tomofhyrule wrote: »I don’t like how extreme these poll options are. You shouldn’t force a choice between “best thing ever” and “worst thing ever” since most will end up somewhere in the middle.
Anyway, I’m negative on this patch, and it’s only gotten worse over time. Surprising, since usually even if the new feature seems meh, I usually end up having fun with it. But not this time.
Anyway, piece by piece:
1) The Zone
It’s nice enough, I guess. I’m normally not huge on Altmer or Argonians in the first place, so this definitely wasn’t made for me. Plus I’ll take my cold mountains over beachy dunes any day of the week.
It looked a bit small at first, but it does seem to be about the typical Q4 size. I guess the other half of the zone would make it a full Chapter size by the end of the year. Few dailies though since both questgivers only have 3.
2) The Story
I can’t say much here since I usually wait to do the main story until it calms down. I like the new dialogue options, but even some of the sidequests still come in with the PC being absolutely brain-dead and forcing obvious questions.
But the “worst story ever” bar was set pretty low in High Isle, so I do still think we’ll clear that at least. Still, I can’t imagine anything ever making it to Orsinium-level ever again though.
I am really happy to see Walks-in-Ash back. She and Holgunn were such great characters, but they weren’t ‘popular’ so they never returned. I am really tired of getting the “this character is designed to be a favorite!” characters shoved in my face, and it really only makes me resent them.
3) The Objectives
The world bosses are ok. Gaulm is actually pretty cool since it’s new, while the Crab is literally the Summerset crab boss with Narilmor’s waves and constantly resetting itself. I do enjoy the delves and those quests are nice enough (especially Tainted Leel), but I am salty that the Vale of Revelry quest took me to so many NPCs with unavailable cosmetics (we can’t have Mornabeth’s skin tone for our Orcs, Ambyralion’s eye color for our Altmer, Hraewin’s dress…)
All of the Sanguine stuff is also pretty fun since we don’t see much of him in the first place. But that does land oddly since his is the only Daedric Artifact that has never released, and that should have come out in February.
I do question the Nords though. I mean… I guess? But there is an isolated Nord tribe on an isolated island already (and I hope that if/when we see the Skaal that they make it very isolated and not shoehorn a story in, since not even Thirsk exists at this time), so putting them in was a strange choice. Maybe it’ll make more sense later, but the words “Nord Cultural Exchange” are really scaring me away.
4) The Trial
I felt better about it my second time through.
*So* much trash though. Getting to the first boss was such a slog, and the number of repeated mechanics on many of the bosses (most boss mechanics can be described as “it’s this boss from this dungeon with some things of this other boss from this other dungeon”) was a bit… uninspired? That got better as I learned more about it, but there still is way too much copy-and-paste for comfort.
Granted, it’s tough to follow Lucent since the whole final encounter was really interesting, but Ossein is very meh for me.
5) Subclassing
Ugh…
As I’ve said several times, I am not against the concept. I would have liked if it had been even freer - let players swap all three lines, let players take multiple from the same parent Class, and drop the skill point and XP opportunity costs.
But seriously. Balance this before shoving it on us.
The flippant attitude from the devs really made me hate this. “Oh, if you don’t like these changes, just subclass the line off!” is a dismissal, not a solution. I can’t believe that a developer, in the news article, said “players can drop their tank and support skill lines for more damage-dealing abilities and passives,” seemingly forgetting that only three of the seven classes (aka less than half of them) even *have* dedicated tank/heal/damage lines. I even heard that during initial feedback that the devs were surprised that people may want to play their characters without Subclassing since they liked them as they were.
It really makes it sound like the devs don’t understand the game they make or the people who play it.
The balance is also a catastrophe. I reject the argument of “oh, there are 3000 combinations so of course they couldn’t test them all!” First, it’s 21-choose-3 so only 1330 combinations; and second, the raider discords knew about Subclassing from the leak about 2-3 weeks out and called the OP setups within a few hours, and they were right. I’m supposed to believe that the devs, who knew about Subclassing for a while, never thought about those specific combos when players could call them immediately?
Also why are the promos for Subclassing using the old versions of the two most controversial skill changes in their promo art: old Jabs and old Blastbones? That just puts salt in the wounds.
There were ways Subclassing could have been balanced. They did none of them, and then pure classes got nerfed on the chance that they could Subclass. The fact that the devs essentially are coercing people to Subclass or lose power is really bad.
6) The Patch
Again, a tale as old as time: players complain about a lack of communication, ZOS promises to do better, and then ZOS does *even worse.*
I understand that nobody wants to wade in to deal with “angry forum whiners.” But the PTS is designed to collect feedback. There are official feedback threads in which people are posting screenshots, videos, and full CMX data on issues. And it was all ignored.
Seriously, the Necro blastbones issue was there since week 1 and was reported in week 1 (technically it’s an even older issue, but the reduced pet limits made it obvious). It literally broke an entire Class in PvP. And this was not responded to until it went live. This is unacceptable. Feedback was given early, on the forum and in game using the /bug command, and the devs just ignored it completely.
We also got Matt’s letter assuring us that they would be more responsive and not rush to release anything. And yet, the UI was (and is!) clearly unfinished. Subclassing feels like a rush job. What gives?
Also remember the plans for doing Q&As on various topics? We’re still waiting for the last part of the PvP one. And then other topics.
ZOS, nobody believes you when you say you’re working on communication. It’s time to start actually doing stuff instead of just saying you will.
7) The Value
Not worth it. At all.
Let’s just compare to Necrom two years ago. For $40, we got:
- Two zones which share 6 delves, 6 WBs, 2 PubDungeons
- New incursions
- New Class, including one free character slot
- Two Companions
- One new Tribute deck
- One new Trial
Solstice came with:All for $10 more than Necrom. So… less content for more money.
- One split zone which share 6 delves, 6 WBs, 2 PubDungeons (assuming Q4 is the size of Q2)
- No new incursions
- No new special feature (Subclassing is basegame, so it is not included in the value of Solstice)
- No Companions
- No new Tribute deck
- One new Trial
Now it is true that the 2025 Pass includes the Dungeons, which Necrom didn’t. However, that isn’t really a good value, since there isn’t generally much overlap between people who bought Chapters and people who buy dungeons a la carte. In fact most people either get the dungeons through ESO+ or just don’t get dungeons to keep their random queues basegame only, so including the dungeons devalues ESO+ and forces people to get something they may not want.
I’ve also seen a lot more griping about the value than I ever have before. If ZOS doesn’t put in an exclusive Chapter-selling feature next year (like a new Class), I can see way fewer people willing to shell out for it.
The conclusion:
There’s a lot this patch could have done better, and I’m putting a lot of that on ZOS. Even when testing on PTS, the brick wall we were talking to just destroyed any hype I may have had about this, and honestly Solstice in my mind will always be tainted by that.
But on a larger scale… I am known in my friend group as the bugfinder. If there it a game breaking bug, I will get hit by it. I lost all of my storage chests (and all of my trial gear) a few years back with the deleting-a-character-below-level-10-deletes-your-storage-containers-somehow bug. I lost my entire quest progress and got stuck with Red Mountain permanently erupting with the completing-the-kill-20-Arcanists-borks-quest-progress-across-the-whole-game bug. I got caught in the 11-day PTS planemeld temp-ban.
And yet, even with all of that, nothing has gotten me closer to uninstalling than U46.
I know people don’t like anecdotal stuff information, but I have already seen guilds fold. I’ve seen the bleedout of population in PvP and endgame PvE. This is not sustainable. Stick your head in the sand all you want, but an MMO cannot survive without a constant stream of people… and a revolving door of casuals is not going to keep their random queues game supported much longer. And if ESO ends support, it won’t be like Skyrim where we can still boot it up 16 years later and still enjoy it - after all, where can you go if you want your Legends fix anymore.
ESO needs its endgame as much as it needs its casuals, and you can make an argument that it needs the endgame players even more. And because of that, ZOS needs to stop pushing them away.