Here are the builds / playstyles on live right now:edward_frigidhands wrote: »Right, I want to login and play my characters with my build. Not ESO limited with the builds pre-approved by someone else who has no idea regarding the play styles I enjoy
randconfig wrote: »ZOS_Hadeostry wrote: »I wanted to let @alakeyfox know that we have seen the post and are currently investigating the ticket you brought up. Everyone, please do not bring up side subjects or anything else off topic. We want to hear constructive feedback about the topic at hand.
"We want to hear constructive feedback about the topic at hand."
Really? What more is there to “hear”?
- Players kick others simply because they can, nothing happens.
- Players gatekeep others simply because they can, nothing happens.
- Players demand “link all your items or you won’t join vKA”, nothing happens.
- Players require parses in Discord, removing others from the supposed “safe” rules, and force them to perform however they want, nothing happens.
So what more do you want to “hear,” and for what purpose? It’s obvious ZOS has no intention of addressing gatekeeping or punishing those who constantly do it. Let’s be honest here: you won’t take action, because you (ZoS) don’t care. So why pretend to want feedback on this topic at all?
EDIT:
JUST REMOVE THE DAMN DPS SHARING FROM THE GAME and ESOLogs, and all this nonsense goes away.katanagirl1 wrote: »I agree some players just are overwhelmed but it is not always the case. In a group setting everyone is expected to pull their weight. There are those who are willing to learn and there are those who flat out refuse...."
The truth is simple: ZOS doesn’t just allow this behavior, it enables it. By repeatedly saying "You can always make your own group" and providing tools to dissect DPSharing, logs, and performance, you’re not discouraging gatekeeping, you’re legitimizing it. The message players receive is clear: if someone doesn’t meet arbitrary standards, the official answer is essentially "Kick them out, it’s not our problem."
No, people need to know the metrics of those in the group. If you're not able to meet the minimum DPS for a new DLC vet dungeon, then the final boss will be a brick wall and you won't finish the dungeon. We don't have all the details, so for all we know the tank knew they couldn't clear it and wanted to get a different DPS that was able to. It would be more frustrating to be forced to leave after wasting time on multiple attempts because someone in the group queued for vet dungeon content when they're not ready for it and cannot pull their own weight.
Furthermore, the only reason I could think of why someone would want to hide those metrics would be because they don't understand the basics of combat and cannot be bothered to put the time into learning light attack weaving, the vet dungeon mechanics, and/or how to properly gear to achieve a minimum DPS of 20k to 30k.
Why should 3 group members have to suffer because 1 group member doesn't put in the time to get good, the obvious answer is they shouldn't have to. Of course, I don't know if that's what happened in OP's case, but just my opinion on the matter.
DPS sharing does far more harm than good. Instead of motivating people to improve, it just becomes another tool for gatekeeping, shaming, and kicking before anyone even has a fair chance to learn. And the worst part is that this doesn’t stop in-game, raid leaders and many guilds that focus on HM content require players to join Discord, post their parses, and then they get mocked, trolled, or outright bullied simply for having lower DPS. ZoS has a Code of Conduct meant to create a safe and respectful environment for players of any age, but the reality is that people are pushed outside of that “safe” environment into Discord, where the abuse is even worse. All because of DPS sharing and logs.
The truth is, most groups don’t wipe because someone is doing 20k instead of 130k, they wipe because mechanics aren’t followed, or people don’t have experience with the fight. A player who’s willing to learn mechanics and stay alive is infinitely more valuable than a "parse lord" who tunnels damage and dies instantly.
If the goal really was to help people get better, the community would focus on sharing tips and guidance, not demanding logs or spamming “link parse or kick.” DPS sharing just breeds toxicity, exclusion, and discourages players.
Another serious problem is how players are pushed out of the safe environment of the game and into Discord servers just to participate in raids or HM content. Once you’re there, you’re no longer protected by ZoS’s Code of Conduct, instead you’re exposed to every single post, comment, video, or "joke" people decide to share. That’s where the real bullying, mocking, and harassment happens, all justified under the excuse of "DPS performance".
So yeah, in my opinion, removing DPS sharing would cut down on gatekeeping and create a healthier environment overall because
you can see in logs whether a player performs well or poorly in mechanics. You don’t need DPS sharing for anything, except to bully others and force players away from the builds they actually enjoy.
SilverBride wrote: »I don't get it.
SilverBride wrote: »I don't get it.
MincMincMinc wrote: »MashmalloMan wrote: »MincMincMinc wrote: »The animation is an instant cast, it is no different than any other instant cast. It plays and cancels the same. Just remember that secretly it is a projectile skill.
Not exactly, instant just means what's suppose to happen, happens when you press the key instead of requiring a channel or cast time first. It does not mean it instantly lands. Wrecking Blow has a 0.8s cast time, then instantly hits. Fury has a 0.0s cast time, but has a massive delay before it hits, even in melee range.
There's 2 terms important here I'll use:
- Projectile Speed (PS) = speed at which the projectile travels through the air to your target, eg, 28 meters per second.
- Minimum projectile travel time (MPTT) = a locked in time that the projectile must complete before landing, even if the caster is right on top of the target. This is implemented case by case, most likely as a balancing/counterplay design choice.
MPTT is the reason why some players may prefer a melee over a ranged playstyle without realizing it. Why does Impale feel less reliable than Killer's Blade for a melee player? Why does your instant Frag miss more often than not when following up Streak vs something like Executioner? Why is Mage's Fury the absolute worst feeling execute in the game outside of spamming it from a back of zerg back when it had a 5s duration? MPTT is why.
From my memory of like 2016 patch notes, a general feeling, and some light testing, the average MPTT is between 0.2s to 0.3s. This whole MPTT thing is why not all instant ranged abilites feel equally as satisifying to cast, most likely because not all ranged skills have the same travel time or animations, thus the hit detection can feel weird, and even effect your weaving. Something like Crushing Shock has historically been praised, while Swallow Soul has been complained about as a good example.
Were those CMX images from this patch? It may help to include your costs and abilities used to show when the abilites "cast".
MincMincMinc wrote: »But yes i suppose instant cast is a very misleading label. As the cast is "instant", but for projectiles they are far from being actually instant as you described well.
I think a lot of players have been moving or leaning towards melee for this fact that the ranged playstyle is dying out. Speed has power crept so far that the advantage of kiting is practically lost. Animations are rampant in the game and overly expressive making it harder to watch and time the PS and MPTT against opponents you sometimes can't even see their character model due to procs and animations wiggling their character. Probably also doesn't help that subclassing pushing players towards animal's deep fissure and assassin surprise attack, luckily jabs hardly works so we at least aren't seeing that everywhere like people were worried about with pelican's setup spreading early on in PvP.
BagOfBadgers wrote: »Before I say anything, I don't want overland to be made harder for for everyone as I know the majority of players are happy as it (maybe made even easier) and I would rather it stays at the difficulty level it is now, rather than force everyone to more diffcult overland, the same as it's now Saying that I would make massive use of a OPTIONAL Vet overland separate instance!
As someone who enjoys overland content but can Flail, Beam/2 HA attacks and kill most things/end of story boss that I encounter, why do I need to nerf myself to have enjoyment? Because it seems that by some of the posts of late, me being experienced and having high DPS/Survivability is not agreeable with others playstyles as, TBH, overland is trivial difficulty to me. But if I see others coming to WB/Delve Boss/Public Dungeon Boss I'll tag it and block so others can tag it also, so I'm not “that” player.
I have paid the same amount of funds and the right “to play as I want” ZOStm, and enjoy content as much as anyone else, don't I? I'm not shouting “Get Gud” is the only answer to overland difficulty. It seems reasonable that others have have access to a more challenging overland experience (Crags level off difficult would be a good starting point, and no I don't mean another crags zone, devs!) and by what has been posted some would rather us Vet players, naffed off any ways to the 4 new Dungeons/1 new Trial vet hm's a year that we get.
So in summery:
I would like a Vet Difficulty overland.
I want it optional.
I don't want to force others into a level of difficulty that they don't want.
I just want to enjoy the game as anyone else without having to nerf toons to do it.
If ZOS can do all that I would be happy, if it all makes sense. I want to have fun, as much as anyone else in game, is the reasonable request I make.
PS I'm free to play whatever instance I chose as my disabilties vary day - day/hour-hour.