SilverIce58 wrote: »My question is: is this your first MMO? (I'm not trying to be snarky or shady or what have you, it'd make it easier to understand where you're coming from if that question is answered.) If it is, then it's understandable. When you first start playing MMOs, you get all sorts of these things and mechanics that you've never seen before (mainly because single player games don't have them), and it's very, very easy to become confused and disorientated.
SilverIce58 wrote: »My question is: is this your first MMO? (I'm not trying to be snarky or shady or what have you, it'd make it easier to understand where you're coming from if that question is answered.) If it is, then it's understandable. When you first start playing MMOs, you get all sorts of these things and mechanics that you've never seen before (mainly because single player games don't have them), and it's very, very easy to become confused and disorientated.
This is a good question. I wonder if ESO is a lot of people's first MMO - more so than with other MMOs, which can be the case if a lot of the players came here after playing the single player Elder Scrolls games. Maybe that lends support for the OP's idea.
Yes, it is. Sorry about not stating this in the OP. I had made major edits to shorten the post because the original was very long, and this fact was cut in the edit.SilverIce58 wrote: »My question is: is this your first MMO?
Crafts_Many_Boxes wrote: »Combat in general in this game is counter-intuitive if you've played other MMOs or even rpgs in general. I love this game for a number of reasons, but the combat is a huge point of frustration for me.
In summary, there are 3 reasons why "L2P" is so difficult for new players, and why there is a such a huge dps disparity between new players and the "pros".
1) The rigid, new player-unfriendly UI. Bar swapping is an admittedly creative way to add pointless complexity to combat, and fixing the cursor means that any of us who prefer clicking our abilities are SOL. ESO's UI is "adapt or die", and those who are unwilling to change their entire playstyle that they've built over years of MMOs and RPGs will fall behind.
2) The lack of a real global cooldown and the bizarre embracing of a broken, exploitable system in the name of making things "more fast paced". Having light attacks and heavy attacks being additional elements to combat is a cool idea, but it just makes things too complicated in practice. Those who can integrate it into their rotation and clip animations flourish, and those who cannot suffer. It is the single greatest reason behind the dps disparity we see today.
3) Very short durations on pretty much everything, which serve to make rotations more punishing and necessitate even more bar-swapping. Between both MMOs I used to play, there were maybe 5 DoTs that had 10s or shorter durations. Most have 15 or even 20-30s. 8-10s DoTs and 20s self buffs make rotations brutal, which is only exacerbated by the bar swapping nonsense.
Again, there is a lot I love about ESO, but they decided to "go their own way" when it came to combat and wound up with a system that you have to rebuild yourself from the ground up to learn, and even then you might not be very good at it.
jedtb16_ESO wrote: »how did we ever manage back at the start?
More an issue that you queue for random dungeon as low level character and get grouped with one cp400 doing random normal, one cp720 who farm the weapon and an cp200 needing quest. yes it was an fast run but you did not learn anything.jedtb16_ESO wrote: »i don't believe this thread.
i learned combat in this game by figuring out how to beat doshia (before the nerf). this was just after launch. figured out how to weave and kite, keep moving and keep your resources up.
again for the people here this was back just after launch.
you really need someone to tell you how to play a game?
We had time to learn back then, everyone was new. Today there’s no such chance for the Op or new players to learn, most want them booted out of dungeons the second they see their cp or lack of. We grow with the game, working out weaving, sets etc along the way, content creators put all that was learnt out there for others to catch up on because learning outside the game is the only way new players will learn these days.... sad but true
This fake confidence gets me killed with world bosses. World. Bosses. Pale in comparison to what lies in vet dungeons.
Yes, it is. Sorry about not stating this in the OP. I had made major edits to shorten the post because the original was very long, and this fact was cut in the edit.SilverIce58 wrote: »My question is: is this your first MMO?
I'd like to make a correction given some of the comments I've seen: I'm not looking for builds, and I'm not following anyone's build.
I wear 5 pieces Hundings for the weapon buff. 5 pieces (but registers 4) Night's Silence for the stamina (Summerset turns this to 5) traits with Divines. 3 jewelry of reduced stamina at 840 max stamina each. Daggers/Bow enchanted with Okari. All legendary.
This is what suits me, as I'm learning how stamina and Mundus work together. Currently running Warrior, which definitely improves per attack LA/HA, but I think I like Thief better for the crit. Both work really well to take out any boss in delves.
Notice I didn't say dungeon.
I use the same four spells over and over:
Ambush (sneak crit on first target, gets me 22k (warrior)/24k (thief)
Surprise attack (after LA on Ambush, crits 90% for 11k)
Rapid strikes or Steel Tornado.
That's. It. These 4 spells, with my 41.2k stamina bar is OP in every public dungeon in the game. I don't have any additional points in CP toward damage. Most are either in stam/health/mag regen or phys/spell/crit damage protection. Who needs more damage when this is good enough?
Don't answer that question. I think we understand each other when I say this confidence is going to get me killed in any vet dungeon in the game, which I've yet to experience.
This fake confidence gets me killed with world bosses. World. Bosses. Pale in comparison to what lies in vet dungeons.
I refuse to allow a group to carry me, and I know I'm not ready.
I can read anyone's rotation. That's the easy part.
What I want to know is why they put those skills in the rotation.
I did watch a Deltia video last night on the stamBlade rotation and that was one of the most informative videos I've ever seen. His description on precisely why he chose those skills is what's lacking in this game.
This is why I struggle.
Remember the buffs I mentioned before? Here's one I learned thanks to Deltia: Grim Focus morphed to Relentless Focus.
A skill I have never used, but ignored because I barely use LA attacks (this is changing thanks to rotation knowledge).
I fully understand why people get kicked from groups despite being CP720.
But I also understand it's not entirely their fault.
This game makes it comfortably easy to spam the same 4 attacks and take out enemies easily.
Just not the tough ones.
All I see online are builds, but no information on how to use those builds.
anitajoneb17_ESO wrote: »jedtb16_ESO wrote: »how did we ever manage back at the start?
We didn't. But back at the start there were :
- Difficult overland content, especially in vet zones, which allowed us to progress and practice with a reasonable learning curve
- Everyone was learning. You didn't come across anyone pulling 10x your DPS and calling you a noob
- There were soft caps. Noone was pulling 10x your DPS and calling you a noob
- There were no (yet) elitist groups telling how supposedly "easy" it is to multiply your DPS by 10
- Noone has - yet - 9 traits researched, no weapon ultimates, no DLC crafted sets, etc. so there were far less sets and combinations available
- Noone had beaten vDSA, vSO HM and the like YET, so we were all progressing in the base game vet dungeons which were, back then, suitably scaled in difficulty (yes yes, we used to spend hours wiping on Bogdan, remember...)
- There was no "meta" yet. Nowadays a new player joining a guild with the intention to play a healer will immediately be sent to WGT to farm spellpower cure. He will then wear it and be thrown in vet group dungeons with no idea as to how to heal.
- The difference between a new or bad player , and a good, experienced player, was 1:2, and not 1:10 like it is now.
So there's that.
Don't answer that question. I think we understand each other when I say this confidence is going to get me killed in any vet dungeon in the game, which I've yet to experience.
This fake confidence gets me killed with world bosses. World. Bosses. Pale in comparison to what lies in vet dungeons.
They used to be.anitajoneb17_ESO wrote: »World bosses aren't supposed to be soloed.
... I don't do this. I use a couple of world bosses to test what I've learned. I don't expect to beat them. I use them to measure my own strengths and weaknesses (I learned how to dodge roll with them).Don't take a failure at a world boss as an indicator of your own strength or lack thereof.
This is what I'm working toward.Do dungeons. If possible with people of your level and skill, and learn together. Start with normal dungeons (but most of them will be too easy to learn anything) then go on with vet dungeons. Some are far easier than others - noticeably the Maj-Al-Ragath dungeons, such as Spindleclutch and Banished Cells. And go from there.
Interesting. I didn't think group dungeons were solo possible. I just assumed these required 16 persons or so. Any particular dungeons I should try?Soloing group dungeons is not bad either. The "bosses" in there are all soloable - albeit sometimes a little bit tough.
Interesting. I didn't think group dungeons were solo possible. I just assumed these required 16 persons or so. Any particular dungeons I should try?
Public dungeons are too easy. This would be another great tool to measure improvements.
True, but how long did it take for that to happen? And how often were skills and gear changing completely from patch to patch?jedtb16_ESO wrote: »jedtb16_ESO wrote: »how did we ever manage back at the start?
I don't know about you, but I ran around with a bow and a resto staff, crafted gear at the closest set station because it sounded cool (Whitestrake anyone?) in whatever weight I had already researched enough traits to craft that set. I didn't think DoTs were worth the time of day and that cloak was useless because it was too short. And it took me a while to appreciate crafted food and potions, and possibly that I should be enchanting my gear, but I can't quite remember that.
It was a lot of fun, though. :-)
exactly..... and we managed to figure it out.
SilverIce58 wrote: »My question is: is this your first MMO? (I'm not trying to be snarky or shady or what have you, it'd make it easier to understand where you're coming from if that question is answered.) If it is, then it's understandable. When you first start playing MMOs, you get all sorts of these things and mechanics that you've never seen before (mainly because single player games don't have them), and it's very, very easy to become confused and disorientated.
This is why the post exists. Understanding what to put in a rotation is where I lack experience and knowledge.Notice I did not say Build, your Rotation is 90% of the equation, as Deltia kind of explains.
I have Vigor.You need some decent Self Heals though, and the Trash Mobs are going to give you more issues than the Bosses are. Bosses can be kited and you can move around to avoid most attacks. It's going to be a challenge the first few times through, just so you know.
The only dungeon I've ever been in is Dragonstar Arena.NordSwordnBoard wrote: »@Violynne have you tried normal maelstrom arena? It's very forgiving with mechanics, but still helps you learn to anticipate red circles and learn to be self sufficient to a degree. It hardly compares to the veteran version, (which is another issue altogether) but you face a whole different array of attacks and effects placed on you for practice.
More an issue that you queue for random dungeon as low level character and get grouped with one cp400 doing random normal, one cp720 who farm the weapon and an cp200 needing quest. yes it was an fast run but you did not learn anything.jedtb16_ESO wrote: »i don't believe this thread.
i learned combat in this game by figuring out how to beat doshia (before the nerf). this was just after launch. figured out how to weave and kite, keep moving and keep your resources up.
again for the people here this was back just after launch.
you really need someone to tell you how to play a game?
We had time to learn back then, everyone was new. Today there’s no such chance for the Op or new players to learn, most want them booted out of dungeons the second they see their cp or lack of. We grow with the game, working out weaving, sets etc along the way, content creators put all that was learnt out there for others to catch up on because learning outside the game is the only way new players will learn these days.... sad but true
I've played this game off and on for the last 4 years, and I'm not ashamed to admit I still don't understand it. Rather, I'm angry because I don't. As much as I see people try to offer help, most of it is wasted on me (and others who are in the same boat).
Analogy: If I give you a list of ingredients to a recipe, what good are they if we don't get what we're supposed to do with them.
But this goes even further: why are you choosing those ingredients!
All I see online are builds, but no information on how to use those builds. It gets worse when trying to learn from the game, which is so poorly lacking in information, it turns into a difficulty.
Let me show you what I mean:
I have a weapon with a fire enchantment. It does "X" damage. Great. But, we all know this damage isn't applied with every hit. What's missing? Two critical pieces of information - 1) Does it hit every time the cool down is over or is it a percentage chance to be applied and 2) What's the gorram cool down?!
Now, let's say I find some gear that says "Applies 150% weapon enchant and lowers the cool down by 50%". Okay... how in the world does this help me when I don't even know what the basic weapons does!
I'm not looking to be BiS or max DPS. I just want to understand how to utilize my skills better so I'm not button mashing all the damn time.
In every video, I see solo players taking on world/dungeon bosses, and most start off with buffing themselves (with what, I have no clue, but I'll get there). Then they attack these things and barely drop an ounce of health.
When I'm looking at basic sets I can craft, I'm trying to learn what perks I can use. Then I see a video like this:
Top 10 Worst Sets and this got me to thinking how in the world anyone knows this stuff. Thank goodness I'm not wearing any of these sets, but can you imagine people out there are and have no clue?
Is it just me or does the game require more information? I see the Skill Advisor has been added, and it's a great start, but what good is it when it doesn't say why these are recommended skills.
So, tl;dr (sorry about that), have any of you seasoned players videos the rest of us can watch where you clearly explain why you chose the skills and how they work?
I can't watch another build video. It's a recipe I can't cook without burning it.
Thanks!
This game caters to the elitist and people who spend 8+ hours a day playing and figuring everything out to the 10th decimal place, never mind it’s the casual gamer who really supports this game financially.
lassitershawn wrote: »Crafts_Many_Boxes wrote: »Combat in general in this game is counter-intuitive if you've played other MMOs or even rpgs in general. I love this game for a number of reasons, but the combat is a huge point of frustration for me.
In summary, there are 3 reasons why "L2P" is so difficult for new players, and why there is a such a huge dps disparity between new players and the "pros".
1) The rigid, new player-unfriendly UI. Bar swapping is an admittedly creative way to add pointless complexity to combat, and fixing the cursor means that any of us who prefer clicking our abilities are SOL. ESO's UI is "adapt or die", and those who are unwilling to change their entire playstyle that they've built over years of MMOs and RPGs will fall behind.
2) The lack of a real global cooldown and the bizarre embracing of a broken, exploitable system in the name of making things "more fast paced". Having light attacks and heavy attacks being additional elements to combat is a cool idea, but it just makes things too complicated in practice. Those who can integrate it into their rotation and clip animations flourish, and those who cannot suffer. It is the single greatest reason behind the dps disparity we see today.
3) Very short durations on pretty much everything, which serve to make rotations more punishing and necessitate even more bar-swapping. Between both MMOs I used to play, there were maybe 5 DoTs that had 10s or shorter durations. Most have 15 or even 20-30s. 8-10s DoTs and 20s self buffs make rotations brutal, which is only exacerbated by the bar swapping nonsense.
Again, there is a lot I love about ESO, but they decided to "go their own way" when it came to combat and wound up with a system that you have to rebuild yourself from the ground up to learn, and even then you might not be very good at it.
By "clicking our abilities" do you mean scrolling over with the cursor and clicking them? So if I want to cast LL followed by a Mages' Wrath I have to manually move to and then click on each one (and target LL as well)? That seems like it would serve no purpose other than making combat ridiculously slow paced.
It seems like all of your suggestions are designed to slow down the pace of the game, which I definitely do not agree with. Fast paced combat that requires paying attention to multiple things at once is one of my favorite parts of this game.
This game caters to the elitist and people who spend 8+ hours a day playing and figuring everything out to the 10th decimal place, never mind it’s the casual gamer who really supports this game financially.
Please. I work a demanding full time job and have an active and time consuming public life. ESO is a hobby, not anything like an all day every day thing.
90% of this game you can heavy attack your way through.
The rest you have to practice.
I also play a bit of guitar, and that takes FAR more time and physical effort than getting down a solid rotation.
And thats how people need to look at endgame dps etc. Get a target dummy and practice. Experiment. Read. Practice.
Do not undervalue that that practice can make a big difference, its what gives you a goal and makes the game different. Embrace it if you want that 10%.
Or blow it off and enjoy the rest of the game. Noone is judging you, you’re value isn’t measured by your dps numbers, you are not your effing khakis.
Crafts_Many_Boxes wrote: »lassitershawn wrote: »Crafts_Many_Boxes wrote: »Combat in general in this game is counter-intuitive if you've played other MMOs or even rpgs in general. I love this game for a number of reasons, but the combat is a huge point of frustration for me.
In summary, there are 3 reasons why "L2P" is so difficult for new players, and why there is a such a huge dps disparity between new players and the "pros".
1) The rigid, new player-unfriendly UI. Bar swapping is an admittedly creative way to add pointless complexity to combat, and fixing the cursor means that any of us who prefer clicking our abilities are SOL. ESO's UI is "adapt or die", and those who are unwilling to change their entire playstyle that they've built over years of MMOs and RPGs will fall behind.
2) The lack of a real global cooldown and the bizarre embracing of a broken, exploitable system in the name of making things "more fast paced". Having light attacks and heavy attacks being additional elements to combat is a cool idea, but it just makes things too complicated in practice. Those who can integrate it into their rotation and clip animations flourish, and those who cannot suffer. It is the single greatest reason behind the dps disparity we see today.
3) Very short durations on pretty much everything, which serve to make rotations more punishing and necessitate even more bar-swapping. Between both MMOs I used to play, there were maybe 5 DoTs that had 10s or shorter durations. Most have 15 or even 20-30s. 8-10s DoTs and 20s self buffs make rotations brutal, which is only exacerbated by the bar swapping nonsense.
Again, there is a lot I love about ESO, but they decided to "go their own way" when it came to combat and wound up with a system that you have to rebuild yourself from the ground up to learn, and even then you might not be very good at it.
By "clicking our abilities" do you mean scrolling over with the cursor and clicking them? So if I want to cast LL followed by a Mages' Wrath I have to manually move to and then click on each one (and target LL as well)? That seems like it would serve no purpose other than making combat ridiculously slow paced.
It seems like all of your suggestions are designed to slow down the pace of the game, which I definitely do not agree with. Fast paced combat that requires paying attention to multiple things at once is one of my favorite parts of this game.
Here's the problem. Your "fast paced combat" is pretty much directly opposed to every other Western MMO on the market that has some semblance of flow and GCD to it. Dpsing in this game looks like "artistic" (read between the lines there) spazzing compared to them. The whole point of a GCD is to prevent crazy / janky motions like you see in this game, and give the player a second (literally) to process their next action.
"Fast paced combat" is what is causing the best players to do 40k dps and the worst to do 5k. There are other reasons, but this is the main one. If there were a GCD, one ability bar, and longer DoTs, you'd see that 5k jump to 15k and the 40k drop to 30k.
"Fast paced combat" isn't worth all the trouble it causes. WoW understood that. Rift understood that. Guild Wars understood that (I think? I didn't play it for very long but I think it had a gcd). ESO wasn't designed by anyone knowledgeable about the genre, which is why we have oddities like weaving and light / heavy attacks on top of abilities to begin with.
I guess the bottom line is that what you and the "elite" players want, isn't good for the game as a whole. It contributes to the huge disparity that causes new players to get kicked out of dungeons and belittled wherever they go.
They used to be.anitajoneb17_ESO wrote: »World bosses aren't supposed to be soloed.
But yes, I do know they're supposed to be group events, but...... I don't do this. I use a couple of world bosses to test what I've learned. I don't expect to beat them. I use them to measure my own strengths and weaknesses (I learned how to dodge roll with them).Don't take a failure at a world boss as an indicator of your own strength or lack thereof.
The bosses I go up against aren't very strong and have limited attacks. Better than a static dummy (which I don't have), because they fight back.This is what I'm working toward.Do dungeons. If possible with people of your level and skill, and learn together. Start with normal dungeons (but most of them will be too easy to learn anything) then go on with vet dungeons. Some are far easier than others - noticeably the Maj-Al-Ragath dungeons, such as Spindleclutch and Banished Cells. And go from there.
My stamBlade is CP510 right now, but this is only because she hit level 50 about 3 weeks ago. Still trying to level up some skills.Interesting. I didn't think group dungeons were solo possible. I just assumed these required 16 persons or so. Any particular dungeons I should try?Soloing group dungeons is not bad either. The "bosses" in there are all soloable - albeit sometimes a little bit tough.
Public dungeons are too easy. This would be another great tool to measure improvements.
Azuramoonstar wrote: »SilverIce58 wrote: »My question is: is this your first MMO? (I'm not trying to be snarky or shady or what have you, it'd make it easier to understand where you're coming from if that question is answered.) If it is, then it's understandable. When you first start playing MMOs, you get all sorts of these things and mechanics that you've never seen before (mainly because single player games don't have them), and it's very, very easy to become confused and disorientated.
i'm not new to MMO but eso does the MMO genre different. MMo no longer are about making builds.
This game plays more like dungeons and dragons in a lot of aspects, which even to vet mmo players looks daunting.
I tried this game out just before morrowind launch but got flustered quick at the weird class/race/stat system. And the level up and attribute and skill points.
I recently came back, and still really unsure what I'm doing. I'm having fun though. I am playing a khajiit warden, with a destruction ice staff main weapon, and restoration staff sub weapon. Putting my points into health and magic.
I have 1 bar for tanking, 1 bar for healing. I'm leveling all 3 of my class trees, heavy armor, restoration staff and destruction staff skills. I like some of the new changes, like the level up rewards. The lil tips. Game can be a lil but better with tool tips.
Arena started, as the name might suggest, as a medieval-style gladiator game. You had a team of fighters and went around the world fighting other teams in each city's arena until you became grand champion in the Imperial City.
The world used for Arena was Tamriel, the fantasy world created by a few members of the staff for use in their weekly D&D campaign. During development of Arena, more and more RPG elements were added -- what if you could walk around these cities? What if you could take your team into a dungeon? And soon it was clear what Arena needed to be -- a full-blown RPG.
Inspired by such games as Ultima Underworld and the unheralded Legends of Valour, Arena was now seen as a massive first-person RPG -- the game that recreated the pen-and-paper RPG experience -- be who you want and do what you want. For a long time Arena was a party-based game, where you lead a group of adventurers. This style of play proved less fun in first person, so Arena became a single character game.
Arena was to be the first chapter in an ongoing series of games, so the series took its name from Tamriel's mystical tomes of knowledge that told of its past, present, and future -- The Elder Scrolls.