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Sets

  • Radiate77
    Radiate77
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    ESO is a horizontal progression game past 160cp, you get stronger by building deeper into nichés.

    Now, devils advocate, if the intention of sets leaned vertical despite the reassurances made to us by ZOS themselves, then sets would need visual indicators of tiers, and then there would need to be a balance pass made to hold sets up to their respective tiers.

    I can also say with certainty, that World of Warcraft is the only MMO not being murdered by vertical progression. When your gear is made obsolete each patch, it discourages returning players. Lucky for us, Zenimax learned this early on, and instead of pushing Veteran Rank 18, they stopped at 16.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • rockDokRock
    rockDokRock
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    xencthlu wrote: »
    The thing I'm curious about is, how much development time is spent on sets that people won't and shouldn't use? Each set that the community deems not worth the time it takes to grind it is time spent paying developers for no benefit for the players and no benefit for the game. I wonder what better ways that dev time could be spent if Zenimax decided the strategic move was to release fewer sets overall and spent more time making sure they actually advanced some aspect of gameplay. Do dungeons always need at least three armour sets? Might one suffice? Do dungeon armour sets always need to be 5-piece set bonus affairs, or might we see 3-piece sets in dungeons? The dungeon status quo deserves to be shaken up as much as any other part of the game, and Zenimax has claimed part of their goal for the new development model is just that. I wonder what other rewards could motivate dungeon-focused players to grind dungeons. I feel like they've experimented with the question to some extent with the public dungeon collectibles DLCs and expansions, but I also feel like those examples aren't entirely successful. That would be a separate post with a separate topic, though.

    Development time? Probably very little, the set spec will just be another line in the database. All the tools are there for them to add these things, not much effort. The only real expense would be if it's a new style/motif as you'd need the graphic designer bods to come up with a design for it.
  • Orbital78
    Orbital78
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    reworking/rebalancing a set every month doesn't seem overboard. Changing mag/stam lines to crit/dmg buffs to work towards completing the hybrid balance they started a few years ago. More over healing triggers for support sets, etc.
  • rockDokRock
    rockDokRock
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    Orbital78 wrote: »
    reworking/rebalancing a set every month doesn't seem overboard. Changing mag/stam lines to crit/dmg buffs to work towards completing the hybrid balance they started a few years ago. More over healing triggers for support sets, etc.

    I would imagine they do some sort of balance testing for new items/sets to see if there are any glaring issues. Many people have noted here there are sets that do similar things where one is clearly inferior to the other. It just seems like a shame, to me, to have so many sets I could make/transmute where it makes no sense. I tried a few "fun builds" using less fashionable sets but they had pretty "meh" results.
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    When can we have an actually REAL fire set for the new DK or un nerf sets that actually partain to FIRE? Ansuuls and Null Arc are just ANOTHER beam🤦‍♂️ 3 years of THE BEAM🤦‍♂️ Please please please, do not put a beam on the Warden refresh.
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