Brenticus12 wrote: »I wasn’t going to name drop any content creators specifically. But since it was mentioned. Most of Xy’s builds, although not meta, absolutely can be used in the hardest endgame content. And often, he demonstrates such. That is very important. Other content creators I’ve seen usually just show their builds and you never see them in actual content.
As for meta, I’ve never been a meta player. I feel too many gear options get overlooked because of this and thus, I prefer theory crafting and such. Which is partially why I think devs keep changing gear stuff. Trying to break the meta. But there will always be a meta in ESO. However, in the prog team I’m a part of, I did have to compromise for the group or otherwise I would have been excluded. Which is unfortunate. One of my characters is an Argonion Necro healer, when I created it, I was told “why did you make that? No trial group would let you play. Should have made a Templar or warden”. And now, Necro healers are one of the best and looked for in end-game.
When talking about “scripts” I’m not referring to 3rd party nonsense. I’m talking about the actual formula written in the game code and when referring to dps check of 30k I think we all know that any player who understand gear, class and skills would naturally have a higher dps without even trying.
There was an “all about mechanics” video of vhof about a year ago where it was commented that a group completed it with DD’s who had just 27k dps and that high dps wasn’t necessary but helps the fight go faster.
In the conversation I had with another player they were referring to dps check formulas that the game uses in the source code to determine mechanics and difficulty and I was told that this formula is the same for every group content and is based around the 3-6mil vs 21mil. The only difference is the mechanics and timed mechanics for each piece of content. They also referenced the 3-6mil dummies and why the 21 mil was added and it’s intended use vs what it’s being used for today. While the meta seems to be the 21 mil trial dummy, it seems that parsing as a whole gives false results. Because the dummies do not move or attack, there aren’t any mechanics where the player has to move or anything that happens in actual combat. Some old school players might have more insight to those references.
There was another comment regarding VAS and the recent update. Suggesting that groups have been relying on brute force rather than mechanics and such. This made me wonder how many end-game completes have been relying on brute force to bypass mechanics rather than just playing them out? It also had me curious as to if those same groups could get those same completes playing mechanics rather than using brute force? Seeing how weapon dmg and crit seem to continue to take a hit each patch, is it possible the devs are trying to eliminate the brute force tactic and force players into learning and playing mechanics more?
I think you're speaking from a position with limited knowledge and should do more research before you make these kinds of comments first. Especially in regards to Xynode, how builds work, how content optimisation works, how dissemintation of endgame build information works, how meta works, how DPS checks work, how dummy testing works and what it means to "skip" vAS mechanics.
FYI mini skipping in vAS, which I'm assuming is what you meant by "skipping through brute force" requires you to be very, very finely tuned with the mechanics of the trial. The only thing you're skipping with a mini skip is the enrage mechanic from the minis. If the minis enrage and you're not close to killing either the boss or the mini (Which goes inactive for a couple of seconds), then it's a wipe regardless. There are no "additional" mechanics in play because a mini enrage, it just means their attacks will one shot regardless of whether you block them.
I can guarantee you that the groups in vASHM that do mini skips regularly are 100x better players and more knowledgeable about the intricacies of every vASHM mechanic than the players who can't mini skip.
Nchuleftingth wrote: »The two highest DPS checks in the game to my knowledge (assuming you're just going for a clear, not something like a trifecta) are vSShm portals, and Xalvakka HM.
The mini in the portal has about 11m health, which means that divided by the 3 DPS and 90 seconds, each DD needs to be pulling about 41k dps in the portal while avoiding mechanics, unpinning, self healing, etc.
Xalvakka's DPS check in HM execute is very high, for a rough guess it's about ~50k dps.
So, if the mini in the portal requires 41k dps while avoiding mechanics and such. But the trial lead is requiring 80k+, is it then stand to reason that we ARE talking about brute force vs mechanics. And you suggested Xal in HM execute is roughly around 50dps?
This is the type of answer I was looking for.
So, if this is true, then the high dps reqs that often get asked for are really to avoid mechanics and to use brute force to get the complete. Which is what I suspected was happening anyway. Sure, I understand about achievements, leaderboards and such. And I get that a player should want to play at the best they can efficiently and effectively to benefit the team.
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Isn’t it possible that these high dps instances in trials specifically are likely a large part of why they bug out so often? And likely a reason why stats like crit keep getting nerfed? Maybe the game has issues trying to calculate such high numbers and the bypass of mechanics? ZoS has often suggested that players are still too powerful and thats their justification for the nerfs. But isn’t this a smaller part of the player base, mostly end-game? If players played as intended and not chose to use brute force is it possible we would have never seen as many nerfs?
If this continues there will be a point where some of the highest parses will no longer be obtainable or players like me, who can only achieve 85k dps wont be able to maintain those numbers and end up being left out. Seems like the parse requirements are coming from a small player base (pc) and everyone else just copies it and thats how it becomes the meta. Much like other metas. But console has a disadvantage that I think our prog leads forget. We, for whatever reason, have performance working against us. Especially with the templar class and all trials. Also, this meta eliminates creativity with gear, skills and removes a large amount of players from even having the opportunity to play end-game.
We are seeing gear changes by the devs thats intended to open up the possibilities but its also going to create toxicity because trial groups are still going to demand specifics without ever giving the players build a chance. Often, I feel because of gear meta’s that progression groups have become closed minded.
CP 2.0 was designed to give players options and force us to make harder choices, buts its the same meta as CP 1.0. Mag players all use the same slottables. Stam players all use the same. Etc. The only slight difference I see is from pvp builds.
Sorry, I had a lot if thoughts to express.
There will ALWAYS be a "meta" in a game where everything is not exactly equal.
Now, can there be lots of builds that are very close to the same, yes.
When you're in a trial group, you have to also be considerate of the other 11 people in that group. And if you want to bring a build that is significantly "off-meta" and statistically does less damage (or healing output, or is less survivable as a tank), unless everybody else in the group is okay with it... I feel that's being somewhat selfish. You are making it so they have to do more to make up for the shortcomings of that build.
Just having a build "clear" content, doesn't mean necessarily that it really can "clear" content. To test, you'd need a whole raid using those builds, as the person in the off-meta setup could have simply been carried through the content by the other 11 players making up for their build's shortcomings. (I've run with some other content creators... I KNOW their builds work... as our group has gotten Godslayer, TTT, Dawnbringer, etc... with them... on those builds )
That said, there are probably hundreds of DPS builds that can clear any and all content in the game.
I guarantee you could take any end-game raid group, put the entire group entirely in crafted sets and they could still clear most, if not all, of the HMs in the game.
There will ALWAYS be a "meta" in a game where everything is not exactly equal.
Now, can there be lots of builds that are very close to the same, yes.
When you're in a trial group, you have to also be considerate of the other 11 people in that group. And if you want to bring a build that is significantly "off-meta" and statistically does less damage (or healing output, or is less survivable as a tank), unless everybody else in the group is okay with it... I feel that's being somewhat selfish. You are making it so they have to do more to make up for the shortcomings of that build.
Just having a build "clear" content, doesn't mean necessarily that it really can "clear" content. To test, you'd need a whole raid using those builds, as the person in the off-meta setup could have simply been carried through the content by the other 11 players making up for their build's shortcomings. (I've run with some other content creators... I KNOW their builds work... as our group has gotten Godslayer, TTT, Dawnbringer, etc... with them... on those builds )
That said, there are probably hundreds of DPS builds that can clear any and all content in the game.
I guarantee you could take any end-game raid group, put the entire group entirely in crafted sets and they could still clear most, if not all, of the HMs in the game.
I like that you pretty much point out that skill and some level of build expertise is necessary to clear all content in the game. I agree with that. I disagree with your perspective on off-meta, though. It seems you're looking at non-meta builds as inherently handicapped. But in what way? Damage only, yes? But that's not the only concern in group content. What else might that build offer that makes up for less damage--provided the necessary damage is still reached?
Some meta builds require that other roles use meta builds because there are holes in the damage dealer's build--e.g. lack of sustain, critical damage, squishy, etc. If everyone works together to plug these holes, then you got yourself a very effective group. I argue that this can be achieved with a full group of non-meta builds, because they work off of one another. The issue with talking meta/non-meta is that one makes assumptions about the other. Simply equipping meta gear does not mean one can achieve the highest damage. How they play with that build is key and that's the same argument to be made for non-meta.
Curiously, I have never seen a content creator push towards builds for each encounter--a way to perfectly optimize self-buffed output depending on the situation. For this boss fight, use this build, for this boss fight, use that build. There only seems to be focus on "use this build for everything and be good with it". My hope is that these non-meta builds have this in mind, are filling gaps in their groups gear/behavior, or are done because they meet the true necessary requirement to clear content while not becoming boring or repetitive for the player. If someone loves playing meta because it gets the biggest numbers, go for it. But that's not the only way to play the game and it isn't selfish to say, "I'd like to enjoy what I'm doing." Again, if they meet the requirements to clear the content and aren't a bother in other aspects (e.g. dying to mechanics) then no one is going to fuss--at least they shouldn't, boy have I gotten kicked as a tank because someone said "Hey, where's my minor courage?!" Utterly pathetic...
There will ALWAYS be a "meta" in a game where everything is not exactly equal.
Now, can there be lots of builds that are very close to the same, yes.
When you're in a trial group, you have to also be considerate of the other 11 people in that group. And if you want to bring a build that is significantly "off-meta" and statistically does less damage (or healing output, or is less survivable as a tank), unless everybody else in the group is okay with it... I feel that's being somewhat selfish. You are making it so they have to do more to make up for the shortcomings of that build.
Just having a build "clear" content, doesn't mean necessarily that it really can "clear" content. To test, you'd need a whole raid using those builds, as the person in the off-meta setup could have simply been carried through the content by the other 11 players making up for their build's shortcomings. (I've run with some other content creators... I KNOW their builds work... as our group has gotten Godslayer, TTT, Dawnbringer, etc... with them... on those builds )
That said, there are probably hundreds of DPS builds that can clear any and all content in the game.
I guarantee you could take any end-game raid group, put the entire group entirely in crafted sets and they could still clear most, if not all, of the HMs in the game.
I like that you pretty much point out that skill and some level of build expertise is necessary to clear all content in the game. I agree with that. I disagree with your perspective on off-meta, though. It seems you're looking at non-meta builds as inherently handicapped. But in what way? Damage only, yes? But that's not the only concern in group content. What else might that build offer that makes up for less damage--provided the necessary damage is still reached?
Some meta builds require that other roles use meta builds because there are holes in the damage dealer's build--e.g. lack of sustain, critical damage, squishy, etc. If everyone works together to plug these holes, then you got yourself a very effective group. I argue that this can be achieved with a full group of non-meta builds, because they work off of one another. The issue with talking meta/non-meta is that one makes assumptions about the other. Simply equipping meta gear does not mean one can achieve the highest damage. How they play with that build is key and that's the same argument to be made for non-meta.
Curiously, I have never seen a content creator push towards builds for each encounter--a way to perfectly optimize self-buffed output depending on the situation. For this boss fight, use this build, for this boss fight, use that build. There only seems to be focus on "use this build for everything and be good with it". My hope is that these non-meta builds have this in mind, are filling gaps in their groups gear/behavior, or are done because they meet the true necessary requirement to clear content while not becoming boring or repetitive for the player. If someone loves playing meta because it gets the biggest numbers, go for it. But that's not the only way to play the game and it isn't selfish to say, "I'd like to enjoy what I'm doing." Again, if they meet the requirements to clear the content and aren't a bother in other aspects (e.g. dying to mechanics) then no one is going to fuss--at least they shouldn't, boy have I gotten kicked as a tank because someone said "Hey, where's my minor courage?!" Utterly pathetic...
Brenticus12 wrote: »I think you're speaking from a position with limited knowledge and should do more research before you make these kinds of comments first. Especially in regards to Xynode, how builds work, how content optimisation works, how dissemintation of endgame build information works, how meta works, how DPS checks work, how dummy testing works and what it means to "skip" vAS mechanics.
FYI mini skipping in vAS, which I'm assuming is what you meant by "skipping through brute force" requires you to be very, very finely tuned with the mechanics of the trial. The only thing you're skipping with a mini skip is the enrage mechanic from the minis. If the minis enrage and you're not close to killing either the boss or the mini (Which goes inactive for a couple of seconds), then it's a wipe regardless. There are no "additional" mechanics in play because a mini enrage, it just means their attacks will one shot regardless of whether you block them.
I can guarantee you that the groups in vASHM that do mini skips regularly are 100x better players and more knowledgeable about the intricacies of every vASHM mechanic than the players who can't mini skip.
The counter to complaining on the forums about DPS requirements and meta sets is to become a raid leader yourself. You can then set whatever you want as policy and requirements.
DPS requirements can also be viewed as mitigating risk. Will I be able to complete the trial in 2 hours with X DPS requirement? Can I possibly run it twice in 2 hours if I change the requirement? How many more players will want to join my team if we increase our efficiency?
Franchise408 wrote: »I am the trial leader / trial tank in my guild, a position I got by working hard to improve my builds, and my understanding and execution of mechanics. I've never once equipped a meta set on my tank. Never once been asked to by my former trial leader, and I never have since I've become the trial leader. I've never asked a single member of my guild to bring meta sets on our trials. I've never asked for a single parse. I never got better by blindly throwing on meta sets, I got better by doing the content, and sometimes struggling for long periods of time through it. Those experiences gave me the knowledge I needed to know what was needed to clear content, where my deficiencies were in my own builds, and what to do to overcome them. I figured out the answers to those questions in my own way. I figured out how I wanted to solve those issues in a way that was fun and enjoyable for the type of character I wanted to play. As it stands, my current main tank is a Breton Necromancer wearing Crimson Twilight, Grave Guardian, and Lord Warden, with a restoration staff back bar. Nothing you'd ever see in an end-game discussion, but it has absolutely worked for me and my group. In fact, my build setup is exactly what my group wants. I have all the meta sets. I have Yolna, and Alkosh, and Galenwe, and all the others. My guild has specifically asked me to stick with my build and not go meta, because they know that I will be self sustained and sturdy, and they can focus on damaging / buffing / healing. We might not have the most fully optimized group set up, and our clears might take us a little longer to get (but we do get them), but people get to come in and play and see what works well and what doesn't, and experience the content, and my methods of doing it have helped to grow my guild's vet trial group, because people don't feel so much drama and pressure to be top notch. And just as I did, they can improve their performance through practice, and I am noticing huge improvements from my team, but in their damage and in their navigation of mechanics.
Non-meta doesn't mean ineffective. It's a different strategy, and not everything has to be maximum optimization at all times. This game is meant to be fun, and that comes first.
Franchise408 wrote: »I am the trial leader / trial tank in my guild, a position I got by working hard to improve my builds, and my understanding and execution of mechanics. I've never once equipped a meta set on my tank. Never once been asked to by my former trial leader, and I never have since I've become the trial leader. I've never asked a single member of my guild to bring meta sets on our trials. I've never asked for a single parse. I never got better by blindly throwing on meta sets, I got better by doing the content, and sometimes struggling for long periods of time through it. Those experiences gave me the knowledge I needed to know what was needed to clear content, where my deficiencies were in my own builds, and what to do to overcome them. I figured out the answers to those questions in my own way. I figured out how I wanted to solve those issues in a way that was fun and enjoyable for the type of character I wanted to play. As it stands, my current main tank is a Breton Necromancer wearing Crimson Twilight, Grave Guardian, and Lord Warden, with a restoration staff back bar. Nothing you'd ever see in an end-game discussion, but it has absolutely worked for me and my group. In fact, my build setup is exactly what my group wants. I have all the meta sets. I have Yolna, and Alkosh, and Galenwe, and all the others. My guild has specifically asked me to stick with my build and not go meta, because they know that I will be self sustained and sturdy, and they can focus on damaging / buffing / healing. We might not have the most fully optimized group set up, and our clears might take us a little longer to get (but we do get them), but people get to come in and play and see what works well and what doesn't, and experience the content, and my methods of doing it have helped to grow my guild's vet trial group, because people don't feel so much drama and pressure to be top notch. And just as I did, they can improve their performance through practice, and I am noticing huge improvements from my team, but in their damage and in their navigation of mechanics.
Non-meta doesn't mean ineffective. It's a different strategy, and not everything has to be maximum optimization at all times. This game is meant to be fun, and that comes first.
I love this. I’m big into theory crafting and off-meta builds. I think because of the meta a lot of gear sets and skills get overlooked and in turn the players who use them. I’m also a player who likes to go into a dungeon or trial blindly and figure it out. Yes, it might take longer but it is so satisfying when that “ah ha” moment happens. I prefer self sustained tanking but the meta has tanks as support roles. All the tanks buffs/debuff’s in the world don’t mean anything if the tank is dead. Tank first- support second. Besides, in many games over the years (classic rpg’s) it has always been the healer that uses buffs and debuffs, not the tank. At least in the games I’ve played.
This would be the kind of group I’d want to run with though. Best of luck to you and the team.
MemeDankExtra wrote: »I haven't really seen any math for Xalvakka HM in this thread so here it is:
On platform three you have about 3 and a half minutes (210 seconds) to kill her before the lava overtakes you and wipes the group. The boss is at 95.2m health, and you'll also have to kill 3 Volatile Shells at about 7.4m each, for a total of 117.4m health. 117.4m / 210 = ~560k group dps, which translates to 70k per person. Granted, about half of that damage will be to the boss while it's in execute range, but when you factor in the time running from boss to shell and back again several times, having to dodge deathstars, less than ideal uptimes, et cetera, I think it's fair to say that if you can't hit 70k on the iron atro you're not going to have a good time on this fight.