spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
I personally have only seen one godslayer on NA ps4. So that basically means 12 people have it total. I asked and first clear was 29:09, latest was 28:46 iirc. If they browse the forums maybe they can correct me.
Suna_Ye_Sunnabe wrote: »15 to 20 % damage nerf...any nerf to the top end will affect the bottom as well. The bottom feeders will never see the light of day while the upper crust will always be catered to. The 1% will adapt and survive. The devs could just raise the floor to pre HorrorWind damage and shields. That would be a start and let the lower end have a voice /input on buffs or nerfs. We, the casual player, will never have anything consistent because of continuous nerfs. By the time I get an item, it’s already nerfed due to someone crying in PVP. Keep PvP and PVE separated finally. You might have less complaints.
Agreed. I run a progression trials team, with mid-high end damage, and I these nerfs are killing us. Progressions that were within reach before are being literally wrenched away from us, for what?? Because one or two teams finished Gryphon Heart by skipping portal mechanics?? If a team is that good and have worked that hard, they should be REWARDED, not PUNISHED. And the rest of the entire community is also PUNISHED. The low cp students I teach become discouraged and leave, the teams fall apart, and the 1% continue their amazing feats. I am sick of it.
redspecter23 wrote: »Greasytengu wrote: »Next update looks like it has a lot of potential.
A lot potential to be the most universally unliked update in the game's history.
who asked for these changes?
"In response to the feedback that there is still too much vertical progression in the Champion Point system, we have further reduced the maximum number of stages for passive stars (non-slotted) available."
Quoted from the PTS patch notes so the answer to your question about who asked for it is apparently the players. That's funny because I haven't talked to a single person that asked for this, let alone a large enough amount of players to justify a sweeping nerf. I've heard players ask for a lot of things. This is not one of them.
From the pts patch notes it seems like damage and mitigation are being nerfed only a bit, if at all. So it is not all doom and gloom. We are probably going to be a lot stronger, thanks to our new p2w mythic.
From previous patch:
This PTS cycle:
Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
Testing hasn't started but despite the cp nerf, for which the values are not that big in terms of impact in pve (with the exception of pen for stam) there's other sources of damage added, and the change to proc sets, so it might not be a nerf overall.
trackdemon5512 wrote: »Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
It wasn’t the developers design to have any players hitting 100k+ DPS. That much has been clear for a long time. Since CP increases were stopped in Murkmire new sets allowed lower performing players to increase their DPS and complete content without stagnating. The con is that the top performing DPS players also increased their output. So you increases the ability for all players to complete content but at the same time did nothing or increased the power gap between them.
The new CP 2.0 has indeed begun to close the gap. I see CP 400 players that with rotations can hit close to CP 1800 players. Furthermore the top end DPS nerfs allow the developers to once again build balanced content. Currently one shot mechanics are pervasive to deal with high DPS that burns through stuff too fast and can withstand everything. Yet at the same time lower end players couldn’t even complete the stuff.
This all needed to happen
trackdemon5512 wrote: »Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
It wasn’t the developers design to have any players hitting 100k+ DPS. That much has been clear for a long time. Since CP increases were stopped in Murkmire new sets allowed lower performing players to increase their DPS and complete content without stagnating. The con is that the top performing DPS players also increased their output. So you increases the ability for all players to complete content but at the same time did nothing or increased the power gap between them.
The new CP 2.0 has indeed begun to close the gap. I see CP 400 players that with rotations can hit close to CP 1800 players. Furthermore the top end DPS nerfs allow the developers to once again build balanced content. Currently one shot mechanics are pervasive to deal with high DPS that burns through stuff too fast and can withstand everything. Yet at the same time lower end players couldn’t even complete the stuff.
This all needed to happen
Everest_Lionheart wrote: »Can we please keep the power in the high end experience and maybe focus a little bit on performance?
trackdemon5512 wrote: »Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
It wasn’t the developers design to have any players hitting 100k+ DPS. That much has been clear for a long time. Since CP increases were stopped in Murkmire new sets allowed lower performing players to increase their DPS and complete content without stagnating. The con is that the top performing DPS players also increased their output. So you increases the ability for all players to complete content but at the same time did nothing or increased the power gap between them.
The new CP 2.0 has indeed begun to close the gap. I see CP 400 players that with rotations can hit close to CP 1800 players. Furthermore the top end DPS nerfs allow the developers to once again build balanced content. Currently one shot mechanics are pervasive to deal with high DPS that burns through stuff too fast and can withstand everything. Yet at the same time lower end players couldn’t even complete the stuff.
This all needed to happen
what really needs to happen is perfect rotation gear and timing not outdpsing the floor 5 to 1 or more.
Until something is done about that. Everything is always just gonna be a bandaid.
trackdemon5512 wrote: »Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
It wasn’t the developers design to have any players hitting 100k+ DPS. That much has been clear for a long time. Since CP increases were stopped in Murkmire new sets allowed lower performing players to increase their DPS and complete content without stagnating. The con is that the top performing DPS players also increased their output. So you increases the ability for all players to complete content but at the same time did nothing or increased the power gap between them.
The new CP 2.0 has indeed begun to close the gap. I see CP 400 players that with rotations can hit close to CP 1800 players. Furthermore the top end DPS nerfs allow the developers to once again build balanced content. Currently one shot mechanics are pervasive to deal with high DPS that burns through stuff too fast and can withstand everything. Yet at the same time lower end players couldn’t even complete the stuff.
This all needed to happen
what really needs to happen is perfect rotation gear and timing not outdpsing the floor 5 to 1 or more.
Until something is done about that. Everything is always just gonna be a bandaid.
SirLeeMinion wrote: »Everest_Lionheart wrote: »Can we please keep the power in the high end experience and maybe focus a little bit on performance?
No! You'll get nothing and like it!
P.S. Don't forget to buy companions and crown crates.
Suna_Ye_Sunnabe wrote: »15 to 20 % damage nerf...any nerf to the top end will affect the bottom as well. The bottom feeders will never see the light of day while the upper crust will always be catered to. The 1% will adapt and survive. The devs could just raise the floor to pre HorrorWind damage and shields. That would be a start and let the lower end have a voice /input on buffs or nerfs. We, the casual player, will never have anything consistent because of continuous nerfs. By the time I get an item, it’s already nerfed due to someone crying in PVP. Keep PvP and PVE separated finally. You might have less complaints.
Agreed. I run a progression trials team, with mid-high end damage, and I these nerfs are killing us. Progressions that were within reach before are being literally wrenched away from us, for what?? Because one or two teams finished Gryphon Heart by skipping portal mechanics?? If a team is that good and have worked that hard, they should be REWARDED, not PUNISHED. And the rest of the entire community is also PUNISHED. The low cp students I teach become discouraged and leave, the teams fall apart, and the 1% continue their amazing feats. I am sick of it.
spartaxoxo wrote: »spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
I personally have only seen one godslayer on NA ps4. So that basically means 12 people have it total. I asked and first clear was 29:09, latest was 28:46 iirc. If they browse the forums maybe they can correct me.
If that's the case then I think a 20% reduction in dps may result in that group not even being able to do it. Because they are losing more dps than they have time to spare. And that's clearly not a matter of skill, as they would be the most skilled players of that trial in the entire ps4 na userbase.
That time was already extremely tight. With only like a minute to spare, but 20% less power in every fight will likely add up to a minute as they were already using like 95% of the time at the higher power level
Suna_Ye_Sunnabe wrote: »spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
If they lower the high end achievements, then the cycle begins again. They nerf us, then nerf the content, so on and so on and so on. I'll reserve my scathing commentary on the matter, but the amount of players who actually can complete achievements at the highest end is so laughably small that I greatly wonder why they even exist. I'll start worrying about "power creep" when half the community is running around with Z'maja's Shadow.
Suna_Ye_Sunnabe wrote: »spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
If they lower the high end achievements, then the cycle begins again. They nerf us, then nerf the content, so on and so on and so on. I'll reserve my scathing commentary on the matter, but the amount of players who actually can complete achievements at the highest end is so laughably small that I greatly wonder why they even exist. I'll start worrying about "power creep" when half the community is running around with Z'maja's Shadow.
people sell carries. so maybe that is how half the community will get that skin? not sure where it drops so maybe it isnt possible to do that content with just 3 heavies and a lightweight.
spartaxoxo wrote: »How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
I looked into this a while back and the first console Godslayer was on Xbox-NA in Feb 2020, the first on PS4 was on NA in November 2020. Elsweyr released on console on 04 June 2019, if anyone wants to know how long that means it took for console to get there.
trackdemon5512 wrote: »Suna_Ye_Sunnabe wrote: »trackdemon5512 wrote: »Was fun being at 47k while it lasted.
10-15% from the highest performing DPS which prior to FOA were hitting 115k at times. This would drop them down below 100k hopefully.
As your rotations and such weren’t optimized to hit this clearly any DPS hit you take would be significantly smaller (or depending on builds you may even get a boost). It’s all for closing the gap between them and you.
"Them and you"... you mean those 100k parses on Youtube that almost no one can get? Especially on console?? That is NOT what a game should be balanced around, and punishing those who do hit those numbers because others can't is wrong. Don't fool yourself by thinking any of the changes ever help lower level players. Nerfs hurt everyone and always have.
It wasn’t the developers design to have any players hitting 100k+ DPS. That much has been clear for a long time. Since CP increases were stopped in Murkmire new sets allowed lower performing players to increase their DPS and complete content without stagnating. The con is that the top performing DPS players also increased their output. So you increases the ability for all players to complete content but at the same time did nothing or increased the power gap between them.
The new CP 2.0 has indeed begun to close the gap. I see CP 400 players that with rotations can hit close to CP 1800 players. Furthermore the top end DPS nerfs allow the developers to once again build balanced content. Currently one shot mechanics are pervasive to deal with high DPS that burns through stuff too fast and can withstand everything. Yet at the same time lower end players couldn’t even complete the stuff.
This all needed to happen
what really needs to happen is perfect rotation gear and timing not outdpsing the floor 5 to 1 or more.
Until something is done about that. Everything is always just gonna be a bandaid.
Almost agree, but. The top players who manage to squeeze out a 100k-120k dps on a dummy don't do so because they came up with a "perfect" build that nobody else can put together. 99% of players can copy those builds down to every tiny detail and end up dealing 70k max.
Why? Because "rotation" and "timing" aka animation canceling aka a stupid bug that should have been fixed years ago. At the very least something should have been done about LA damage... maybe. Or they should have increased the damage of heavy attacks. Or they should have actually worked on "weaving" and given it more forgiving timings so more players could manage it. Oh and then there are the people who will never manage weaving because of high ping.
But nah. Let's nerf CP further, that will totally destroy that huge dps difference between the "floor and the ceiling." As a result all of those nerfs hit the players who rely on gear the most. Those who rely on their rotations will keep on setting dps records.
And no, I'm not even saying we should remove animation cancelling (though I sure wish it happened a long time ago), it is obvious that certain groups of players would downright leave the game if it happened. But something needs to be done with it. If ZOS managed to lower the dps difference originating from it. We would all be enjoying the benefits. Like hopefully less CP nerfs once it becomes obvious that CP is not the problem.
Suna_Ye_Sunnabe wrote: »spartaxoxo wrote: »They need to adjust high end achievements accordingly then. There are some achievements that were already excruciatingly more difficult on console WITH that higher power because of the fact that console doesn't have addons and must wear the same gear for every fight.
How long did it take someone on console to get godslayer, I believe was the one that people suspected wasn't even possible at first? I can't remember which one because I'm not running that kind of content but I know there was one people were banging their heads against the wall on for months until an xbox group barely managed it.
The time achievements should have the same relative difficulty as they did when people earned those rewards (and should be timed under the presumption that you're not using addons) if they plan on lowering the dps.
If they lower the high end achievements, then the cycle begins again. They nerf us, then nerf the content, so on and so on and so on. I'll reserve my scathing commentary on the matter, but the amount of players who actually can complete achievements at the highest end is so laughably small that I greatly wonder why they even exist. I'll start worrying about "power creep" when half the community is running around with Z'maja's Shadow.
people sell carries. so maybe that is how half the community will get that skin? not sure where it drops so maybe it isnt possible to do that content with just 3 heavies and a lightweight.
Great and welcoming changes. Good job ZOS! The power disparity has been a huge turn off for new players for over 7 years now. It's finally time to close that power disparity gap, especially when newer player will be playing this game with the next gen graphic update.
Suna_Ye_Sunnabe wrote: »Great and welcoming changes. Good job ZOS! The power disparity has been a huge turn off for new players for over 7 years now. It's finally time to close that power disparity gap, especially when newer player will be playing this game with the next gen graphic update.
Come back to me on that after you've been here a few years.