FluffyReachWitch wrote: »I am in Team “Please Raise Damage Over Time Resource Costs Instead of Lowering Damage”.
By doing so, that would:Because increasing duration but reducing damage lowers both the ceiling and the floor.
- Keep DoT DPS roughly where it is now
- Give players with lower APM more time to keep up as intended
- Continue to reward careful resource management during combat
ZOS_Gilliam wrote: »Greetings!
Weaving
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
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.
Thank you for addressing this aspect of gameplay.
I really look forward to these changes as I feel they will make the game more accessible.
I got burned out while trying to parse at least 90k dps, but I couldn't go past 85k. I tried to master weaving for months, but the light attacks would never fire consistently for me, no matter the graphic settings, the hardware setup, the addons or the ping. No matter the amount of fine tuning and effort, I was never able to pinpoint the issue. This led my guildmates to see me as a slacker and I had to leave them for the sake of my own sanity. I was exhausted and disappointed. I wasn't enjoying the game anymore.
"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"
Well said. Honestly, can't wait for the elitists to stop bashing people about their Combat Metrics.
P.S. I play Nightblade, and skills like Incapacitating Strike and Merciless Resolve would mess up my rotation big time. Merciless Resolve resetting and refreshing instead of firing is also a contributing factor to me getting frustrated over my ex guild's high requirements.
Thank you for addressing this aspect of gameplay.
I really look forward to these changes as I feel they will make the game more accessible.
I got burned out while trying to parse at least 90k dps, but I couldn't go past 85k. I tried to master weaving for months, but the light attacks would never fire consistently for me, no matter the graphic settings, the hardware setup, the addons or the ping. No matter the amount of fine tuning and effort, I was never able to pinpoint the issue. This led my guildmates to see me as a slacker and I had to leave them for the sake of my own sanity. I was exhausted and disappointed. I wasn't enjoying the game anymore.
"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"
Well said. Honestly, can't wait for the elitists to stop bashing people about their Combat Metrics.
P.S. I play Nightblade, and skills like Incapacitating Strike and Merciless Resolve would mess up my rotation big time. Merciless Resolve resetting and refreshing instead of firing is also a contributing factor to me getting frustrated over my ex guild's high requirements.
Imagine you play a sport irl.. you have years of practice and by now you’re very good but then the people in charge change the rules in order to make it easier for new contestants to win. 🤡
HydroPotato wrote: »Of course, this will be annoying to me because weaving is a really fun aspect to the game.
However, on the plus side, I look forward to tanks' parses increasing! It would be really cool to see tank weave resulting in some real nifty damage contribution in group gameplay. A tankcro (Necromancer Tank) giving the group Empowering Grasp and then using it to parse hard... mm, chef's kiss
drsalvation wrote: »HydroPotato wrote: »Of course, this will be annoying to me because weaving is a really fun aspect to the game.
However, on the plus side, I look forward to tanks' parses increasing! It would be really cool to see tank weave resulting in some real nifty damage contribution in group gameplay. A tankcro (Necromancer Tank) giving the group Empowering Grasp and then using it to parse hard... mm, chef's kiss
this, there's no reasons for tanks being unable to deal any sort of significant damage, but there's an awful lot of people claiming that tanks aren't supposed to do so. With that logic, DPS shouldn't block or roll dodge because their job is to deal damage, not take or avoid it.
I still just wish power slam would be a tank skill instead of a DPS skill, revert back to stacks of resentment and scale to HP or Armor.
TheGreatBlackBear wrote: »You know from 1T to now we've seen change after change to combat and the gap between the floor and the ceiling never really shrinks. it actually increases Like at some point some you guys are gonna have to accept that players who are doing low damage are largely doing so because they don't see any reason to improve or they're not doing content that warrants it.
Yes some people have disabilities and no odds are the LA bow spammer Argonian in heavy armour in your random vet isn't disabled You can make whatever change you want, hybridise how much ever you want, nerf/buff how much ever you want players at the low end will NEVER stop being low end unless they want to.
I agree with the gap not changing much, but i also dont think alot of casual players realise how low they really are on the ladder, i myself am disabled and for the longest time i thought my dps was fine, turn out i was parsing 15k (LOL) now im up to 70k thats personally perfect by me, but the average player may not even understand the numbers. And the games tutorial really just gives the basics. Let players discover it if they want too.
We also do a terrible job of fostering curiosity in new players, for the longest time i was scared to do any content cause zone was belittling everything that wasnt meta (weve gotten better this was years ago) but depending on when and where a new player starts the community can be VERY offputting.
Thank you for addressing this aspect of gameplay.
I really look forward to these changes as I feel they will make the game more accessible.
I got burned out while trying to parse at least 90k dps, but I couldn't go past 85k. I tried to master weaving for months, but the light attacks would never fire consistently for me, no matter the graphic settings, the hardware setup, the addons or the ping. No matter the amount of fine tuning and effort, I was never able to pinpoint the issue. This led my guildmates to see me as a slacker and I had to leave them for the sake of my own sanity. I was exhausted and disappointed. I wasn't enjoying the game anymore.
"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"
Well said. Honestly, can't wait for the elitists to stop bashing people about their Combat Metrics.
P.S. I play Nightblade, and skills like Incapacitating Strike and Merciless Resolve would mess up my rotation big time. Merciless Resolve resetting and refreshing instead of firing is also a contributing factor to me getting frustrated over my ex guild's high requirements.
There are plenty of good guilds where you can join any non-HM vet trial run with 70k+ dps. Your 85k is more than enough. After these changes go through, you might be more like 75k, which is cutting it really close.
ShadowProc wrote: »Stop trying to spin the narrative. No feature is changing. They are reducing damage.
Elitists are self identifying themselves by crying the sky is falling because of lowering LA damage which was way to high.
Criticising the changes and the direction ZOS has decided to go, does not equal criticising players who like the changes.
We are allowed to express our views and talk about the negative consequences we see coming. This is more than just lowering damages, this is lowering the skill required while talking about how the "low end" will benefit from targeting the "high end".
Criticising the changes and the direction ZOS has decided to go, does not equal criticising players who like the changes.
We are allowed to express our views and talk about the negative consequences we see coming. This is more than just lowering damages, this is lowering the skill required while talking about how the "low end" will benefit from targeting the "high end".
Of course. By all means. But not everyone is choosing to express their views to ZOS. They instead attack others who see things differently, even those who just say "I like this change." Not to mention the abundance of "get gud" elitist attitudes.
You don't need to justify your dissatisfaction to me or anyone else.
Criticising the changes and the direction ZOS has decided to go, does not equal criticising players who like the changes.
We are allowed to express our views and talk about the negative consequences we see coming. This is more than just lowering damages, this is lowering the skill required while talking about how the "low end" will benefit from targeting the "high end".
Of course. By all means. But not everyone is choosing to express their views to ZOS. They instead attack others who see things differently, even those who just say "I like this change." Not to mention the abundance of "get gud" elitist attitudes.
You don't need to justify your dissatisfaction to me or anyone else.
To be fair I've seen a lot of people attack those who don't like the changes as well. Apparently we're all elitist for saying that skill isn't something you get for free.
Well, yeah. It is that attitude. Cause players are not generally saying that skill shouldn't matter. It's just that LA or animation canceling shouldn't matter as much as it does. I've even see a few saying that ESO needs to revert to where mechanics mean more than out-dpsing the mechanic. Skill can mean different things to different players.