ZOS_Gilliam wrote: »Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.
For reference, in many of ESO’s high-end experiences and activities, the average build sees roughly 15–20% of their overall damage coming from Light Attacks alone, which is a huge contribution to the delta of power we see. While testing these adjustments internally, we’ve seen a reduction of 6–11% to overall damage, which allows for a much smaller and healthier gap while still retaining the sense of mastery and expression of that mastery with weaving.
With this adjustment, we’ll also be making a significant number of changes to item sets, passives, and buffs to ensure classes remain balanced in damage production, while also trying to do a better job allowing builds to amplify these actions (we’ve heard your cries, Heavy Attack build lovers, and we want better for you) without introducing unhealthy gameplay between PvE and PvP.
Just remove weaving: it's a bug not a feature.
One more voice from a relatively end-game player - and I really hope you listen to us when it comes to things that pertain to us; I don't know enough about pvp to say anything about that, but for casual players these changes will likely not even be noticed.
The major issue the game has is that it does not teach new players how to play it. The combat tutorial is very, VERY underwhelming and does not prepare one for what comes after AT ALL. A good tutorial on buffs, dots, rotation, weaving would probably help much more with whatever you are doing to weaving now. Those players most affected by the "skill gap" are the ones who don't weave so it won't help them.
Another thing is you designing new content (i.e. vDSR hardmodes) around the current DPS. Nerfing it (even by those 6-11%) means that some content may not be possible to complete at all. It does not feel good to be handed something and then have it taken away from you. Don't punish good players for getting good please! And if you want to lower the DPS, adjust the content. In addition, you continually add sets that require the player to weave (Relequen, Kinras') - so it feels like there is a bit of a love-hate relationship for this mechanic. I personally think it would be better to just embrace it and, as mentioned before, teach new players how to do it.
Finally, from any attempt at removing/altering weaving, hybridization, etc., I get the vibe that you consider it bad that people have put time and effort into mastering the game's mechanics. It feels like all that matters is other players feeling good because they don't need to put any effort into improving their skills to complete more difficult content. This feels disrespectful towards those veteran, end-game players who are really devoted to that.
Hopefully you won't think I am breaking any rules with anything I said here. I do love the game, I have spent countless hours in it, and I think I have at least some authority/experience to say what I said here cheers!
It seems to me like the main audience for you guys is new players, while veteran players are the ones who don't deserve your attention anymore. Well, veteran players have been very welcoming and helpful to new players that wanted to learn the game. Meanwhile, most new players, although bring in some quick cash, they just leave after a while.
I've helped tons of new players over the years...here are some common new player mistakes i've seen:
-Not using any food
-Not using potions
-Not putting glyphs on their gear (like weapon/spell damage)
-Wearing heavy armor as a dps, because it's the only one with passives (why do we still need to equip 3 pieces of the same armor to see the passives? is that noob friendly?)
-They don't know they can have 2 weapon bars.
-Having a messy bar, with skills they don't need...end up spamming the same skill over and over anyway
-Not wearing complete sets (a bunch of different set pieces that don't complete each other)
-Not knowing that if you upgrade your weapons, you increase your damage (cp500 still using purple weapons...)
Weaving is their last damn problem... Guess what, out of the players i've helped, the ones that wanted to be helped enjoyed the game much more (especially after they learned to weave and felt the difference) and continued playing, while the ones that wanted to play in "their own way" stopped playing the game and gave up. Because "i'm not getting skills that make me stronger" or "combat is boring"...while spamming the same 1 skill.
What you need is a better tutorial! Tips and tricks(could be done by the community with an upvote system) like changing the weapon swap button to your mouse side buttons or something else...most people won't be able to swap with the default and don't even think about using a different key for it.
You have already tried to nerf the weaving a while ago, or nobody else remembers the other "light and heavy attack change"... It just doesn't work. The gap ain't gonna change because veterans adapt to it with the knowledge they have, while new players get nerfed indirectly. Do you even know how many new players just spam light attacks? What's the gap gonna be like for them? This update will hurt everyone. Very, very, very badly thought. Don't you guys have something else to do with your resources? other than updating all sets and skills every time there is a BRILLIANT idea at the board table?
MindOfTheSwarm wrote: »If you want to make the game more accessible for people with slower reactions or disabilities. Then the clear answer is simply to provide a slottable CP star that does this:
Increase the damage of your ground damage over time effects by 75% and all other damage over time effects by 20% and increase their duration by 10 seconds, but reduce the damage of your direct damage by 75%
This way Light Attack Weaving and spamming direct skills isn’t as important. Saving people who suffer from things like carpal tunnel or trigger finger and slowing the game down for them while letting them deal competitive damage through their ground dot’s. It wouldn’t break PvP either as 20% on direct dots isn’t that much. 75% on ground DoT’s is huge, but players can simply move out of them, while also making them useful for zoning in PvP opening up the door for such players to act as supports for their more direct oriented teammates.
You help slower players by increasing their DPS through ground DoT’s and healing through heal over time skills. Making for a more relaxed play style.
Since it is optional, normal players can not take the node and build like normal without their weaving style being hurt.
...
-Not wearing complete sets (a bunch of different set pieces that don't complete each other)
...
MindOfTheSwarm wrote: »If you want to make the game more accessible for people with slower reactions or disabilities. Then the clear answer is simply to provide a slottable CP star that does this:
Increase the damage of your ground damage over time effects by 75% and all other damage over time effects by 20% and increase their duration by 10 seconds, but reduce the damage of your direct damage by 75%
This way Light Attack Weaving and spamming direct skills isn’t as important. Saving people who suffer from things like carpal tunnel or trigger finger and slowing the game down for them while letting them deal competitive damage through their ground dot’s. It wouldn’t break PvP either as 20% on direct dots isn’t that much. 75% on ground DoT’s is huge, but players can simply move out of them, while also making them useful for zoning in PvP opening up the door for such players to act as supports for their more direct oriented teammates.
You help slower players by increasing their DPS through ground DoT’s and healing through heal over time skills. Making for a more relaxed play style.
Since it is optional, normal players can not take the node and build like normal without their weaving style being hurt.
actually the best way is what another commenter already did. The psijic skill line used to get negative reviews back on it's launch because people didnt really see high-end raid OP stuff out of it. Then you you realize it's a skillline that added ways to teach core mechanics, like light attack weaves in a RP setting. And the rest of the storyline pushed you to old zones, so it was a way to stitch together content that new players might not have seen.
The other way is to look at how all the dad-players are playing, and understand how they are looking at their characters/builds. For example, im pretty slow on proactive gameplay in pvp, but re-actively I can adjust to the way I play. So classes that require you to upkeep a shield or defensive spell I will play pretty bad no matter the practice. BUT I will do better on classes that can have ways to switch defense to offense at the flip of a switch. This is not something you can add a tutorial to explain to players, this is something you offer multiple avenues of gear or skill selection and the players figure out for themselves.
This also means not every class should or can function in certain areas of the game. Some times limitation brings out the challenge seeking in all of us, because at some level no one likes to be told what to do, so we all push the limitations in interesting ways. No one wants to hear it because everyone wants to complete everything in an hour, but sometimes being forced to play limited specs means more time spent in game and thus more enjoyment as your travel on the path from noob to end-game player.
They're not removing it though. People can and will still weave and still do better than other people. Envious people are just happy better players that mastered weaving are getting nerfed even while they themselves will get nerfed, just not by as much.Remathilis wrote: »Everyone's so worried about "mah DPS" they aren't seeing the hidden benefit: less server lag.
They're not removing it though. People can and will still weave and still do better than other people. Envious people are just happy better players that mastered weaving are getting nerfed even while they themselves will get nerfed, just not by as much.Remathilis wrote: »Everyone's so worried about "mah DPS" they aren't seeing the hidden benefit: less server lag.
Guess what? High-end players will still clear all content and the people making fun of them in these thread still won't. The only people that get hurt are the silent players in the middle that were getting close to clearing content and will see their damage nerfed.
MindOfTheSwarm wrote: »This change kills DoT builds completely, builds that we’re already underperforming as is. Also, it won’t help with disabilities which is what the change is supposed to help with. New players and those that struggle now are gonna find it even harder to find groups when these changes hit. DPS loss groups wide REDUCES the likelihood that top players will take on new players, even decent ones will be reluctant. This will actually make it harder for casuals to access end game content, not make it easier.
That's what I said? I agree with you lol. Did you miss I was replying to someone was just saying it would help server lag cuz of inputs. The input # will stay the same, it just won't do as much damage.MindOfTheSwarm wrote: »They're not removing it though. People can and will still weave and still do better than other people. Envious people are just happy better players that mastered weaving are getting nerfed even while they themselves will get nerfed, just not by as much.Remathilis wrote: »Everyone's so worried about "mah DPS" they aren't seeing the hidden benefit: less server lag.
Guess what? High-end players will still clear all content and the people making fun of them in these thread still won't. The only people that get hurt are the silent players in the middle that were getting close to clearing content and will see their damage nerfed.
This isn’t the point. The damage nerf or people finishing content the same is not the argument.
The argument is that killing DoT’s this way will basically force players into the same builds, ergo spammable direct damage only.
This change kills DoT builds completely, builds that we’re already underperforming as is. Also, it won’t help with disabilities which is what the change is supposed to help with. New players and those that struggle now are gonna find it even harder to find groups when these changes hit. DPS loss groups wide REDUCES the likelihood that top players will take on new players, even decent ones will be reluctant. This will actually make it harder for casuals to access end game content, not make it easier.
Remathilis wrote: »Everyone's so worried about "mah DPS" they aren't seeing the hidden benefit: less server lag.
A perfectly timed static rotation sends a large amount of variable packets at the server. Each LA/HA is individually calculated and sent, often along with the skill that is masking the animation. Additionally, each hot/dot press is another packet sent. This should reduce server strain as well
LA/HA static numbers should reduce calculation routines. Hots/dots lasting longer should reduce reapply spam. Less reliance on perfect weaving and constant bar swapping should also reduce packet flood lag. I would not be surprised if the servers handle better with these changes.