there’s not a single place where a pure classed build is not outdone by Subclassing them, even in those realms like solo arenas or PvP where it is important to be able to tank, heal, and damage all on the same character at the same time.
I want nothing more than a new Class to release. It’s so much fun to play the game through new eyes with new skills and a new approach to combat… but it feels like the team’s goal is “just use Fatecarver” for everything. Subclassing is actually a great way for them to add new Classes and allow players to either start new or just take a new line on existing characters, which is a “best of both worlds” situation compared to things we’ve had before, but…
I don’t know if I can see the Combat team ever adding anything new if they can’t be bothered to balance what they have. It just feels wrong that I mostly hope the team is going to take the “heck, balance is already cooked, so why not just throw a new Class in there, can’t get worse, right?” approach.