They cannot, or otherwise PvE meta will shift into only dots rotations and many would weep.
Here we have it guys, because of oversaturation of dots we cannot have nice dot skills.
The issue/concern that not a lot of people bring up when they talk about dots is how much load they add to the server. Think how many calculations would be forced onto the server for someone who is stacking 7-10 dots on another player then going into their spammable rotation. Compared to more of a direct damage setup or a timed burst setup where they only have that spammable rotation going or maybe even less for a true timed burst setup. Of course aoe's can rack up a lot of calculations as well especially in zerg v zerg, and of course aoe dots are exponentially worse.
The issue/concern that not a lot of people bring up when they talk about dots is how much load they add to the server. Think how many calculations would be forced onto the server for someone who is stacking 7-10 dots on another player then going into their spammable rotation. Compared to more of a direct damage setup or a timed burst setup where they only have that spammable rotation going or maybe even less for a true timed burst setup. Of course aoe's can rack up a lot of calculations as well especially in zerg v zerg, and of course aoe dots are exponentially worse.
For gameplay purposes if you want to buff dots, how do you balance the zerg v solo gameplay. Just like in the defile meta dots serve the same purpose essentially, they burn down your opponent. What do you do if you are solo against multiple opponents that all decide to just run dot builds, not every class/playstyle will have/run tools to deal with dot stacks. So there are not many counterplay options available in the game as a whole. Not to mention that in almost any group fight now there will almost always be aoe major/minor defile through blastbones. You can see this same suffocation effect whenever we enter a cc meta, like back in murkmire when speed and soft cc immunities were gutted. When all counterplay options were reduced, the combat became really stale and at times playing against it wasn't fun or engaging, it was just tedious and there was almost no winning in those situations.
-One option where I could see buffing dots back to maybe 2.0x would be if dots did not stack, applied through battle spirit. This would let you be able to burn down tanky players in duels/small man but in zerg v zerg there would be a hell of alot less calculations. This also makes teams have to slightly optimize their builds to work together if they want to run similar setups, which can help reduce future metas of everyone running one setup a youtuber said was Bis. For solo players you will also have less of a suffocation effect when a group tries to dog pile you, opening potential rebuttal. Generally I would push to give players a chance to combat any situation, instead of having these 100% chance of lose situations.
by dots not stacking:
2 sources of poison inject wont stack, but poison inject and any other dot will stack.
If the problem with gameplay right now that you see is a tank meta, why is your solution to buff dots instead of burst damage or timed skills. You could potentially reduce server lag through buffing more skilled burst gameplay instead of having massive zergs with everyone spamming aoe dots/hots at each other. Or like I was saying above, through battlespirit make dots not stack and be able to buff them with little negative drawbacks to the combat. For zos and ease of tuning, if they could find that sweet spot easier, they would be able to just look at balancing all damage as a whole instead of doing this wishy washy dot meta....tank meta....burst meta....tank meta...dot meta.
Strider__Roshin wrote: »DoTs dumb down combat. I'd rather them address the tank meta in a way that doesn't further reduce the skill ceiling.
TheBonesXXX wrote: »The skill ceiling has already met the floor with Fury builds lining burst. It's the easiest thing to do in the game.
TheBonesXXX wrote: »The skill ceiling has already met the floor with Fury builds lining burst. It's the easiest thing to do in the game.
If that's the case, then SnB block healing buries the ceiling underground.
@Xvorg
Yeah hots provide similar calculation issues as dots do, and they have another level added on to them since they cant be purged away halfway through them. If zos was to make them not stack, then a lot of people might feel useless in group play. For pvp sake, one idea that has been talked about before would be to limit healing to those in your group. This would cut out heals when you came across random players, but alleviate a large chunk of server calculations. Possibly it could just be a mechanic that applies when you become a large group, after 4 players are in your group healing could be restricted to only group members. Again in a perfect world you could heal anyone you come across, but if we can find ways to maximize server performance without cutting out any type of player than we should.
If they're running Balorgh and NMA alongside Fury, they're easily over 8k WD buffed. The stat inflation since Summerset has been nuts, and 6-8k WD all too often doesn't even feel like it's enough. Tanky bursty builds have always been around though, remember Viper Tremor? Everyone wore the same 5pc proc set, yet we had better diversity of weapons and tactics.TheBonesXXX wrote: »We've been in upside down world when a Fury build has 30k resistances, 30k+ health and 5-6k weapon damage. It's not like years ago when players actually had to work at it.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
didn't you have a fun time during the over buffed DoT patch? Imho it was the funniest patch since... Shadows of the Hist
IronWooshu wrote: »IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
didn't you have a fun time during the over buffed DoT patch? Imho it was the funniest patch since... Shadows of the Hist
The time when everyone played a MagPlar?
@Xvorg That example is only one stat check on a single player with minimal calculation growth. When you have a single dot you go through both players stats+procs+cp procs+set procs every calculation phase the shear amount of checks outweighs nearly anything. It isn't a matter of how mentally hard it is to calculate modifiers, but how many happen and how many need to be changed during a calculation phase. Then you tack on an aoe dot or a dot that ticks faster, and from that one button press someone could be doing 30+ or 2 times the calculations through the server. Stack up a full rotation of 10 dots, there would be another factor. A single stat return calculation wont spiral out of control, where the amount of checks and procs off other players will be immense. Pretty much the same argument will go for healing.
It would be interesting if zos could release server load numbers on different types of damage/healing. I suppose one way to see the "load" by yourself would be to slot an addon for scrolling damage output like ftc, and you will see something like:
a direct damage build will have a few hits per gcd
a dot build will have that same few hits +(5 to 10)dots
a dot build in aoe will have those same few hits + (5 to 10)*#players
How full your screen is would be proportional to the calculation load you are putting on the server.
Then add in two groups of 20 to 30 players and thats up to 60 times the calculations on top of all that
Another test would be to get a large guild of players and go into the dead cp campaign. Have everyone slot cp vs nocp, dot builds vs direct vs aoe, single heals vs aoe heals vs hots, proc sets vs plain stat sets, etc.
Run any bomb build and you will see that hitting 30-40 unbuffed players is enough calculations to make the server stumble. I'm sure the test would atleast give players and zos more info on what is actually happening, and I haven't heard of zos doing this sort of playtest yet.
@Xvorg
Well I mean based on where you live and your provider you can lower your ping, but the server will always act like a bottle neck for everyone.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
DoTs are currently weaker than they were in Elsweyr. A 1.75x multiple would mostly return them to a similar state they were in pre-massive buff.
If they're running Balorgh and NMA alongside Fury, they're easily over 8k WD buffed. The stat inflation since Summerset has been nuts, and 6-8k WD all too often doesn't even feel like it's enough. Tanky bursty builds have always been around though, remember Viper Tremor? Everyone wore the same 5pc proc set, yet we had better diversity of weapons and tactics.TheBonesXXX wrote: »We've been in upside down world when a Fury build has 30k resistances, 30k+ health and 5-6k weapon damage. It's not like years ago when players actually had to work at it.
@Xvorg
Yeah hots provide similar calculation issues as dots do, and they have another level added on to them since they cant be purged away halfway through them. If zos was to make them not stack, then a lot of people might feel useless in group play. For pvp sake, one idea that has been talked about before would be to limit healing to those in your group. This would cut out heals when you came across random players, but alleviate a large chunk of server calculations. Possibly it could just be a mechanic that applies when you become a large group, after 4 players are in your group healing could be restricted to only group members. Again in a perfect world you could heal anyone you come across, but if we can find ways to maximize server performance without cutting out any type of player than we should.
@NobleX35
1. I did read your post, and I agree those are valid reasons to buff dots. What I was trying to explain to everyone is to consider how it would be possible to dig into the tank meta like you want, without hurting server performance or just shifting the scale entirely in one direction again. Besides dots wont hurt just tanks, only a mechanic like bleeds being directly buffed would reduce tanks without hurting squishier builds.
2. It isn't very intuitive to have players no longer able to play as your solution to making the game playable again. If we can make combat more fun and engaging while helping performance and at the same time not hurting anyone's playstyle I feel like it would be the best route to take.
3. I said raise dots to ~2.0x since if dots no longer stacked in large group play there would be a large damage loss(but nobody would be able to tell the difference), and for solo/small man players this would just feel like a buff. Players who do not like to run dots will also feel like it is a buff since they wont be overloaded with something they most likely can't counterplay.
4. Yeah this topic is also talked about a lot with the cast times on ultimates. General burst play for example would have a player stun>ult>execute rotation.
-The attacker has to line up buffs and burst with this combo, how well inputs are hit makes the burst tighter and more deadly
-The defender has to recognize the buff buildup
> stop the cc and defend or
> react and break cc to counter the incoming burst
Before cast times burst was a pure skill vs skill input timing based system, whoever was better at their rotation or reaction/prediction won. Now with the cast time added, after any cc the defender has a massive window before any threatening burst hits. As both of us would agree, this does not help with the stalemate situation this meta. For the game as a whole it just makes everything feel less fluid and ultimates feel weaker than before.
As for things like onslaught and dizzy, personally I think the old onslaught and dizzy were more fun and were not really complained about as much as they are now. The pen I think was a silly idea that is just too hard for them to balance out , since it will always be changing build by build and depends on who you hit. Dizzy is now in a state where they are trying to make it conform to spammable rules, but it never really played like a spammable back in the day.
I'm more for:
-1.2-1.5 sec dizzy cast with more damage and knockback/0.8 sec wrecking gets offbalance (plays into more buff spam)
-Onslaught does single hit and the aoe, returns some amount of ult if killed original target, no pen given no resists