ZOS_GinaBruno wrote: »Hi all, thanks for posting all your thoughts here. Just to make sure it's seen, Brian posted an update on these PTS changes here: https://forums.elderscrollsonline.com/en/discussion/comment/6696597/#Comment_6696597
usmcjdking wrote: »The general idea was good on paper, just waaaaaaaaaaaay too complicated and unnecessary. I don't think anyone argues that LA dmg needs to be reduced and heavy attacks (esp slow ass 2H and WW heavy) need to be substantially buffed, but this PTS was way too convoluted.
John_Falstaff wrote: »Good decision and pleasant surprise. I'm glad those horrible changes didn't make it to live. Now, I'm still not entirely convinced that it's listening to feedback as opposed to backlash being too strong, and the conclusion was to cater to people who actually play the game as opposed to boil the frog slower next time, but it still gives me hope.
John_Falstaff wrote: »Good decision and pleasant surprise. I'm glad those horrible changes didn't make it to live. Now, I'm still not entirely convinced that it's listening to feedback as opposed to backlash being too strong, and the conclusion was to cater to people who actually play the game as opposed to boil the frog slower next time, but it still gives me hope.
I've never had a boiled frog. How's it taste
Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
Onefrkncrzypope wrote: »Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
It's 2 buttons per second. Also you need to realize what this means for the entering players. I ran a guild for a long time for this reason. I would take some one who was interested in pve and put hours into their build and rotations alongside them. I invested in hours of knowing every class rotation and dedicated thousands of mats(because console) to perfect dps for others. I tank. The first, easiest, and most rewarding step to higher dps was learning to correctly weave, also not animation cancelling. AC came later to squeeze out the last bit or dps.
Weaving a very strong light attack between skills made people jump almost 5k in one practice rotation back in the days I worked with people.
Btw yes I also taught tanks to light weave. Keeps that ulti gain going and refresh fb enchant.
Weaving a light attack is for the lower end players. That was why they were buffed in the first place.
Onefrkncrzypope wrote: »Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
It's 2 buttons per second. Also you need to realize what this means for the entering players. I ran a guild for a long time for this reason. I would take some one who was interested in pve and put hours into their build and rotations alongside them. I invested in hours of knowing every class rotation and dedicated thousands of mats(because console) to perfect dps for others. I tank. The first, easiest, and most rewarding step to higher dps was learning to correctly weave, also not animation cancelling. AC came later to squeeze out the last bit or dps.
Weaving a very strong light attack between skills made people jump almost 5k in one practice rotation back in the days I worked with people.
Btw yes I also taught tanks to light weave. Keeps that ulti gain going and refresh fb enchant.
Weaving a light attack is for the lower end players. That was why they were buffed in the first place.
Blocking gives the same ulti buff, and weapon skills (i.e. taunt) apply the enchant. I don't know what you were teaching them, but it wasn't tanking that you taught... And while we're explaining game mechanics - LA weaving is animation cancelling, you're cancelling the LA animation by doing it.
Weaving is not for "lower end" players. The "lower end" players don't know about it, because it's unintuitive. That's why you had to teach them in the first place. And even after you teach them, they jump by 5k - not 20k as is the case with the "higher end" players. So removing LA weaving would help the "lower end" players by shrinking the gap by 15k. And buffing the skills up to make sure the DPS ceiling remains the same to keep up with the content would mean that those "lower end" players would get a massive buff.
That is incorrect. AC can be effectively removed by implementing full cancel, when cancelling an animation means cancelling all the effects of cancelled skill. Then AC would be used only for emergency blocking or weapon swapping and not for increasing dps.Onefrkncrzypope wrote: »AC can never be removed from then game because of blocking incoming damage was thought to supercede animation of skills. That's were block cancelling animation came from.
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
It's 2 buttons per second. Also you need to realize what this means for the entering players. I ran a guild for a long time for this reason. I would take some one who was interested in pve and put hours into their build and rotations alongside them. I invested in hours of knowing every class rotation and dedicated thousands of mats(because console) to perfect dps for others. I tank. The first, easiest, and most rewarding step to higher dps was learning to correctly weave, also not animation cancelling. AC came later to squeeze out the last bit or dps.
Weaving a very strong light attack between skills made people jump almost 5k in one practice rotation back in the days I worked with people.
Btw yes I also taught tanks to light weave. Keeps that ulti gain going and refresh fb enchant.
Weaving a light attack is for the lower end players. That was why they were buffed in the first place.
Blocking gives the same ulti buff, and weapon skills (i.e. taunt) apply the enchant. I don't know what you were teaching them, but it wasn't tanking that you taught... And while we're explaining game mechanics - LA weaving is animation cancelling, you're cancelling the LA animation by doing it.
Weaving is not for "lower end" players. The "lower end" players don't know about it, because it's unintuitive. That's why you had to teach them in the first place. And even after you teach them, they jump by 5k - not 20k as is the case with the "higher end" players. So removing LA weaving would help the "lower end" players by shrinking the gap by 15k. And buffing the skills up to make sure the DPS ceiling remains the same to keep up with the content would mean that those "lower end" players would get a massive buff.
I said I main a tank and you neglect to mention off tanks that have down times of damage intake and also the enchant on the front bar were most tanks have no dots to proc.
Animation cancelling and weaving are two different thing in ESO.
AC can never be removed from then game because of blocking incoming damage was thought to supercede animation of skills. That's were block cancelling animation came from.
Weaving a La in a chain with a skill cast is weaving.
I also had to teach them that vma staffs work on their back bar. That uppercuts that hit 20k each time your cast doesn't amount to 20kdps. No game is fully intuitive. That why there are guides walkthrough even before the internet.
How is standing there with two daggers or giant axe or staff that shoots fire balls equiped just for stats make anymore sense?
If you want intuitive, why does one race do better than anything or one? Why are Stam skills now on mag dps?
The difference between the two paths is accepting rules and trying to change the rules to your own liking.
I argued that the change to light attacks only cemented bash weaving and la weaving and only hurts lower end players by raising the APM. Many before me and after shared that view. This also widened gap leaving the middling players because they might have a decent rotation but it's not perfect and probably doesn't have bash weaving. What about them? Just because light attacks didn't sit well with your player vision of the game they need to lose their progress?
Also why are you on the forums for a game you don't play? Why are you in the PTS discussion for changes in a game you don't play? Why would someone who dislikes a game enough not to play have enough knowledge to weigh in on changes in the game that they aren't even experiencing?
I'm not asking rude rehtorical questions. You are welcome to comment.
As for the discussion, the change didn't go through and it's great because there has been way too many sweeping changes recently and the only ones who keep up are the endgamers. So thank you ZoS and I am sorry for backlash that came from it. Believe me though that this precycle discussion of changes is the best concept your team has come up with. Please don't lock the door again. Everyone loves your creation let's all make it better together.
Stam whip
Just because I haven't played much in the past few months doesn't mean I have never played. I played the game since 2015 and I know more about it than most people, especially about how LA weaving works. If people were disqualified from commenting based on their knowledge about the game or especially a specific game mechanic being discussed, you would be disqualified before me.Why would someone who dislikes a game enough not to play have enough knowledge to weigh in on changes in the game that they aren't even experiencing?
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »Lord_Eomer wrote: »@ZOS_BrianWheeler
Sad to hear that ZOS has again decided to step away from doing good changes that were planned for LA/MA/HA.
Congratulations on forcing players to perform 50 clicks per second, was planning to come back but staying away form this game is better currently!
I just started playing back after an year in hope for good changes but what a turn down from ZOS as usually!
It's 2 buttons per second. Also you need to realize what this means for the entering players. I ran a guild for a long time for this reason. I would take some one who was interested in pve and put hours into their build and rotations alongside them. I invested in hours of knowing every class rotation and dedicated thousands of mats(because console) to perfect dps for others. I tank. The first, easiest, and most rewarding step to higher dps was learning to correctly weave, also not animation cancelling. AC came later to squeeze out the last bit or dps.
Weaving a very strong light attack between skills made people jump almost 5k in one practice rotation back in the days I worked with people.
Btw yes I also taught tanks to light weave. Keeps that ulti gain going and refresh fb enchant.
Weaving a light attack is for the lower end players. That was why they were buffed in the first place.
Blocking gives the same ulti buff, and weapon skills (i.e. taunt) apply the enchant. I don't know what you were teaching them, but it wasn't tanking that you taught... And while we're explaining game mechanics - LA weaving is animation cancelling, you're cancelling the LA animation by doing it.
Weaving is not for "lower end" players. The "lower end" players don't know about it, because it's unintuitive. That's why you had to teach them in the first place. And even after you teach them, they jump by 5k - not 20k as is the case with the "higher end" players. So removing LA weaving would help the "lower end" players by shrinking the gap by 15k. And buffing the skills up to make sure the DPS ceiling remains the same to keep up with the content would mean that those "lower end" players would get a massive buff.
I said I main a tank and you neglect to mention off tanks that have down times of damage intake and also the enchant on the front bar were most tanks have no dots to proc.
Animation cancelling and weaving are two different thing in ESO.
AC can never be removed from then game because of blocking incoming damage was thought to supercede animation of skills. That's were block cancelling animation came from.
Weaving a La in a chain with a skill cast is weaving.
I also had to teach them that vma staffs work on their back bar. That uppercuts that hit 20k each time your cast doesn't amount to 20kdps. No game is fully intuitive. That why there are guides walkthrough even before the internet.
How is standing there with two daggers or giant axe or staff that shoots fire balls equiped just for stats make anymore sense?
If you want intuitive, why does one race do better than anything or one? Why are Stam skills now on mag dps?
The difference between the two paths is accepting rules and trying to change the rules to your own liking.
I argued that the change to light attacks only cemented bash weaving and la weaving and only hurts lower end players by raising the APM. Many before me and after shared that view. This also widened gap leaving the middling players because they might have a decent rotation but it's not perfect and probably doesn't have bash weaving. What about them? Just because light attacks didn't sit well with your player vision of the game they need to lose their progress?
Also why are you on the forums for a game you don't play? Why are you in the PTS discussion for changes in a game you don't play? Why would someone who dislikes a game enough not to play have enough knowledge to weigh in on changes in the game that they aren't even experiencing?
I'm not asking rude rehtorical questions. You are welcome to comment.
As for the discussion, the change didn't go through and it's great because there has been way too many sweeping changes recently and the only ones who keep up are the endgamers. So thank you ZoS and I am sorry for backlash that came from it. Believe me though that this precycle discussion of changes is the best concept your team has come up with. Please don't lock the door again. Everyone loves your creation let's all make it better together.
Stam whip
1. It doesn't need to be a dot to apply an enchant, it needs to be a weapon skill that does its damage "externally" (i.e. direct damage attacks - like a taunt, or a ground dot).
2. LA weaving is a sub-category of AC. LAs are the lowest item on the AC priority list, being cancelled by basically anything, but that doesn't make it not AC to do LA weaving.Just because I haven't played much in the past few months doesn't mean I have never played. I played the game since 2015 and I know more about it than most people, especially about how LA weaving works. If people were disqualified from commenting based on their knowledge about the game or especially a specific game mechanic being discussed, you would be disqualified before me.Why would someone who dislikes a game enough not to play have enough knowledge to weigh in on changes in the game that they aren't even experiencing?
The changes were scrapped because they were not doing what they were supposed to do, but that doesn't mean that the underlying problem doesn't exist, it only means that the proposed solution of resolving it didn't work. Making LAs have the same priority as skills on the AC priority list would actually address this problem.
And the arguments along the lines of "don't change any game mechanic because there are people who like it as it is" can be applied to literally every change. If this logic was an argument, the game would have had no changes since release, and all DDs would be mag sorcs. Changes are made to improve the game, and just because what I propose does not align with your vision of the game, doesn't mean the proposed changes are not a significant improvement.
Onefrkncrzypope wrote: »There is no problem with weaving. It doesn't cause performance issues, all classes can do it, and is intended. Intended by the devs.
…
If animation cancelling urks you so much than you lose out on alot of games. Because it's not a new concept in gaming.
A Reminder for those who think animation canceling is a part of the game
This was written by Geoff Goodman after the Widowmaker nerf for her animation cancel.
Making the sure game feels responsive and smooth is very important to us. Wherever we can, we make sure that the game responds to player input asap.
However, the one situation where we have to step in and possibly slow things down is when an 'animation canceling' trick is discovered and allows players to significantly increase a characters power.
There are two main problems with just leaving these things in the game as they are.
- This trick becomes the new balance of the hero. Lets say there is a trick that somehow allowed you to instantly complete McCree's roll instead of waiting for it to complete normally. At that point, the character is much stronger, and might suddenly be a balancing problem. The choices then becomes either fix that bug, or allow it to exist and reduce his power elsewhere. If we decide to reduce his power elsewhere, unless you know how to do this special (and often unintuitive) trick, he will never feel correctly powerful for you.
- Learning a hero now has to include learning how to abuse these bugs. This is a huge turn off to a lot of players, and can turn a potential favorite hero into a 'will never pick'.
Dusk_Coven wrote: »Onefrkncrzypope wrote: »There is no problem with weaving. It doesn't cause performance issues, all classes can do it, and is intended. Intended by the devs.
…
If animation cancelling urks you so much than you lose out on alot of games. Because it's not a new concept in gaming.
All animation cancelling including LA weaving was NEVER intended. It was discovered by the players and FOOLISHLY allowed by the devs. Resulting in years of combat balancing mess.
Just the fact that an animation is cancelled is completely unintended. No point making animations then, just make a tap clicker game.
Yes, animation cancelling shows up in a lot of games. And in those games they are systematically REMOVED for good reason whenever the devs didn't plan for it from the very start of combat design. Typically they are unintended, unintuitive, and unbalancing.
Like in Overwatch -- where they had a SENSIBLE evaluation and approach to it:A Reminder for those who think animation canceling is a part of the game
This was written by Geoff Goodman after the Widowmaker nerf for her animation cancel.
Making the sure game feels responsive and smooth is very important to us. Wherever we can, we make sure that the game responds to player input asap.
However, the one situation where we have to step in and possibly slow things down is when an 'animation canceling' trick is discovered and allows players to significantly increase a characters power.
There are two main problems with just leaving these things in the game as they are.
- This trick becomes the new balance of the hero. Lets say there is a trick that somehow allowed you to instantly complete McCree's roll instead of waiting for it to complete normally. At that point, the character is much stronger, and might suddenly be a balancing problem. The choices then becomes either fix that bug, or allow it to exist and reduce his power elsewhere. If we decide to reduce his power elsewhere, unless you know how to do this special (and often unintuitive) trick, he will never feel correctly powerful for you.
- Learning a hero now has to include learning how to abuse these bugs. This is a huge turn off to a lot of players, and can turn a potential favorite hero into a 'will never pick'.
If ZOS wants fast-paced combat, they should introduce an actually intended mechanic that is under their control instead of one where new players are bewildered and come to the forums to discover it's an exploit that the devs allowed.
Like SWTOR's speed-up stat ALACRITY. http://gq-game-mods.blogspot.com/2020/04/elder-scrolls-online-how-to-introduce-fast-paced-combat.html
It's not reinventing the wheel. Even kid games like Aura Kingdom have a SPD stat to reduce cooldowns in a way that the devs can calculate and control and subsequently balance.
What ESO has is an exploit that is out of their control and they can't properly support and have never balanced their content around.