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Update 35 Combat Preview

  • izanagi256
    izanagi256
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    Good changes. Take my money
  • SimonThesis
    SimonThesis
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    They're nerfing everyone and not changing the difficulty of content, this makes pve groups even more restrictive and picky and now there's less margin for error.

    Nerfing everyone is not going to make a player unable of doing vet content suddenly able to, it just means less people are going to be willing to help that person along as the people who would have helped them now may have a harder time of doing the content themselves.
    Edited by SimonThesis on 10 July 2022 22:27
  • MindOfTheSwarm
    MindOfTheSwarm
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    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.

    No one is getting damage increases.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Add this as a slotted CP star next to the resource nodes on the blue tree:

    Cost: Make it cheap for disabled players. Say about 30 CP. Not sure what it would be called. Maybe, Master of Decay or something.

    “Increases the damage of your ground damage over time effects by 75% and your single target damage over time effects by 20% and increase their duration by 10 seconds, but reduce the damage of all Direct Damage by 75%. This star does not affect Ultimate abilities, status effects or Heavy Attacks.”


    No stages, an all in star designed to make the game easier for slower players or those with disabilities, negating the need for weaving or repeatedly clicking, while allowing them to get good parses without it being meta due to the huge direct damage loss.

    With such a star, this entire combat change that is planned is no longer necessary and everyone wins. If super high damage is still a concern, then nerf Light Attacks but not to the degree you have done. Maybe a 25% nerf. Also, it might be wise to reduce base Critical Damage to 25% instead of 50%.


    What would this CP do?

    Ultimate and Heavy Attacks would be unaffected for two reasons, The first is to prevent certain Ultimates like Elemental Rage from being overpowered, while allowing other direct damage Ultimates still having use.

    Heavy Attacks would maintain their power so that the player has one source of burst to use while their Dot's are ticking.

    This CP would not affect Status Effects also, due to Burning becoming OP, while other direct damage CP effects deal low damage anyway.

    Also, YES it would affect process sets. This would in effect make most process sets that deal damage not worth it when taking the CP star. DoT sets would be good however.

    The CP would also negatively affect damage Enchantments, thus making Infused undesirable when running something like a Frost Enchant. However, Alchemical Poison's being single target DoT's would receive the 20% buff.

    Effects that have mix of DoT and burst would be affected proportionately. Unstable Wall for example would gain 75% more damage per tick but 75% LESS damage on its burst. A set like Plaguebreak would deal 20% more DoT damage but 75% less on explosion etc.

    Since Light Attacks would deal 75% less damage, players who have difficulty weaving would no longer need to do so.

    Yes, such a star would limit what skills would be effective on your bar, but this is besides the point. The whole point of this CP suggestion is to bridge the gap between slower players and pros with fast APM. It would also, dramatically increase accessibility for players that have disabilities, allowing them to feel useful in all content.

    What about PvP?

    It wouldn't be too bad. Yes, the ground DoT's would become very scary, but the whole point of ground DoT's in PvP is that they act as zone control. Something, they currently fail to do as people can simply heal through it. Also, most players simply step out of them anyway. However, players running this node would have REAL utility in BG and Cyrodiil, giving them a support zone control role. As for single target dot's, 20% of what is live right now is no biggie.

    The numbers are a bit extreme?

    Only on the ground DoT's, but that is why there is such a heavy price on Direct Damage to compensate. If the number's were smaller, weaving would remain very relevant. The only way to make it so weaving does not matter for casuals is to make LA not worth using, but that has to be counter balanced with power injection into something else. This can't be direct damage due to burst being too strong and it can't be single target DoT's either due to them sticking to targets. Ground DoT's are the logical choice.

    Why I feel strongly?

    With the proposed changes to bring down damage and bridge the gap between top end players and casuals, the combat update will in fact do the opposite. Making weaving even more important.

    Secondly, I have a couple of friends who can’t play ESO well due to arthritis in the hands despite them saying they would if high APM wasn’t so mandatory. My suggested change would allow for a play style that requires a much lower APM while still remaining relevant in trials and vet content.
    Edited by MindOfTheSwarm on 11 July 2022 00:41
  • MindOfTheSwarm
    MindOfTheSwarm
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    Another thing, which no one has really commented on. Is despite the DPS loss on dots, what about the duration making some dots broken.

    24 second Permafrost?
    14 second Eye of the Storm?

    Even if they do half damage, that’s pretty scary in a PvP setting. Especially, Permafrost. Imagine being stuck in a 70% snare for 24 seconds.
  • GreatGildersleeve
    GreatGildersleeve
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    ninjagank wrote: »
    I want to point out this again. @ZOS_Gilliam

    If you're going to increase the time of dots, then cloak needs to cleanse. If I get hit with a haunting curse right now it takes 15k mag to survive with cloak. That's 4 to 5 hits of cloak to take the damage and not get revealed and murdered.

    If you extend the duration of dots like this, I will have to use every bit of my Magicka to survive. That's messed up.

    This isn't a great solution, by the way. If I'm carrying plague break, I'm going to blow up for hitting cloak. That's messed up, too. So it should have a condition that it doesn't count as a cleanse in regards to PB.

    In other words, please tailor the upcoming changes to my gameplay style so I’m not affected and can still wreck someone from stealth in under a second.

    How ‘bout no?
  • GreatGildersleeve
    GreatGildersleeve
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    If the goal is to lower the ceiling…

    ban mods

    Problem solved. Make the PC easy mode crowd live with what us console folks deal with.
  • MindOfTheSwarm
    MindOfTheSwarm
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    ninjagank wrote: »
    I want to point out this again. @ZOS_Gilliam

    If you're going to increase the time of dots, then cloak needs to cleanse. If I get hit with a haunting curse right now it takes 15k mag to survive with cloak. That's 4 to 5 hits of cloak to take the damage and not get revealed and murdered.

    If you extend the duration of dots like this, I will have to use every bit of my Magicka to survive. That's messed up.

    This isn't a great solution, by the way. If I'm carrying plague break, I'm going to blow up for hitting cloak. That's messed up, too. So it should have a condition that it doesn't count as a cleanse in regards to PB.

    In other words, please tailor the upcoming changes to my gameplay style so I’m not affected and can still wreck someone from stealth in under a second.

    How ‘bout no?

    Disagree. NB get hurt patch after patch. Longer DoT’s will hurt stealth more and make reveal effect less relevant. If stealth is an issue for you, then use the skills that are meant to counter it. I don’t play NB that often, but if I can simply DoT an NB up and not have to use Light, Flare or Hunter then what is the purpose of those abilities?
  • W0lf_z13
    W0lf_z13
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    If the goal is to lower the ceiling…

    ban mods

    Problem solved. Make the PC easy mode crowd live with what us console folks deal with.

    not exactly sure what you think addons do.... but there is NO addon that just GIVES you more damage
    Breton Nightblade ~ Fang of the Wolf ~ (50)   |   Altmer Dragonknight ~ Ðårk Ŵølf ~ (50)   |   Altmer Necro ~ Ðeåth Ŵølf ~ (50)

    ☣☣☣   |     Alliance ~Daggerfall Covenant~     |     Server ~NA PC~     |     CP's ~2156~     |     ☣☣☣
  • Vynera
    Vynera
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    Add this as a slotted CP star next to the resource nodes on the blue tree:

    Cost: Make it cheap for disabled players. Say about 30 CP. Not sure what it would be called. Maybe, Master of Decay or something.

    It would be even easier to solve. We have an automatic break-free cp in the red tree. Why not just add a blue CP that casts automatically a light attack with a small delay on a skill usage? Players that are able to weave can slot a damage cp and all others can slot this auto-weave cp.
    This would by far be more effective than a damage incrase on something else since light attacks also bring you ulti points/ressources.
    And ofc manually weaving would still be slightly better & faster same as the automaic break-free, but this would reduce the gap far more than any other solution.
  • Firstmep
    Firstmep
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    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.

    Actually they literally did XD
    W0lf_z13 wrote: »
    If the goal is to lower the ceiling…

    ban mods

    Problem solved. Make the PC easy mode crowd live with what us console folks deal with.

    not exactly sure what you think addons do.... but there is NO addon that just GIVES you more damage

    True. But there are mods that tell you how to and when to deal with boss mechanics, even the timings as well.
    There are mods that make it easier to coordinate ultimates, help you weave(metronome) etc.
    Mods do give a significant edge, and this is coming from a pc player.
  • W0lf_z13
    W0lf_z13
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    Firstmep wrote: »
    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.

    Actually they literally did XD
    W0lf_z13 wrote: »
    If the goal is to lower the ceiling…

    ban mods

    Problem solved. Make the PC easy mode crowd live with what us console folks deal with.

    not exactly sure what you think addons do.... but there is NO addon that just GIVES you more damage

    True. But there are mods that tell you how to and when to deal with boss mechanics, even the timings as well.
    There are mods that make it easier to coordinate ultimates, help you weave(metronome) etc.
    Mods do give a significant edge, and this is coming from a pc player.

    def agree with that one, those ones i could see them removing, but most addons dont assist in any way (dmg wise) other than to show you what you can improve on... others i feel SHOULD be in base game... such as the lorebook one and the skyshards one
    Edited by W0lf_z13 on 11 July 2022 12:56
    Breton Nightblade ~ Fang of the Wolf ~ (50)   |   Altmer Dragonknight ~ Ðårk Ŵølf ~ (50)   |   Altmer Necro ~ Ðeåth Ŵølf ~ (50)

    ☣☣☣   |     Alliance ~Daggerfall Covenant~     |     Server ~NA PC~     |     CP's ~2156~     |     ☣☣☣
  • Elsonso
    Elsonso
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    Firstmep wrote: »
    W0lf_z13 wrote: »
    If the goal is to lower the ceiling…

    ban mods

    Problem solved. Make the PC easy mode crowd live with what us console folks deal with.

    not exactly sure what you think addons do.... but there is NO addon that just GIVES you more damage

    True. But there are mods that tell you how to and when to deal with boss mechanics, even the timings as well.
    There are mods that make it easier to coordinate ultimates, help you weave(metronome) etc.
    Mods do give a significant edge, and this is coming from a pc player.

    The base game UI needs to be updated to give combat weave timing assistance, similar to how PC addons can provide timing assistance. Even one of the devs used a PC addon to work on timing, by their own admission on a Twitch stream.

    I have said this before... years ago... ZOS needs to teach this stuff from within the game. It is great that people can figure it out, but the game needs to teach it.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Derkandros
    Derkandros
    Soul Shriven
    Nerfing light attack is in my opinion not a bad idea if you want to nerf the DPS in the game so I am for that but this won’t stop the widening of the DPS gap between players when you continue to add stronger and stronger sets each update.

    Then I have a problem to understand who the Low-end players are you talk about
    -Players that just installed the game? How could they interact effectively with a system they don’t know exists. (But since you said that you looked into a new player experience with these attacks there will be a tutorial coming so they know about them, right?)
    -Players only running normal PVE content for the story? Why should they effectively interact with the system if it’s not necessary for what they want to do.

    Question what is the baseline content everyone should be able to complete? For me that’s normal content. Because Elder scrolls is known for story and people should be able to experience the story. But not everyone has to be able to do vet content.

    (Can be biased love playing classes with a lot of Dots, I try seeing it from a different position and give a solution)
    I don’t think increasing the Dot times is a good idea, instead of making dots more easy to play make the dmg lost for leaving a dot out smaller so people that are overwhelmed can slot a skill for it‘s passives (Dots should still be more effective to a noticeable degree) this would raise the Low-end without hurting the high-end. The problem with this it you would need to separate PVP from PVE through e.g. Battlespirit, otherwise I believe it would destroy PVP balance even more.
    Trough such a change you would be rewarded for having a high APM and awareness of your dots while giving you the option to add Dots slowly to a amount that you’re comfortable with overseeing.

    All this is from a PVE POV.
  • EmilyElizabethESO
    EmilyElizabethESO
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    On paper these changes are okay-ish. Closing the gap is a good idea but I'm not sure this is the best way to get there Good players will still be good. I'm personally in the 70-90k dps range and I could be better but with the constant changes I'm not interested in spending days and weeks farming the newest gear because by the next update it's useless. It is exhausting and no fun.
    I don't know how you expect newer players to improve when they've got whiplash from all the changes. Look at the responses to the tweet from Rich Lambert, people are tired of trying to keep up and lose faith eventually.
    Hopefully it works out and helps new players but I don't have a lot of faith anymore.
  • NeeScrolls
    NeeScrolls
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    On paper these changes are okay-ish.
    How 'bout on practice? --> https://forums.elderscrollsonline.com/en/discussion/611025/pts-patch-notes-v8-1-0

    Time (and testing) will tell ....
  • Aiphaton
    Aiphaton
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    Every Patch the Games gets more boring, everything feels the same no class idendity everyone plays the same sets.
    Game feels pretty blant now.

    Instead of scaing Light attacks with ressources like:
    Basedmg of Light attack - 2500
    every 1000 mag or stam the dmg is increased by 250 - 500, why should i deal as tank the same amount of dmg with a LA ?
    How is that far towards the dmg dealer ? i can sit in my heavy armor and just chill.

    You nerf Dk which is already dead again; how about you finally burry the class ? It comes out each year for 1- 3 month and then you just kill it.

    Pls dont go ahead with those changes and just listens ones to you players who arent in favor of those changes.....

    Just as examples that you dont play your game or have any clue:
    Greymoor we rework vampires - make op skill with a op mythic "stranglers" we notice that its to strong; we completlty kill vamp for DDßs, and shortly after it nerf stranglers so that we cant use them anymore.
    People use mistform in rockgrove - we nerf the mistform cause its broken - pvp skill only.... wow!
    DD use frenzy we nerf it shortly after it. Cause to broken in good groups.

    Srsly stop such stuff and finally play your own game without destroying everything and changing everything each month.
    Edited by Aiphaton on 11 July 2022 18:07
  • jaws343
    jaws343
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    For all of the uproar, the patch notes don't seem too bad at all. The dot duration stuff is probably the biggest DPS nerf, compared to the light/heavy attack changes. But they also buffed a few dot skills as well.
  • arkadiusz1992eb17_ESO
    These changes will make the game more boring and wont really help anyone if end game comunities stop playing.
  • arkadiusz1992eb17_ESO
    When you reduce the competetive edge there is not much to play for really rewards are pretty *** achivments wont mean much after whole craglorn gets it very cirnge changes overall
  • Quethrosar
    Quethrosar
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    lol i just learned weaving after coming back from few years not playing. hope this doesn't break the gold i spent on gear for my build :) i am all for increasing timers on stuff. bar swapping is not fun, it's why i like running with oakensoul, but i can swap using other layouts.
  • Nord_Raseri
    Nord_Raseri
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    I am someone with nerve, tendon, and bone damage in my hands. I barely sit at 80k on my build I've worked a couple years trying to master(I have to push myself, that 80k is hard fought). Every patch adds changes that drop me well below that threshold and takes a lot of time and effort to bring it back up. I my not have perfect apm but my build relies heavily on steady light attack weaving. I hope this change doesn't drop me so low I can't come back. I know I can start utilizing different builds, but as I've said, it's taken me a long time to build something specifically for me. Don't kill it.

    Aaand they killed it.My main for several years. Build relied on buffing LAs with bound armaments, empower from Wrecking blow, and maelstrom staff BB (a lower apm weaving build fine tuned to work with my fingers). My hard fought dps just melted away reading those patch notes.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • karthrag_inak
    karthrag_inak
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    You know, the specifics of what they propose to do is of little consequence to this one, really, compared to the fact that they are making a change of such magnitude and far-reaching consequence again and seemingly without any real plan (excuses != plan).

    This level of change, happening AGAIN at this late of a stage of the game's life-cycle, completely discourages any efforts toward self-improvement. Why would anyone work on (re)learning a combat system - or even just a rotation - and improving it, if its fundamental underlying mechanics and the rules that govern its performance are subject to repeated and arbitrary change at any time?

    Khajiit will just remain average and ordinary and focus his attentions on other things.

    Perhaps that is the intent, yes? Keep things chaotic and arcane, and eventually folks will just stop trying to be top-tier. Will certainly address power-creep if nobody cares enough to invest the time to "get gud" since they know it could, and undoubtedly will, all change at any moment with neither reason nor warning.
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • Clucknia
    Clucknia
    Soul Shriven
    Bad changes.

    Nerfing light attacks does not help anyone, and hurts everyone. I don't understand how decreasing the damage EVERYONE in the game does somehow improves accessibility? Low skill players will be even worse off in whatever content it is you'd like to make "accsssible".

    Nerfing DOTs also feels unnecessary. Because that's what this is; a nerf. Every DOT ability will now get weaker. This means bosses and mobs will land more hits and mechanics will go off more times in a fight. Again, this reduces access to content that requires a DPS check.

    A skill gap is not inherently a bad thing, and I get the vibe from this post that maybe this is the space devs are working from. But yeah, I'd like to add my voice to the multitude asking for these changes to be cancelled, because they'll reduce the quality of the game experience for everyone. Everyone will deal less damage, regardless of skill level, will potentially struggle with content they had no issues with before, and will have content they weren't quite strong enough for yet pushed that much further out of reach.

    I'd also like to clarify that I'm not weighing in as a DPS god or a 1%er or anything. I've been playing since Christmas last year and I love pushing myself to improve at the game, but I'm not particularly skilled or min-maxed. These changes not only will hurt me as soon as they launch, but they will also take away from my potential for future improvement.

    Bad changes.
  • alsonotan0rc
    alsonotan0rc
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    I've been here since beta and have weathered some extremely dramatic changes to the whole theory of what playing ESO should look like.

    I play end-game, but only as a tank under the guidance of some very theory-savvy friends. I'm mechanically skilled, but my theory crafting is garbage.

    I can't DPS to save my life. Why? Because I don't practice it (I find it boring.). Because I don't know how to light attack weave. Because I don't spend hours attacking a target dummy (again, boring.) Because I don't keep up with each and every niggling change to the buffs and debuffs. Because I have a bad habit of blowing all my resources on skills while DPSing and then can do nothing but light/heavy attack for a few seconds. As a consequence, I do, from patch to patch, from 15k-30k dps with my dragonknight DPS character. This is not enough for most veteran content and achievements. Nerfing my friends isn't going to help me get through more content.

    The biggest gap between semi-casual DPS and high-end dps is effort in understanding the game. There may be a few players affected by a physical or neurological disabilities (I myself have a bit of both) or mediocre internet connections that in reality can't attain those glitzy 100k+ dps numbers, but I sincerely doubt they're the majority. Solution? Stop making 12 minute fights that only the best of the best DPS have the discipline to sustain their resources AND do mechanics AND not get hit by devastating effects AND heal themselves (ahem, HM vKA.) And more importantly, stop making DPS checks that required 80k+ dps from all DPS or everyone drops dead from an enrage mechanic or tanks are overwhelmed with crazy-high-damage adds, or you can't afford to bring a dedicated healer to the fight and need another DPS instead if you play with a couple DPS who aren't in the top 3% of players.

    If you want to make combat more accessible, make it happen up front rather than behind the scenes. For accessibility, I shouldn't have to beg my dps-playing friends to teach my how to light attack weave (if that's going to be a major feature of combat--never have liked this.) I shouldn't have to look up what a global cooldown is and which skills have them and where in the game these apply. I shouldn't have to make a spreadsheet of all the major and minor buffs and debuffs to figure out what the optimum combination is. I shouldn't have to rely on addons to tell me the duration of those buffs and debuffs and if they actually applied as worded or have some wacky little exception (looking at you, Crimson Oath.) I shouldn't have to memorize a list of sets that don't work in a given game area (I still can't keep track of which sets are "proc" sets and which are not, and whether or not they work in PvP areas in whatever the latest patch decrees.) Stop making DLC dungeons and trials where the adds hit harder than last year's HM bosses and tanks can't afford to drop block, ever. Stop making content that only a handful of groups in the world can succeed at, and even then only if they get lucky enough that block works properly 100% of the time.

    And keep in mind, do you want accessibility? Or do you want prestige? The two are mutually opposed.

    The whole problem of the persistent gap, in my estimation, is level scaling in what's intended to be end-game content. One Tamriel really created a canyon between casual and "sweaty" group content and made overland content trivial for anyone (even me!) who spends any amount of effort. I opposed it when it came out, and I think it is still contributing to--or even solely responsible for--the unattainability of "end-game" for many players so long as content still rewards better mechanical skill levels (please note I very much appreciate rewards for mechanical skill and I am not arguing that everything should be dumbed down.) Veteran Rockgrove is in no way comparable in difficulty to veteran Aetherian Archive, for example. Why aren't more recent trials and dungeons, which are much more difficult, gated by level (or CP, since CP is the thing now) if it's going to be so much more difficult, while players see no indication of the difficulty difference, mechanical skill, and DPS levels required? Level used to be that indication, back in the day *shakes cane at young'ins.* Never increasing maximum level while still trying to increase the challenge is exactly what's creating that gap you want to close. Without artificial incremental increases in power, mechanical skill and dummy-humpi...uh, practice, are always going to dramatically outperform less skill and effort, consequently creating a very high ceiling that most people will never reach.

    Regardless of what you think of my opinions above, I really do hope that the combat team is adjusting the multitudinous DPS and heal checks in already extant content, whether explicit (enraged boss go BOOM) or implicit (tanks can't be expected to hold a gazillion extremely punishing adds,) and modifying them according to the new DPS ceiling.

    Hoping, but not expecting, given that there's been no word on it. Please surprise me.

    P.S. An end-game tank request: Please don't let mobs (that are designed to one-shot unblocking tanks) spawn, choose a target, and either run off or start doing damage/execute an attack before a taunt can be applied (for example, spinner adds in HoF on the second boss or the lieutenant in the final fight of KA). It would help if taunt was reliable and I and other tanks didn't have to activate the skill 3+ times before it works. I still can't taunt at the same time, or even a split second before or after, as my co-tank in my raid progression group without my or his taunt being ignored by the game, in spite of numerous "fixes." Not having my block randomly drop even though I have the resources and am pressing my block button would also be amazing. Can we work on those core game problems before we start tweaking the numbers? I feel like content would look a lot more "accessible" if basic gameplay elements were reliably functional--or content wasn't designed with 100% game reliability in mind.
  • LordDragonMara
    LordDragonMara
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    You literally kill the game for people that wanted to play MMORPG that require player skill, and not just everything be around getting top tier gearing.

    This 100% is the beginning of the end for ESO, just like it was for any games that decide it's a good idea to lower the skill ceiling, and lower the skill gap.

    Also stop calling lazy and bad players = new players and/or casuals.

    I maybe fit into the casual compartment, cause i don't care about being optimal at every single thing, or playing 8 hours a day(more like i play 2-3 to 4 hours per day), and i always want a game to be challenging, a game to have a clear skill gap and clear learning curve, and players that put effort into something to be rewarded, this is in every single thing in life.
    If you wanna be good at something, you need to grind it, you need to learn and understand it, to find the best and fastest way to improve on it, and so on.

    Also people that are talking about 1% or 2% or things like that, that are far from reality. Virtual Gaming is just like real world sports.
    There is billions of people playing football for example, but just that small % that are actually that good and play it professionally. So should the one charge decide to change the rules and make the game easier, because vast majority of football don't want to learn and get better at it ? It's the same for Table Tennis, or Tennis or Basketball or any given sport actually.
    Instead of punish your loyal playerbase, that actually keep the game alive(it's well known fact that this is the so call hardcore people), you should reward them. Removing skill gap, and the learning curve, it's removing layers of the game.
    Removing what makes ESO different compare to so many other games.

    And when people start talking about %, and how you should not cater for which % of the player base, why you not think for 1 seconds, were the truly big % of the gaming player base is, and most importantly why ?
    What is people watching also on Twitch, Youtube and so on, and why ?

    FPS, Battle Royale, Mobba.

    Reason are clear. People loves to prove themselves, and this genres offer player skill, and most of the things that happen is due to player skill. There is high skill ceiling, with large gaps between players, but everyone is grinding hard, cause people want to become better, learn, improve, etc.
    Why people are watching them ? Obviously they wanna see the player skill in action. They wanna see that crazy aim, that crazy movement, and that crazy 1vs3 fights and so.
    Why would they spend time watching someone who is killing this or that, not because of his skill, but because of the gear he had. They can do the same.

    Continue catering to bad and lazy players, and MMORPG will continue downsliding. It's very simple. There is no more depth in MMORG, why should i stay in the game, when there is no clear skill gap and player skill involved?
    Why in the blue hell should the guy that been in the game for a 1 week do the same damage as me, without actually care to improve or putting the work to do so, when i spend years off grinding and trying to improve my rotation and so ?

    You are losing tons of potential player base by literally removing the skill gap/lowering the ceiling.
    A lot of people don't play MMORPG, because they don't involve enough player skill, and are not skill-based, but rather character-based.

    P.P. High APM is not 180-200, which was pretty much what was required for top. 350-400+ is what high APM is.

    I can casually hit 250+ no problem. And this is also a skill and something that a lot of gamers try to improve on.
    Also let's ..... on the people that give plenty of money for top end peripherals, hardware, connection and so, because some people have terrible ones. Great logic to punish this type of people that actually invest to be better in the game ....

    Edited by LordDragonMara on 12 July 2022 13:47
  • WittyWindwalker
    WittyWindwalker
    ✭✭✭
    I'm a week one player on Xbox NA. I almost never post on the forums. However, I don't really think I can help but put up my thoughts on this.

    1. The floor will not likely be raised except for only the very newest of players.
    2. This will make end game content (ie veteran hard mode dungeons, trials and arenas) MORE difficult for the average player.
    3. PvP will be worse for it
    a. Nerf to dots will make burst damage even more essential than it already is.
    b. All three new PvP sets are poorly thought out for the aggregate.
    c. Nerfs to classes will not make balance but make it more difficult for lesser skilled players.
    d. One bar build, certainly has helped struggling players, is gone with Oakensoul changes.
    4. Remember the complaints about the Morrowind changes?
    5. Sorcerer single target annihilation. There's a nerf and then there is destroy the class. What the heck? Not even close to reality here.
    6. Stamina Sorcerer nerfed 6 feet below 6 feet of ground.

    In summary, my thinking on this is that this will actually cause the reverse to happen of what was intended. End Game players, both average and "elite" will suffer. This is not the way to raise the floor. I don't have the answer of how to do it, but I am sure that this will result in loss of enthusiasm from a broad range of players, myself included.
    *Windwalkers*We are 100% committed to these principles:RespectIntegrityGuild UnityWe are a close band of gaming friends who are committed to excellence in these principles, free from discrimination and bias of race, creed, color, religion, sexual identity, gender, national origin, ethnicity, and social-economic status. Our principles define us, and our freedoms are not exhaustive.https://twitch.tv/wittywindwalker
  • GIitterBear
    GIitterBear
    Soul Shriven
    Gonna make the game play booooooring...Lets see if you dont kill the game over this. Gotta either give us more skills or something..Lowerdin dps and weaving and then scaling the dots to 20 secs is gonna make combat a snooze fest.. Im not a meta player and dont want to be but even I will get bored due to these changes. It was a good 8 year run I guess...
  • Raz415
    Raz415
    ✭✭✭
    These changes would actually be the ones getting me back into this game, after so many years absence.

    I've always HATED weaving. It's not fun, it's BARELY challenging enough for people to feel good about doing it and worst of all, it's not in any way connected to the game as a whole (no one teaches you to weave while questing in the open world, it's PURELY mechanical). Not even that, instead of being supported by animations it BREAKS animations, making combat look plain SILLY. Which is why I have never watched an ESO stream. Weaving is cringe on the eyes.

    I can understand devs don't want to *** off everyone who has sticked with the game for so long because they enjoy weaving and the gameplay that comes with it. I'll just have to accept that it's here to stay. But at least now the game can be more friendly to new players reaching the end-game, because it absolutely wasn't in any way, shape or form.

    So, I support these changes. Good on you, devs. Go ahead and nerf boss HP as needed [snip]. God forbid you let them know that it's still possible to blaze through content with 20% DPS, that would maybe *gasp* take some adaptation! Imagine! Having to rethink tactics for bosses you've been previously dozing off to!

    [snip] hang in there devs.

    [edited for baiting]
    Edited by ZOS_Icy on 15 July 2022 10:23
  • LordDragonMara
    LordDragonMara
    ✭✭✭
    Or imagine you have to put time into something and get good at it ? Just like everything in life actually. That's whole the world works.
    Truest statement is when you said that decreasing the skill gap decreases the level of gameplay you can achieve
    Edited by LordDragonMara on 13 July 2022 13:23
This discussion has been closed.