I pretty much like the idea of the patch and hope his becomes life. Right now the LA weaving mechanic is so much meta that everything else is considers trash. this opens up more tactical options than just button mashing.
And the changes on PTS change nothing about that. It's just that on live LA weaving gives you damage directly. With PTS setup it will still give you huge advantage through increased sustain. And players who can weave will have no problems leveraging additional 400 stam/mag recovery into damage.
I pretty much like the idea of the patch and hope his becomes life. Right now the LA weaving mechanic is so much meta that everything else is considers trash. this opens up more tactical options than just button mashing.
And the changes on PTS change nothing about that. It's just that on live LA weaving gives you damage directly. With PTS setup it will still give you huge advantage through increased sustain. And players who can weave will have no problems leveraging additional 400 stam/mag recovery into damage.
MLGProPlayer wrote: »I like the changes. I feel they could actually raise the skill ceiling.
Right now, combat in this game has a very low skill ceiling. Once you master weaving (which only takes a few hours of dummy humping), that's it. You've hit the ceiling. Adding some nuance to the combat could help make it more engaging.
One of the reasons I stopped playing this game is the combat got boring.
John_Falstaff wrote: »MLGProPlayer wrote: »I like the changes. I feel they could actually raise the skill ceiling.
Right now, combat in this game has a very low skill ceiling. Once you master weaving (which only takes a few hours of dummy humping), that's it. You've hit the ceiling. Adding some nuance to the combat could help make it more engaging.
One of the reasons I stopped playing this game is the combat got boring.
Ever tried combat that doesn't involve a dummy?
bilbobaggins30 wrote: »What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc):
Target Dummy, 21M Trial Iron Atro (Standardized Raid Buffs/Debuffs)
If PvE, what role did you test with, and what role do you mainly use on Live?
Magicka Sorcerer, I dip between a Templar Healer/Warden Healer/Magicka Sorcerer on live
Approximately how long did you test these changes?
1+ hour
During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
I noticed my sustain was better either direction. With heavy attacks, running Max Mag/Mag Recovery Food (Ghastly Eyebowl Soup), I would say sustain with given synergy is the same.
Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
Worse, and less intuitive. Heavy attacks take a long time, and on the PTS do not feel rewarding for making me waste time I could have weaved another spammable + LA in.
When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
Nothing. I did not notice a difference. I don't normally as Magicka build, or play around the need for there to be Off Balance on the target.
How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
None, then again, I rarely run out of resources when utilizing the aforementioned food / 21M Trial Iron Atro Dummy.
When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
I play at a high APM, to the point that when parsing, I perform over 0.89 Light Attacks per second, plus an ability. This puts me at a minimum of nearly 120 APM. This is what I would consider the high end for someone parsing. Any extra things that happen is to react to game mechanics, since I do not add in an additional 60 APM bashweaving.
Now time for my comments and my insight on how we close the skill gap (I am a GM of a Trials / Dungeons training guild, I get to see people all over the spectrum, from the new player, to the achievement ready people):
#1: The average player cannot light attack weave.
#2: The average player spams light attacks
#3: The average player spams skills, and no light attacks or heavy attacks
1 of 3 situations is very common when trying to teach people how to properly dish out damage.
How do we close the gap for these people, and bring them CLOSER, but not quite high enough to begin to tackle the hardest trials / dungeons in the game?
As it stands a person who does #1 - 3 would not in my guild qualify for "Spectre" rank, which is 45K+ DPS on a 21M Trial Atronach Dummy (which qualifies them to enter the Craglorn Trials on Veteran as a DPS).
While we need to realize that a person who does #1 - 3 obviously has much to learn about this game, we can close the gap in the following ways:
#1: Reduce LA Damage by no more than 20%.
#2: Buff LA Damage by no more than 20%. Yes, heavy attacks should deal more damage, as a tradeoff for the increased GCD they consume.
#3: Medium attacks should be on a sliding scale, and depending on how long they are held before the transistion to a Heavy Attack should deal more damage.
Now that is intuitive. Let's make the sustain changes more intuitive.
Light Attacks should work the same way when it comes to sustain as they do on the PTS, however, Heavy Attacks should restore more resources. There should be a slider that coorelates to the amount of resources return based on how long you let the medium attack charge for. Sometimes even as a healer, I want to quickly Medium Attack to gain some resources back, because I need to react, or refresh a buff on my team. On live, I have to wait for the full heavy, but with this change, I would not have to wait the full duration, or I could light attack weave, and have higher uptimes on my buffs and debuffs, thus causing my contribution towards group DPS to be higher.
This answers #2: If a player only light attacks, they are still dealing damage, albeit they do take a nerf.
This answers #1 as well, if a player cannot light attack weave, they do not gain the benefit of the tiny bit of sustain. Maybe they are just pressing buttons slowly, so they would gain the benefit of sustain and a bit of damage.
Now, for #3: The people who just use abilities. As it stands on live, abilities do not count for most of the DPS a player does, in all tests that I have seen from a Magicka Damage Dealer perspective (and even several of the Stamina Damage Dealers), Light Attacks do the majority of the DPS. What if you shifted that a bit?
What if instead of reducing our overall DPS, you increase the amount of DPS a skill does? Make it so that a person who is not able to LA weave is still able to put out competent DPS. They may not be top tier who can LA weave, but they can use a sustain race, and sustain food. Those of us who LA weave in-between our skills are rewarded with a bit more DPS, better sustain, AND we have the option to use a race that does not provide nearly as much sustain, and we can tailor our CP/Food to give us better damage with our skills, since we can sustain on our own.
This could have an impact even as far as selecting gear that support wear in a Dungeon or Trial. If I am taking a group through a trial, I may put my support in sets that increase further the DPS my group does, since we are competent enough to LA weave reliably, and we can sustain ourselves better, versus putting them in sets such as Symphony of Blades, Worm Cult, Hollowfang, and Hircine's.
And as a final note, please revert Bashes to Summerset levels of DPS. A bash is in my honest opinion not meant to be a DPS skill, but one that is used to stun an enemy, causing them to not do some big, mean, nasty attack.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.
Well I really hope you are paying attention, because most everyone is unhappy with these changes. In fact I would dare say more people are unhappy with these changes, than the shield cast times that were proposed in the past.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
LiquidPony wrote: »But anyway I think it's somewhat important to note that because it might give some insight into what ZOS is actually trying to do here. Which is the same thing many developers try to do late in a game's lifecycle: cater to new and casual players to try to keep that revenue stream strong.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
LiquidPony wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.
Well I really hope you are paying attention, because most everyone is unhappy with these changes. In fact I would dare say more people are unhappy with these changes, than the shield cast times that were proposed in the past.
To be fair, I'm not sure that's the case.
Watch the conversations around this topic on Reddit. The casual players who think this change is somehow going to make them better because ZOS said so, and won't be bothered to do any testing to see if that's actually the case, are happy. The "LiGhT ATTacK weAViNg iS AN ExPLoiT" buffoons are all patting each other on the back. The "ESO isn't popular because the combat sucks, I want 45-minute cooldowns like I have in my WoW clones" crowd thinks it's just the bees-knees.
In fact, outside of the PTS forums and Discords where end-game players congregate, this change actually seems somewhat popular on the surface. Now of course one could argue that that's simply because the people who like the change are not the kind of people who use PTS, so they don't actually have any idea what's happening.
But anyway I think it's somewhat important to note that because it might give some insight into what ZOS is actually trying to do here. Which is the same thing many developers try to do late in a game's lifecycle: cater to new and casual players to try to keep that revenue stream strong.
LiquidPony wrote: »But anyway I think it's somewhat important to note that because it might give some insight into what ZOS is actually trying to do here. Which is the same thing many developers try to do late in a game's lifecycle: cater to new and casual players to try to keep that revenue stream strong.
If this is about revenue stream, I hope they are prepared to lose a lot of it from their endgame community.
LiquidPony wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.
Well I really hope you are paying attention, because most everyone is unhappy with these changes. In fact I would dare say more people are unhappy with these changes, than the shield cast times that were proposed in the past.
To be fair, I'm not sure that's the case.
Watch the conversations around this topic on Reddit. The casual players who think this change is somehow going to make them better because ZOS said so, and won't be bothered to do any testing to see if that's actually the case, are happy. The "LiGhT ATTacK weAViNg iS AN ExPLoiT" buffoons are all patting each other on the back. The "ESO isn't popular because the combat sucks, I want 45-minute cooldowns like I have in my WoW clones" crowd thinks it's just the bees-knees.
In fact, outside of the PTS forums and Discords where end-game players congregate, this change actually seems somewhat popular on the surface. Now of course one could argue that that's simply because the people who like the change are not the kind of people who use PTS, so they don't actually have any idea what's happening.
But anyway I think it's somewhat important to note that because it might give some insight into what ZOS is actually trying to do here. Which is the same thing many developers try to do late in a game's lifecycle: cater to new and casual players to try to keep that revenue stream strong.
csbeau1969 wrote: »
The changes are logical and do not have a significant impact on a person's ability to achieve similar DPS. It should be noted that there are more then just DPS in the game; impact on tanks and healers must also be considered. Tanks and healers need to play strategically and watch the tide of the battle closely. The changes (reduced APM) does allow for a more strategic game play.
What I like most about the change is "class identity". By changing the sustain mechanism to light attacks and increasing heavy attack damage; it should have the side benefit of using more of our class abilities. Today, so much of our DPS comes from light attack weaving; that does not really drive class identity. Creating a mechanism where we use more abilities as we have more stamina or magicka; theoretically, that could lead to better class identity.
I think that all of the above are good directions for ESO to take; more strategic game play, more use of abilities and a chance for better class identity.
Thank you ZOS once again for sharing some potential direction on PTS. I hope you move forward with it.
csbeau