Lapin_Logic wrote: »So now we know APM is limited to roughly 12 inputs over 10 seconds
Uh, no? If you just count skills, light attacks and bar swaps you are already at around two per second.
Apart from that there are very good reasons why endgame players are constantly moving. Being already moving when something is happening is faster then reacting and starting to move and player centred mechanics always spawn with a delay, by moving precariously you use that delay to not be in the centre of an AOE when it spawns.
Lapin_Logic wrote: »
Uh, no? If you just count skills, light attacks and bar swaps you are already at around two per second.
Apart from that there are very good reasons why endgame players are constantly moving. Being already moving when something is happening is faster then reacting and starting to move and player centred mechanics always spawn with a delay, by moving precariously you use that delay to not be in the centre of an AOE when it spawns.
I was exaggerating with Roughly 12
I already said spamming directions = holding a direction in level effectiveness, I was not arguing against "being in motion" just that spamming directions does not magically make you a 350 APM Starcraft champion.
We all do a skill (if it currently fires) and a weave while moving and then bar swap, the devs should be talking about "Attacks per minute" not Actions per minute, Attacks = DPS, Moving, bar swaps, drinking potions and spawning Jubilee cake in front of the tank are just ancillary actions.
A Delve noob spamming Shield, Light attack, Shield, Light attack, WA(eat food)SDW(eat food)ASD(potion)WASD Light Attack. would qualify as a 350 APM player, but they wouldn't be any good and its not really 350 APM
JamieAubrey wrote: »This is a fancy dev's way of saying "People are using Macro's"
An average high percentile player log in a veteran trial shows "casts per minute" at about 120 in ESO. In most other MMORPGs it's south of 30cpm/APM
This does not include WASD or movements.
Lapin_Logic wrote: »ESO has Global cooldowns on all skills and light attacks.
You can do 1 skill a second, or 28 light attacks over 20 seconds.
Direction inputs are not APM, Why you ask? because a trials junkie wired on monster energy with a nervous tick who literally can no longer observe "Hold still" mechanics because they can't stop spamming "WASDWASDWASDWASDWASDWASDWASD" Is not helping them attack, nor is it essentially keeping them alive any more than holding D for 3 seconds then A for 4 seconds, they are both moving out of "Red" as adequately as one another.
So now we know APM is limited to roughly 12 inputs over 10 seconds can we drop the desire to make the players think they are Starcraft grand champions, or inflating peoples egos just because they spam direction inputs.
At the end of the day players care about DPS not APM, we lose DPS when skills like "Liquid lightning" spawn their target ring on the floor and then.... DON'T fire the skill, or you engage a group of mobs and drop "Wall of elements" just to find your character doing the Macarena or convulsing and unable to execute %70 of the skills on your bar or a light attack.
If the servers or client is now unable to keep up with the demand the current high population in the game then maybe it is time to completely reform combat, Remove "Weaving" all together or make all high damage come from item sets and not skills (relequen is already this) or make dots last longer or remove light attacks and ramp up skill damage to compensate, but the current system has reached it's capacity and changing "Why" people are Light attack weaving is not going to fix any of the other combat problems.
I miss how the game felt a few years ago when my skills worked promptly and smoothly, I live in hope that the improvement roadmap solves the current issues.
JamieAubrey wrote: »This is a fancy dev's way of saying "People are using Macro's"
Skjaldbjorn wrote: »First and foremost, high APM =/ higher DPS, at least not inherently.
Cage_Lizardman wrote: »Skjaldbjorn wrote: »First and foremost, high APM =/ higher DPS, at least not inherently.
That log still shows you all have significantly higher CPM -and- DPS compared to the average player, including those capable of vet trials, regardless of any individual differences. That's the gap that matters. This is what I see in most logs, higher CPM generally means higher DPS.
When you say the difference is sustain, are you talking about the gap between a 130 and 100CPM player, or between a 100+ and a 75? I am not sure that the first gap is particularly relevant, and I'd doubt it has the same causes.
I'd also be interested in some hard data on exactly how to define the "gap", where it is and why.
Skjaldbjorn wrote: »
You can be competitive without being a 130+ CPM player. You can clear high-end content and push scores without being a 130+ CPM player. But all those players have one thing in common - we worked our collective asses off to get better at the game. We invested the time, effort and energy to not coast by on garbage mechanics, and we should be rewarded for that investment.
Taleof2Cities wrote: »OK, so you're saying the change in LA/HA isn't the right way to go about this change, @Skjaldbjorn.
What is your suggestion then to "bridge the gap"?
I'm hoping it isn't something like "no changes to the game ... players need to get better like I did."
Because that isn't going to fly.
I don’t understand the thinking that they want things to be skill based but want to stay hostage to lag and sever response. I don’t see what skill there is in light attack weaving either, a macro could probably do it just as well, and if a macro can do something it’s not skill. Getting the timing down for how fast and adapting to the sever timing isn’t skill either, it’s just practice.
Skjaldbjorn wrote: »I don’t understand the thinking that they want things to be skill based but want to stay hostage to lag and sever response. I don’t see what skill there is in light attack weaving either, a macro could probably do it just as well, and if a macro can do something it’s not skill. Getting the timing down for how fast and adapting to the sever timing isn’t skill either, it’s just practice.
You can create a macro or script to cast each ability in order with perfect timing to maximize DPS. I saw it happen in WoW a fair bit. Apparently no MMO takes skill?
Skjaldbjorn wrote: »I don’t understand the thinking that they want things to be skill based but want to stay hostage to lag and sever response. I don’t see what skill there is in light attack weaving either, a macro could probably do it just as well, and if a macro can do something it’s not skill. Getting the timing down for how fast and adapting to the sever timing isn’t skill either, it’s just practice.
You can create a macro or script to cast each ability in order with perfect timing to maximize DPS. I saw it happen in WoW a fair bit. Apparently no MMO takes skill?
Skill is adapting to mechanics, adjusting your rotation on the fly to suit the setting, etc... Being able to dodge and pick things up where you left off, doing mechanics. Things like that. Situational awareness.
Any stack and burn fight is not skill.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »I don’t understand the thinking that they want things to be skill based but want to stay hostage to lag and sever response. I don’t see what skill there is in light attack weaving either, a macro could probably do it just as well, and if a macro can do something it’s not skill. Getting the timing down for how fast and adapting to the sever timing isn’t skill either, it’s just practice.
You can create a macro or script to cast each ability in order with perfect timing to maximize DPS. I saw it happen in WoW a fair bit. Apparently no MMO takes skill?
Skill is adapting to mechanics, adjusting your rotation on the fly to suit the setting, etc... Being able to dodge and pick things up where you left off, doing mechanics. Things like that. Situational awareness.
Any stack and burn fight is not skill.
Agree to a point. I am a mechanics-driven player. My favorite fights are always mechanics-heavy. I adore Pinnacle Factotum for the chaos it represents. Same with vCR. Controlled chaos is my forte. Back in WoW, I never had the highest numbers, partly because I was raid leading, but I always did the mechanics. Always. I love intensive mechanics.
However, burn fights have a place. DPS checks aren't inherently bad, and it gives players a chance to shine if they have clean mechanics and rotation.
JamieAubrey wrote: »This is a fancy dev's way of saying "People are using Macro's"
Lord_Eomer wrote: »I hate light attack after every ability, sometime you cna not particpate in trials even have best gear, CP etc.
Because you have to light attack faster after every skill, new changes are better.
Lord_Eomer wrote: »I hate light attack after every ability, sometime you cna not particpate in trials even have best gear, CP etc.
Because you have to light attack faster after every skill, new changes are better.
JamieAubrey wrote: »This is a fancy dev's way of saying "People are using Macro's"
An average high percentile player log in a veteran trial shows "casts per minute" at about 120 in ESO. In most other MMORPGs it's south of 30cpm/APM
This does not include WASD or movements.