[Quoted post was removed]
If you're looking for a challenge, PvE is not it. Never has been and never will be. They got rid of Vet levels and zones because the vast majority of their playerbase COULD NOT DO IT. The Vet zones were COMPLETELY deserted.
While I welcome the changes that One Tamriel brought and I LOVE the CP system, as I think it's a massive improvement over vet levels, this is incorrect.
Vet zones weren't deserted at all (in fact, I personally basically lived in Craglorn at the time). The change was more that non-endgame zones ended up deserted (a la WoW), and this helped make the whole game more vibrant.
I understand In the soon coming update overall dps for all will be nerfed. No more capable of hitting 100K+ dps. Maybe around 80Kdps max? Maybe because ZOS is not happy with people getting the "Godslayer" & more & more will get it. Maybe "Godslayer" is not suppose to be attainable but as a motivation for high end players to try to get it but would be impossible therefore they will continue playing, especially the elite players. The title "Godslayer" meaning is "God" cannot be slayed therefore it will be impossible to get it?
jonathanb16_ESO wrote: »Personally attacking me doesn't make my point invalid, it just proves it right.
No, its merely an observation about then thing you were writing, most of it, if not all of it is blatantly false, if you have played the game for some time and had the urge to get better at it. But if you didn't learn to wave in all the time you say you play this game, that wasn't your goal and that's fine, too. But pls stop trying to blame everything on the game.
You kinda forget that it was before Open Tamriel. These zone were deserted not because they were impossibly hard but because you literally had nothing to do in them after finishing your quests and people were thinly spread across all maps, as all alliances were playing in their own "layers".The Vet zones were COMPLETELY deserted.
You kinda forget that it was before Open Tamriel. These zone were deserted not because they were impossibly hard but because you literally had nothing to do in them after finishing your quests and people were thinly spread across all maps, as all alliances were playing in their own "layers".The Vet zones were COMPLETELY deserted.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
For what a month at release?
By the time it hit console it was accepted.
They even tell you how in load screens
NinjaApacHe wrote: »DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
For what a month at release?
By the time it hit console it was accepted.
They even tell you how in load screens
Here since PC Beta. It was accepted, but not intended, because, as usual, they did not know how to get rid of it.....
NinjaApacHe wrote: »DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
For what a month at release?
By the time it hit console it was accepted.
They even tell you how in load screens
Here since PC Beta. It was accepted, but not intended, because, as usual, they did not know how to get rid of it.....
Yup. You can't ban people for doing something you are incapable of fixing. The whole thing is an oversight in the engine and there is no way of fixing it without a new engine, and that's *NEVER* happening.
Jem_Kindheart wrote: »Hexi is right about all of the above. ZoS even came out and openly stated, on record, that ani canceling was unintended but they just went with it bc it was fine. The informative on the load screen was a pretty recent addition, maybe ~8 mos ~ 1 year.
Jem_Kindheart wrote: »Hexi is right about all of the above. ZoS even came out and openly stated, on record, that ani canceling was unintended but they just went with it bc it was fine. The informative on the load screen was a pretty recent addition, maybe ~8 mos ~ 1 year.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
The forum was full of nothing but complaints that the Vet zones were too hard.
You kinda forget that it was before Open Tamriel. These zone were deserted not because they were impossibly hard but because you literally had nothing to do in them after finishing your quests and people were thinly spread across all maps, as all alliances were playing in their own "layers".The Vet zones were COMPLETELY deserted.
The forum was full of nothing but complaints that the Vet zones were too hard.
Dragonnord wrote: »DPS nerf? Then why groups already completed in the PTS the three hard modes of the new trial?PigofSteel wrote: »This is when 2 elite guilds log in just to break records and make couple youtube builds than other mortal players suffer for months.
nuff said
Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
Ok. Pulling this back on target. There is a great thread discussing this here;
https://forums.elderscrollsonline.com/en/discussion/572775/7-0-2-proc-set-changes-the-death-of-proc-sets-in-pve/p1
The big issue is two fold.
Cp passives are getting nerfed, but dps wise they left an “out” for people who light attack weave. So really the cp nerf will effect healers and tanks disproportionately more.
And then there is this from the 7.0.2 patch;
“Sets that use Weapon and Spell Damage now require 6574 of either in order to reach their original values, up from 5478, resulting in approximately a 17% reduction.
Sets that use Magicka or Stamina now require 39,901 of either in order to reach their original values, up from 38,350, resulting in approximately a 4% reduction.
Sets that use Health now require 43,968 to reach their original values, up from 38,350, resulting in approximately a 13% reduction.
Sets that use Physical or Spell Resistance now require 30,680 of either, up from 27,890, resulting in approximately a 9% reduction.”
High end dds don’t really use proc sets. They favor crit and flat sustain. So this dps loss has been (inadvertently?) targeted at the mid to lower end dds.
The more casual dds are more dependent on passives (nerfed) and general prefer proc sets (nerfed), as the visuals are fun.
That is the issue, high end dds are generally staying close to where they are now. The lower end dds are going proportionally much lower.
All these threads about “fake” dds and their low dps output? Well, buckle up...
WrathOfInnos wrote: »Did this really need to turn into an opinion thread with misinformation about weaving and animation canceling? There are plenty of those already.
On the original topic, DPS is looking fine next patch. Just get the kilt and you’ll be about the same as current builds without mythics, maybe a little higher. The only thing that took a large hit was Simmering Frenzy builds with Pale Order, and those were only used for score runs, not achievement attempts.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
Morgha_Kul wrote: »DPS does need to be addressed. Rationalize it how you will, if you're doing 100k+ dps, nearly the whole game is trivial to you. That's not good for the game, or for you.
My characters average between 5-10k dps... and overland content is largely trivial to me. If I find things trivial at THAT level of dps... anyone with higher dps is only going to benefit from the top end being pulled back down to reasonable levels.
From what I've seen (and I could be wrong), a large part of the problem is animation canceling. This has allowed people to essentially fire off two attacks at once, more or less DOUBLING dps. Lower level, less experienced/skilled players are not generally able to do this effectively, so eliminating animation cancelling strikes me as a move that would lower the top end without affecting the bottom end substantially.
But, that's just my first take on it. I don't know what they've chosen to do with it.
Goregrinder wrote: »Ok. Pulling this back on target. There is a great thread discussing this here;
https://forums.elderscrollsonline.com/en/discussion/572775/7-0-2-proc-set-changes-the-death-of-proc-sets-in-pve/p1
The big issue is two fold.
Cp passives are getting nerfed, but dps wise they left an “out” for people who light attack weave. So really the cp nerf will effect healers and tanks disproportionately more.
And then there is this from the 7.0.2 patch;
“Sets that use Weapon and Spell Damage now require 6574 of either in order to reach their original values, up from 5478, resulting in approximately a 17% reduction.
Sets that use Magicka or Stamina now require 39,901 of either in order to reach their original values, up from 38,350, resulting in approximately a 4% reduction.
Sets that use Health now require 43,968 to reach their original values, up from 38,350, resulting in approximately a 13% reduction.
Sets that use Physical or Spell Resistance now require 30,680 of either, up from 27,890, resulting in approximately a 9% reduction.”
High end dds don’t really use proc sets. They favor crit and flat sustain. So this dps loss has been (inadvertently?) targeted at the mid to lower end dds.
The more casual dds are more dependent on passives (nerfed) and general prefer proc sets (nerfed), as the visuals are fun.
That is the issue, high end dds are generally staying close to where they are now. The lower end dds are going proportionally much lower.
All these threads about “fake” dds and their low dps output? Well, buckle up...
Yeah, the experienced players who weave and AC aren't really going to suddenly not play well. They will always play well, even with stat sets and stacking crit. Experienced players don't really have to rely on proc sets to be successful, as opposed to less experienced players who need an extra helping hand when it comes to DPS or healing.