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.
Oh, I have been playing since PS4 beta. Had 8 v16's, [snip]
Suna_Ye_Sunnabe wrote: »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.
Oh, I have been playing since PS4 beta. Had 8 v16's, [snip]
Then let's agree to disagree, shall we. No point in being petty with one another directly.
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.
Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
Decreasing the power gap helps both making content more challenging and gives new/er players a better chance at participating in end game content. Are you stating that this content is already too challenging?
People complain that dungeons are too easy, and tanks and healers are not needed for the majority of the content (non-existent for normals) and how many ppl can solo the end game content. By reducing player power, it as in effect, makes said content more challenging. Making end game content more challenging is a change that I am happy to agree with ZOS and most players on.
VaranisArano wrote: »People complain that dungeons are too easy, and tanks and healers are not needed for the majority of the content (non-existent for normals) and how many ppl can solo the end game content. By reducing player power, it as in effect, makes said content more challenging. Making end game content more challenging is a change that I am happy to agree with ZOS and most players on.
Except that all those things have been said for updates past, and ZOS has tried to reduce player power over and over again...and nothing changes.
Players still say dungeons are too easy and tanks and healers aren't needed.
I mean, how nerfed do you expect us to be to the point where the average group needs a healer in a normal dungeon? Because ZOS hasn't gotten us there yet. Fake tanks abound, and this CP nerf won't change a thing.
There are Vet dungeons where it's still advantageous to run 1 tank + 3DDs. ZOS hasn't reduced player power to stop that either. (Actually, it's the opposite. Reduced player power often makes it more advantageous to ditch the healer.)
So I don't this is going to have the effect you hope it will.
Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
VaranisArano wrote: »People complain that dungeons are too easy, and tanks and healers are not needed for the majority of the content (non-existent for normals) and how many ppl can solo the end game content. By reducing player power, it as in effect, makes said content more challenging. Making end game content more challenging is a change that I am happy to agree with ZOS and most players on.
Except that all those things have been said for updates past, and ZOS has tried to reduce player power over and over again...and nothing changes.
Players still say dungeons are too easy and tanks and healers aren't needed.
I mean, how nerfed do you expect us to be to the point where the average group needs a healer in a normal dungeon? Because ZOS hasn't gotten us there yet. Fake tanks abound, and this CP nerf won't change a thing.
There are Vet dungeons where it's still advantageous to run 1 tank + 3DDs. ZOS hasn't reduced player power to stop that either. (Actually, it's the opposite. Reduced player power often makes it more advantageous to ditch the healer.)
So I don't this is going to have the effect you hope it will.
Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
I agree. They DIDN'T lower the ceiling.
They lowered the floor. The ceiling just coincidentally went a little lower with it. I was already struggling to complete high end content before. Now this will completely lock everyone out of Vet content except those 1% of players who have got pristine perfect rotations.
This should be a fun video game, not a "practice with a metronome until you have it down with computer-like accuracy. Oh what's that? You have a medical condition and your hands can't possible move as fast as others? Well that's too bad, I guess you will NEVER get to complete vet content! You're just too worthless!"
If it sounds like I'm bitter, it's because I'm bitter. Those passives REALLY needed to be there to even the odds just a little bit.
Now there will be even LESS people able to run vet content, mark my words.
katanagirl1 wrote: »Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
I agree. They DIDN'T lower the ceiling.
They lowered the floor. The ceiling just coincidentally went a little lower with it. I was already struggling to complete high end content before. Now this will completely lock everyone out of Vet content except those 1% of players who have got pristine perfect rotations.
This should be a fun video game, not a "practice with a metronome until you have it down with computer-like accuracy. Oh what's that? You have a medical condition and your hands can't possible move as fast as others? Well that's too bad, I guess you will NEVER get to complete vet content! You're just too worthless!"
If it sounds like I'm bitter, it's because I'm bitter. Those passives REALLY needed to be there to even the odds just a little bit.
Now there will be even LESS people able to run vet content, mark my words.
You hit the nail on the head for a lot of players who don’t even have a medical condition who just don’t think that kind of play is fun, even if they could do it.
All these free trials being in more new players but those are exactly the type of players you get, casuals.
Nothing you do to cp or skills or gear is going to help them. They spam light and heavy attacks all day long. They know nothing about racial passives and stuff like that.
Also, those players won’t stay for the long run.
So, why don’t you make those that do stay happy instead? Players want to get more powerful as they gain experience, what is wrong with that?
Grandchamp1989 wrote: »katanagirl1 wrote: »Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
I agree. They DIDN'T lower the ceiling.
They lowered the floor. The ceiling just coincidentally went a little lower with it. I was already struggling to complete high end content before. Now this will completely lock everyone out of Vet content except those 1% of players who have got pristine perfect rotations.
This should be a fun video game, not a "practice with a metronome until you have it down with computer-like accuracy. Oh what's that? You have a medical condition and your hands can't possible move as fast as others? Well that's too bad, I guess you will NEVER get to complete vet content! You're just too worthless!"
If it sounds like I'm bitter, it's because I'm bitter. Those passives REALLY needed to be there to even the odds just a little bit.
Now there will be even LESS people able to run vet content, mark my words.
You hit the nail on the head for a lot of players who don’t even have a medical condition who just don’t think that kind of play is fun, even if they could do it.
All these free trials being in more new players but those are exactly the type of players you get, casuals.
Nothing you do to cp or skills or gear is going to help them. They spam light and heavy attacks all day long. They know nothing about racial passives and stuff like that.
Also, those players won’t stay for the long run.
So, why don’t you make those that do stay happy instead? Players want to get more powerful as they gain experience, what is wrong with that?
That is my main issue with these consistant nerfs every patch.
I know I get better since I complete content I couldn't before
I know I increase in level: first to cp 810 and now I'm cp1200+
And yet every patch my characters grow weaker, and it takes more to adapt. Less options, more rigid sets/traits/rotations to even stay close to where I was.
It just... Isn't fun for me.
There should be a reward for sticking with the game...
You should feel more powerful.
But from lvl 1-50 your character actually grow weaker
and from Championpoint level they nerfed the power by quite a bit
It's somewhat demotivating..
VaranisArano wrote: »People complain that dungeons are too easy, and tanks and healers are not needed for the majority of the content (non-existent for normals) and how many ppl can solo the end game content. By reducing player power, it as in effect, makes said content more challenging. Making end game content more challenging is a change that I am happy to agree with ZOS and most players on.
Except that all those things have been said for updates past, and ZOS has tried to reduce player power over and over again...and nothing changes.
Players still say dungeons are too easy and tanks and healers aren't needed.
I mean, how nerfed do you expect us to be to the point where the average group needs a healer in a normal dungeon? Because ZOS hasn't gotten us there yet. Fake tanks abound, and this CP nerf won't change a thing.
There are Vet dungeons where it's still advantageous to run 1 tank + 3DDs. ZOS hasn't reduced player power to stop that either. (Actually, it's the opposite. Reduced player power often makes it more advantageous to ditch the healer.)
So I don't this is going to have the effect you hope it will.
It's a catch 22. If ZOS nerfs class skills, players complain, if ZOS nerfs player CP players complain. Poor ZOS..
spartaxoxo wrote: »VaranisArano wrote: »People complain that dungeons are too easy, and tanks and healers are not needed for the majority of the content (non-existent for normals) and how many ppl can solo the end game content. By reducing player power, it as in effect, makes said content more challenging. Making end game content more challenging is a change that I am happy to agree with ZOS and most players on.
Except that all those things have been said for updates past, and ZOS has tried to reduce player power over and over again...and nothing changes.
Players still say dungeons are too easy and tanks and healers aren't needed.
I mean, how nerfed do you expect us to be to the point where the average group needs a healer in a normal dungeon? Because ZOS hasn't gotten us there yet. Fake tanks abound, and this CP nerf won't change a thing.
There are Vet dungeons where it's still advantageous to run 1 tank + 3DDs. ZOS hasn't reduced player power to stop that either. (Actually, it's the opposite. Reduced player power often makes it more advantageous to ditch the healer.)
So I don't this is going to have the effect you hope it will.
It's a catch 22. If ZOS nerfs class skills, players complain, if ZOS nerfs player CP players complain. Poor ZOS..
That's not a catch 22. Because that all follows under don't nerf everyone to decrease the gap.
There are two ways they can lower the gap. Either nerf content so that more people can get completes, or nerf weaving/animation canceling. Those are the only two things that can actually lower the gap. Nerfing everything else just nerfs everyone, which means that the gap remains but everyone has less fun.
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.
Got to correct you there, the first Godslayer on PS4 was in May 2020 on the EU Server, if I recall it correctly.
The performance played a big roll in it additionally, as Console got a lot of Bluescreens etc. after the Elsweyr Patch released. I don't remember if that happened straight away with Elsweyr or the Patches after though.
So there was no point for Console to even try GS at that time.
Multiple people have suggested this, even back when ZoS was thinking of inverting the functionality of light and heavy attacks:
Add more damage to active skills by taking some of that damage from light attacks. People who weave will still outperform those who don't but the gap will decrease. That's it. That's all they need to do.
CP doesn't need to be adjusted, again. Skills don't need to be nerfed, again. Sets don't need to be nerfed, again. It's. Not. Working. As someone who does weave and has completed a majority of the tough content, I'm tired of being nerfed just to have to work my butt off to perform the same as I could before when there is an easily accessible solution right there.
Multiple people have suggested this, even back when ZoS was thinking of inverting the functionality of light and heavy attacks:
Add more damage to active skills by taking some of that damage from light attacks. People who weave will still outperform those who don't but the gap will decrease. That's it. That's all they need to do.
CP doesn't need to be adjusted, again. Skills don't need to be nerfed, again. Sets don't need to be nerfed, again. It's. Not. Working. As someone who does weave and has completed a majority of the tough content, I'm tired of being nerfed just to have to work my butt off to perform the same as I could before when there is an easily accessible solution right there.
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.
Multiple people have suggested this, even back when ZoS was thinking of inverting the functionality of light and heavy attacks:
Add more damage to active skills by taking some of that damage from light attacks. People who weave will still outperform those who don't but the gap will decrease. That's it. That's all they need to do.
CP doesn't need to be adjusted, again. Skills don't need to be nerfed, again. Sets don't need to be nerfed, again. It's. Not. Working. As someone who does weave and has completed a majority of the tough content, I'm tired of being nerfed just to have to work my butt off to perform the same as I could before when there is an easily accessible solution right there.
Pink_Pixie wrote: »It took two years to come up with CP nerfalot 2.0 which makes me wonder what they were actually doing in that time. But, it seems they are following the trend of other MMo's to name two I can think of off hand are, SWTOR and Star Trek online. All the skill tree's on both those games were overly simplified and forced pigeon holed builds, that have zero diversification and lack of choice. Both these games I have played and quickly got bored of them due to the lack of choice and not being able to diversify.
I came to ESO as it was coined as "Play as you want" which it was sort of, however it has got far worse now. We're stuck with the same red and blue slots for our specific build, which is four choices. Now most are going to take the same choices, and gear doesn't even matter as most are wearing the same gear. "Play as you want" has now become "Copy and paste a build" and with the current nerfs there is even less choice. Why is the maximum CP 3600 if we can really only use 1000?
Why on earth was that number even introduced and vaguely attempt to say it's progression, when it isn't. It's all really a load of rubbish to get half truths about what we were getting, to only get something new that was a nerf, then get hit by another nerf after two experience events.
"We're Taking Some of the Power Out of the High End Experience" is simply saying "We're taking the fun out of the game, and removing players" this kind of statement only proves they don't listen to feedback. The green tree is still a mess and a micromanagement hell, the blue tree lacks any real choice, the red tree is mostly pointless and in the end CP is pretty much a connect a dot system that adds no real difference to another players build of the same CP level.
This next nerf will only make it even worse, due to having less reason to play, less reason to keep a subscription going and less reason to play new content. As the CP I will earn is pointless, they don't add to anything, as suddenly I'm going to be (Sub) ZOS optimal. Halving the passives is another bad choice, in a long line of bad choices. I feel that this game will be on life support quicker than they expect, just like the two games I mentioned above due to very bad choices.
Maybe one day the devs will actually play the game, rather than using a dart board to come up with new nerfs and ideas.
Taking damage off light attacks... you know who that would hurt most?
Newbies.
You know, the people who have to actually start the game, and only HAVE light attacks and a couple of skills, and are constantly running out of their meagre amounts of stamina and magicka to actually use said skills, and have to be able to kill mobs somehow, including tier-1 bosses solo, because there are so many tier-1 bosses in solo content, so light attacks HAVE to be good enough to at least be a useful backup for one or two skills that haven't been powered up, and minimal tactics.
So, reducing damage of light attacks is the one thing that CANNOT be done.
katanagirl1 wrote: »Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
I agree. They DIDN'T lower the ceiling.
They lowered the floor. The ceiling just coincidentally went a little lower with it. I was already struggling to complete high end content before. Now this will completely lock everyone out of Vet content except those 1% of players who have got pristine perfect rotations.
This should be a fun video game, not a "practice with a metronome until you have it down with computer-like accuracy. Oh what's that? You have a medical condition and your hands can't possible move as fast as others? Well that's too bad, I guess you will NEVER get to complete vet content! You're just too worthless!"
If it sounds like I'm bitter, it's because I'm bitter. Those passives REALLY needed to be there to even the odds just a little bit.
Now there will be even LESS people able to run vet content, mark my words.
You hit the nail on the head for a lot of players who don’t even have a medical condition who just don’t think that kind of play is fun, even if they could do it.
All these free trials being in more new players but those are exactly the type of players you get, casuals.
Nothing you do to cp or skills or gear is going to help them. They spam light and heavy attacks all day long. They know nothing about racial passives and stuff like that.
Also, those players won’t stay for the long run.
So, why don’t you make those that do stay happy instead? Players want to get more powerful as they gain experience, what is wrong with that?
Agenericname 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.
My sarcasm meter is out of adjustment at the moment and I honestly can't tell if this is or isn't. In the event that it is not, I don't see how this change is going to close that gap. The nerfs were across the board (floor and ceiling), the buff (light attack damage is a ceiling buff) will effect those who weave well the most, essentially widening the gap again.
I agree. They DIDN'T lower the ceiling.
They lowered the floor. The ceiling just coincidentally went a little lower with it. I was already struggling to complete high end content before. Now this will completely lock everyone out of Vet content except those 1% of players who have got pristine perfect rotations.
This should be a fun video game, not a "practice with a metronome until you have it down with computer-like accuracy. Oh what's that? You have a medical condition and your hands can't possible move as fast as others? Well that's too bad, I guess you will NEVER get to complete vet content! You're just too worthless!"
If it sounds like I'm bitter, it's because I'm bitter. Those passives REALLY needed to be there to even the odds just a little bit.
Now there will be even LESS people able to run vet content, mark my words.