heng14rwb17_ESO wrote: »Quote "In other words, the floor dropped and the ceiling didn't move much"
Majority of the players base are casual.
Those casual mostly engage in questing and pvp.
Vet dungeon may also be mildly interested to them as the dungeon finder group is now broken for many weeks.
Vmsa is only completed by about maybe a few percent of the players base.
Vet Trail is only for top 1% players.
As long as zos did not make the game too hard for the casual to complete their questing and normal dungeon and some newbie can kill a few players (pvp).
The casual mostly interested in what content can the game offer like beautiful graphic and story line.
Giles.floydub17_ESO wrote: »heng14rwb17_ESO wrote: »Quote "In other words, the floor dropped and the ceiling didn't move much"
Majority of the players base are casual.
Those casual mostly engage in questing and pvp.
Vet dungeon may also be mildly interested to them as the dungeon finder group is now broken for many weeks.
Vmsa is only completed by about maybe a few percent of the players base.
Vet Trail is only for top 1% players.
As long as zos did not make the game too hard for the casual to complete their questing and normal dungeon and some newbie can kill a few players (pvp).
The casual mostly interested in what content can the game offer like beautiful graphic and story line.
It does not mean the floor dropped. The further from the top a player is the more likely they will need more time to adjust.
OP's post was to long, but the gist of it all is this one week is not a very valid week to compare. Also, comparisons would need to be between the same players. Some have left and others are doing other things this week as OP acknowledges. So looking at the entire leaderboard is not very solid ATM.
Looking at group content, which is really a better indication of effects of the changes since much of what changed affects group sustain, leadboard scores of existing groups are lower. While the scores were expected to be lower, it is probably more an issue of getting comfortable with the changes and it is a distraction until that occurs leading to more deaths and maybe even some discussion of how to maybe do somethings a little differently.
f047ys3v3n wrote: »In other words, the floor dropped and the ceiling didn't move much. This is counter to the stated goals of ZOS developers but was what I, and others, expected, and explained, in length, on the PTS forum.
Gandrhulf_Harbard wrote: »f047ys3v3n wrote: »In other words, the floor dropped and the ceiling didn't move much. This is counter to the stated goals of ZOS developers but was what I, and others, expected, and explained, in length, on the PTS forum.
As you say, they were told this would happen, they were told hundreds and hundreds of times; by high-end raiders, theorycrafters and casuals - everyone told them this would happen.
They ignored it.
The thing that gets me though is if damn near everyone on the PTS and Morrowind Beta forums could see this was going to happen, why couldn't ZOS see it?
The ONLY logical answer is they don't have a clue what they are doing, and they have even less of a clue how what they are doing will actually affect things.
All The Best
THEDKEXPERIENCE wrote: »
I think part of the reason ZOS can't balance around the edges is because the weirdest character combinations come from the least knowledgeable place (Khajit Magic Werewolf baby!) while the most powerful gear combos come from the most knowledgeable players.
Everyone else, the majority of the dataset, has some solid knowledge of character synergies with race and class and uses the gear made popular by the theory crafters 3 months after they have already moved on.
So they balance the middle resulting in the stupid getting completely left in the dust, the middle class getting pushed down a peg and the smartest players thriving even more.
Gandrhulf_Harbard wrote: »THEDKEXPERIENCE wrote: »
I think part of the reason ZOS can't balance around the edges is because the weirdest character combinations come from the least knowledgeable place (Khajit Magic Werewolf baby!) while the most powerful gear combos come from the most knowledgeable players.
Everyone else, the majority of the dataset, has some solid knowledge of character synergies with race and class and uses the gear made popular by the theory crafters 3 months after they have already moved on.
So they balance the middle resulting in the stupid getting completely left in the dust, the middle class getting pushed down a peg and the smartest players thriving even more.
Interesting points, and ones I somewhat agree with.
But this game was always marketed as "play your way".
So if I want to make a Khajit Magicka Werewolf that's just fine.
My main is a Nord Magicka Templar - sure I had to tweak his gear, and his CP to make up a few deficiencies, but I could take those points from areas where the Nord was stonger, so it balanced out.
ZOS need to look at the changes they make in terms of their impact on ALL possible Race/Class/Resource/Gear/Rotation combinations.
Yes, yes, I know - that's a lot of possibilities.
But if you (as a game company) lack the technical ability, the intelligence or the resources to balance all of those possibilities properly then you had no damn business selling those possibilities in the first place.
All The Best
Can't agree more... The top "pro" players who know game mechanics at a level that probably even game developers don't - already found a way... some gear swapped, some other enchantment used differently, some CP spent slight different.. and there you go... no problem...heng14rwb17_ESO wrote: »Quote "In other words, the floor dropped and the ceiling didn't move much"
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
THEDKEXPERIENCE wrote: »I've never completed VMA. I've only tried it twice actually. I spend most of my time in Cyrodiil.
That said, this post makes me love these changes even more than I think I would (which was a lot already). End game content should be hard AF. If only 57 Templars can do VMA on PC than awesome and good for them. Gives other people something to work for. Hard content in end game scenarios is a good thing for the long term.
Also, if this means that normal dungeons go back to requiring a group than all the better. Say what you will about the PVP cheese builds leading to the nerfs but soloing group content in PVE was just as big of a problem.
The change was needed, and supported by any healthy logic. Without that kind of changes we would face dds with 150k dps in about september or so. People just have to adjust give them some time.
And btw chapter was just another fotm changing patch if you look closer. Top-tier groups lost about 50-70k group dps only (7 days post patch), some are still grinding theorycrafting.
For me it just seems like its time for nbs and templars to rule the crown
HatchetHaro wrote: »THEDKEXPERIENCE wrote: »I've never completed VMA. I've only tried it twice actually. I spend most of my time in Cyrodiil.
That said, this post makes me love these changes even more than I think I would (which was a lot already). End game content should be hard AF. If only 57 Templars can do VMA on PC than awesome and good for them. Gives other people something to work for. Hard content in end game scenarios is a good thing for the long term.
Also, if this means that normal dungeons go back to requiring a group than all the better. Say what you will about the PVP cheese builds leading to the nerfs but soloing group content in PVE was just as big of a problem.
That's just stupid thinking. There is absolutely no benefit to locking people out of content they wish to complete.
See, here's the thing: I agree that vMA should be hard, but it already was. It's only through months of improvement and learning and theorycrafting that makes those players good enough to complete it and get into the leaderboards.
When it comes to challenge, there is a difference between the content being challenging yet fun and rewarding, and the content being so difficult it becomes painful and frustrating.
If there's anything that doesn't need to be harder, it would be vMA. vMA is already straddling the line between fun and frustrating; Morrowind only pushed it straight into painful territory.
Fact of the matter is that the people claiming that things are too easy aren't aware that there are actually different levels of content for different levels of skill. Normal dungeons, for instance, are designed to be tackled by a group of low-lvls who are still learning the game and have only the most basic grasp on mechanics and roles. If one is able to deal 40k dps while being able to sustain health and resources, that person should be more than capable of soloing normal dungeons. In this case, if people are claiming that the content they are completing is "too easy", move up the ladder! Don't cut off the rung you're on; move on to the next level of content. Do veteran dungeons, trials, vMA, etc. Strive to improve yourself, not bring down the others. If you have goals for your performance in-game, such as attaining high leaderboard scores, then there would be no such thing as "easymode".
I find it rather interesting that the people who applaud these changes are often the ones who are unable to do veteran content themselves. I find the irony of it funny, that the people who are the most unqualified on commenting on ramping up the difficulty of veteran content are the ones liking the nerfs and insulting the amount of effort the actual veterans have put into that content.The change was needed, and supported by any healthy logic. Without that kind of changes we would face dds with 150k dps in about september or so. People just have to adjust give them some time.
And btw chapter was just another fotm changing patch if you look closer. Top-tier groups lost about 50-70k group dps only (7 days post patch), some are still grinding theorycrafting.
For me it just seems like its time for nbs and templars to rule the crown
Except these changes only served to push magsorcs further into the meta and completely shoved down all other classes, including stamina. NBs and Templars are far from ruling the crown.
50k group dps is actually a lot to lose. Here's some math: they were originally pulling ~400k group dps in the most favorable situations; 50k is actually 12.5% of that dps, and let's be real, when it comes to ESO, 12.5% is a lot.
Here's healthy logic: dds won't reach 150k dps solo. The highest most veterans have gotten is ~40k solo on a target skeleton. That's the way it was in Homestead, and it's a fairly healthy way, with no foreseeable buffs in the future. Your idea of power creep is greatly exaggerated. Power creep is far from being a problem this day; if people are improving, then it's entirely logical to say that the damage would improve with it. It's what it was, it's what it should be. Even if there is power creep, the most people would see would only be a 10% increase in damage. When it comes time to nerf, nerf it then, not before it even started to be a problem.
THEDKEXPERIENCE wrote: »HatchetHaro wrote: »THEDKEXPERIENCE wrote: »I've never completed VMA. I've only tried it twice actually. I spend most of my time in Cyrodiil.
That said, this post makes me love these changes even more than I think I would (which was a lot already). End game content should be hard AF. If only 57 Templars can do VMA on PC than awesome and good for them. Gives other people something to work for. Hard content in end game scenarios is a good thing for the long term.
Also, if this means that normal dungeons go back to requiring a group than all the better. Say what you will about the PVP cheese builds leading to the nerfs but soloing group content in PVE was just as big of a problem.
That's just stupid thinking. There is absolutely no benefit to locking people out of content they wish to complete.
See, here's the thing: I agree that vMA should be hard, but it already was. It's only through months of improvement and learning and theorycrafting that makes those players good enough to complete it and get into the leaderboards.
When it comes to challenge, there is a difference between the content being challenging yet fun and rewarding, and the content being so difficult it becomes painful and frustrating.
If there's anything that doesn't need to be harder, it would be vMA. vMA is already straddling the line between fun and frustrating; Morrowind only pushed it straight into painful territory.
Fact of the matter is that the people claiming that things are too easy aren't aware that there are actually different levels of content for different levels of skill. Normal dungeons, for instance, are designed to be tackled by a group of low-lvls who are still learning the game and have only the most basic grasp on mechanics and roles. If one is able to deal 40k dps while being able to sustain health and resources, that person should be more than capable of soloing normal dungeons. In this case, if people are claiming that the content they are completing is "too easy", move up the ladder! Don't cut off the rung you're on; move on to the next level of content. Do veteran dungeons, trials, vMA, etc. Strive to improve yourself, not bring down the others. If you have goals for your performance in-game, such as attaining high leaderboard scores, then there would be no such thing as "easymode".
I find it rather interesting that the people who applaud these changes are often the ones who are unable to do veteran content themselves. I find the irony of it funny, that the people who are the most unqualified on commenting on ramping up the difficulty of veteran content are the ones liking the nerfs and insulting the amount of effort the actual veterans have put into that content.The change was needed, and supported by any healthy logic. Without that kind of changes we would face dds with 150k dps in about september or so. People just have to adjust give them some time.
And btw chapter was just another fotm changing patch if you look closer. Top-tier groups lost about 50-70k group dps only (7 days post patch), some are still grinding theorycrafting.
For me it just seems like its time for nbs and templars to rule the crown
Except these changes only served to push magsorcs further into the meta and completely shoved down all other classes, including stamina. NBs and Templars are far from ruling the crown.
50k group dps is actually a lot to lose. Here's some math: they were originally pulling ~400k group dps in the most favorable situations; 50k is actually 12.5% of that dps, and let's be real, when it comes to ESO, 12.5% is a lot.
Here's healthy logic: dds won't reach 150k dps solo. The highest most veterans have gotten is ~40k solo on a target skeleton. That's the way it was in Homestead, and it's a fairly healthy way, with no foreseeable buffs in the future. Your idea of power creep is greatly exaggerated. Power creep is far from being a problem this day; if people are improving, then it's entirely logical to say that the damage would improve with it. It's what it was, it's what it should be. Even if there is power creep, the most people would see would only be a 10% increase in damage. When it comes time to nerf, nerf it then, not before it even started to be a problem.
You completely missed the point and argued against yourself with the "no one should be locked out of content" argument. The hardest content should be insanely hard and only doable be a very small number of people. If people want to experience content it should be on normal.
Also, just because someone hasn't done something doesn't mean they are incapable of doing it. I got to round 5 on VMA months ago on a PVP build and never bothered to complete it. If I really felt like spending a day learning the mechanics it's not impossible. I solo in Cyrodiil every day. I think I can figure out when to dodge roll out of red.
Gandrhulf_Harbard wrote: »Interesting points, and ones I somewhat agree with.
But this game was always marketed as "play your way".
THEDKEXPERIENCE wrote: »Gandrhulf_Harbard wrote: »f047ys3v3n wrote: »In other words, the floor dropped and the ceiling didn't move much. This is counter to the stated goals of ZOS developers but was what I, and others, expected, and explained, in length, on the PTS forum.
As you say, they were told this would happen, they were told hundreds and hundreds of times; by high-end raiders, theorycrafters and casuals - everyone told them this would happen.
They ignored it.
The thing that gets me though is if damn near everyone on the PTS and Morrowind Beta forums could see this was going to happen, why couldn't ZOS see it?
The ONLY logical answer is they don't have a clue what they are doing, and they have even less of a clue how what they are doing will actually affect things.
All The Best
I think part of the reason ZOS can't balance around the edges is because the weirdest character combinations come from the least knowledgeable place (Khajit Magic Werewolf baby!) while the most powerful gear combos come from the most knowledgeable players.
Everyone else, the majority of the dataset, has some solid knowledge of character synergies with race and class and uses the gear made popular by the theory crafters 3 months after they have already moved on.
So they balance the middle resulting in the stupid getting completely left in the dust, the middle class getting pushed down a peg and the smartest players thriving even more.
DPS of course need to damage. If you make that impossible or even just harder, there are going to be less playing the content they're supposedly designing for us.
THEDKEXPERIENCE wrote: »I got to round 5 on VMA months ago