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번역 관련 문제 보고
So nerfing the damage of perhaps the longest-ranged execute in the game - when there's a set that directly increases the power of Channeled and Cast Time abilities and you could combine that with Clever Alchemist to replenish your Magicka, do more damage with that one morph for it, and then do even MORE burst DPS with the set effect - isn't too much to ask for. Especially when, as a ranged channel, it has a lot of range so it's hard for enemy players to bash you, and that one channel-interrupting poison arrow could take too long to reach a distant Radiant Destruction player. And you're safe(r) from bosses in PvE. After all you can't move as quickly.
And I'm saying all this when I have a Templar healer and a Templar healtank.
A shame you actually have to invest sets in the highest-level ability of Dawn's Wrath, now, instead of being some dumb one-trick pony.
It does not give you time to savor each area, and bond with the game and it's environments...
Turning it ito a casual throw away experience..
Early on.
It's more casual in that you aren't locked into doing zones in a set way, or completing the Main Quest according to your level. Also, you can level up a bit faster now.
My gripes:
-- i think ESO loses something significant when Coldharbour and Craglorn has level 10 chars running around. The story loses a lot, in terms of progression, structure and achievement.
-- The combined factions and levels now mean you get immature jerks in every zone. You can't escape them like you could before by moving on to more advanced zones.
-- the scaling of mat harvesting by player level and crafting skill and not by zone is neat, in that you don't have to wait to move to the next zone to get the next level of mats, but it also means you get power farmers harvesting in every zone, including the newbie zones, which is incredibily frustrating for new players and people starting new chars.
--Mob farming/grinding has gotten out of hand. It was bad before when you ran into one jerk in a silver or gold zone who felt they could take over a quest area for their personal grind farm, but now anyone at any level can do it, and many are.
-- The attitude from PvP players is far worse than before. Before they were hyper competitive jerks, but now, they go into guild chats and talk about how much they hate this build, this class, this faction, etc, like everyone in the guild wants to hear this obnoxious postering. Dueling I think hasn't helped--it just makes these PvPers think every area in the game is theirs.
-- Dropped sets are making group dungeons, world bosses and trials little more than drop farms.I noticed in the zone chat for the Gold Coast tonight how people who trying to recruit only very competitive players who knew how the "game" these group events to get the best drops, and excluding more novice players who just wanted to get access to that content. Also, I've seen a lot of people complaining that the other people in their group rush through the dungeons and they are unable to really catch the story. And today with one dungeon, I got mocked by two other players for not doing a trick with the final boss to get it to drop purple (epic quality) drops--all I wanted was the bleeping skill point and XP for the quest, and I got neither because they started before I finished fast-traveling to the dungeon and I was unable to get the quest. These kinds of players don't care what others in the group might want--they just want those drops.
-- Grouping since I''ve come back to the game after several months break is worse, and it was really bad before. Today i grouped up with three groups, and one was a good dungeon run, we worked well together I thought, no one died, no bosses took too long, but the other people were like "We can do better than you" and ditched me. And it was teh my first chance to do a dungeon with this char--at level 45! That's how long it took me to get into a dungeon group with her!!! The other two groupings were way worse, resulting in me not getting bosses, achievements or skill points for my time and effort. Then I saw what grouping in the Gold coast was like--pinnacle of snobbery and BS. This is one big reason I stopped playing before, because grouping being such a nightmare made a lot of the game content I paid for inaccessible. Add to this that world bosses and public dungeons are too tough to solo now and a lot other things harder for soloing.
Admittedly, I'm pretty frustrated. I really like this game, I've put tons of time, effort and money into, and i want o do things like dungeons and other group content. But I don't know if I will, and I feel for soloing, the game's more limited than before.
It's always been like this. Really, every Bethesda game has been like that. I personally don't mind this. You can pace things as you wish and the main story of each zone does chain those relevent quests together so you can follow them and ignore the side quests.
Of course there are a couple exceptions, but those exceptions are mostly due to bad members of the community rather than anti-casual game design like you suggest. The "dungeon finder" will often place you in groups with set farmers or speed runners, and some of the people in Cyrodiil and the Imperial City can be complete a-holes (For example there curently seems to be a trend of nightblades cloaking their way deep into enemy territory just to ambush and troll noobs). Overall, if you stick to doing dungeons with friends or guildmates rather than randoms, and avoid the pvp areas unless you're fully prepared to be pvp-ing, there's not a whole lot I've encountered that would deter casual players.
I do not think you really understand the term casual, casual is a term for gamers who are not really gamers and only play occasionally and to be honest mmorpgs where never meant to be casual, hardcore is a term for people who do not mind spending more time to play their games and know there games, this competitive toxic side is another kind of player.
but then again be happy with 2.7.x the revamp all skills and skill trees
and change buff and debuff mechanics