katanagirl1 wrote: »Before the update:
I have 600 cp I can’t use
After the update:
I have 600 more cp now to use but I’m weaker than before
How can that be the goal of the devs in an update???
That really hits hard.
Are you talking about "Harpooner's Wading Kilt" mythic item? Most experienced players will easily maintain high amount of stacks of it in actual endgame fights. You don't even have to worry about it too much, just do the rotation with LA weaving as usual and the set will take care of the rest.Ellimist_Entreri wrote: »Just a heads up, that mythic is for sure going to be considered a cheese regarding parses since there is no way to adequately maintain the boost granted from it during actual combat scenarios in live content - therefore any and all parses using it are automatically considered invalid and not representative of the actual state of player power in game to anyone serious about their DPS. This same logic applies to double dagger magicka parses this cycle; sure you can hit those numbers with that setup in a controlled environment without moving or taking damage while standing next to a dummy. Doesn't matter in real content.
Im on ps4 and dps is absolutely terrible. If you input light attacks too fast, the server has to play catch up 20% of the time and wont even register your light attacks..
Im going to start a post about every single thing that is wrong with this game and then ask why they feel necessary to nerf endgame players when we cant even play the game efficiently yet.
I have been playing for 6+ years. I don't mind if CP was even removed from this game. I welcome a more even playing field for ALL players. ZOS obviously knows what they are doing and why.
Are you talking about "Harpooner's Wading Kilt" mythic item? Most experienced players will easily maintain high amount of stacks of it in actual endgame fights. You don't even have to worry about it too much, just do the rotation with LA weaving as usual and the set will take care of the rest.Ellimist_Entreri wrote: »Just a heads up, that mythic is for sure going to be considered a cheese regarding parses since there is no way to adequately maintain the boost granted from it during actual combat scenarios in live content - therefore any and all parses using it are automatically considered invalid and not representative of the actual state of player power in game to anyone serious about their DPS. This same logic applies to double dagger magicka parses this cycle; sure you can hit those numbers with that setup in a controlled environment without moving or taking damage while standing next to a dummy. Doesn't matter in real content.
If you are LA weaving you'll be constantly gaining stacks each second during combat. DDs don't take that much direct damage during fights. Even if you take direct damage it will only remove ONE stack, not all. You even have a 1 minute window to keep the stacks (for traveling between trash fights or a phase where you are not attacking anything) Most people will combine this with 1 piece slimecraw so that's ~9% crit chance and 20% more crit damage. Easily outperforms monster sets.
Wonder how long until this item gets nerfed to the ground.
There really needs to be a poll to see whether players are actually looking forward to these changes, or if it's just like one dude named Fred from Missouri that's allergic to fun. ZOS keeps saying they are nerfing CP and taking all the power out of it "based on feedback" but then I see multiple page posts with dozens of reactions practically unanimously agreeing that they don't like the changes and maybe one post that kinda supports it.
Tenthirty2 wrote: »I guess from a noobs perspective I really don't understand why they are nicking more dmg from higher level players.
I likely don't fully understand the reasonings but based on most ppl's comments here this is a nerf I will feel, yet again.
Been in ESO a little more than a year now, doing fairly well (I think lol).
Was a bit irked with the new CP2.0 system as I had just started feeling the benefits of the old one.
But ok I thought, I rolled with it and reallocated.
I'm just now getting to a point, shy of CP700, where I am really starting to deal decent DPS (for me and my odd character choice).
Solo player mostly, so a lot of WB and group dungeons and delves that were beyond me before I'm starting to take out one by one. Happy about that but not happy if my DPS is going to take a hit.
I'm finishing Craglorn now and currently soloing Shada's Tear, it's the last thing I need to complete the zone(except for the dedicated group "Monster Face" dungeons HA).
ST has been rough going, but frustratingly fun too but doing less dmg in there tho? Fek me plz NO, NOT a fan of that idea. I haven't gotten to Shada yet, I'm close tho and have read she's not bad if you can take her down fast (hoping to avoid the instakill mages). That's my plan, so more DPS plz, not less ZOS
Again, this is my noob take, I haven't been in ESO as long as most here I'm sure, so maybe this is nothing to bother about.
I do know tho I would love to see ZOS sink some more attention into improving performance. Things seemed a little better overall for awhile after CP2.0. But in the last month or so I've been getting more lag, longer load times, "frozen" mobs and other oddities that from experience with other games, points to high server latency or other performance issues.
(First things I checked were on my end and 99% sure it's not my gear\ISP)
Tenthirty2 wrote: »I guess from a noobs perspective I really don't understand why they are nicking more dmg from higher level players.
I likely don't fully understand the reasonings but based on most ppl's comments here this is a nerf I will feel, yet again.
Been in ESO a little more than a year now, doing fairly well (I think lol).
Was a bit irked with the new CP2.0 system as I had just started feeling the benefits of the old one.
But ok I thought, I rolled with it and reallocated.
I'm just now getting to a point, shy of CP700, where I am really starting to deal decent DPS (for me and my odd character choice).
Solo player mostly, so a lot of WB and group dungeons and delves that were beyond me before I'm starting to take out one by one. Happy about that but not happy if my DPS is going to take a hit.
I'm finishing Craglorn now and currently soloing Shada's Tear, it's the last thing I need to complete the zone(except for the dedicated group "Monster Face" dungeons HA).
ST has been rough going, but frustratingly fun too but doing less dmg in there tho? Fek me plz NO, NOT a fan of that idea. I haven't gotten to Shada yet, I'm close tho and have read she's not bad if you can take her down fast (hoping to avoid the instakill mages). That's my plan, so more DPS plz, not less ZOS
Again, this is my noob take, I haven't been in ESO as long as most here I'm sure, so maybe this is nothing to bother about.
I do know tho I would love to see ZOS sink some more attention into improving performance. Things seemed a little better overall for awhile after CP2.0. But in the last month or so I've been getting more lag, longer load times, "frozen" mobs and other oddities that from experience with other games, points to high server latency or other performance issues.
(First things I checked were on my end and 99% sure it's not my gear\ISP)
Yeah....I have the feeling they want to push iut veteran players. They may succeed.
I feel bad for nee players. Its going to be a lot tougher. I have brought a lot of friends to this game. We are all waiting to see if devs do this. In the meeanwhile, I definitely wont be recommending this game to anyone.
Are you talking about "Harpooner's Wading Kilt" mythic item? Most experienced players will easily maintain high amount of stacks of it in actual endgame fights. You don't even have to worry about it too much, just do the rotation with LA weaving as usual and the set will take care of the rest.Ellimist_Entreri wrote: »Just a heads up, that mythic is for sure going to be considered a cheese regarding parses since there is no way to adequately maintain the boost granted from it during actual combat scenarios in live content - therefore any and all parses using it are automatically considered invalid and not representative of the actual state of player power in game to anyone serious about their DPS. This same logic applies to double dagger magicka parses this cycle; sure you can hit those numbers with that setup in a controlled environment without moving or taking damage while standing next to a dummy. Doesn't matter in real content.
If you are LA weaving you'll be constantly gaining stacks each second during combat. DDs don't take that much direct damage during fights. Even if you take direct damage it will only remove ONE stack, not all. You even have a 1 minute window to keep the stacks (for traveling between trash fights or a phase where you are not attacking anything) Most people will combine this with 1 piece slimecraw so that's ~9% crit chance and 20% more crit damage. Easily outperforms monster sets.
Wonder how long until this item gets nerfed to the ground.
Are you talking about "Harpooner's Wading Kilt" mythic item? Most experienced players will easily maintain high amount of stacks of it in actual endgame fights. You don't even have to worry about it too much, just do the rotation with LA weaving as usual and the set will take care of the rest.Ellimist_Entreri wrote: »Just a heads up, that mythic is for sure going to be considered a cheese regarding parses since there is no way to adequately maintain the boost granted from it during actual combat scenarios in live content - therefore any and all parses using it are automatically considered invalid and not representative of the actual state of player power in game to anyone serious about their DPS. This same logic applies to double dagger magicka parses this cycle; sure you can hit those numbers with that setup in a controlled environment without moving or taking damage while standing next to a dummy. Doesn't matter in real content.
If you are LA weaving you'll be constantly gaining stacks each second during combat. DDs don't take that much direct damage during fights. Even if you take direct damage it will only remove ONE stack, not all. You even have a 1 minute window to keep the stacks (for traveling between trash fights or a phase where you are not attacking anything) Most people will combine this with 1 piece slimecraw so that's ~9% crit chance and 20% more crit damage. Easily outperforms monster sets.
Wonder how long until this item gets nerfed to the ground.
Yeah but there is hope, the way they changed 'pale order' is how they can handle sets like this too. Undoubtedly this set is going to be immediately exploited by every one in trials so they should say now that it scales off how many players are in a group (OR even better scale by how many are wearing it, for instance, if 4 people all have it in a group it is half effect, if 4-8 have it it's 25%, if more than 8 have it on it doesn't work). This way you can still have 3 people wear in dungeon where tank shouldn't have this, but if 4 people have it meaning 4 DPS speed runners abusing it, it is 50% effective. And Trials is obvious.
Hopefully when this is abused they will use the 'pale order' fix method and not the 'thrassian' method of just making it worthless for everyone. BTW I am calling for them to relook at thrassian since a lot of sets will be based off w/s dmg now, we need a good way to get 1-3K. I propose going back to original settings 20 stacks, 50-150 w/s dmg per stack, but either not usable by all 4 people in a group and either not usable at all in trial or scaled like above so max 3 people could use it to full effect in trial group.
ZOS_TrishM wrote: »Greetings,
After removing some unnecessary back and forth from this thread, we would like everyone to keep posts on the subject at hand, civil, and constructive. If there may be any questions in regards to the rules, please feel free to review them here.
Thank you for your understanding.
Ceejengine wrote: »I think the changes are primarily to address burst damage. I dont think they ever wanted anyone hitting 90k dps sustained. Obv taking it away now that people had it will upset them.
Especially because something like 85% of the playerbase main DPS characters.
I think once they've gotten a good set up for damage they need to go and strip extra heals out of all the abilities that do x, y, z and also heal you.
That way healers can exist again.
Especially once everyone has companions. You're going to see healers fade in everything but vet HM and most vet trials.
There's too much damage, and there's way too much passive healing.
Ceejengine wrote: »I think the changes are primarily to address burst damage. I dont think they ever wanted anyone hitting 90k dps sustained. Obv taking it away now that people had it will upset them.
Especially because something like 85% of the playerbase main DPS characters.
I think once they've gotten a good set up for damage they need to go and strip extra heals out of all the abilities that do x, y, z and also heal you.
That way healers can exist again.
Especially once everyone has companions. You're going to see healers fade in everything but vet HM and most vet trials.
There's too much damage, and there's way too much passive healing.
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.
Ceejengine wrote: »I think the changes are primarily to address burst damage. I dont think they ever wanted anyone hitting 90k dps sustained. Obv taking it away now that people had it will upset them.
Especially because something like 85% of the playerbase main DPS characters.
I think once they've gotten a good set up for damage they need to go and strip extra heals out of all the abilities that do x, y, z and also heal you.
That way healers can exist again.
Especially once everyone has companions. You're going to see healers fade in everything but vet HM and most vet trials.
There's too much damage, and there's way too much passive healing.
VaranisArano wrote: »Ceejengine wrote: »I think the changes are primarily to address burst damage. I dont think they ever wanted anyone hitting 90k dps sustained. Obv taking it away now that people had it will upset them.
Especially because something like 85% of the playerbase main DPS characters.
I think once they've gotten a good set up for damage they need to go and strip extra heals out of all the abilities that do x, y, z and also heal you.
That way healers can exist again.
Especially once everyone has companions. You're going to see healers fade in everything but vet HM and most vet trials.
There's too much damage, and there's way too much passive healing.
At what level of content do you want healers to exist?
Pulling self-heals out of damaging skills isn't going to make your healer any more relevant in normal dungeons. The content just isn't that challenging for experienced players. It's not going to stop experienced players from queueing as fake tanks or fake healers - consider that any DD who's run vMA or soloed a dungeon already doesn't "need" a tank or a healer, no matter that it usually makes the run more efficient.
It IS going to make the experience more miserable for newer players who now have less ability to compensate for the lack of a real healer when they, inevitably, get a fake healer. Those players tend to rely on self-heal+damage skills like Bloodcraze from Dual Wield or their class self-healing/damage skills like DK's Burning Embers or Templar Puncturing Sweeps. At least Vigor is a LOT more accessible for Stam builds than it used to be - though it might be that you'd say that too makes healers less relevant.
Speaking from experience in random normals, I run a DD-with-a-taunt MagSorc who has the Twilight Matriarch. When I've had a fake healer, I can pretty easily compensate with the Matriarch's burst heal as long as the fake healer doesn't also sprint ahead, aggro everything, and die instantly.
Fortunately for healers, it seems like Companions can't handle most normal dungeon bosses. So I don't think Bastian and Mirri are coming for your jobs just yet.