I think some people are misunderstanding the core of what I’m saying.
I’m not claiming that mechanics no longer exist, or that every trial can be brute‑forced.
Obviously content like vDSR, vSE, vRG, etc. still demands coordination and punishes mistakes.
What I’m pointing out is how power creep changes the way players approach those mechanics.
Take vDSR as an example:
PuGs wiping because they can’t stop DPS in Twins isn’t the real issue.
The issue is that the fight even allows groups to nearly burn through phases that were originally designed to teach control, timing, and restraint.
When the game lets you almost skip mechanics through raw damage, players naturally stop learning them.
That’s the core problem I’m talking about.
It’s not that “mechanics don’t exist.”
It’s that the incentive structure pushes players to ignore them whenever possible, and that slowly erodes encounter design, role identity, and player expectations across the entire game.
My point is about the overall direction and culture of PvE over time, not isolated examples of difficult content.
A lot of replies are focusing on the top 1% of encounters, but most of ESO’s day‑to‑day gameplay happens in:…and that content has been heavily trivialized by years of power creep.
- older dungeons
- older trials
- random queues
- progression spaces
- farming content
That affects:
- encounter pacing
- role identity
- how new players learn the game
- and how the community evaluates each other
And yes, mechanics still matter in modern hard content.
But it’s also true that the community increasingly evaluates players through damage metrics first, often before awareness, teamwork, or adaptability even enter the conversation.
I never said logs are “evil.”
Data is useful. Elite raid leaders need tools. Progression groups need analysis.
What I’m questioning is how constant exposure to parse culture reshapes priorities, slowly, subtly, but consistently.
Some replies actually proved my point:
- players saying builds are forced into narrow metas
- people afraid to use non‑meta weapons or sets
- healers feeling obsolete outside specific content
- players judged primarily by numbers
That’s not a "player problem".
That’s an incentive problem.
To be clear:
I’m not advocating removing optimization, deleting challenge, or making everything slow.
I’m saying ESO is at its best when:
- mechanics matter
- roles matter
- encounter design matters
- and optimization supports gameplay instead of overshadowing it
There’s room for mastery and immersion.
The game doesn’t need to be entirely parse‑driven to be challenging or rewarding.
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
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.
When the game lets you almost skip mechanics through raw damage, players naturally stop learning them.
IMO damage as it stands can't be nerfed until the MASSIVE CANYON of worthless sets and skills are addressed. Damage is only insane *with specific cracked builds*
You try to play outside of the meta? Your performance is suffering by ungodly amounts. And nerfs don't just affect the top line, it affects the bottom line too, whether anyone wants to admit it or not.
But I agree that the culture of the game is ugly, it really is all about numbers now. Nobody cares about theme, or character, or such things. It's just what rainbow vomit subclass build can dish out the new 160K+ DPS. Yeah the ESO community is 'friendly' as long as you're a noob looking to just shove yourself in the same meta rainbow vomit build and need people to help you farm the same handful of sets everyone else uses.
However, the community becomes VERY ugly, VERY fast if you start wanting to run off meta things. And that's partly due to how anything NOT meta is so often just terrible dogwater. We're not talking about even just a 30% difference but it's MASSIVE. Meta deserves to be stronger than off-meta, obviously. But if you're not just abusing the FRICK out of the current flavor of the month, we're talking your damage being cut in half or more if you just step outside of the meta circle to any meaningful degree.
MidniteOwl1913 wrote: »IMO damage as it stands can't be nerfed until the MASSIVE CANYON of worthless sets and skills are addressed. Damage is only insane *with specific cracked builds*
You try to play outside of the meta? Your performance is suffering by ungodly amounts. And nerfs don't just affect the top line, it affects the bottom line too, whether anyone wants to admit it or not.
But I agree that the culture of the game is ugly, it really is all about numbers now. Nobody cares about theme, or character, or such things. It's just what rainbow vomit subclass build can dish out the new 160K+ DPS. Yeah the ESO community is 'friendly' as long as you're a noob looking to just shove yourself in the same meta rainbow vomit build and need people to help you farm the same handful of sets everyone else uses.
However, the community becomes VERY ugly, VERY fast if you start wanting to run off meta things. And that's partly due to how anything NOT meta is so often just terrible dogwater. We're not talking about even just a 30% difference but it's MASSIVE. Meta deserves to be stronger than off-meta, obviously. But if you're not just abusing the FRICK out of the current flavor of the month, we're talking your damage being cut in half or more if you just step outside of the meta circle to any meaningful degree.
If this true, it may be I just don't know. But if it is true how very sad. I love playing the sets, some of the animations are hoot and I love trying new things. Why does meta have to be so narrow and boring?
I agree mechanics for older content are obsolete now, but that's not a new thing. Way back when I did vMoL I never even saw Lunar Phase. To this day I don't know what it is. We never planned it, never even talked about it. The few times we were taking too long we were told to wipe so didn't see it either. I stopped doing trials after Sunspire.
Dalsinthus wrote: »This is the most ChatGPT written post I've ever seen on these forums. Many statements with hard contrasts of 'It's not this, it's that,' bulleted lists of mostly three items, and excessive paragraph breaks between shorts statements are all tell tail signs that this is largely AI written for anyone that's worked regularly with GPT.
Dalsinthus wrote: »This is the most ChatGPT written post I've ever seen on these forums. Many statements with hard contrasts of 'It's not this, it's that,' bulleted lists of mostly three items, and excessive paragraph breaks between shorts statements are all tell tail signs that this is largely AI written for anyone that's worked regularly with GPT.
Dalsinthus wrote: »This is the most ChatGPT written post I've ever seen on these forums. Many statements with hard contrasts of 'It's not this, it's that,' bulleted lists of mostly three items, and excessive paragraph breaks between shorts statements are all tell tail signs that this is largely AI written for anyone that's worked regularly with GPT.
I never hide the fact that I use ChatGPT to help me fix my English. What's your point here? And do you actually have anything to say about the topic? Of course not. You don't care about the game at all, you're just trying to bait me, and absolutely nothing else.
Yes, I use ChatGPT. What are you going to do about it?
I agree mechanics for older content are obsolete now, but that's not a new thing. Way back when I did vMoL I never even saw Lunar Phase. To this day I don't know what it is. We never planned it, never even talked about it. The few times we were taking too long we were told to wipe so didn't see it either. I stopped doing trials after Sunspire.
Yes, you can absolutely skip the lunar phase, and even skip doing backyards on hardmode if the dps is high enough BUT you can't skip hiding behing a pillar, or getting the colour swap right, or not getting blown back onto a cursed pad, or bypass the two one-shot murder kitties, or any other of a number of things that will kill you.
Getting the clear in vMoL is a lot easier these days, but getting the no death (the pinnacle achievement in there) still requires knowing, understanding, and playing the mechs.
Edit: Typos
katanagirl1 wrote: »I agree mechanics for older content are obsolete now, but that's not a new thing. Way back when I did vMoL I never even saw Lunar Phase. To this day I don't know what it is. We never planned it, never even talked about it. The few times we were taking too long we were told to wipe so didn't see it either. I stopped doing trials after Sunspire.
Yes, you can absolutely skip the lunar phase, and even skip doing backyards on hardmode if the dps is high enough BUT you can't skip hiding behing a pillar, or getting the colour swap right, or not getting blown back onto a cursed pad, or bypass the two one-shot murder kitties, or any other of a number of things that will kill you.
Getting the clear in vMoL is a lot easier these days, but getting the no death (the pinnacle achievement in there) still requires knowing, understanding, and playing the mechs.
Edit: Typos
My group did the Lunar Phase for the achievement a few years ago and we had to stop all dps except light attacks on the second pad to make it work. Otherwise the boss will go to the center for execute phase.
Well, I think the "what is your dps" issue can be solved:
if the group/raid's dps (or "NN% of totall HP per single hit" as an option) surpass a certain value:
a) The boss becomes invulnerable for a MM seconds
or
b) The boss applies a selfbuff that significantly reduces all damage taken.
So "level of difficulty" will be "more complex mechanics and timing"
I agree mechanics for older content are obsolete now, but that's not a new thing. Way back when I did vMoL I never even saw Lunar Phase. To this day I don't know what it is. We never planned it, never even talked about it. The few times we were taking too long we were told to wipe so didn't see it either. I stopped doing trials after Sunspire.
Yes, you can absolutely skip the lunar phase, and even skip doing backyards on hardmode if the dps is high enough BUT you can't skip hiding behing a pillar, or getting the colour swap right, or not getting blown back onto a cursed pad, or bypass the two one-shot murder kitties, or any other of a number of things that will kill you.
Getting the clear in vMoL is a lot easier these days, but getting the no death (the pinnacle achievement in there) still requires knowing, understanding, and playing the mechs.
Edit: Typos
Well, I think the "what is your dps" issue can be solved:
if the group/raid's dps (or "NN% of totall HP per single hit" as an option) surpass a certain value:
a) The boss becomes invulnerable for a MM seconds
or
b) The boss applies a selfbuff that significantly reduces all damage taken.
So "level of difficulty" will be "more complex mechanics and timing"
Reginald_leBlem wrote: »This is just punishing people for working hard to be good at the game.
Reginald_leBlem wrote: »This is just punishing people for working hard to be good at the game.
Not for nothing, but you are kind of proving the OPs point, and honestly it's a somewhat reductive argument. You class being "good at the game" as doing as much damage as possible. While a skill in itself (a good weaver is skilled), doing the mechs correctly and consistently is also a skill. Which is harder? Which is the intent of ZOS? Damage or mechs?
If the former, then there wouldn't be much in the way of mechs. If the latter, then there wouldn't be both soft and hard dps checks. The reality is, it is both that matter.
So, if ZOS changed things tomorrow and moved to a totally mech based fight, where damage wasn't that important - much like OO is tbf, and people completed such content without anyone dying, in an allotted time, and on a hardmode would they not be good at the game?
Just something for you to think about.
Reginald_leBlem wrote: »
It has been overwhelmingly my experience that the people who do the best damage also have the fastest reaction times, best raid awareness, and desire to actually do the hardest content.
I did OO with my regular raid team, all of whom do excellent damage, have multiple trial trifectas, and can swap roles freely. We went in completely blind, figured out all the mechanics, and cleared the trial in about 90 minutes, have gone back several times to get everyone their wing achievements and no deaths.
Meanwhile, the social guild I hang out in, have managed to scrap a single clear. ALL of them sincerely believe they make up what they lack in damage with their superior ability to perform mechanics. I have played with them. They are wrong.
This is why I roll my eyes whenever this argument gets brought up. Yes, there are a few parse monkeys that do good damage on a dummy but can't move out of an aoe if you drag them, but there is one of those for every ten "my build shouldn't matter as long as I know the fight" people who also can't move out of an aoe if you drag them
Reginald_leBlem wrote: »Reginald_leBlem wrote: »This is just punishing people for working hard to be good at the game.
Not for nothing, but you are kind of proving the OPs point, and honestly it's a somewhat reductive argument. You class being "good at the game" as doing as much damage as possible. While a skill in itself (a good weaver is skilled), doing the mechs correctly and consistently is also a skill. Which is harder? Which is the intent of ZOS? Damage or mechs?
If the former, then there wouldn't be much in the way of mechs. If the latter, then there wouldn't be both soft and hard dps checks. The reality is, it is both that matter.
So, if ZOS changed things tomorrow and moved to a totally mech based fight, where damage wasn't that important - much like OO is tbf, and people completed such content without anyone dying, in an allotted time, and on a hardmode would they not be good at the game?
Just something for you to think about.
It has been overwhelmingly my experience that the people who do the best damage also have the fastest reaction times, best raid awareness, and desire to actually do the hardest content.
I did OO with my regular raid team, all of whom do excellent damage, have multiple trial trifectas, and can swap roles freely. We went in completely blind, figured out all the mechanics, and cleared the trial in about 90 minutes, have gone back several times to get everyone their wing achievements and no deaths.
Meanwhile, the social guild I hang out in, have managed to scrap a single clear. ALL of them sincerely believe they make up what they lack in damage with their superior ability to perform mechanics. I have played with them. They are wrong.
This is why I roll my eyes whenever this argument gets brought up. Yes, there are a few parse monkeys that do good damage on a dummy but can't move out of an aoe if you drag them, but there is one of those for every ten "my build shouldn't matter as long as I know the fight" people who also can't move out of an aoe if you drag them
Reginald_leBlem wrote: »
It has been overwhelmingly my experience that the people who do the best damage also have the fastest reaction times, best raid awareness, and desire to actually do the hardest content.
I did OO with my regular raid team, all of whom do excellent damage, have multiple trial trifectas, and can swap roles freely. We went in completely blind, figured out all the mechanics, and cleared the trial in about 90 minutes, have gone back several times to get everyone their wing achievements and no deaths.
Meanwhile, the social guild I hang out in, have managed to scrap a single clear. ALL of them sincerely believe they make up what they lack in damage with their superior ability to perform mechanics. I have played with them. They are wrong.
This is why I roll my eyes whenever this argument gets brought up. Yes, there are a few parse monkeys that do good damage on a dummy but can't move out of an aoe if you drag them, but there is one of those for every ten "my build shouldn't matter as long as I know the fight" people who also can't move out of an aoe if you drag them
Cool story. I ran it once with some friends, then a second time with a group of absolutely green trial newbies who have barely set foot in a vet trial, let alone done any HMs or trifectas. They completed it in around 90 minutes.
If your social guild can't move out of an AoE, then they aren't good at dealing with mechanics no matter what they think. You see that flaw in your argument, right?!
Pinktraining wrote: »However, in my experience, among the "parse monkeys" who only know how to DPS on training dummies, only about 1 in 10 will perform poorly in actual combat. But among those players who think "my build shouldn't matter as long as I know the fight," about half of them will perform poorly in actual combat, even worse than the "parse monkeys," because lower DPS increases fight time, putting more pressure on tanks and healers, and these players don't even know the purpose of their skills.