VaranisArano wrote: »The most disturbing part about the whole thing is that we seem to have been in a paid beta for eight years. Eight years, and they are still trying to figure out how basic combat should work.
Games should become more complex and engaging over time, to keep dedicated players logging in. But the modus operandi here of late seems to be the conglomeration and simplification of core functions. We’ve been told that it’s for performance reasons….. but no mention of that in this latest update. However, it seems logical that making LAs and HAs do standardized damage, and reducing the number of times skills are cast would have a definite effect on server calls.
I wonder why no mention was made of that?
Think of ESO less as a game that's still in beta, and more of an MMO that needs to periodically shake up the meta in major and minor ways in order to prevent players from getting too comfortable, growing bored, and leaving the game.
This is pretty standard Horizontal Progression stuff, which has been ZOS' modus operandi since they abandoned vertical progression with One Tamriel.
The Devs aren't figuring out how basic combat should work with the goal of creating a static finished product like, say, Skyrim. With Skyrim, you buy the game and they make back their costs, so you can make and ship a finished product (until its time to milk the Anniversary editions). With an MMO, they need constant player engagement to support their costs, so they are in the business of changing up how basic combat works in order to keep the game from becoming static.
RagedAvenger wrote: »I’m going to lose most of endgame here, but in-combat addons cheapen gameplay more than anything else. Damage would naturally come down if PC players were forced to look at enemy animations and the world around them instead of only their action bars and the occasional popup.
Don't care about weaving, but DoT DPS reduction is awful idea for PvP.
DPS doesn't matter as it is, because HoT is stronger that DoT even in 1v1, two players spamming HoT crossheals completely shut down any DPS damage, even dots+spammable.
If you want to casual out the game, why not to look into transforming PvP exprience to be at least partially similar to PvE? DPS matters in PvE. It should matter in PvP.
Oneshots in 2 second frame should not be the only opportunity to kill a player.
ZOS_Gilliam wrote: »Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.
For reference, in many of ESO’s high-end experiences and activities, the average build sees roughly 15–20% of their overall damage coming from Light Attacks alone, which is a huge contribution to the delta of power we see. While testing these adjustments internally, we’ve seen a reduction of 6–11% to overall damage, which allows for a much smaller and healthier gap while still retaining the sense of mastery and expression of that mastery with weaving.
With this adjustment, we’ll also be making a significant number of changes to item sets, passives, and buffs to ensure classes remain balanced in damage production, while also trying to do a better job allowing builds to amplify these actions (we’ve heard your cries, Heavy Attack build lovers, and we want better for you) without introducing unhealthy gameplay between PvE and PvP.
if the concern is for new players versus experienced players - tweak combat scaling, make the noobs more powerful...
buff pre level 50 combat scaling and extend combat scaling all the way to cp 500...
ZOS is very data driven - but do they have data or evidence that consistently dropping the skill ceiling actually increases new player involvement or retention?
I know I stopped playing because the game felt like it was losing skillful components and 1vX or small group was getting pushed into an unhappy corner. I keep checking these forums because this is a game I used to love, but each time I keep seeing changes I hate. All of these actions are just directed at reducing APM and skill ceiling. Depressing.
VoidCommander wrote: »As someone who has spent dozens upon dozens of hours perfecting light attack weaving and ability uptime rotations on over 10 dps characters, this is going to be a fantastic change. There is no need to keep the pace at such a high level, especially as veteran players age out of the near super-human reflexes younger players have.
The DOT damage increase should more than compensate for the loss of light attack damage. I think this will put a lot of stress on classes having a strong spammable though.
That said, ZOS, if you touch my Templar Sweeps negatively, I will uninstall.
So rather than incentivizing players to play better, lets try tearing down those who took the time to play better instead. What could possibly ever go wrong with this mindset...
neferpitou73 wrote: »ZOS is very data driven - but do they have data or evidence that consistently dropping the skill ceiling actually increases new player involvement or retention?
I know I stopped playing because the game felt like it was losing skillful components and 1vX or small group was getting pushed into an unhappy corner. I keep checking these forums because this is a game I used to love, but each time I keep seeing changes I hate. All of these actions are just directed at reducing APM and skill ceiling. Depressing.
ZOS is very spreadsheet driven. The last several patches have shown that they are completely divorced from the reality of the way their game is played.