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HUGE DPS burst problems in group content

  • Sinolai
    Sinolai
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    @nordmarian That sounds like a MO for a normal mode trial. On normal you can skip the majority of mechanics.
    On vet, on the other hand, mechanics are mandatory - avoiding them leads to instant kill or a group wipe usually.

    Animation cancelling isn't going away. It's not a big deal to accomplish, you just need training. Some need less practice than others but we aren't all equal, are we?

    Edited: typo

    I have seen vHoF 2nd, 3rd and 4th boss being burned without doing any mechanics (apart from pushing a button once at 3rd boss). Really simple, just kill the boss before mechanic triggers.
    Though that was in the last patch with an army of necromancers.
    Edited by Sinolai on October 25, 2019 9:41AM
  • deleted008293
    deleted008293
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    I'm aware of it but that wasn't how those trials were intended to be played.
  • Sinolai
    Sinolai
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    I waas answering to Redlink and not to you :tongue: and I agree. Stack-and-burn being the only thing people do is boring. I wanna see lots of people working together and individually to protect the group from getting 1-shot and funny derps when someone accidently mistakes templar javelin to a mechanic (*cough*). Couldrest is pretty good mini-trial IMO as it requires team co-ordination and has lots of mechanics to do (although sometimes the stack of mechnics on tank just feels like RNG hating you). Asylum on the other hand is my least favourite. The only thing you do there is Stack and Burn, with occasionally taking a few steps backwards and main tank standing still holding block.
  • FierceSam
    FierceSam
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    nordmarian wrote: »
    I do not speak for everyone but I pointed out towards something which I would pretty much like to see, a proper balance between end game and entry level. In pretty much all cases, all content is a DPS race in the end,

    I also point towards the fact that especially in entry level people are unable or unwilling to learn and progress through content which have mechancs into place. Not learning them will only have them coming unprepared for veteran content.

    I personally think that burning a boss, while skipping mechanics will make everyone jobs much easier.

    I don’t want to be rude, but you are 100% wrong.

    Most content is not a DPS race. It is certainly not intended to be. You can do dungeons like FG1 solo with 10-12k DPS if you know the mechanics and you know how to play. You might need much more to do Domihaus in vFH, but that is a rare case of DPS (and mechanics) race.

    Learning to play is hard mostly because ZOS provides almost no tutorials and zero explanation of how their game works and no spaces for players to get even rudimentary practice or feedback on their game play. As just one example, Solo questing game play teaches players to front up to bosses, who will turn to face them, so it’s a bit of a switch when you first enter a dungeon and need to stand behind them. Players should not have to go out of game to learn how to do basic game mechanics.

    You are right that in almost every case burning the boss would be an easier option. I personally think that the trend to ‘just burn the boss’ is one reason why ZOS are reducing damage output/increasing skill costs. The whole point of designing a dungeon is to make players play the mechanics. If every boss can be burnt, why would they bother?

  • Ksariyu
    Ksariyu
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    Sanguinor2 wrote: »
    Ksariyu wrote: »
    Can you actually justify the existence of animation cancelling with anything other than, "Git gud?" I'm curious how in any way anim cancelling helps:
    - Combat fluidity
    - Build diversity
    - Class identity
    - Set and weapon balance

    Honestly the only thing it seems to do is make "elite" players feel more elite without actually adding any real depth or skill.

    Animation cancelling is what makes Combat fluid. If there was no Animation cancelling you couldnt dodge or block while casting any ability making Combat not fluid at all, you would be forced to finish your Animation for "reactive" Blocking or dodging.
    Helps build diversity because you can build less Defence since you dont Need to stand there and take it but have reactive Options like Blocking and dodging as explained above.
    Class identity has literally Nothing at all to do with Animation cancelling (or any base game feature that is not part of a class skill tree)
    It has Nothing to do with set and weapon balance either.

    Jesus Christ. Sorry guys, you're right. I forgot to mention that in a thread talking about LA-specific animation cancelling that I was referring to LA-specific animation cancelling i.e. weaving.

    Y'all get so upset when people disagree with you that you'll deliberately misunderstand everything.
    Not just you though. Looks like a few other people did the exact same thing.
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