stop killing daedroths and wait for 3 of them to spawn to even get that hardmode in banished cells is nearly impossible for random queue even if you are yelling in group chat with caps lock on. Mezeluth in Crypt of Hearts 2 (the boss who pulls the group to itself) is freaking impossible for pugs even not having hardmode, lolReginald_leBlem wrote: »Please tell me the most complicated mechanic you can think of in a base game dungeon hardmode
I’m writing this as someone who genuinely loves ESO, someone who wants the game to thrive for years, not just survive patch to patch. This is not an attack on high‑end players, competitive raiders, or people who enjoy optimization. Every MMO needs mastery, progression, and challenge.
But ESO’s PvE environment has drifted so far into parse culture, DPS inflation, and combat‑log‑driven balancing that the core identity of the game is being quietly hollowed out.
Players aren’t engaging with content because it’s fun, immersive, or mechanically interesting.
They’re engaging with content to chase numbers.
And that shift is reshaping the entire game, often in ways that are invisible until the damage is already done.
ESO Used to Be About Playing Encounters, Not Parsing Them
At its best, ESO’s combat was thrilling because encounters demanded respect.
Players had to:
- react to mechanics,
- position intelligently,
- manage resources,
- survive under pressure,
- and cooperate as a group.
DPS mattered, but it wasn’t the only thing that mattered.
Today, raw damage is so inflated that mechanics often never happen at all:
- dungeon phases evaporate,
- bosses die before abilities fire,
- teamwork becomes optional,
- and older trials are brute‑forced instead of played.
This creates a fundamental design problem:
The game no longer teaches players how to play the game.
New players reach veteran content without ever learning mechanics because the leveling and dungeon experience never required them to. Then they hit a wall, not because the content is unfair, but because the game stopped teaching encounter gameplay years ago.
Parse Culture Has Rewired the Community’s Priorities
Combat logs and DPS‑sharing addons didn’t just measure performance, they reshaped it.
Instead of asking:
- "Did we execute mechanics well?"
- "Did we survive consistently?"
- "Did everyone contribute meaningfully?"
The conversation becomes:
- "What’s your parse?"
- "Can you hit X on a dummy?"
- "Why is your DPS lower than mine?"
This shift creates three major problems.
1. Players optimize for target dummies, not encounters
A dummy is a perfect, artificial environment:Balancing around dummy numbers pushes players toward rotation worship instead of encounter mastery. Gameplay becomes secondary to uptime.
- no movement,
- no danger,
- no mechanics,
- no survival responsibility.
2. Gatekeeping intensifies
Because DPS is easy to measure and easy to compare, it becomes the default metric for judging players.
This leads to:
- exclusion of casual players,
- hostility toward experimentation,
- fear of underperforming,
- and shrinking build diversity.
Players stop asking "Is this fun?"
They start asking "Will people reject me if my parse isn’t high enough?"
That is not healthy for ESO.
3. DPS inflation becomes permanent
Once extremely high DPS becomes normalized, every new class, set, and mythic is evaluated through the lens of maintaining those numbers.
This creates exponential power creep.
And when damage gets too high:
- older content collapses,
- mechanics lose relevance,
- tanks and healers lose purpose,
- encounter pacing breaks,
- and group identity dissolves.
At that point, balancing old content becomes nearly impossible without redesigning it from scratch.
DPS Sharing Creates a Balancing Trap for ZOS
This is the part almost nobody talks about.
As long as the community has full access to detailed DPS logs, every balance change becomes politically radioactive.
Players aren’t defending gameplay.
They’re defending numbers.
Any nerf feels like:
- lost identity,
- lost status,
- invalidated effort.
This pressures ZOS to avoid meaningful reductions even when the long‑term health of the game demands them.
So instead:The developers become trapped by the expectations created by parse culture itself.
- DPS keeps rising,
- mechanics keep disappearing,
- encounter design space keeps shrinking.
High DPS Is Quietly Destroying Encounter Design
Some players say:
"If old content is easy, who cares?"
But encounter structure is the backbone of an MMO.
When mechanics no longer matter:
- dungeon identity disappears,
- boss uniqueness disappears,
- teamwork disappears,
- support roles lose meaning,
- and content becomes repetitive burn phases.
When every solution becomes "just burn it harder," the game loses depth, lose the fun and gets boring.
ESO’s greatest strength used to be dynamic, reactive combat.
That strength is gone.
The Psychological Shift: Players Start Playing Numbers Instead of the Game
This is the most dangerous long‑term effect.
Parse culture rewires the reward loop:
- watching numbers rise,
- comparing logs,
- chasing percentages,
- validating performance externally.
But MMORPGs thrive on:
- exploration,
- cooperation,
- strategy,
- memorable encounters.
When players care more about a combat log than the dungeon they’re in, the soul of the game erodes.
ESO begins to feel less like an RPG world and more like a spreadsheet competition.
What Could Be Done?
There is no single fix, but there are directions that would help:
- reduce global DPS scaling,
- re‑evaluate how combat logs interact with PvE balance,
- limit real‑time DPS broadcasting,
- make mechanics matter again,
- restore meaningful roles for tanks and healers.
Not everyone will agree with these ideas.
But ignoring the issue has already caused years of power creep and mechanical erosion.
ESO Should Be Fun Because of Gameplay, Not Because of Parse Numbers
Players should log in because:
- encounters are engaging,
- teamwork is rewarding,
- mechanics are satisfying,
- builds are creative,
- and dungeons feel alive.
Not because they’re chasing another number on a parser.
High‑end optimization should support gameplay, not replace it.
Right now, in too much of ESO’s PvE experience, the numbers have become more important than the game itself.
"We’ve played this dungeon for 10 years and we’re tired of it."
Okay, then don’t run it.
But being tired of something is not a valid reason to remove its mechanics or turn it into a 15‑second burn. Your personal burnout shouldn’t dictate the design of content that thousands of other players still enjoy, still learn from, and still use to understand the game.
If you’re bored, you can choose something else.
What you can’t do is demand that the entire game be redesigned around your boredom, especially by pushing for more and more DPS to skip the very content you say you’re tired of.
Side Note:
This post is not written to attack, bait, or provoke anyone. It is simply my honest feedback based on what I see in the game. You are completely free to agree or disagree with my perspective, that’s normal.
But disagreement does not give anyone the right to bait, provoke, or troll my point of view.
ESO deserves better.
And so do the players who love it.
stop killing daedroths and wait for 3 of them to spawn to even get that hardmode in banished cells is nearly impossible for random queue even if you are yelling in group chat with caps lock on. Mezeluth in Crypt of Hearts 2 (the boss who pulls the group to itself) is freaking impossible for pugs even not having hardmode, lolReginald_leBlem wrote: »Please tell me the most complicated mechanic you can think of in a base game dungeon hardmode
So a few things you seem to have not considered:
1) Older content is also progression content. You don't hit CP 160 and immediately jump into vLC.
2) "Just burn it harder" does not work in any trial or dungeon consistently.
The older trials have become somewhat easier with the powercreep, but they still have mechs that need doing, they still need co-operation and group interplay. If a group doesn't know positioning, timings, phases there DPS doesn't matter, they'll wipe.
Blood_again wrote: »How to tell that you didn't play the latest group content without saying it.
The Opulent Ordeal trial is the thing you're asking for.
Well, it is a part of the Night Market content that you hate in each and every post I've seen from you. Not your cup of tea, I see.
Both dungeons in the Feast of Shadows DLC.
Oh, how many parsers smashed themselves into the Voskrona Stonehulk Poxito immunity even on normal.
You either haven't seen it or ignore it, I guess.
As a result, your open letter is outdated by at least 8 months. Sorry.
Surely, you can try and check the NM trial. If you love ESO enough.
I’m writing this as someone who genuinely loves ESO, someone who wants the game to thrive for years, not just survive patch to patch. This is not an attack on high‑end players, competitive raiders, or people who enjoy optimization. Every MMO needs mastery, progression, and challenge.
But ESO’s PvE environment has drifted so far into parse culture, DPS inflation, and combat‑log‑driven balancing that the core identity of the game is being quietly hollowed out.
Players aren’t engaging with content because it’s fun, immersive, or mechanically interesting.
They’re engaging with content to chase numbers.
And that shift is reshaping the entire game, often in ways that are invisible until the damage is already done.
ESO Used to Be About Playing Encounters, Not Parsing Them
At its best, ESO’s combat was thrilling because encounters demanded respect.
Players had to:
- react to mechanics,
- position intelligently,
- manage resources,
- survive under pressure,
- and cooperate as a group.
DPS mattered, but it wasn’t the only thing that mattered.
Today, raw damage is so inflated that mechanics often never happen at all:
- dungeon phases evaporate,
- bosses die before abilities fire,
- teamwork becomes optional,
- and older trials are brute‑forced instead of played.
This creates a fundamental design problem:
The game no longer teaches players how to play the game.
New players reach veteran content without ever learning mechanics because the leveling and dungeon experience never required them to. Then they hit a wall, not because the content is unfair, but because the game stopped teaching encounter gameplay years ago.
Parse Culture Has Rewired the Community’s Priorities
Combat logs and DPS‑sharing addons didn’t just measure performance, they reshaped it.
Instead of asking:
- "Did we execute mechanics well?"
- "Did we survive consistently?"
- "Did everyone contribute meaningfully?"
The conversation becomes:
- "What’s your parse?"
- "Can you hit X on a dummy?"
- "Why is your DPS lower than mine?"
This shift creates three major problems.
1. Players optimize for target dummies, not encounters
A dummy is a perfect, artificial environment:Balancing around dummy numbers pushes players toward rotation worship instead of encounter mastery. Gameplay becomes secondary to uptime.
- no movement,
- no danger,
- no mechanics,
- no survival responsibility.
2. Gatekeeping intensifies
Because DPS is easy to measure and easy to compare, it becomes the default metric for judging players.
This leads to:
- exclusion of casual players,
- hostility toward experimentation,
- fear of underperforming,
- and shrinking build diversity.
Players stop asking "Is this fun?"
They start asking "Will people reject me if my parse isn’t high enough?"
That is not healthy for ESO.
3. DPS inflation becomes permanent
Once extremely high DPS becomes normalized, every new class, set, and mythic is evaluated through the lens of maintaining those numbers.
This creates exponential power creep.
And when damage gets too high:
- older content collapses,
- mechanics lose relevance,
- tanks and healers lose purpose,
- encounter pacing breaks,
- and group identity dissolves.
At that point, balancing old content becomes nearly impossible without redesigning it from scratch.
DPS Sharing Creates a Balancing Trap for ZOS
This is the part almost nobody talks about.
As long as the community has full access to detailed DPS logs, every balance change becomes politically radioactive.
Players aren’t defending gameplay.
They’re defending numbers.
Any nerf feels like:
- lost identity,
- lost status,
- invalidated effort.
This pressures ZOS to avoid meaningful reductions even when the long‑term health of the game demands them.
So instead:The developers become trapped by the expectations created by parse culture itself.
- DPS keeps rising,
- mechanics keep disappearing,
- encounter design space keeps shrinking.
High DPS Is Quietly Destroying Encounter Design
Some players say:
"If old content is easy, who cares?"
But encounter structure is the backbone of an MMO.
When mechanics no longer matter:
- dungeon identity disappears,
- boss uniqueness disappears,
- teamwork disappears,
- support roles lose meaning,
- and content becomes repetitive burn phases.
When every solution becomes "just burn it harder," the game loses depth, lose the fun and gets boring.
ESO’s greatest strength used to be dynamic, reactive combat.
That strength is gone.
The Psychological Shift: Players Start Playing Numbers Instead of the Game
This is the most dangerous long‑term effect.
Parse culture rewires the reward loop:
- watching numbers rise,
- comparing logs,
- chasing percentages,
- validating performance externally.
But MMORPGs thrive on:
- exploration,
- cooperation,
- strategy,
- memorable encounters.
When players care more about a combat log than the dungeon they’re in, the soul of the game erodes.
ESO begins to feel less like an RPG world and more like a spreadsheet competition.
What Could Be Done?
There is no single fix, but there are directions that would help:
- reduce global DPS scaling,
- re‑evaluate how combat logs interact with PvE balance,
- limit real‑time DPS broadcasting,
- make mechanics matter again,
- restore meaningful roles for tanks and healers.
Not everyone will agree with these ideas.
But ignoring the issue has already caused years of power creep and mechanical erosion.
ESO Should Be Fun Because of Gameplay, Not Because of Parse Numbers
Players should log in because:
- encounters are engaging,
- teamwork is rewarding,
- mechanics are satisfying,
- builds are creative,
- and dungeons feel alive.
Not because they’re chasing another number on a parser.
High‑end optimization should support gameplay, not replace it.
Right now, in too much of ESO’s PvE experience, the numbers have become more important than the game itself.
"We’ve played this dungeon for 10 years and we’re tired of it."
Okay, then don’t run it.
But being tired of something is not a valid reason to remove its mechanics or turn it into a 15‑second burn. Your personal burnout shouldn’t dictate the design of content that thousands of other players still enjoy, still learn from, and still use to understand the game.
If you’re bored, you can choose something else.
What you can’t do is demand that the entire game be redesigned around your boredom, especially by pushing for more and more DPS to skip the very content you say you’re tired of.
Side Note:
This post is not written to attack, bait, or provoke anyone. It is simply my honest feedback based on what I see in the game. You are completely free to agree or disagree with my perspective, that’s normal.
But disagreement does not give anyone the right to bait, provoke, or troll my point of view.
ESO deserves better.
And so do the players who love it.
I’m writing this as someone who genuinely loves ESO, someone who wants the game to thrive for years, not just survive patch to patch. This is not an attack on high‑end players, competitive raiders, or people who enjoy optimization. Every MMO needs mastery, progression, and challenge.
But ESO’s PvE environment has drifted so far into parse culture, DPS inflation, and combat‑log‑driven balancing that the core identity of the game is being quietly hollowed out.
Players aren’t engaging with content because it’s fun, immersive, or mechanically interesting.
They’re engaging with content to chase numbers.
And that shift is reshaping the entire game, often in ways that are invisible until the damage is already done.
ESO Used to Be About Playing Encounters, Not Parsing Them
At its best, ESO’s combat was thrilling because encounters demanded respect.
Players had to:
- react to mechanics,
- position intelligently,
- manage resources,
- survive under pressure,
- and cooperate as a group.
DPS mattered, but it wasn’t the only thing that mattered.
Today, raw damage is so inflated that mechanics often never happen at all:
- dungeon phases evaporate,
- bosses die before abilities fire,
- teamwork becomes optional,
- and older trials are brute‑forced instead of played.
This creates a fundamental design problem:
The game no longer teaches players how to play the game.
New players reach veteran content without ever learning mechanics because the leveling and dungeon experience never required them to. Then they hit a wall, not because the content is unfair, but because the game stopped teaching encounter gameplay years ago.
Parse Culture Has Rewired the Community’s Priorities
Combat logs and DPS‑sharing addons didn’t just measure performance, they reshaped it.
Instead of asking:
- "Did we execute mechanics well?"
- "Did we survive consistently?"
- "Did everyone contribute meaningfully?"
The conversation becomes:
- "What’s your parse?"
- "Can you hit X on a dummy?"
- "Why is your DPS lower than mine?"
This shift creates three major problems.
1. Players optimize for target dummies, not encounters
A dummy is a perfect, artificial environment:Balancing around dummy numbers pushes players toward rotation worship instead of encounter mastery. Gameplay becomes secondary to uptime.
- no movement,
- no danger,
- no mechanics,
- no survival responsibility.
2. Gatekeeping intensifies
Because DPS is easy to measure and easy to compare, it becomes the default metric for judging players.
This leads to:
- exclusion of casual players,
- hostility toward experimentation,
- fear of underperforming,
- and shrinking build diversity.
Players stop asking "Is this fun?"
They start asking "Will people reject me if my parse isn’t high enough?"
That is not healthy for ESO.
3. DPS inflation becomes permanent
Once extremely high DPS becomes normalized, every new class, set, and mythic is evaluated through the lens of maintaining those numbers.
This creates exponential power creep.
And when damage gets too high:
- older content collapses,
- mechanics lose relevance,
- tanks and healers lose purpose,
- encounter pacing breaks,
- and group identity dissolves.
At that point, balancing old content becomes nearly impossible without redesigning it from scratch.
DPS Sharing Creates a Balancing Trap for ZOS
This is the part almost nobody talks about.
As long as the community has full access to detailed DPS logs, every balance change becomes politically radioactive.
Players aren’t defending gameplay.
They’re defending numbers.
Any nerf feels like:
- lost identity,
- lost status,
- invalidated effort.
This pressures ZOS to avoid meaningful reductions even when the long‑term health of the game demands them.
So instead:The developers become trapped by the expectations created by parse culture itself.
- DPS keeps rising,
- mechanics keep disappearing,
- encounter design space keeps shrinking.
High DPS Is Quietly Destroying Encounter Design
Some players say:
"If old content is easy, who cares?"
But encounter structure is the backbone of an MMO.
When mechanics no longer matter:
- dungeon identity disappears,
- boss uniqueness disappears,
- teamwork disappears,
- support roles lose meaning,
- and content becomes repetitive burn phases.
When every solution becomes "just burn it harder," the game loses depth, lose the fun and gets boring.
ESO’s greatest strength used to be dynamic, reactive combat.
That strength is gone.
The Psychological Shift: Players Start Playing Numbers Instead of the Game
This is the most dangerous long‑term effect.
Parse culture rewires the reward loop:
- watching numbers rise,
- comparing logs,
- chasing percentages,
- validating performance externally.
But MMORPGs thrive on:
- exploration,
- cooperation,
- strategy,
- memorable encounters.
When players care more about a combat log than the dungeon they’re in, the soul of the game erodes.
ESO begins to feel less like an RPG world and more like a spreadsheet competition.
What Could Be Done?
There is no single fix, but there are directions that would help:
- reduce global DPS scaling,
- re‑evaluate how combat logs interact with PvE balance,
- limit real‑time DPS broadcasting,
- make mechanics matter again,
- restore meaningful roles for tanks and healers.
Not everyone will agree with these ideas.
But ignoring the issue has already caused years of power creep and mechanical erosion.
ESO Should Be Fun Because of Gameplay, Not Because of Parse Numbers
Players should log in because:
- encounters are engaging,
- teamwork is rewarding,
- mechanics are satisfying,
- builds are creative,
- and dungeons feel alive.
Not because they’re chasing another number on a parser.
High‑end optimization should support gameplay, not replace it.
Right now, in too much of ESO’s PvE experience, the numbers have become more important than the game itself.
"We’ve played this dungeon for 10 years and we’re tired of it."
Okay, then don’t run it.
But being tired of something is not a valid reason to remove its mechanics or turn it into a 15‑second burn. Your personal burnout shouldn’t dictate the design of content that thousands of other players still enjoy, still learn from, and still use to understand the game.
If you’re bored, you can choose something else.
What you can’t do is demand that the entire game be redesigned around your boredom, especially by pushing for more and more DPS to skip the very content you say you’re tired of.
Side Note:
This post is not written to attack, bait, or provoke anyone. It is simply my honest feedback based on what I see in the game. You are completely free to agree or disagree with my perspective, that’s normal.
But disagreement does not give anyone the right to bait, provoke, or troll my point of view.
ESO deserves better.
And so do the players who love it.
Blood_again wrote: »How to tell that you didn't play the latest group content without saying it.
The Opulent Ordeal trial is the thing you're asking for.
Well, it is a part of the Night Market content that you hate in each and every post I've seen from you. Not your cup of tea, I see.
Both dungeons in the Feast of Shadows DLC.
Oh, how many parsers smashed themselves into the Voskrona Stonehulk Poxito immunity even on normal.
You either haven't seen it or ignore it, I guess.
As a result, your open letter is outdated by at least 8 months. Sorry.
Surely, you can try and check the NM trial. If you love ESO enough.
Pinktraining wrote: »The current damage inflation is primarily due to HA-builds, more precisely, HA Sorc. The excessive buff to Sorc has led almost everyone to use HA Sorc instead of other classes.
Sorc can deal massive AoE damage with just Lightning Staves and Wall of Elements, and can reliably inflict Major Breach on targets using Elemental Susceptibility—all with just Staves, which is absurd. Not to mention, Sorc also possesses Overload, Shattering Spines, and Daedric Tomb—three powerful AoE damage abilities—as well as Surge and Ward, two of the strongest healing/defense skills in the game.
Shoving so many powerful abilities into one class, while allowing weaker classes like NB and DK to continue struggling at the bottom, erosion of gameplay identity is entirely predictable. But ZOS stubbornly refuses to listen and insists on continuing to buff Sorc, which is truly disappointing.
Slash an enemy, dealing 10683 Physical Damage
Slash an enemy, dealing 100 Physical Damage
Command a cliff racer to dive bomb an enemy, dealing 90 Magic Damage.
Blast an enemy with a charge of radiant heat, dealing 50 Flame Damage, and an additional 150 Flame Damage over 20 seconds.
Pinktraining wrote: »The current damage inflation is primarily due to HA-builds, more precisely, HA Sorc. The excessive buff to Sorc has led almost everyone to use HA Sorc instead of other classes.
Sorc can deal massive AoE damage with just Lightning Staves and Wall of Elements, and can reliably inflict Major Breach on targets using Elemental Susceptibility—all with just Staves, which is absurd. Not to mention, Sorc also possesses Overload, Shattering Spines, and Daedric Tomb—three powerful AoE damage abilities—as well as Surge and Ward, two of the strongest healing/defense skills in the game.
Shoving so many powerful abilities into one class, while allowing weaker classes like NB and DK to continue struggling at the bottom, erosion of gameplay identity is entirely predictable. But ZOS stubbornly refuses to listen and insists on continuing to buff Sorc, which is truly disappointing.
Ordinator199 wrote: »Pinktraining wrote: »The current damage inflation is primarily due to HA-builds, more precisely, HA Sorc. The excessive buff to Sorc has led almost everyone to use HA Sorc instead of other classes.
Sorc can deal massive AoE damage with just Lightning Staves and Wall of Elements, and can reliably inflict Major Breach on targets using Elemental Susceptibility—all with just Staves, which is absurd. Not to mention, Sorc also possesses Overload, Shattering Spines, and Daedric Tomb—three powerful AoE damage abilities—as well as Surge and Ward, two of the strongest healing/defense skills in the game.
Shoving so many powerful abilities into one class, while allowing weaker classes like NB and DK to continue struggling at the bottom, erosion of gameplay identity is entirely predictable. But ZOS stubbornly refuses to listen and insists on continuing to buff Sorc, which is truly disappointing.
What are you talking about? HA builds are often not even allowed into top end trials, and they ALWAYS have worse damage than current meta builds. Sorc is not even overpowered in U49.