Ragnaroek93 wrote: »Ragnaroek93 wrote: »So I suppose we can expect light armor buffs, so that it is more viable in pvp and actually makes up for the squishiness ?
Either way, armor types need adjustment, but others have explained this already.
You should better not try out medium armor if you think that you are squishy with a shield on a 50-60k max magicka build...
I know that you are a very, very good player and probably the best petsorc (or maybe even the best sorc) in the world but all I see from your posts is that you want your build to be buffed more and more and more. I've played all classes (mag and stam) on PTS and petsorc is one of the most broken builds that I have ever played so far. AoE is insane (destro ult + pets), you are extremely tanky because 50k+ max magicka boosts your shield into oblivion and you can now block with a frost staff on top that and you are very lethal in duels too. My medium armor nb is completely *** compared to that and so are many other (mag and stam) builds. I know that it can be frustrating to fight against heavy armor Redguards but it's the same on almost every medium armor build for example.
I don't believe that it is in your interest that petsorc becomes fotm (they are actually on the best way to become fotm) and that everyone starts playing one (I do actually hate when my class becomes fotm).
@Ragnaroek93
No, I know that medium armor suffers just the same. I also said, that they need to buff both.
Light armor relies on perfect shield up time, medium armor relies on mobility and staying evasive.
I don't say this for myself, as I can manage the squishiness fairly well. But this is only due to me being experienced totally focused on the gameplay. Many don't play this way and they stand no chance when they are on light armor, they get eaten up by everyone
And you're right, I want petsorc to stay niche, I always wanted it to be hard to play. And I know that frost staff will allow for completely broken builds.
Ah my bad, didn't saw that you want to buff medium armor as well. I don't think that medium and light needs a buff, just that heavy armor needs a nerf.
I see problems with petsorc on PTS because most people won't play without a second shield and hp food like you do. At the moment the PTS is filled with petsorcs and I have actually problems to take them down, because even bad players can survive very easily with froststaff, shieldstacking and a 50k+ magicka pool. I don't have any problems against them as soon as I come as petsorc as well sadly.
ZOS_RichLambert wrote: »
Doctordarkspawn wrote: »EcruteakCity wrote: »Stop incentivizing players to not work for things. Lowering the skill cap of the game is negative for the entire community. By not encouraging players to get better at the game content will only get increasingly difficult for them to complete. I understand that making a game more accessible from a marketing perspective is smart, however the new customers will not find a challenge when they reach end game. What does this approach imply for further trials or dungeons? Why punish players who have mastered their rotations or strategies around the current end game mechanics. In my opinion make the rewards for playing the game better more appealing to encourage the players who you believe need things simplified to actually get better. Sincerely someone who's had no challenge in this game for months.
Having two players with the same gear and level and wildly different DPS outputs due to the skill required to make DPS effective is negative for the entire community as well. It means less people do group content because the group content isn't populated by people who know what the crap their doing, both from vets tired of finding pugs and just grouping in guild and alienating new players who've figured out it needs to go faster.
So many hardcore or 'veteran' players are decrying these changes as dumbing the game down, and saying it has no challenge are the people who've allready done Shadows of the Hist Hardmode like 30 times and who've allready done the dance. In many cases as well, they allready clicked with the system so exploiting it wasn't that hard. It's not that they -care-, it's that they want to keep bragging. They want for their 'git gud' to still have weight.
To complain the game is dumbing down and that it isn't geting harder for your sake is selfish and entitled. This is for the betterment of the game and it needs it. Welcome to progress. Power creep needs culled, this Learning cliff needs filed down to a learning curve, and if the cliff is what you loved, consider that maybe a MMO truely isn't for you. Because it seems you focus more on you, than group needs or game needs.
usmcjdking wrote: »
It's my back.... my back dog. #0311 life. Not so lean, no longer mean, still... a marine.
Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
Pixel_Zealot wrote: »ZOS_RichLambert wrote: »
He said simplified, not older or slower.
Simplified and MMO RPG does not belong in the same sentence. If you're and older, slower gamer, who enjoys a simplified game, then Solitaire is just for you!
But if you're an older, slower gamer who appreciates a game which makes you consider a variety of contributing factors before making decisions and certain actions then MMO's are the place to be.
leepalmer95 wrote: »ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
You could simplify it by not having so many skills you don't need.
Moltan?
Clench?
ZOS_RichLambert wrote: »[*] Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
ZOS_RichLambert wrote: »
ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
Hello, Rich,ZOS_RichLambert wrote: »
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
- Proc Sets – This change falls directly into the “lower the ceiling”
- Stun Removal on Blazing Spear – This change falls into the “simplify” category.
- Radiant Destruction – This one is definitely in the “lower the ceiling” category.
- Haunting Curse – This one falls into the “simplify”
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
caeliusstarbreaker wrote: »usmcjdking wrote: »
It's my back.... my back dog. #0311 life. Not so lean, no longer mean, still... a marine.
@DHale
As an infantry Doc I can safely say that you must merely change your socks, drink water and take Motrin.
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
Yes it is a joke. And this is why either the bonus damage needs to be removed from stealth, or remove the stun. Only under battle spirit.
At least then you can block or dodge roll. Then fight back.
PS: that's a horrible incap strike, it should usually land for almost twice that even with 2500+ impen.
Mojomonkeyman wrote: »ZOS_RichLambert wrote: »
Sorry Rich, I`m close to my 40s and I don`t feel any decline in my abilities that would be noticable on non high-end esports level and I`m pretty sure it will be same thing in 10 years. I mean you don`t make playing a guitar or piano artificially easier the older the user gets.
You pov is as narrow, and you know it. I don`t wan`t my or others age to be your argument, I feel it`s discriminating. Quite the opposite, I wish you would focus a bit more on bringing back the difficulty and skill rquirements of games back in the day.
Well you are wrong here mister @Mojomonkeyman .
First of all the eldernes does make you slower.
Second of all it is harder to master new skills when you are older.
And third of all the older you get the less time you have to play a game.
And of course there are exceptions to everything I said above.
Cheers!
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
Doctordarkspawn wrote: »EcruteakCity wrote: »Stop incentivizing players to not work for things. Lowering the skill cap of the game is negative for the entire community. By not encouraging players to get better at the game content will only get increasingly difficult for them to complete. I understand that making a game more accessible from a marketing perspective is smart, however the new customers will not find a challenge when they reach end game. What does this approach imply for further trials or dungeons? Why punish players who have mastered their rotations or strategies around the current end game mechanics. In my opinion make the rewards for playing the game better more appealing to encourage the players who you believe need things simplified to actually get better. Sincerely someone who's had no challenge in this game for months.
Having two players with the same gear and level and wildly different DPS outputs due to the skill required to make DPS effective is negative for the entire community as well. It means less people do group content because the group content isn't populated by people who know what the crap their doing, both from vets tired of finding pugs and just grouping in guild and alienating new players who've figured out it needs to go faster.
So many hardcore or 'veteran' players are decrying these changes as dumbing the game down, and saying it has no challenge are the people who've allready done Shadows of the Hist Hardmode like 30 times and who've allready done the dance. In many cases as well, they allready clicked with the system so exploiting it wasn't that hard. It's not that they -care-, it's that they want to keep bragging. They want for their 'git gud' to still have weight.
To complain the game is dumbing down and that it isn't geting harder for your sake is selfish and entitled. This is for the betterment of the game and it needs it. Welcome to progress. Power creep needs culled, this Learning cliff needs filed down to a learning curve, and if the cliff is what you loved, consider that maybe a MMO truely isn't for you. Because it seems you focus more on you, than group needs or game needs.
Having two people with same gears and different dps is called effort, saying that people who are bad should be rewarded simply because they are in the game is selfish and entitled.....
Dude, if one is better he will archive more, simple as that. I'm gonna make a comparison.
Look at politics, when we focus too much on the collective, we have socialism, and then many times socialism has become communism remember Stalin? Instead when we focus not only on the collective but also on the person we have democracy, and all the good things it has brought to us, Judge for yourself. Dumbing down the game is not progress, it's just stupid, remember what happened to Warlords of Draenor when blizzard started appealing too much to casuals? Because i sure do.
the problem is that if you don't have anything interesting in your game, people will get in, play for a few weeks and then leave rinse and repeat, there must be some content that keeps the player there otherwise it will never become a good game.