If you want to increase the duration of abilities for people who can't press buttons you damage the game for the vast majority. Increase the mana/stamina cost if you must do this. But lowering already mediocre AOE/DoT damage is going to absolutely wreck the experience of the game.
Casual =/= Bad Player ZOS. Some players are not good and that's ok. You don't need to bend over backward to accommodate them. Some content will and should only be cleared by the very best. People need to learn to accept that.
ZiggyTStardust wrote: »We shall see if the buffs to the dots make up for the damage loss from the LAs, cause this will hurt otherwise
DeathStalker wrote: »
Casual =/= Bad Player ZOS. Some players are not good and that's ok. You don't need to bend over backward to accommodate them. Some content will and should only be cleared by the very best. People need to learn to accept that.
This game is not new or casual player-friendly. To limit some content with an artificial measuring stick leads a lot of people leaving in frustrated feeling that some content is forever out of reach. The mechanics needed are not taught by the game and the players who can run the content, for the most part, belittle and smugly run down anyone who doesn't measure up to the imaginary measuring stick. To learn the mechanics needed to be " High End " means trying to learn from the very people who insult and belittle everyone, not in their little high-end player's club. Most people would rather be casual or play something else. I myself have severe arthritis in my hands and wrists. It's just not possible for me to do a high APM. I would rather sleep on broken glass than ask for help from the very people who insult and belittle people like me so I could improve if it's even possible with my limitations. I 1000% support ZOS in their effort to make more content accessible to more people.
DeathStalker wrote: »
Most people would rather be casual or play something else. I myself have severe arthritis in my hands and wrists. It's just not possible for me to do a high APM.
Anony_Mouse wrote: »If we take a step back and look at the objective here, it seems you are trying to address some of the challenges currently seen in the combat system, for newer players or lower dps players [ "improving accessibility to the game’s combat "]. How can this be addressed? Sure, you can look at "closing the gap" by making adjustments to weaving and DoT times. As you can see already from the thread, this isnt proving to be a popular approach.
Alternatively, you could look at it from a different perspective;
How can you improve on new player's introduction to the complexity of the ESO combat system?
Personally, I think if you want to improve the damage of lower end players, you could make a big impact by making a better combat introduction.
Take it all the way back to the combat intro. It currently teaches how to heavy attack and set off balance, but that's about it.
Let people start off with 3 class abilities already unlocked so when it comes to the combat tutorial, you can teach about light attack weaving as well.
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.
Have it like a place where you can keep coming back to, to practice. If you’re brand new and/or have no guild, you currently have next to no access to being taught how to be come better and how to progress your combat skills. Or to any form of practice dummies.
Unless you run into a helpful person in a Normal Random Dungeon, you are at a strong disadvantage.
I was recently in a Normal DLC pug where CP1500+ players did not know how to interrupt a boss so we carried on wiping till I explained what the red lines meant... if those basic skills or knowledge is missing, there is something more fundamentally wrong with the introduction to combat in the game which has nothing to do with Light Attack weaving or DoT times.
Maybe help the new players instead of changing what already works for the experienced players?
ZiggyTStardust wrote: »We shall see if the buffs to the dots make up for the damage loss from the LAs, cause this will hurt otherwise
ZiggyTStardust wrote: »We shall see if the buffs to the dots make up for the damage loss from the LAs, cause this will hurt otherwise
TitanEidolon wrote: »There are better approaches that don't diminish skills people have worked hard to develop. Make certain dots and buffs into toggles that drain resource over time. Introduce a set or mythic into the game that gives you a stacking buff for each consecutive ability used without a light attack (up to 5 or something) then when you light attack it multiplies the damage by the number of stacks. Then as long as you hit a LA every 5 abilities or so you're doing almost the same damage as a perfect weaver.
I don't mind making the floor higher, just don't do it by nerfing the players who have put a *lot* of time in.
OolongSnakeTea wrote: »Looking forward to downloading the PTS and playing with my builds.