Anony_Mouse wrote: »Then once the player is past the intro/tutorial (or whatever the first part of making a new character is called), have training camps in the base game, like in Craglorn for example, with an NPC teaching more and more advanced combinations and reward people for going there. Achievements, leads, skill points, prizes or whatever. Something to encourage people to go.
Parasaurolophus wrote: »I wouldn't be so dramatic. Weaving and rotation will continue to be an element of l2p and an indicator of the player's skill. It's just that combat content will become available to more players.
Parasaurolophus wrote: »I wouldn't be so dramatic. Weaving and rotation will continue to be an element of l2p and an indicator of the player's skill. It's just that combat content will become available to more players.
How it will become more available? Honestly, I feel like I am missing a piece. The damage checks in the harder content are the same. It's not like weaving change will increase anyone's damage?
Anony_Mouse wrote: »Then once the player is past the intro/tutorial (or whatever the first part of making a new character is called), have training camps in the base game, like in Craglorn for example, with an NPC teaching more and more advanced combinations and reward people for going there. Achievements, leads, skill points, prizes or whatever. Something to encourage people to go.
I LOVE this idea
None of these changes address the root of the problem.
On one hand, players don't know how to play your game. Taking potshots with buffs and nerfs will not help them.
On the other hand, players who do know how to play your game can't find groups because people are obsessed with DPS. Once again, taking potshots with buffs and nerfs isn't going to help them.
Add a tutorial for each role. Make it as free-form as you like if you must. Punish obsessing over DPS and nothing but DPS. make it so you can't skip mechanics by doing phat damage.
Sandman929 wrote: »In short, everyone should be able to enjoy the scenery without worrying about playing well.
Sandman929 wrote: »In short, everyone should be able to enjoy the scenery without worrying about playing well.
It won't work, though. Easy rotations doesn't have as much to do with it as much as people want to act like it does.
Here is a one bar, one button rotation someone sent me as a stamplar DPS last year.
60k damage by literally spamming one button repeatedly with a few heavy attacks when you run out of stamina. It's literally not even optimized- the guy was wearing relequen; a set that revolves around light attacks.
at that time last year, I was running a veteran trials group with the parse requirements being 60k. That group cleared every vet trial, so I'd be willing to say this one button parse is good enough for all non hardmode veteran content in the game.
To *really* stress it, ONE BUTTON PARSE THAT DOES 60K (NOT CLICKBAIT!!!)!
skill floor being too high for a good parse clearly isn't it. The problem is that your average player has no idea how to make something like this because the game is complicated and ZoS doesn't teach players anything about how to play.
Sandman929 wrote: »In short, everyone should be able to enjoy the scenery without worrying about playing well.
It won't work, though. Easy rotations doesn't have as much to do with it as much as people want to act like it does.
Here is a one bar, one button rotation someone sent me as a stamplar DPS last year.
60k damage by literally spamming one button repeatedly with a few heavy attacks when you run out of stamina. It's literally not even optimized- the guy was wearing relequen; a set that revolves around light attacks.
at that time last year, I was running a veteran trials group with the parse requirements being 60k. That group cleared every vet trial, so I'd be willing to say this one button parse is good enough for all non hardmode veteran content in the game.
To *really* stress it, ONE BUTTON PARSE THAT DOES 60K (NOT CLICKBAIT!!!)!
skill floor being too high for a good parse clearly isn't it. The problem is that your average player has no idea how to make something like this because the game is complicated and ZoS doesn't teach players anything about how to play.
it should not be on zos to teach players to play the game. The content should be there so players can work that out for themselves or find alternative routes to complete said challenges.
If anything, their ability audit is probably the culprit here since their standardization was prob looked at one lens, instead of both end game and beginner experience.
Parasaurolophus wrote: »I wouldn't be so dramatic. Weaving and rotation will continue to be an element of l2p and an indicator of the player's skill. It's just that combat content will become available to more players. I would like to hope that this will be some kind of start for what we usually call vet overland.
sounds boring
Well its more like doesn't fit expectations. Long time players waiting for improvement hoping it will be. High isle wasn't rly (imo). But anyway if child want to get candies, and then you giving unwanted candies and at the end you giving bad unwanted candies, things coming to worse. Why don't you ask child what exactly candy he/she wants? In this forum there is a lot of expectations and improvement posted... Maybe lets make a voting or something? I'm sure casual changes to weaving will be something far away from players chosen priorities what to change first.
hodgodeb17_ESO wrote: »Just remove weaving from game and then there's will be no problems with it. Just add one more stat, like attack speed. For those, who need faster attacks.
Like, base attack speed: 100%, some sets can increase it, but gives less spell/weapon power then sets which not gives attack speed.
That's all, but weaving MUST be removed from game. That's bug. Ugly bug which destroys how animations looks like.
Master_AlucarD wrote: »
Better directly go the final step to "fix" the gap: Remove all skills and leave us with B = Block and A = Attack
Sandman929 wrote: »In short, everyone should be able to enjoy the scenery without worrying about playing well.
It won't work, though. Easy rotations doesn't have as much to do with it as much as people want to act like it does.
Here is a one bar, one button rotation someone sent me as a stamplar DPS last year.
60k damage by literally spamming one button repeatedly with a few heavy attacks when you run out of stamina. It's literally not even optimized- the guy was wearing relequen; a set that revolves around light attacks.
at that time last year, I was running a veteran trials group with the parse requirements being 60k. That group cleared every vet trial, so I'd be willing to say this one button parse is good enough for all non hardmode veteran content in the game.
To *really* stress it, ONE BUTTON PARSE THAT DOES 60K (NOT CLICKBAIT!!!)!
skill floor being too high for a good parse clearly isn't it. The problem is that your average player has no idea how to make something like this because the game is complicated and ZoS doesn't teach players anything about how to play.
it should not be on zos to teach players to play the game. The content should be there so players can work that out for themselves or find alternative routes to complete said challenges.
If anything, their ability audit is probably the culprit here since their standardization was prob looked at one lens, instead of both end game and beginner experience.
It doesn't have to be on them. But ultimately the issue here is that players don't know how to play the game. If ZoS wants to get these players to a point where they can do more content, someone needs to teach them.
Oh, and before I forget... there was literally no weaving in that parse. No light attacks done. Only the 14 heavies.