Bad weavers will still weave badly compared to good weavers. All you're going to accomplish with these changes is that you're going to lower every players DPS and will do nothing to close the gap between the low end and high end players.
Especially, as others have already said, the really low end players who tend to often do nothing but pew pew bow light attacks. You're going to end up making their contribution to groups even worse than it already is.
KlauthWarthog wrote: »Light attack weaving and careful upkeep of buffs/dots will still matter. You will still have to put in the work in order to get top DPS. So what is up with all the frowny faces here?
ZOS_Gilliam wrote: »Greetings!
It’s almost time for the next update, and that means it’s time to share some of the reasoning behind the upcoming big shake-ups. This update brings a massive slew of balance adjustments all at once to hopefully reduce the need of large sweeping changes in subsequent updates, since some seemingly minor changes affect a huge part of the game’s combat. The main focuses in Update 35 are twofold: improving accessibility to the game’s combat by increasing the duration of outgoing ability effects (such as damage over time, buffs, and debuffs) and a continuation of the attempt to quell some of the obscene damage production at the high end. Let’s start by breaking apart some of the fundamental realities of ESO today.
Weaving
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.
Combat Effects
The other area we have spent a considerable amount of time on for this update is the uptime of effects in ESO, as these are another huge way to improve your combat capabilities. Outside of weaving, the main limiter of your effectiveness in combat is your ability to output events, such as damage, healing, shielding, etc., which is bound by activating abilities, which in turn are bound within the global cooldown system. Activating an ability from your action bar locks out your other abilities for one second, so, a way to circumvent this system is to utilize actions that add power or extra events without your need to continuously activate them. These are often seen as buff and debuff abilities, or damage and healing over time abilities. Keeping as many of these abilities up as long possible dramatically improves your combat potential, creating another area of mastery and potential of power deltas.
Currently, many of these abilities fall within a 10-second window, meaning to maximize your efficiency, you must activate them once every 10 seconds. With 10 total active ability slots at your disposal, this often creates a situation where you want to load up almost every slot with one of these abilities, adding to your combat output for each duration-based effect you utilize. Between this and the engagement of weaving, this creates a reality where high actions per minute (APM) is required to be effective, as well as a robust rotation to keep as many of these effects up as possible. This in turn reinforces a need to glue your eyes to your action bars, taking you out of the action happening on screen. While this can create exhilarating combat experiences where you need to constantly monitor different activities on screen, it can also be overwhelming and particularly challenging for you to do so at the rate required to be effective.
As such, coming in Update 35, we are increasing the duration of many of these effects in game, primarily damage over time, buffs, and debuffs. By extending the duration, we hope to reduce the stress of many combat rotations, allowing for you to focus more on the action in front of you rather than the action of juggling buffs and debuffs on your ability bar and making the game far more accessible.
Since many of these effects currently add a tremendous amount of power per cast over their duration, simply increasing their duration would merely inject a significant amount of power into the game, where this is already in excess. To combat this, we’re adjusting many of these values to account for their increased duration; there will be overall increase of effectiveness per cast, while reducing their effectiveness per second while active. This should reduce the ceiling potential of many builds, while improving their baseline experiences where many players will have an easier time keeping these effects active. In simpler terms, we’re reducing the damage potential for these abilities per second, while increasing their total output overall.
For example, previously, a damage over time effect would deal 1.5× the damage of a “spammable” attack (such as Surprise Attack) over its duration of 10 seconds, or 0.15 relative damage per second. Now, damage over time effects will deal 2× the damage of a spammable attack over its duration of 20 seconds, increasing its damage per cast while reducing its relative damage per second to 0.1. In accordance with this, many healing over time effects will have their values adjusted to ensure they do not overperform when compared to damage over time, while still being impactful in PvE environments.
Both areas required an extensive pass of existing class ability and passive power to ensure they remain balanced with one another afterward. As such, the PTS patch notes will have a sizable amount of number tweaking. We recognize this will create a lot of changes in how you optimize your builds and how you play them, but it is our hope that by the end of the transition to these standards, the game will be more enjoyable and accessible to everyone.
After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities.
We hope this helps provide some clarity of our goals with the upcoming changes you’ll see and aids in bracing yourself for the number of changes coming as well. We know this is never an easy process, and we appreciate your patience and tolerance as we try to improve the game that you (and we!) love. May your roads lead you to pleasant journeys, and we look forward to seeing you in Tamriel!
LuckyGhost wrote: »Good changes IMO. Light attacks doing 20% of my damage when I had to utilize 10 abilities and 2 ultimates to claw out the other 80% just felt weird. The highest damage ability in a parse was the basic light attack? Never made sense to me.
Light attacks still accounting for 6-11% of the damage sounds solid enough to be rewarding, and even essential for an optimized build, but not so overreaching as it was before. I don't understand the frustration with bringing down LA dmg a little bit tbh...
Does it mean that light attacks of Inferno Staff will no longer overperform other staves by 10%?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.
joseayalac wrote: »LuckyGhost wrote: »Good changes IMO. Light attacks doing 20% of my damage when I had to utilize 10 abilities and 2 ultimates to claw out the other 80% just felt weird. The highest damage ability in a parse was the basic light attack? Never made sense to me.
Light attacks still accounting for 6-11% of the damage sounds solid enough to be rewarding, and even essential for an optimized build, but not so overreaching as it was before. I don't understand the frustration with bringing down LA dmg a little bit tbh...
Basic light attack = hitting with your weapon, why wouldn't it do significant damage if it's literally the damage source you're using the most times? You hit way more light attacks than spammables in a fight.
Don't look at combat from only a parse perspective because it's gonna feel like a spreadsheet game instead of an engaging fantasy combat flavor game in which game mechanics actually make sense.
So they're drastically reducing the overall damage of DOTs, but not reducing how fast other players can purge and cleanse them?
Looks like the tank meta is here to stay, and vastly improved going forward.
RIP PvP.
Remathilis wrote: »
Cynical_Alchemist wrote: »I don't see how these changes will narrow the skill gap. You can reduce the light attack damage to a flat base value, but sets like Relequen, Kinras, and Advancing Yokuda (and many others) will still require us to weave well to get high DPS. If a player struggles with weaving, they will lose their stacks for this type of set, and their DPS values will still be much lower than a more skilled/experienced player.
So the changes may not do what was intended (unless there are lots of set changes coming along with the light attack change - RIP my gold/transmute stocks). It will act to minimise power creep, but that is not how the change is being sold to us.
When the new players are out of juice (and they run out of juice quickly) the only thing they can do is light and heavy attack....
aaand the floor is falling again.
[snip]
[edited for baiting]
It sounds like it's going to be the opposite. If everyone's LAs, before buffs, are the same, and they do 6-11% of damage for 80k+ parsers then it sounds like those pug LAs, just like your tank LAs, will now be in the 5-10k range.as a tank, I can't wait to see my pugs trying to kill a 5mil boss with their new "1.5k dmg light attacks"
I would very much hope that the combat team is having regular conversations and updates with the encounters team, as from recent updates, it almost seems like they're working on two different games . . .
joseayalac wrote: »DOTs are gonna be lame now in most content besides parse reports.