For many new players it is nowhere near intuitive to hit 80k dps. A huge % of players (even those trying to build logical optimized stuff) struggle massively to break 50k. Breaking 70k is an accomplishment for most.
The reason? Its difficult and takes a long time to make the money required to improve gear to yellow since the guild traders are hugely over complicated and the stuff to sell is not intuitive without external sites.
Even after you get money, the last steps to yellow out armor and jewelry + to get the needed cp take ages.
And beyond that many many players wont have purchased a target dummy or have joined a guild so they have no way of actually measuring their damage output or are unaware its possible to do so.
Mythics are brutally difficult to find and the system is terribly unintuitive to the point that online guides barely explain it
Long way of saying I think people greatly underestimate how long the average player takes to figure out how to break 50k dps and I would guess the absolute vast majority of the player base is barely above 30-40k.
Its cool because it gives everyone some long term in game goals and incentive to join guilds but for those suggesting 80k-120k I cant emphasize enough how difficult that is to figure out how to do coming in ‘new’.
Once your there and been there awhile it probably feels easy but for those still on the journey it is far from it and often frustrating since its almost always unclear how much each incremental gear improvement is actually helping damage output and the cost to invest in those incremental upgrades is so high even if you max out armor and weapons to yellow once you might not have the coin to experiment further if you messed up any one purchase along the way.
You can also do writs. I’ve never bought upgrade materials but I used to do a lot of writs so I just… have the upgrade mats (plus now also from deconning to an extent).
There is a learning problem and I really think ZOS needs better tutorials to help with that. ZOS should also add ONTO SETS & SKILLS the suggested role and buff useless sets to be more competitive with current sets so you aren’t just throwing by picking up a set that’s not one of the like 30 decent sets.
Building a DPS isn’t hard when you know the basics (divines armor, medium preferred, weapon traits to use, backbar berserker with a ground AoE to proc the enchant, etc). But that information isn’t given by the game and it needs to be.
For many new players it is nowhere near intuitive to hit 80k dps. A huge % of players (even those trying to build logical optimized stuff) struggle massively to break 50k. Breaking 70k is an accomplishment for most.
The reason? Its difficult and takes a long time to make the money required to improve gear to yellow since the guild traders are hugely over complicated and the stuff to sell is not intuitive without external sites.
Even after you get money, the last steps to yellow out armor and jewelry + to get the needed cp take ages.
And beyond that many many players wont have purchased a target dummy or have joined a guild so they have no way of actually measuring their damage output or are unaware its possible to do so.
Mythics are brutally difficult to find and the system is terribly unintuitive to the point that online guides barely explain it
Long way of saying I think people greatly underestimate how long the average player takes to figure out how to break 50k dps and I would guess the absolute vast majority of the player base is barely above 30-40k.
Its cool because it gives everyone some long term in game goals and incentive to join guilds but for those suggesting 80k-120k I cant emphasize enough how difficult that is to figure out how to do coming in ‘new’.
Once your there and been there awhile it probably feels easy but for those still on the journey it is far from it and often frustrating since its almost always unclear how much each incremental gear improvement is actually helping damage output and the cost to invest in those incremental upgrades is so high even if you max out armor and weapons to yellow once you might not have the coin to experiment further if you messed up any one purchase along the way.
MurkyWetWolf198 wrote: »Okay, I’m gonna ask a more specific version of this question:
What is the average dps requirements of most core teams?
What do we think they will be next patch?
For reference, my team is pushing VAS+2 and wants 100k+ Arcs (support DDs obv different)
You can have a core team progging vCR+1 or a core team progging Swash, but since you mention AS HM, I'd say around 100k (on a dummy - in actual content I'd expect lower), but I'd prefer to judge performance based on things like % damage done to protectors and minis. If leading, I'd consider people beneath 100k if they are making an effort to learn and improve.
The thing with parsing 100k on a dummy (besides it being a nice round number so kind of appealing), is that most players can reach this threshold even without meta gear and LA weaving. This makes it a good low effort check for whether someone is going to put in much effort or not, and not all leads want to put in more effort than this themselves to work out if someone is a good fit.
What will you need to do vAS prog if PTS goes live as it is? Well, vAS doesn't change, so what you need to prog it doesn't change either. But raid leads' general feelings about what specific dps on a dummy gives a good indication of a player's general competence might well change, and what they ask for might change as a result.
Its not just how long it takes. I think its good theres something to work towards over a long period of time. Thats not a big concern of mine (though how money is made is a problem).
My concern is how poorly explained by the game itself the entire loot system, trading system, mythic system, and dps optimizing systems are. This game and its systems are not intuitive or explained by the game.
Much of this starts with how making money is not accessible and not explained. Making money without asking for help and sorting the guild traders out is basically a gigantic barrier to entry for newer players. You still have to gear up to truely improve dps and doing that without hundreds of thousands of dollars is unrealistic. Mostly boils down to the cost of materials as things progress.
I am fairly confident a massive majority of people who play this game never get more than a couple hundred thousand saved at best. Not because making money is impossible but simply because how to do it is not made clear in game.
I dont think any of the systems need to massively change but I do think ESO does a comically terrible job at explaining anything about itself in how rotations work and how optimization/gear improvement works.
Its not just how long it takes. I think its good theres something to work towards over a long period of time. Thats not a big concern of mine (though how money is made is a problem).
My concern is how poorly explained by the game itself the entire loot system, trading system, mythic system, and dps optimizing systems are. This game and its systems are not intuitive or explained by the game.
Much of this starts with how making money is not accessible and not explained. Making money without asking for help and sorting the guild traders out is basically a gigantic barrier to entry for newer players. You still have to gear up to truely improve dps and doing that without hundreds of thousands of dollars is unrealistic. Mostly boils down to the cost of materials as things progress.
I am fairly confident a massive majority of people who play this game never get more than a couple hundred thousand saved at best. Not because making money is impossible but simply because how to do it is not made clear in game.
I dont think any of the systems need to massively change but I do think ESO does a comically terrible job at explaining anything about itself in how rotations work and how optimization/gear improvement works.
There was a lot of brain drain after update 35, and we lost a lot of community-led knowledge. There are people in endgame who are working on developing new guides and information, especially for the areas that aren't overlapped by the few existing content creators, or using different media for people who prefer different means of accessing knowledge.
This is definitely an area where ESO is really weak.
tomofhyrule wrote: »
Its not just how long it takes. I think its good theres something to work towards over a long period of time. Thats not a big concern of mine (though how money is made is a problem).
My concern is how poorly explained by the game itself the entire loot system, trading system, mythic system, and dps optimizing systems are. This game and its systems are not intuitive or explained by the game.
Much of this starts with how making money is not accessible and not explained. Making money without asking for help and sorting the guild traders out is basically a gigantic barrier to entry for newer players. You still have to gear up to truely improve dps and doing that without hundreds of thousands of dollars is unrealistic. Mostly boils down to the cost of materials as things progress.
I am fairly confident a massive majority of people who play this game never get more than a couple hundred thousand saved at best. Not because making money is impossible but simply because how to do it is not made clear in game.
I dont think any of the systems need to massively change but I do think ESO does a comically terrible job at explaining anything about itself in how rotations work and how optimization/gear improvement works.
There was a lot of brain drain after update 35, and we lost a lot of community-led knowledge. There are people in endgame who are working on developing new guides and information, especially for the areas that aren't overlapped by the few existing content creators, or using different media for people who prefer different means of accessing knowledge.
This is definitely an area where ESO is really weak.
This is one of the lingering effects of U35 that we’re still feeling to this day.
A lot of people now like to look back at U35 - which honestly wasn’t the worst thing in the world - and wonder why most long-term players continually point to it as an issue. After all, everyone gets nerfed, right?
It was more the attitudes shown there. U35 was designed to raise the floor and lower the ceiling, but it didn’t manage that. It just compressed everything down, seriously screwed PvE healers over, and then gave a blanket 10% HP nerf to bosses to make up for the lost damage. The top players bounced back almost immediately and the casuals barely noticed anything since they stick to overland… but the mid-level got gutted. The biggest problem was that a lot of creators and people helping bring new players into endgame ended up leaving for good, making the gap between casuals and endgame almost insurmountable.
U46 is starting to smell like this. Maybe not yet, but if Subclassing is unbridling DPS, then we’re gonna see the gap widening. And remember - just because “the sweats” pick the three lines that will give you 170k, that doesn’t mean you’ll do 170k (or even 120k+) just by copying their setup without practice. As such, mid-game players will get a bit of a DPS boost, and endgame requirements will shoot even further out of their range.
And all of that isn’t considering that there *will* be a “rein in the power creep” nerf, probably around U48, which will serve to drive off even more players.
This is a tightrope they’re walking right now. I wish them luck.
MurkyWetWolf198 wrote: »Okay, I’m gonna ask a more specific version of this question:
What is the average dps requirements of most core teams?
What do we think they will be next patch?
For reference, my team is pushing VAS+2 and wants 100k+ Arcs (support DDs obv different)
You can have a core team progging vCR+1 or a core team progging Swash, but since you mention AS HM, I'd say around 100k (on a dummy - in actual content I'd expect lower), but I'd prefer to judge performance based on things like % damage done to protectors and minis. If leading, I'd consider people beneath 100k if they are making an effort to learn and improve.
The thing with parsing 100k on a dummy (besides it being a nice round number so kind of appealing), is that most players can reach this threshold even without meta gear and LA weaving. This makes it a good low effort check for whether someone is going to put in much effort or not, and not all leads want to put in more effort than this themselves to work out if someone is a good fit.
What will you need to do vAS prog if PTS goes live as it is? Well, vAS doesn't change, so what you need to prog it doesn't change either. But raid leads' general feelings about what specific dps on a dummy gives a good indication of a player's general competence might well change, and what they ask for might change as a result.
This is something I wish I understood better, or have access to better information. My experience is that those who do not have meta sets or optimised builds cannot breach 70K, let alone 100K. I say this while recognising that this is often low dps in trials and at bottom of the list. Somehow everyone is doing it right, but I cannot figure it out even though my weave is clean.
For reference though I know I can reach higher numbers with meta setup. For example if I add something like Rele I gain 10K for free. If I add curse with pets (sorc) I gain like another 10K. If I change mundus to thief/shadow and add trap I'm suddenly well over 100K, but the build has drastically changed in playstyle at this point. This is why I limit my dd to vet content and just play off-meta, and swap to Healer or Tank for HM DLC content where it tends to be slightly more flexible than parsing in playstyle choices.
I do not expect these numbers to go up either since for now I'm not considering to dip into subclassing just yet.
There was a cmx posted in one of my discord servers with 307k dps and 87% of damage were crits, Arc/Templar/Necro. Basically abusing the beams with the necro dot passive. I know there are some bugs with certain templar abilities still but Fatecarver alone accounded for 147k dps on the trial atro. Unfortunately the cmx did not include gear but I feel we can safely assume deadly at least.
There was a cmx posted in one of my discord servers with 307k dps and 87% of damage were crits, Arc/Templar/Necro. Basically abusing the beams with the necro dot passive. I know there are some bugs with certain templar abilities still but Fatecarver alone accounded for 147k dps on the trial atro. Unfortunately the cmx did not include gear but I feel we can safely assume deadly at least.
There was a cmx posted in one of my discord servers with 307k dps and 87% of damage were crits, Arc/Templar/Necro. Basically abusing the beams with the necro dot passive. I know there are some bugs with certain templar abilities still but Fatecarver alone accounded for 147k dps on the trial atro. Unfortunately the cmx did not include gear but I feel we can safely assume deadly at least.
Were they using the busted barrage?
There was a cmx posted in one of my discord servers with 307k dps and 87% of damage were crits, Arc/Templar/Necro. Basically abusing the beams with the necro dot passive. I know there are some bugs with certain templar abilities still but Fatecarver alone accounded for 147k dps on the trial atro. Unfortunately the cmx did not include gear but I feel we can safely assume deadly at least.
Solar barrage was broken during week one and each time you cast it, it added another stack of its buff. Those numbers weren't real (thankfully).
MurkyWetWolf198 wrote: »Okay, I’m gonna ask a more specific version of this question:
What is the average dps requirements of most core teams?
What do we think they will be next patch?
For reference, my team is pushing VAS+2 and wants 100k+ Arcs (support DDs obv different)
You can have a core team progging vCR+1 or a core team progging Swash, but since you mention AS HM, I'd say around 100k (on a dummy - in actual content I'd expect lower), but I'd prefer to judge performance based on things like % damage done to protectors and minis. If leading, I'd consider people beneath 100k if they are making an effort to learn and improve.
The thing with parsing 100k on a dummy (besides it being a nice round number so kind of appealing), is that most players can reach this threshold even without meta gear and LA weaving. This makes it a good low effort check for whether someone is going to put in much effort or not, and not all leads want to put in more effort than this themselves to work out if someone is a good fit.
What will you need to do vAS prog if PTS goes live as it is? Well, vAS doesn't change, so what you need to prog it doesn't change either. But raid leads' general feelings about what specific dps on a dummy gives a good indication of a player's general competence might well change, and what they ask for might change as a result.
This is something I wish I understood better, or have access to better information. My experience is that those who do not have meta sets or optimised builds cannot breach 70K, let alone 100K. I say this while recognising that this is often low dps in trials and at bottom of the list. Somehow everyone is doing it right, but I cannot figure it out even though my weave is clean.
For reference though I know I can reach higher numbers with meta setup. For example if I add something like Rele I gain 10K for free. If I add curse with pets (sorc) I gain like another 10K. If I change mundus to thief/shadow and add trap I'm suddenly well over 100K, but the build has drastically changed in playstyle at this point. This is why I limit my dd to vet content and just play off-meta, and swap to Healer or Tank for HM DLC content where it tends to be slightly more flexible than parsing in playstyle choices.
I do not expect these numbers to go up either since for now I'm not considering to dip into subclassing just yet.
On the 3 million HP dummy solo
30K all content
25K Vet DLC dungeons and normal trials
20K Vanilla Vet dungeons and normal trials
15K Normal Dungeons
On the 3 million HP dummy solo
30K all content
25K Vet DLC dungeons and normal trials
20K Vanilla Vet dungeons and normal trials
15K Normal Dungeons
Using the 3 million HP dummy is a horrible comparison tool, because it favours some classes over others. This is why we use the 21m hp dummy, because everyone gets the same buffs and debuffs.
Also saying that the dps requirement for all content in the game is only double required to clear normal dungeons is insanity, considering you can clear normal dungeons with practically naked.
MurkyWetWolf198 wrote: »Okay, I’m gonna ask a more specific version of this question:
What is the average dps requirements of most core teams?
What do we think they will be next patch?
For reference, my team is pushing VAS+2 and wants 100k+ Arcs (support DDs obv different)
the1andonlyskwex wrote: »Joy_Division wrote: »More than than the person your guild leader will replace you with in raid.
More than your PvP opponent.
Enough to make up for the low DPS of your groupmates.
It depends.
Pretty much this. The bare minimum DPS required to clear content doesn't really matter. What matters is the amount of DPS you're doing relative to everyone else. Keep up or be replaced.
wolfie1.0. wrote: »the1andonlyskwex wrote: »Joy_Division wrote: »More than than the person your guild leader will replace you with in raid.
More than your PvP opponent.
Enough to make up for the low DPS of your groupmates.
It depends.
Pretty much this. The bare minimum DPS required to clear content doesn't really matter. What matters is the amount of DPS you're doing relative to everyone else. Keep up or be replaced.
Replace all tanks and healers got it!
wolfie1.0. wrote: »the1andonlyskwex wrote: »Joy_Division wrote: »More than than the person your guild leader will replace you with in raid.
More than your PvP opponent.
Enough to make up for the low DPS of your groupmates.
It depends.
Pretty much this. The bare minimum DPS required to clear content doesn't really matter. What matters is the amount of DPS you're doing relative to everyone else. Keep up or be replaced.
Replace all tanks and healers got it!
I know you're joking, but at the top end tanks and healers are expected to also do damage at least some of the time!
the1andonlyskwex wrote: »wolfie1.0. wrote: »the1andonlyskwex wrote: »Joy_Division wrote: »More than than the person your guild leader will replace you with in raid.
More than your PvP opponent.
Enough to make up for the low DPS of your groupmates.
It depends.
Pretty much this. The bare minimum DPS required to clear content doesn't really matter. What matters is the amount of DPS you're doing relative to everyone else. Keep up or be replaced.
Replace all tanks and healers got it!
I know you're joking, but at the top end tanks and healers are expected to also do damage at least some of the time!
Also, healers (in particular) are typically expected to devote most of their efforts into buffing everyone else's DPS, and to that end they're also likely to get forced into whatever subclassing build winds up carrying the most/best DPS buffs. I'm sure something similar will also happen with tanks.
On the 3 million HP dummy solo
30K all content
25K Vet DLC dungeons and normal trials
20K Vanilla Vet dungeons and normal trials
15K Normal Dungeons
mdjessup4906 wrote: »Parsing on 3 mil dummy doesn't tell you anything unless your testing pen for a solo build or something. Whenever people say "I do xyz dps" they're talking about the buffed raid dummy. The iron atro, harvester, those ones.
No dummy parse isn't everything, but it does tell you what your build is theoretically capable of under ideal circumstances. For perspective, oakensorc literally only heavy attacking and nothing else can do 50k on the trial dummy. If ones build can't do at least that, I would seriously consider rethinking it.
mdjessup4906 wrote: »Parsing on 3 mil dummy doesn't tell you anything unless your testing pen for a solo build or something. Whenever people say "I do xyz dps" they're talking about the buffed raid dummy. The iron atro, harvester, those ones.
No dummy parse isn't everything, but it does tell you what your build is theoretically capable of under ideal circumstances. For perspective, oakensorc literally only heavy attacking and nothing else can do 50k on the trial dummy. If ones build can't do at least that, I would seriously consider rethinking it.