@code65536 From your retelling of history alone, I would almost tend to agree with the developers. But you have not clearly mentioned the fact that Maelstrom weapons already possessed those stats. They used to grant roughly 1.5th of a normal 1 set piece and then they removed this.
Now they add it back in. So our weapons were nerfed and now they bring back what we lost but force us to farm it again. From this point of view, the players are most definately correct and understandably upset.
Unless they add something fancy to justify it, then this method is not good. I am certain all that will be done is giving all those weapons a 1 piece effect back, just like it used to be back then.
I want to try to cut through the noise a little and look at things from the developers' perspective. Look at where the they are coming from and why they see non-upgrade as the right thing to do. And try to explain why that perspective is so sharply at odds with how players see things.
Floating around various Discords are screenshots of a conversation that @ZOS_RichLambert had with a player who messaged him, in which Rich lays out ZOS's point of view.
How the developers see things...
The developers see Perfected arena weapons as something new. They've changed the sourcing of existing weapons to make them more accessible. And they've added new weapons to the game. And, since these are new things that they're introducing to the game, it makes sense that people have to acquire them from scratch. When a motif is added to a dungeon, you have to re-run that dungeon to get it and aren't retroactively granted copies from previous clears of that dungeon, so why should arena weapons be different?
How the players see things...
Most players don't see the weapons as new. Instead, they see it as a buff to the veteran reward weapons. And that the new thing isn't the Perfected weapon. Instead, the new things are the imperfect weapons that's being added to normal. From the players' perspective, rewards are being added to something that previously had no rewards (normal). It's the normal reward that are new, and existing rewards that are being buffed.
So what exactly is "new" here?
Both perspectives make sense. It all hinges on the question of, What new is being added here? Do we go with the developers' claim that Perfected is new, because Perfected Dragonstar/Maelstrom weapons had never existed before? Or do we go with the players' claim that Perfected is just a buff of existing veteran rewards and that non-Perfected is new, since normal had never granted weapons before?*
If people agree that Perfected weapons are "new", then the developers' perspective makes complete sense. If people agree that Perfected weapons are just a buff of existing weapons and that non-Perfected weapons are the truly "new" thing, then the developers' perspective fall apart.
Historical perspective: Master's weapons in 2016
I think the best analogue would be DSA's Master's weapons. In 2016, the Master's weapons that you'd get from DSA were VR14, back when the max player level was VR16. In the latter half of 2016, they introduced max-level Master's weapons. Everyone's existing VR14 weapons remained unchanged. If you wanted the new max-level Master's weapons, you had to run vDSA all over again and reacquire them all from scratch. And nobody batted an eye at this. Nobody complained about having to reacquire their weapons.
And I imagine the folks at ZOS are thinking right now, "This is no different than adding max-level Master's weapons in 2016, why the hell are players going crazy over this?!"
But there is one very important difference here: The addition of max-level Master's weapons coincided with the rescaling of Dragonstar Arena. DSA was no longer VR14 content, it was now max-level content, with a significant difficulty buff. You could no longer blow through vDSA with no support characters--you had to actually bring a tank and a healer. The incoming damage was increased significantly. The enemy health levels were buffed substantially. Portals granted damage immunity and you could no longer kill enemies before they even appeared out of the portal. The new max-level vDSA was a proper, difficult challenge.
It may have been the same content, but it was a new experience.
And I think the argument here for why the developers missed the mark is that their supposedly "new" arena gear does not require new experiences.
When you get new gear, it's associated with new content. There are, for example, new dungeon sets... that require running a new dungeon. Or, in the example that I just gave above, a new experience could be old content that had gotten a facelift.
Why the players are right
The main problem with the developers' perspective is that the means of acquisition is identical. It's hard to convince a player that something is "new" when the conditions of that reward are identical. Unlike the developers, players don't see this as Perfected vs. Imperfect. They see it as Veteran-difficulty-reward vs. Normal-difficulty-reward. ZOS thinks they are added a new reward. Players think that ZOS is buffing an existing reward, but not buffing it retroactively.
As I've said before, if ZOS changes the means of acquisition--either by buffing vMA or adding additional requirements (e.g., requiring a single-session clear; after all, Perfected Asylum weapons are rewarded not for simple vAS clears, but for vAS +2 clears, though that's looking increasingly like an aberrant outlier)--then what they suggest probably wouldn't have raised players' hackles nearly as much. But not when the requirements for acquisition are identical.
Point of comparison: Gear cap increases
As I had already mentioned with the 2016 Master's weapon buff, the closest analogue to ZOS's line of thinking are gear cap increases. As expected in ESO (and any other MMO), if the gear cap increases, existing gear doesn't get upgraded. You have to reacquire it.
And this fits with what @ZOS_RichLambert had been arguing: When gear cap increases, existing gear doesn't get nerfed. It just doesn't get the extra power that's being added. (Though to argue that existing gear doesn't lose power in absolute terms is a disingenuous argument despite being technically correct, because it's losing power in relative terms, because that's what matters in the long run.)
As I had already argued earlier, the main problem with comparing Perfected weapons to gear cap increases is that gear cap increases are associated with difficulty rescaling. When ESO introduced VR15/16 gear, it required that we defeat VR15/16 enemies that were tougher than older VR14 enemies. When DSA weapons were upgraded from VR14 to CP160, it required beating a DSA that had received a substantial buff to difficulty.
The second problem with comparing Perfected weapons to gear cap increases is that gear cap increases are extremely unpopular. Time and again, when players have discussed the potential of gear cap increases, the response has been overwhelmingly negative. People overwhelmingly don't like the idea of having to arbitrarily re-earn things.
So even if you could compare Perfected weapons to a gear cap increase (despite the lack of any "new experiences"), it's still not a very flattering comparison because gear cap increases are so widely reviled.
Point of comparison: Adding new drops to a dungeon
As I alluded to earlier, if extra rewards get added to a dungeon after its release--e.g., motifs--people don't clamor for making this rewards retroactive for previous clears. So... how's this different?
It's different because in the case of motifs, you go from nothing-is-dropping to something-is-dropping. With arena weapons, you already have a reward dropping in vet. It's not a new reward--it's a different reward. Or, as the players see it, it's the same reward with buffs. If we continue with this comparison, it's actually the normal modes that are seeing something new that hadn't existed before. Which fits in with the general player perspective that the vet rewards are buffed and that the actual new rewards are the normal weapons.
So... what's the point of this post?
I guess my target audience for this post is @ZOS_RichLambert and other devs, and my hope is that I'm able to convey the players' perspective, why it differs from the developers' perspective and why, if you are to pick between the two, the players' perspective makes more sense and the developers' perspective--while understandable--does not pass the muster.
I want this to be about convincing the devs to see things as we see them, without the anger and outrage that we see in 90% of the other posts here.
One last thing: Why this has touched a nerve with players
While this post is mostly to lay out why I think the developer perspective misses the mark, I also want to touch on why there's been so much anger in this thread (though this is irrelevant to the point that I want to make).
The first is the RNG of acquiring weapons. While it's possible to get extremely lucky (one of my alt accounts got an infused Inferno on its first and only run of vMA), there are just as many stories about people who aren't lucky. I know someone who has just two inferno staves, and at least 60 ice staves (they stopped keeping track after 60). I know people who have farmed vMA literally hundreds of times to get their gear. Too many people have been burned by the RNG for there to be anything other than anger at the suggestion that they would have to endure that all over again.
I've run vMA somewhere between 200 and 300 times, and I kinda enjoy it, but I'm able to enjoy it only because I already have my weapons and don't have this question of gear drops hanging over me when I run it. The very idea of having to battle the potentially brutal drop roulette all over again really saps the fun out of it, because the arena should be about battling the enemies in the arena, not the RNG drops, but that RNG is what often dominates the experience.
The second is the extremely strong player perception of disrespect coming from ZOS. Update 25 has been terrible. Performance has never been this bad, trials groups are cancelling runs or rescheduling them for weird hours, and I haven't seen morale this low in years. Yet there's been virtually no communication from ZOS about this important matter. All we have are vague reassurances about ongoing investigations. For many people, this arena weapon issue is yet another sign of disrespect coming from a company that had already expended the last of their goodwill with this Update 25 performance problems.
You need to do the right thing, Rich.
* Nitpicker's corner: Yes, I know that's not quite true, since back when DSA was still VR14 content, normal DSA dropped Master's weapons that were one level below max level.
@code65536 From your retelling of history alone, I would almost tend to agree with the developers. But you have not clearly mentioned the fact that Maelstrom weapons already possessed those stats. They used to grant roughly 1.5th of a normal 1 set piece and then they removed this.
Now they add it back in. So our weapons were nerfed and now they bring back what we lost but force us to farm it again. From this point of view, the players are most definately correct and understandably upset.
Unless they add something fancy to justify it, then this method is not good. I am certain all that will be done is giving all those weapons a 1 piece effect back, just like it used to be back then.
@Dracane That is a line of argument that I do not wish to pursue. The reason is that the static stat bonuses were removed when the weapon effect was changed from an enchantment to a set bonus. I.e., it became possible to run "normal" enchantments on arena weapons. If you think about it how much power is added by a Weapon Damage enchantment versus a static value, the enchantment is stronger (in part because it's numerically stronger and in part because the stat bonus from a Berserker enchant can affect both bars). So, yes, the original stat bonuses were removed, but their removal coincided with a separate buff to the weapons, and the net effect was that the weapons were buffed.
I want to try to cut through the noise a little and look at things from the developers' perspective. Look at where the they are coming from and why they see non-upgrade as the right thing to do. And try to explain why that perspective is so sharply at odds with how players see things.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
The second is the extremely strong player perception of disrespect coming from ZOS. Update 25 has been terrible. Performance has never been this bad, trials groups are cancelling runs or rescheduling them for weird hours, and I haven't seen morale this low in years. Yet there's been virtually no communication from ZOS about this important matter. All we have are vague reassurances about ongoing investigations. For many people, this arena weapon issue is yet another sign of disrespect coming from a company that had already expended the last of their goodwill with this Update 25 performance problems.
Historical perspective: Master's weapons in 2016
I think the best analogue would be DSA's Master's weapons. In 2016, the Master's weapons that you'd get from DSA were VR14, back when the max player level was VR16. In the latter half of 2016, they introduced max-level Master's weapons. Everyone's existing VR14 weapons remained unchanged. If you wanted the new max-level Master's weapons, you had to run vDSA all over again and reacquire them all from scratch. And nobody batted an eye at this. Nobody complained about having to reacquire their weapons.
Tommy_The_Gun wrote: »I did not remember that, but apparently, when ZOS changed 2-handed weapons to count as 2 set pieces, they also altered Arena Weapons and were mailing some of them to people as a compensate.
Example - you farmed 1 handed dagger and since dual wield vMA is now a 2 pcs set, you could not use it, unless you had 2nd part of the set - so you would receive an in-game email with missing item, right after update.youtube-link removed7:24
So even if, it is some weird item ID coding issue that for example does not allow to change the name of the set (becous I know they can change any set bonus they want) and they can not change name and add "Perfected" prefix, but they want to keep it constant - they can simply mail it to people who have the previous version of the gear. Even if it will come in a random trait - I think people will be happy.
I want to try to cut through the noise a little and look at things from the developers' perspective. Look at where the they are coming from and why they see non-upgrade as the right thing to do. And try to explain why that perspective is so sharply at odds with how players see things.
Nice writeup. One thing we do not know is whether any changes are planned for these arenas. Brian did not mention it, and it would not be his place, or his job, to do that. It would not be a cap increase, but there might be a difficulty delta. For that, we have to see the Patch Notes on Monday.
Honestly, though, my working assumption is that they just did the gear rework and did not touch anything else. I am still under the impression that ZOS has been operating with a skeleton crew for the last 6 years. The game is too large for the development team that they have, and the studio suits probably like it that way.
I try to imagine how these meetings go at ZOS where a room full of people somehow agree that it makes sense to not upgrade VMA weps already obtained. I think it's out of laziness to just perform the upgrade and to force those to run VMA again with zero regard for past efforts and frustration.
Then again I've seen what a room full of gaming "leadership" is vs actual business leaders and it all starts to become clear.
Ridiculous.
WrathOfInnos wrote: »BennyButton wrote: »Guys enough with the real life examples, there are enough in game examples:
Imagine if Immortal Redeemer was made to work in Normal Asylum Sanctorium and they made a new title for vAS+2, and everyone who got Immortal Redeemer had to re-run vAS+2 for the achievement they already earned.
I mean, if "Flawless Conqueror" and "Stormproof" were being adding to normal Maelstrom that example would make sense...
This is more like adding a deathless or trifecta title to Dragonstar Arena (which has never had one, and should because that would be fun) and everyone outraged that they don't have the new title unlocked retroactively because they met the requirements once 4 years ago.
bayushi2005 wrote: »...I try to imagine how these meetings go at ZOS where a room full of people somehow agree that it makes sense to not upgrade VMA weps already obtained. I think it's out of laziness to just perform the upgrade and to force those to run VMA again with zero regard for past efforts and frustration.
Then again I've seen what a room full of gaming "leadership" is vs actual business leaders and it all starts to become clear.
Ridiculous.
I guess none of them had to run vMA hundreds of times to get their versions of these weapons...
I still believe Brian had no vile intention and thought it was going to be fine with the community. He will likely add to it on monday.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
bayushi2005 wrote: »...I try to imagine how these meetings go at ZOS where a room full of people somehow agree that it makes sense to not upgrade VMA weps already obtained. I think it's out of laziness to just perform the upgrade and to force those to run VMA again with zero regard for past efforts and frustration.
Then again I've seen what a room full of gaming "leadership" is vs actual business leaders and it all starts to become clear.
Ridiculous.
I guess none of them had to run vMA hundreds of times to get their versions of these weapons...
I don't know about "hundreds" but I know they run vMA.
marius_buys wrote: »Are you aware that healing isn't all that big of an issue but rather the naturally high health pools and the abstinence of being burstable for most of the time, due to casttimes on ults, lack of offensive CCs.
@ZOS_BrianWheeler
I tend to agree, I now regularly see top players 1vXX and take no damage despite simultaneous multiple debuffs and ultimates. If anything you need to look at how much damage LOS and structures absorb with players playing ring-a-rosie around and in structures. It's simply ridiculous and it favors heavy armor to a point of unfairness.
So I ask: Why the silence?
MLGProPlayer wrote: »ESO subreddit mods are aggressively deleting all posts related to this. Bunch of shills.
https://www.reddit.com/r/elderscrollsonline/comments/g3nzj5/any_time_zenimax_makes_a_dumb_change/
https://www.reddit.com/r/elderscrollsonline/comments/g3o8c0/perfected_zos_2_items_deals_833_additional_damage/
MLGProPlayer wrote: »ESO subreddit mods are aggressively deleting all posts related to this. Bunch of shills.
https://www.reddit.com/r/elderscrollsonline/comments/g3nzj5/any_time_zenimax_makes_a_dumb_change/
https://www.reddit.com/r/elderscrollsonline/comments/g3o8c0/perfected_zos_2_items_deals_833_additional_damage/
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.