Is everyone forgetting this is a dam video game . Wow. Who cares honestly. People treat this like a job, its comical. A game is to release yourself from the stresses of the work day. At least that's what I use it for because I work and work long hours. As soon as a game turns into a job its trash time. Seems like a lot of you folks take this crap way to seriously.
SidraWillowsky wrote: »In general, my LA/second ratio is between .87 and .91
T3hasiangod wrote: »If it really was just gear, CP, and potions, then we'd be seeing a lot more people pulling high levels of DPS.
Fur_like_snow wrote: »What’s the point of a parse without la damage? Or are you one of those misguided players who want to see LA/weaving and/or AC removed? You guys are like the flat earthers of ESO.
T3hasiangod wrote: »If it really was just gear, CP, and potions, then we'd be seeing a lot more people pulling high levels of DPS.
...and the reason you don't see that is that despite the emphasis given by content creators and the publisher itself, a vast majority of the player base, even folks with decades of solid gaming experience, won't bother with learning a nonimmersive, WAY too clickly combat system in a game ostensibly about killing monsters, not seeing how big of an epileptic seizure one can emulate via weaving and ani cancelling.
It's like the (completely imaginary) software salesman who tried to sell me a word processor that requires three clicks to register a letter instead of one, "This is only for the truly elite operators, not the duffers who expect to hit one key per letter, mastering this specialized processor means you are among the most -highly skilled- operators!" I didn't buy it, nor should anyone else.
They need to stop polishing this game endlessly (and painfully for the player base at large) into something it is not and will never be, and face the fact that it is a casual MMO based on a casual single player RPG and not an Esport contender. I am amazed their investors have put up with it this long.
barney2525 wrote: »the only thing I truly do not understand - and this is coming from a guy who is retired and has no commitments, and thus makes his own hours for sleeping, eating and playing games, any time, day or night - WHY??????
I would not spend Half the time people here are, worrying that their DPS is "too low" (what does that even mean? If you can beat the monster your DPS should be considered just fine )and therefore spend hours on end, - using white bland gear, then using no CPs, then using CPs, then fighting left handed, then with one hand tied behind their back....
What ever happened to playing the game because it is FUN to play? When did the game become just a convoluted algebra problem?
Just curious.
My standard is - If I can beat the monsters, the character is good to go.
IMHO
SidraWillowsky wrote: »Did you watch the parse portion of the video? This is the least chaotic LA weaving I've seen that still produces good DPS.
T3hasiangod wrote: »ITT: People telling other people how to have fun.
What if my version of fun is sweaty, carpal tunnel inducing, rapidly clicking my keys, combat?
Morgha_Kul wrote: »Thanks, ZOS Greg.
I also think we've drifted off topic a bit here. The point was to try and discern where damage was coming from, and I think we've had excellent data in that regard.
Now, as for the limits of damage...
It's my feeling from 30-odd years of gaming that if damage is relevant to your game, you can't allow it to reach a point where it trivializes the game's content. You have to get it to a point where the damage is sufficient that the content is not overwhelming, but not so great that content is trivial.
I don't think you can argue that dps at the top end is so great that it renders almost all of the game trivial. The bottom end is fine, I think. Damage for casual players (ie at the lower end) is such that open world content can still be challenging. It's that top end that needs to be addressed. That would also mean recalibrating the top end content, of course, but then it might make it possible for everyone to do that content.
The difficult part is making it a challenge to get to the "new" top end so the achiever players who have worked so hard to get to the top can still feel a sense of accomplishment.
It's not an easy thing, but I think the game needs it. Just my opinion, of course, but it's backed up by considerable experience.
Your argument makes no sense. You want to make top end dps lower and top end content easier if I read that correctly? So everybody can clear top end content. And make it a challenge to get to the new top end dps? Which nobody will want to do since top end content just got easy enough for casuals.
SidraWillowsky wrote: »Did you watch the parse portion of the video? This is the least chaotic LA weaving I've seen that still produces good DPS.
Admittedly I didn't. And I do appreciate your thread, it's a valuable service for people who want to do the latter content in this game for some reason. I just know that every time I practice on a 3m dummy (and I am capable of decent enough DPS on one considering I don't go out of my way to optimize) feel like I'm doing the word processing that is a part of my work instead of playing a monster killing game.
When what is supposed to be rather casual entertainment starts feeling like -work- that's a no go for me where video games are concerned. If I want a clicky type challenge, or a "stand on this pad and pull this lever but not that one" I'll get out the Mandarin card or try to learn a new keyboard piece, not hit 2+ keys a second in a fantasy monster game.
kylewwefan wrote: »The PC guys might not get this. On console, the game has not felt right for a long time. There’s a noticeable delay with every action you do. Light attacks refuse to go off. Skills spit spat and stutter. The game doesn’t feel fluid, or reactive. It’s slow, clunky and predictably unpredictable or just plain bad.
(snipped this out for brevity)
If your light attacks aren’t going off right, You’re gonna have An exceptionally bad time with NightBlade and other classes are gonna suffer as well. I get this all the time. Whether it’s me being bad or the game being a steaming pile of doo is debatable. But the game’s responsiveness is definitely something the devs should be looking into imo.
kylewwefan wrote: »The PC guys might not get this. On console, the game has not felt right for a long time. There’s a noticeable delay with every action you do. Light attacks refuse to go off. Skills spit spat and stutter. The game doesn’t feel fluid, or reactive. It’s slow, clunky and predictably unpredictable or just plain bad.
Players have tried using a house with nothing in it to minimize all the lag and performance shortcomings of the game.
Then when you get into content, it all goes out the window. Light attack rotations don’t reflect your character animations and that is not necessarily animation cancelling, but I’d blame it more so on bad game performance. It just feels “off” Many times if that makes any sense.
You tap a button on a your controller and don’t see anything happen on screen til a second or two later it throws things off. And then only gets worse when you keep hammering more commands in. Could you imagine this kind of issue in guitar hero or rockband. It’s catastrophic and would completely wreck that type of game.
When I wrote the first “DPS is Through the roof” we were in DOT Meta. Dots were wildly over performing and I believe this made it much easier for many to reach higher damage then they had before; because you would set out dots working your way through both bars and by the time you came back to the first bar you just start over again. The timing didn't seem to matter so much. Just keep working a rotation front to back and anyone could do good damage.
That all went away with Dragonhold when Dots and AOE’s were massively nerffed. They’re still a component to good damage, but there needs to be a good bit of direct damage. And there’s significantly more sustain issues to deal with as well.
If your light attacks aren’t going off right, You’re gonna have An exceptionally bad time with NightBlade and other classes are gonna suffer as well. I get this all the time. Whether it’s me being bad or the game being a steaming pile of doo is debatable. But the game’s responsiveness is definitely something the devs should be looking into imo.
T3hasiangod wrote: »kylewwefan wrote: »The PC guys might not get this. On console, the game has not felt right for a long time. There’s a noticeable delay with every action you do. Light attacks refuse to go off. Skills spit spat and stutter. The game doesn’t feel fluid, or reactive. It’s slow, clunky and predictably unpredictable or just plain bad.
Players have tried using a house with nothing in it to minimize all the lag and performance shortcomings of the game.
Then when you get into content, it all goes out the window. Light attack rotations don’t reflect your character animations and that is not necessarily animation cancelling, but I’d blame it more so on bad game performance. It just feels “off” Many times if that makes any sense.
You tap a button on a your controller and don’t see anything happen on screen til a second or two later it throws things off. And then only gets worse when you keep hammering more commands in. Could you imagine this kind of issue in guitar hero or rockband. It’s catastrophic and would completely wreck that type of game.
When I wrote the first “DPS is Through the roof” we were in DOT Meta. Dots were wildly over performing and I believe this made it much easier for many to reach higher damage then they had before; because you would set out dots working your way through both bars and by the time you came back to the first bar you just start over again. The timing didn't seem to matter so much. Just keep working a rotation front to back and anyone could do good damage.
That all went away with Dragonhold when Dots and AOE’s were massively nerffed. They’re still a component to good damage, but there needs to be a good bit of direct damage. And there’s significantly more sustain issues to deal with as well.
If your light attacks aren’t going off right, You’re gonna have An exceptionally bad time with NightBlade and other classes are gonna suffer as well. I get this all the time. Whether it’s me being bad or the game being a steaming pile of doo is debatable. But the game’s responsiveness is definitely something the devs should be looking into imo.
And yet there are console DPS that are outparsing or matching some PC players...
MartiniDaniels wrote: »I still can't get it why many "casual players" (nothing bad in it), want to nerf all game so casual level = max possible level of difficulty? with exception of few skins, titles and perfected trial gear (perfected trial gear useless in PVP), 99% of content available in normal mode. So 1% of content can't be dedicated to players who run organized groups and min-max their builds?
Well, some people caught one of those uber Youtube elites cheating a DPS mannequin with a block cast macro.
This is what happens when you have a broken gameplay engine and promote glitches to game features.
kylewwefan wrote: »
This is where you are wrong and try to use math to prove yourself less wrong....
That 30% increase from ‘gear alone’ is a function of GEAR and PLAYER skill. A bad player is BiS gear from whatever gear there they are wearing will not improve their dps by 30%.
Let’s say it did though just by putting on BiS gear that 15-20k dps gets what (basic math time)
15,000 x 1.3. = 19500 (wow MASSIVE dps!)
20,000 x 1.3. = 26,000 ( wow this is truly MASSIVE dps)
You see. If a player want to be good they have to get better its as simple as that
TLDR 30% of a low number is still a low number. FWIW. I only do 40k to a 3mil with unperfected FG and New moon with sustain monster set.
By your math/explanation if I only had perfected FG I be doing 52k!!!!!
Morgha_Kul wrote: »Thanks, ZOS Greg.
I also think we've drifted off topic a bit here. The point was to try and discern where damage was coming from, and I think we've had excellent data in that regard.
Now, as for the limits of damage...
It's my feeling from 30-odd years of gaming that if damage is relevant to your game, you can't allow it to reach a point where it trivializes the game's content. You have to get it to a point where the damage is sufficient that the content is not overwhelming, but not so great that content is trivial.
I don't think you can argue that dps at the top end is so great that it renders almost all of the game trivial. The bottom end is fine, I think. Damage for casual players (ie at the lower end) is such that open world content can still be challenging. It's that top end that needs to be addressed. That would also mean recalibrating the top end content, of course, but then it might make it possible for everyone to do that content.
The difficult part is making it a challenge to get to the "new" top end so the achiever players who have worked so hard to get to the top can still feel a sense of accomplishment.
It's not an easy thing, but I think the game needs it. Just my opinion, of course, but it's backed up by considerable experience.
Your argument makes no sense. You want to make top end dps lower and top end content easier if I read that correctly? So everybody can clear top end content. And make it a challenge to get to the new top end dps? Which nobody will want to do since top end content just got easy enough for casuals.
TheGreatBlackBear wrote: »Asian posted his video. https://youtu.be/NQEflmqh9VU
Over to you low dps having people.