Agenericname wrote: »The problem that many people have that prevents them from achieving their desired DPS is rotation. Crutch mechanics such as monster helms on normal wont bridge that gap. They'll offer a marginal increase in DPS at best, but whatever the disconnect is that prevents a player from transitioning between groups 1 and 2 will still exist.
A healthier solution overall would be to create the tools and an environment that allowed and encouraged those that wish to improve to do so in game.
No, it's more than that. An improved rotation shouldn't be producing results quite so dramatic as we see right now.
Someone in another thread on this subject might have hit on something I think when he said we have a lot of percentage based bonuses. So for example, consider if every aspect gave a 50% bonus to DPS. Using the "correct" race, the "correct" skills, the "correct" sets, etc. etc. Put some of these together and you get to say, 10k DPS. Add one more aspect and you get 50% more damage, which would only be 5k. So now you're at 15k. But look at what happens to someone who is at 30k. They start using the "correct" rotation (again, just as an example) and suddenly they're at 45k.
I don't know how much stock to put in that. I just think it's something worth considering. The main driving point though, at least for me, is that with results like this you might as well just toss the whole "play as you want" concept out the window. You're basically saying that in order to get DPS results of any significance, and thus stand any kind of real chance in vetDLC/trials, you must select one of a very short and specific list of race/class/build/rotation combinations.
Nobody is arguing that you should be able to pull 50k with a random smattering of abilities on your bar and gear that consists of whatever items you pulled at random out of the laundry basket. But there's no question that there's a pretty wide gap going on between people who can consistently pull 30-40k+ and people who struggle to get to 15-20k.
usmguy1234 wrote: »Posted this in another thread, but creating a new thread about because it was a bit off topic...
This is just some ideas for how to close the gap between good and "bad" players.
The definition of a bad player seems to be:
Someone that only uses one bar, and like light attack and skills spamming play style, especially during boss fights.
Let's face it. Not everyone is comfortable with upkeep 2 bars worth of skills dots and buffs, while staying mobile and and staying out of stupid.
The most equalising skill in game so far is Werewolf Ultimate.
Just trying out Werewolf for the first time on one of my characters yesterday I was surprised how potent this is. I was doing 30k + dps on dummy just light attacking, with some decent gear, and could stay in wolf form for the duration of the fight. I was clearing a normal dungeon solo way faster and easier than I do with any of my other characters.
As a VERY casual player I have a really hard time pushing 30k dps on a dummy on any of my characters. I REALLY suck at weapon swapping, keeping up buffs, dots and weaving, so the werewolf form was like a perfect match for me. It fit my play style like a glove. I'm surprised I never tried it before.
The whole mechanic of werewolf is quite interesting. Clicking that ultimate you opt out of using backbar, and get significant boost to your single werewolf bar in while in werewolf form.
Even if I geared up to the best of my potential, I could probably never reach dps equal to some of the best end game builds as a werewolf, but if felt REALLY good to be able to get some decent numbers without worrying too much about upkeep, dots, and weapon swapping.
But the point is. Werewolf does not fit all, in terms of Looks, and skills, mechanic.
Possible solution equalizing "bad" and good players?
What ZOS can learn from that is to come up with something similar that has a functionality similar to werewolf. Opting out of a backbar for a significant boost to your single bar is a great concept for equalising the difference in player skill, just like how werewolf works.
- They could even try to do it as a Potion to test it. Pop the potion pre boss fight. Locks your other bar, but gives you significant boost to your current bar. Pretty easy to balance as well. If max potential while using this potion was about 75-80% of what a good player utilising both bars would do, that would be a great start.
- Or they could try it as a 5 set bonus. 5th set piece prevents your from switching to your secondary bar but, significantly buffs your main bar. Let's say it would give you something like 1000 weapon/spell damage, or something along those lines. Not having a second bar would be a huge downside for some, but a good plus for some that has a decent 1 bar build.
Just by testing werewolf for one day, I found that this skill is a very good option for closing the gap between good and bad players, when it comes to DPS potential.
You shouldn't homogenize game mechanics... what you should do is make the experience more rewarding for killing skilled players. Take for example: KD ratios have been around for a really long time in most fps and mmo style competitive games. Imagine if a player with a low KD killed a high KD player. As of now, you get a small amount of ap. Imagine if you got 5k ap? This would be an incentive for the less good player to get better. If multiple people killed the "good" player they would share the 5k ap. If the good player killed multiple people while being attacked, he would get 5k ap, etc. So, long story short, it's better to give people incentives to play the game at their best instead of dumbing down mechanics and fostering a lazy culture in the game.
As it is groups chase down good solo players across the map, ult dump them, and then tbag like its a sense of accomplishment.
Increasing AP for killing good players would just end up chasing the good players out of cyrodiil who are already at a disadvantage since most of them are solo or in small groups.
I still stick to the belief that if you want to get better at anything in life you learn the basics and practice which is exactly what the good players had to do to become a good player.
Haha, sure, why not. I want to see how far we can take this slow mo collision of a game.
I want to see 15k light attacks by the end of the year.
@NyxWrench Agree completely.
Up until just recently, and I've been playing for years, I've seen potions as a *** I'm low on health and resources, and not as a 6th skill, using it for Damage and Crit Chance buff.
Nowadays though I learned to use potions that way. Pop potion pre boss fight. It lasts longer than normal buffs, so needs to be refreshed less often, and I don't need to slot the buff on my skill bar.
Same goes for ultimates. It's a skill that has always been on my bar for emergency/burn situations, not as part of a rotation. Or as a stamina class used flawless dawnbreaker only for the passive increase to weapon damage, rarely using the skill itself.
2 bar optimised boss fight rotations with animation cancelling/weaving is not obvious for new players and some (like me) after years never even get used to it, as they spend 95% of their time exploring overland, and doing quests and collecting skill points.... less then 1 percent of your time you are actually engaging group dungeon boss fights.
1. Are they using potions? (i guess many just use them for resource/healing, emergency)
2. What food are they usually using, if any. (my first 2 years of playing i didn't even bother with food)
3. Are they bar swapping? (maybe some do, but maybe not as part of a rotation)
4. Do they stack dots?
5. How and when do they use their ultimates? (maybe mostly use them in emergency situations?)
6. Do they spam their dps skill? (Looking at how people play overland, I would say yes)
7. Do they spam light attacks? (Some do)
8. Which skills do they use?
Casuals don't need to be competitive, but at least buffed to do the minimum threshold required for participation. The span between a "bad" casual and a top dps is currently 15-60k ... if anyone could do 30k by using some buff, and dot, and spamming their main dps skill like wrecking blow/sweeps and reach 30k that would be perfectly fine. If you're doing that now, you'll reach about 20k even with decent golded gear at max CP. The span should be 30-60k instead of15-60k.
How ZOS solves the problem is up to them, but they need to have a casual representative to look at how they are actually playing the game. And I certainly don't think that complex rotations, weaving and dot stacking should be forced on people to at least be able to participate. If you're aiming high and want to compete... go ahead min/max, meta, BiS, dynamic rotations, all you want. But some people simply don't want to play that way JUST to be able to participate.
With the right gear choises:
Light attack builds should be viable but not competitive. (buffs, some dots & and mainly light attacks)
Skills spammer builds should be viable but not competitive. (buff, dots & spam main dps skill, with some heavy for sustain)
Single bar build should be viable but not competitive. (stack and upkeep as much as you can without much barswap)
Nobody is expecting to reach top DPS with simple builds, but at least be able to reach minimum threshold for participation.
For me, complex rotations results in DPS loss. I'm not using any addons to keep track of timers. My uptime get's worse with complexity. I'm wasting resources with more complex rotations, by casting skill from the wrong bar and general fumble.
So I'm stuck with 2 builds I play mostly pve dungeons. On target dummy I have A magplar that can just about reach 30k on a single bar, and a werewolf stamina build where I'm doing around 35k at the moment, without any BiS gear, just easily accessible stuff.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Ultimately, there are three types of players in this game, but there is a bit of a spectrum between the last two. I will explain.
1. The first type of player is bad either by choice or due to not being able to press buttons satisfactorily. These are the ones you see bashing AC on the forums, spamming bow light attacks in the corner on a high elf, etc. They stink for one reason or another. Things like werewolf, Overload back in the day, etc, can be a reasonable band aid solution. I have no problem with them as long as they arent leading DPS races (which they arent currently).
2. The second type of player is one that has a reasonable understanding of the game, has researched or developed a competent build, and has practiced their rotation. These are the people clearing most if not all vet content, but they arent setting WR scores. They are often in BIS or close to BIS gear, and their ability to weave and AC is competent. They either do static rotations, or a somewhat simplified dynamic rotation. Type 2 is not as prevalent as type 1 overall, but type two makes up the bulk of the end game community.
3. Type three is the pure min.maxer that surrounds themselves with the same. They run meta gear, meta group comps, and use dynamic rotations. Their goal is to push score in whatever content they are doing. They are by far the smallest group, but they are often the most visible on youtube and the like. 2 and 3 can blend a bit depending on how competent a player is with a dynamic rotation as it is more of a sliding scale.
You will never close the gap between 1 and 3, and nor should you. Time, effort, and of course skill, should be rewarded. The gap between 2 and 3, however, has widened significantly in the past year or so. This is largely due to the emergence of dynamic rotations, as it is the highest skill barrier in the game.
If your goal is to close the gap between 1 and 3, you will be left with a pile of garbage that nobody wants to play. Bad players will always be bad. If your goal is to close the gap between 2 and 3, well that IMO is reasonable as long is your goal is to not completely eliminate it. Again, time, skill and effort should be rewarded.
As the biggest culprit between the two is the rise of the dynamic rotation, the obvious way to shrink the gap it to reduce the benefits of such a rotation. The most obvious way to do that is to homogenize skill duration among various types of skills. If all single target DOTS were 10 seconds, and all player buffs/debuffs were say 20 seconds, a purely dynamic rotation would not be as beneficial.
I am certainly not suggesting broad sweeping changes across the board, but it is something I think they should consider in future content updates when trying to control the gap, which is frankly getting a little out of control.
There is just one flaw with your statement, going from a static to a dynamic rotation is good design and rewards actual skill rather than good ping and the usage of macros. LA weaving on the other hand is bad design, because it is unintuitive and does reward good ping and basically screams "this is something that should be macroed". Intuitively people treat light attacks the way experienced players treat spammables, so this is exactly how the devs should treat them when they design game aspects like gear and other skills (after putting LA on the same GCD as skills, the way Overload works before Murkmire and Mend Wounds) if they want the game to be more accessible. Going from group 1 to 2 will still be quite a steep learning curve, but at least it will be a logical and obvious one.
And this is coming from someone on the higher end of group 2 with near perfect LA weaving who is doing around 40k dps with a static rotation on multiple characters.
@ZeroXFF
I am not sure it's actually a flaw in my statement. Of course a dynamic rotation rewards skill, and of course, I think that is a good thing. I even stated, "You will never close the gap between 1 and 3, and nor should you. Time, effort, and of course skill, should be rewarded." I play a dynamic rotation, maybe not as well as Liko or LZH, but I certainly use one, and i practice it constantly.
I am certainly not suggesting that be eliminated. What I am suggesting is that perhaps the gap between dynamic rotations and non dynamics rotations has gotten a little out of line as of late. I believe that is hard to argue with when you look at what the guilds at the top are able to do compare to average guilds. We were just talking about this the other day in my guild discord.
Do we want 2 guilds competing for top score or do we want 10 or more? Probably the time where you actually had the most guilds attempting to compete and push score was the heavy attack mSorc and sDK meta (post VMOL, Pre VHOF). Now, I think that was a little too far to the other extreme, as those rotations where frankly boring, but If I am being honest with myself, I think a middle ground would be healthier for the game. During that era a lot more players were able to execute a rotation at the highest level because it was easier. Its not an either or, its a spectrum. I think we have swung to far the other way. I think the easiest way to close the gap dynamic and non-dynamic rotations would be to make an effort to standardize skill durations to some degree.
End of the day, a small percent of the player-base is going to play dynamically and a much larger is going to play with a static rotation. ZOS has stated they want to close the gap, well this is the biggest source of it.
But you're focusing on reducing the reward for actual skill instead of reducing the reward for using broken game mechanics. Dynamic rotation is skill, LA weaving is broken. And getting rid of LA weaving would also close the gap between all groups (especially between 1 and 2).
LA weaving absolutely takes skill, not sure why you think it doesnt. LA weaving has been around since launch. Dynamic rotations really only become super prevalent post morrowind when everyone hoped on the mageblade bandwagon. Since then we have seen a sharp increase in the gap between the best of the best and your average raiding guild (that still takes things very seriously). Now virtually all classes are being played dynamically at the highest level (although on live, that's really only one class).
So you are correct that I dont think we should alter weaving, a game mechanic that has been there since launch, which IMO is in no way broken. Its there for everyone to use. It takes skill but not obscene amounts of skill to be effective. Nor am I suggesting that we give no incentive to those that are able to expand their rotation and play dynamically. That would be a step in the wrong direction. What I am suggesting is that perhaps we look to reign it in a bit.
Think of it this way:
Weaving is pass fail. You can either effectively weave or you cant. if you can't weave from a skill standpoint, no way you can pull of a dynamic rotation. If you removed the ability to weave you would see a flat reduction in DPS from anyone that weaves, which is all of groups 2 and 3 that I outlined. You might close the gap between 1 and 2, but that is not really the problem we are talking about. Bad players are just going be bad in most cases, and I certainly dont want to balance combat around that, which is essentially what removing weaving would do.
Dynamic Rotations are more of a sliding scale. Once you break out of the static bubble, there can be huge DPS differences based on how effective you are at juggling skills independently. I would never suggest removing that advantage, but I think the differences under ideal conditions between a static and dynamic rotation is something that needs to be analyzed and addressed. The best way that I can see to reign things in would be to standardize skill duration to some degree, especially within the classes themselves. I am certainly not suggesting giving every skill the same length. Rather, they should perhaps look at how rotations are performed statically and dynamically on each class, and then analyze the tool kit of each class to perhaps find a middle ground so one doesnt wildly outperform the other.
But if both group 2 and 3 do lower damage, they can balance new content around that, creating less of a gap between old and new content, providing a more gradual difficulty curve, and making it easier to find the sweet spot where they make the content doable for lower skilled players and making it impossible to just skip mechanics with more DPS keeping it engaging for highly skilled players, which is also a good thing.
And while we can argue about LA weaving being "skill", depending on whether you consider mindlessly pressing the same button every second regardless of what's going on "skill", it definitely does not add any depth to the game. It's just an unnecessary complication from the perspective of game design. It's in fact so stupid, there is literally not a single gameplay reason not to macro it, because you're doing it at the same moment when you're using a skill already anyways. It's as if while playing lotto you always had to pick the number 1, because the lottery always had 1 in their winning numbers, regardless of what other numbers were rolled. It's absolutely pointless.
I don't understand why people still don't see how stupid that is.
That it would have the desirable effect of bringing the floor and ceiling closer is just a bonus.
/waves handI've seen people struggle to hit 20k on a skelly. Sure they might not get everything right. Bet when they feel ready, and have the time to practice and start to compete they could go for meta builds and practice complex rotations, or not.... if it's not their cup of tea, but they should at least be able to participate.
I have not yet hit 20k DPS on my magSorc. My current best is 19k. A few weeks ago, it was 18k. I'm also at CP340 or so, and was around CP300 when I got 18k (and had been creeping upwards in the weeks before that, probably around 16k-17k).
While it looks like I got better, I have to wonder whether the improvement was solely because of more CP, rather than an actual improvement in skill. Any attempts I make to speed things up generally either cancels light attacks entirely, or causes skills to not fire, so it feels like the limit of what I can physically manage.
However, if I extrapolate out the same gains from CP increases to the 780/810 limit, I should eventually reach around 28k-30k DPS. Which then leads me to wonder whether all the comments about it being "easy" to hit 30k DPS are from people at max CP who ignore the impact that CP has on a player's output, and then mock people who can't reach those numbers when they're still around 200-500 CP.
Of course that's not the only factor. I have no gear that I cannot collect myself, which means only overland and crafted gear, plus any dungeons I can manage to solo on normal mode (and I have not found anything in that latter group that seems worthwhile).
Looking at what some of the best-in-slot gear does, there are some absolutely massive boosts to damage potential from some of the high-end gear. And (not entirely unreasonably) pretty much anyone talking about DPS values is going to view it from the perspective having access to some of the best gear possible. That does leave me, someone without any of that high-end gear, nor the money to make everything gold on a whim, completely clueless about how much damage I "should" be able to do, given my current circumstances.
For example, am I weaving decently? Probably not, but I don't have any realistic benchmark to compare myself to. No one is ever interested in showing how people should progress, in either CP or gear, instead only comparing the sky-high numbers that are clearly the only worthwhile goal. All I can do is try to work out the math of what is actually doable. Maybe I need to start collating this information myself, and make a thread somewhere.
There are, of course, other factors. Use of ultimates is not an ingrained habit for newer players, and thus won't necessarily be included in a DPS test. Use of potions is using an extra external resource that I personally still cannot incorporate in my activities, as it just goes against the grain of how I approach the game. Potions are a limited resource, and, to me, should only be used when necessary, not chugged on a continuous basis like a junkie. Yet these types of things are implicitly included in DPS numbers, without most demo-ers spending the effort to explain what sort of differences they make.
These are things that experienced players might include naturally, but that might never even occur to beginner players, making their DPS potential look worse than it is because they're not actually comparing the same things.
The point, in relation to the current topic, is that there's not just one thing a bad DD needs to learn, nor one factor in them being a 'bad' DD. Limiting the scope of what needs to be learned helps make learning those things easier. You don't learn how to drive in a Formula 1.
Oreyn_Bearclaw wrote: »CP is pretty front loaded. You will certainly see your DPS increase as you approach the cap, but if you are extrapolating in a linear manner, you are going to be disappointed. 30k is certainly a very reasonable and doable benchmark in the current meta for a max CP player in non trial gear, but it does take time, practice and a competent rotation/build. Rotation is probably 75% of the battle. You keep talking about beginner and experienced players, well what do you think the difference is? Practice!
As to a benchmark on weaving, its pretty simple if you have combat metrics. With no heavy attacks, a respectable light weave is in the neighborhood of about .9/sec. The best of the best are more like .94. If you are below .8, you have serious issues. Now obviously, if you need to heavy attack, that is going to fall a bit.
Lastly, if you dont use ultimates or potions when you test, you are never going to get the numbers you are after. Believe me, I get not wanting to spend on potions, but that becomes a bit of a different debate. Players test under ideal conditions. Those conditions include things like major sorcery and prophecy. No better way to get them than potions because you sacrifice neither a bar space nor a GCB in your rotation. Lots of ways to get flowers in this game, and it is an MMO after all. If you dont dabble in the economy and basic crafting, you will probably struggle.
Final note on weaving: I see people push really hard for this because, in their parses, light attacks are the dominant factor in their damage. Thus, the more light attacks you can fit in, the better your damage. However I also find that that is heavily biased based on gear sets. Without endgame gear sets, light attacks are only a middling component in overall damage, and improved weaving has a very small impact on DPS. However that's its own analysis and discussion.
Final note on weaving: I see people push really hard for this because, in their parses, light attacks are the dominant factor in their damage. Thus, the more light attacks you can fit in, the better your damage. However I also find that that is heavily biased based on gear sets. Without endgame gear sets, light attacks are only a middling component in overall damage, and improved weaving has a very small impact on DPS. However that's its own analysis and discussion.
How is that supposed to work? The only set used in endgame PvE that pushes exclusively light attacks is the MSA staff and that is not used by stamina and for magicka the difference is not so much that light attacks suddenly drop by 50%.
Equality of outcome is not equality. There is absolutely no reason for "closing the gap", rewarding people for playing bad and giving them everything for free in the name of equality is nothing but devaluating and insulting to good players, that actually worked for what they have earned. Bad players should stop feeling entitled to get everything just thrown at them for free.
I never said you shouldn't weave. Regardless of large or small, it's an improvement with no real downsides, so you might as well. The problem I have is with people parading it around as the ultimate fix for all your DPS woes. Almost every time I see someone trying to figure out why their damage is bad, one of the first answers is invariably, "Practice your weaving", as if that fixes everything.Final note on weaving: I see people push really hard for this because, in their parses, light attacks are the dominant factor in their damage. Thus, the more light attacks you can fit in, the better your damage. However I also find that that is heavily biased based on gear sets. Without endgame gear sets, light attacks are only a middling component in overall damage, and improved weaving has a very small impact on DPS. However that's its own analysis and discussion.
How is that supposed to work? The only set used in endgame PvE that pushes exclusively light attacks is the MSA staff and that is not used by stamina and for magicka the difference is not so much that light attacks suddenly drop by 50%.
Agree, light attacks will still do a decent % of your overall dps no matter what you're using. Plus classes e.g. nightblades rely on these for sustain and damage (bow proc).
Besides what reason is there not to weave? It doesn't effect your rotation in any way since they're just used between skills...
@NyxWrench Agree completely.
Up until just recently, and I've been playing for years, I've seen potions as a *** I'm low on health and resources, and not as a 6th skill, using it for Damage and Crit Chance buff.
Nowadays though I learned to use potions that way. Pop potion pre boss fight. It lasts longer than normal buffs, so needs to be refreshed less often, and I don't need to slot the buff on my skill bar.
Same goes for ultimates. It's a skill that has always been on my bar for emergency/burn situations, not as part of a rotation. Or as a stamina class used flawless dawnbreaker only for the passive increase to weapon damage, rarely using the skill itself.
2 bar optimised boss fight rotations with animation cancelling/weaving is not obvious for new players and some (like me) after years never even get used to it, as they spend 95% of their time exploring overland, and doing quests and collecting skill points.... less then 1 percent of your time you are actually engaging group dungeon boss fights.
1. Are they using potions? (i guess many just use them for resource/healing, emergency)
2. What food are they usually using, if any. (my first 2 years of playing i didn't even bother with food)
3. Are they bar swapping? (maybe some do, but maybe not as part of a rotation)
4. Do they stack dots?
5. How and when do they use their ultimates? (maybe mostly use them in emergency situations?)
6. Do they spam their dps skill? (Looking at how people play overland, I would say yes)
7. Do they spam light attacks? (Some do)
8. Which skills do they use?
Casuals don't need to be competitive, but at least buffed to do the minimum threshold required for participation. The span between a "bad" casual and a top dps is currently 15-60k ... if anyone could do 30k by using some buff, and dot, and spamming their main dps skill like wrecking blow/sweeps and reach 30k that would be perfectly fine. If you're doing that now, you'll reach about 20k even with decent golded gear at max CP. The span should be 30-60k instead of15-60k.
How ZOS solves the problem is up to them, but they need to have a casual representative to look at how they are actually playing the game. And I certainly don't think that complex rotations, weaving and dot stacking should be forced on people to at least be able to participate. If you're aiming high and want to compete... go ahead min/max, meta, BiS, dynamic rotations, all you want. But some people simply don't want to play that way JUST to be able to participate.
With the right gear choises:
Light attack builds should be viable but not competitive. (buffs, some dots & and mainly light attacks)
Skills spammer builds should be viable but not competitive. (buff, dots & spam main dps skill, with some heavy for sustain)
Single bar build should be viable but not competitive. (stack and upkeep as much as you can without much barswap)
Nobody is expecting to reach top DPS with simple builds, but at least be able to reach minimum threshold for participation.
For me, complex rotations results in DPS loss. I'm not using any addons to keep track of timers. My uptime get's worse with complexity. I'm wasting resources with more complex rotations, by casting skill from the wrong bar and general fumble.
So I'm stuck with 2 builds I play mostly pve dungeons. On target dummy I have A magplar that can just about reach 30k on a single bar, and a werewolf stamina build where I'm doing around 35k at the moment, without any BiS gear, just easily accessible stuff.
And that's one of the reasons why we need to put light attacks on the same GCD as skills and treat them as viable option for a spammable. It's an instinctive application for light attacks, and there is no good reason for weaving in its current form to even be a thing.
If only everyones ping would equalize