Dusk_Coven wrote: »Allowing the use of an unintended combat feature instead of ZOS calling it what it is -- an exploit of programming deficiency -- led this to this debacle. Probably the worst combat design decision they ever made. Their short-sightedness has had repercussions ever since and is slowly coming to a head now.
Would you prefer waiting every time a light attack goes off so that it can finish it's animation and then you would be able to activate an ability? So you would choose whether to use another light attack or use an ability? You think that would be a fun game?
Why is it always only a choice between Turd A and Turd B, with you people?
They designed the game wrong.
Most games of this type (not made by this company!) have auto-attack.
Therefore, weaving/AC isn't an issue in those games and it shouldn't be an issue here.
Well thank god this isn't most games because most MMOs have mind numbingly slowcombat. And eso isn't that. Get over it, stop trying to change the game into something it isn't and just learn to press abutton 2 times per second. It's not too fast at all.
Yeah, that's not going to happen, babe.
I'm free to have my own opinion and will continue to express it.
...and by the way, I do weave, as I have stated repeatedly before.
I just don't like messy, amateurish design.
I think the design is ok, it's just vulnerable to macro use which can give players unfair advantages over others.
Maybe it's time they just added in-game macros like other MMORPGs have. That way everyone would be able to attach light attacks onto all their abilities and effortlessly weave while jumping around in circles without missing a beat. That would be a better solution than the current one - which is going to do nothing but make the problem worse.
In hardest game end content macros can be actually disadventageous. And if You think that all You need to compete in harder content is creating a macro that would tie light attack to Your abilities then You're very wrong. That is why I highly doubt there is more then some tiny percent of more experienced players using macros. Yes there can be few but vast majority is clicking 1 button for 1 action because You're simply better that way in real content.
No, in "real content" macros are not a disadvantage, only bad macros are. There is a way of designing a game so that only bad (or very situational) macros are possible, but that is not the case with ESO. I'd explain more, but I'm not eager to be banned.
"I know it's happening" but.. "I'm not going to share". The mantra of those that exaggerate
TBF it is never a good idea to explain how to exploit and macros are an exploit.
Further, while I have never used a macro in combat, with the LA weave meta Zos created in Morrowind is really does push using macros. It is easy to set up a LA weave macro.
Let's be frank here. No one is actually going to admit they use macros but we all know the importance of hitting those LAs.
Yeah, I've now got Gryphon Heart, Immortal Redeemer, and Tick-Tock Tormentor, and I've never used a macro. I'd feel much less accomplished had I. Yes, I'm a healer, so LA weaving is mush less important, but looking at logs, I'm fairly confident that I'm at least okay at them.
Clearly I did not indicate everyone used macros. Further, as a healer, it is a non-issue. The bigger issue healers with the idea Zos proposed is they will have to either stack more regen or learn to LA reliably if they are currently used to doing HAs to help with sustain.
There is an idea proposed by someone named Code that is well thought and considered playstyles at all levels of the game. I am not suggesting it is perfect but it is by far the best suggestion any players have proposed. Certainly more constructive than purposely biased polls. The link is below.
https://forums.elderscrollsonline.com/en/discussion/517845/how-the-la-ha-changes-fail-to-fulfill-zoss-stated-goals-and-what-could-be-done-instead/p1
Threads like this have disturbed me for years because at their essence, they want to limit how good other players can be so they are relatively less bad.
This would be somewhat understandable if they were completely missing out on content like which would happen in older MMOs, but playing ESO optimally is completely optional. ESO is an extremely forgiving game and even vet level content does not require animation cancelling or twitchy reflexes. And if vet is too difficult, there is a very easy normal version available.
I think what bothers the majority of players is the reality that there are so many players who are unfathomably better than them and they can't deal with it. They want to be the super special hero that all the NPCs rave about and that twitchy 22 year old who can play 12 hours a day is ruining their immersion.
We all slow down. It's okay to be subpar at something. Let those who are able to excel expose their potential. This is how some young people learn how to be successful in life.
graybeardII wrote: »Ok first I never said any thing about abusing any mechanic weaving and ac are part of the game. And I struggle with them daily. Around 24k on a 3m dummey if your interested. But if I was to show up in a vBrF with a 35k dps and a heavy attack rotation I'd be kicked after the first boss even if my dps was sufficient and you know it (oops that came out kinda harsh sorry) but there it is. As you said vet dungens can be done with less dps but theres (so much) emphases put on high dps that if your not flawless your not wanted even by guildys. The question was asked if I thought the gap is to big and I do.You say its easy to make 30 to 45k dps maybe for you who has 2 working hands Im not asking to all of a sudden be doing top dps,doing speed runs and hm no death that's not realistic im aking for the gap to close just enough for people like me to be wanted in vet runs not thought of as a flower picker.Oh and I could give a rip about leader boards and skins and weather or not your better than me my interest is making friends having fun runing the more challenging not the most challenging content and as stated before learning the dungon machines where Imo the real skill (should) lay not weather or not you can do 80k dps. Then maybe topics like this wouldn't get so hostile and the dungen finder would run a little more smothly
xXMeowMeowXx wrote: »How much more do you want ESO to be dumbed down, Cx??
So you want a competitive game that is not competitive. Plus, you’re upset that people who have played the game longer than you and bothered to get better, are better than you
Seems like you just want people to punished with a boring combat system for being good at a game.
Changing LA/basic attacks is not really dumbing down the game. We did not see it as a great change to combat when Zos buffed LAs back in Morrowind. Heck, top raiders that adjusted to the change just fine thought the change back then was a dumb idea. Just being real about it.
graybeardII wrote: »Ok first I never said any thing about abusing any mechanic weaving and ac are part of the game. And I struggle with them daily. Around 24k on a 3m dummey if your interested. But if I was to show up in a vBrF with a 35k dps and a heavy attack rotation I'd be kicked after the first boss even if my dps was sufficient and you know it (oops that came out kinda harsh sorry) but there it is. As you said vet dungens can be done with less dps but theres (so much) emphases put on high dps that if your not flawless your not wanted even by guildys. The question was asked if I thought the gap is to big and I do.You say its easy to make 30 to 45k dps maybe for you who has 2 working hands Im not asking to all of a sudden be doing top dps,doing speed runs and hm no death that's not realistic im aking for the gap to close just enough for people like me to be wanted in vet runs not thought of as a flower picker.Oh and I could give a rip about leader boards and skins and weather or not your better than me my interest is making friends having fun runing the more challenging not the most challenging content and as stated before learning the dungon machines where Imo the real skill (should) lay not weather or not you can do 80k dps. Then maybe topics like this wouldn't get so hostile and the dungen finder would run a little more smothly
Septimus_Magna wrote: »The skill gap is too big, this is not caused by fast reflexes but by a lack of knowledge and practice.
Lets forget perfect weaving for a second, how many casual players have a rotation with a good up-time for the abilities and no sustain issues? Even if you miss half of your light attacks you can still do decent dps by placing a couple dots plus your spammable.
Weaving is mostly optimizing dps, maybe good players get in a couple more LA+spammable but thats not the deciding factor. Using the right abilities at the right time, using the correct consumables and sustaining the rotation are much more important factors. All these things can be learned without having fast reflexes.
For example, if you see a DD spamming snipe or crystal frags without placing dots its clear that this player doesnt understand what a rotation is or how dps works. The dps will simply be avarage dmg/cast time, placing dots will increase dps while doing something else. So its mostly a skill gap caused by a lack of knowledge and practice. Doing decent dps is not hard if you know what to do and weaving also gets easy with a little practice.
colossalvoids wrote: »If you're trying to push your opinions this way just make one post and not myriads of not well though out polls.
BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
Dusk_Coven wrote: »Allowing the use of an unintended combat feature instead of ZOS calling it what it is -- an exploit of programming deficiency -- led this to this debacle. Probably the worst combat design decision they ever made. Their short-sightedness has had repercussions ever since and is slowly coming to a head now.
BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
A_Silverius wrote: »Dusk_Coven wrote: »Allowing the use of an unintended combat feature instead of ZOS calling it what it is -- an exploit of programming deficiency -- led this to this debacle. Probably the worst combat design decision they ever made. Their short-sightedness has had repercussions ever since and is slowly coming to a head now.
This right here even though I'd say that it isn't too hard to learn weaving and animation cancel. It's why new players have a hard time getting into ESO and why my entire guild of friends stopped playing after 3 weeks. At least I get to keep the guild bank though, so I guess I could call it a "feature" in that regard.
Sanguinor2 wrote: »
It still doesnt make sense that just because People have similar builds they should do similar dps. The one actually executing the build better should still be rewarded or do you intend for all rotations to be automated so that execution of the Rotation doesnt matter?
BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
It is a good suggestion - but now you will be lynched verbally - just wait for it to come.
BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
Er- I don't think they are necessarily suggesting that those that are executing their build better gets penalized, because IMO they should be rewarded for doing it flawlessly with more DPS, sustain, etc. Instead I think their point is that those that can do the mechanics well/flawlessly should also be rewarded even if they don't weave.
Right now we have a combat system that is only rewarding a certain playstyle. Which I felt wasn't always the case in the past.
relentless_turnip wrote: »BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
It is a good suggestion - but now you will be lynched verbally - just wait for it to come.
I work 50 - 70 hours a week have a wife and 3 young children. I probably play 8 - 12 hours a week if I am lucky.
I mainly PVP... though I don't think the dedication to "git gud" is any less so.
I do agree with you that mechanics should be more important than DPS, but in most of the content it is.
Though it can be bypassed with overwhelming DPS in that same content.
What do you mean remove animation cancelling though? I am not trying to argue, but i often find this is confused for light attack weaving.
If they removed animation cancelling you wouldn't be able to roll dodge mid skill or block... is this what you want removed?
A lot of the mechanics require you to cancel your animation with a block, dodge or a bar swap.
Did you want to participate in trials? I am confused in that regard as well, because you don't need to light attack weave to participate in any other content, but you do need to be able to block and dodge at the right time.
If you want to PVP it helps, but not massively. Also it takes about 30 seconds to learn and then just improve by always doing it when you grind. <light attack - skill> that is all, block cancelling is basically not a thing any more and would only add a small amount to your DPS in a flawless rotation.
A rotation in PVE or executing combo's in PVP takes longer to master, but a skill gap needs to exist to hold a long term player base and keep the interest of a variety of players. I can completely sympathise with little time to play, but not changing the game for everyone to suit a few.
relentless_turnip wrote: »BXR_Lonestar wrote: »Just IMO, but the ability to flawlessly execute animation cancelling should be SECONDARY to the ability to flawlessly execute raid/dungeon mechanics. However, the tuning of the game is such that there are some hard DPS checks where you literally cannot survive unless you meet a minimum DPS threshhold, and in other places, you can simply bypass mechanics by overwhelming DPS. This has fueled the idea that the only skill that matters is being able to flawlessly execute animation cancelling in your rotation, and quite frankly, the game is worse off for it. Its the cause of a lot of toxicity in "higher end" groups and it serves to discourage a lot of people from even trying to complete the higher end content.
I've got a full time job. I don't have time to spend multiple hours in front of a dummy to try to eek out an extra 5-6k DPS or to perfect my animation cancelling. I'd rather spend that time actually playing through content. That shouldn't serve as a bar to actually completing difficult content - if I'm able to flawlessly execute the dungeon/trial's mechanics. Which I've been able to do with my core team on some of the games hardest DLC dungeons.
IMO, it makes a lot more sense to get rid of the animation cancelling so that two people running the same race/class/build are turning out equal DPS. Then the skill that will distinguish the two is the skill to flawlessly negotiate mechanics, rather than the ability to flawlessly execute their rotations with animation cancelling.
It is a good suggestion - but now you will be lynched verbally - just wait for it to come.
I work 50 - 70 hours a week have a wife and 3 young children. I probably play 8 - 12 hours a week if I am lucky.
I mainly PVP... though I don't think the dedication to "git gud" is any less so.
I do agree with you that mechanics should be more important than DPS, but in most of the content it is.
Though it can be bypassed with overwhelming DPS in that same content.
What do you mean remove animation cancelling though? I am not trying to argue, but i often find this is confused for light attack weaving.
If they removed animation cancelling you wouldn't be able to roll dodge mid skill or block... is this what you want removed?
A lot of the mechanics require you to cancel your animation with a block, dodge or a bar swap.
Did you want to participate in trials? I am confused in that regard as well, because you don't need to light attack weave to participate in any other content, but you do need to be able to block and dodge at the right time.
If you want to PVP it helps, but not massively. Also it takes about 30 seconds to learn and then just improve by always doing it when you grind. <light attack - skill> that is all, block cancelling is basically not a thing any more and would only add a small amount to your DPS in a flawless rotation.
A rotation in PVE or executing combo's in PVP takes longer to master, but a skill gap needs to exist to hold a long term player base and keep the interest of a variety of players. I can completely sympathise with little time to play, but not changing the game for everyone to suit a few.
You picked the wrong person - I'm neither for nor against removing of animation cancelling. I do it myself, when I want to kill something quickly - and sometimes I just let the animations play out (simply because it looks better) and slow down and see if my character can stand it. As I just do PvE content, there is most of the time no need for me to weave, but due to my ping I have a problem to get out of red in time, so I might just do it to take the enemy down before the effect in red can take place.
My latency is basically nearly always in red (333+) and i have to slow down to not get too much out of sync of what i see on screen and what the server's reality is. i guess with the changes to resource regain, i will at least have a better chance to regain resources, as it is pretty hard to stay on target with a high ping - what you see is not what you get with high ping.
Sanguinor2 wrote: »Quote literally says that someone with the same race/class/build as someone should do the same dps.
Edit: Also those that do mechanics well get rewarded. They dont die so they can Keep on dpsing and dont have to rez someone or have to dodgeroll spam because tank died etc.
Sanguinor2 wrote: »
Actually, you almost certainly could help but feel that, you just choose not to.
Technically, it was an exploit of an unintended mechanic, which ZOS chose to "embrace", rather than find a proper fix for.
By "exploit", in this context, I don't mean the people doing it were doing something wrong.
Just that they had (innocently) stumbled across a (pretty obvious) loophole in the combat design and were, inevitably, using it to their (fairly massive) advantage.
Which means they were exploiting it...
Just because people call it what it is - an "exploit" - doesn't mean they think it's a nefarious exploit, that should have seen people using it be punished, or anything.
They're just, accurately, calling it what it, technically, is.
They Arent. Being a feature the devs want us to use and being an exploit is mutually exclusive, it cannot be one and the other. And the devs want us to use it.