Update 35 Combat Preview

  • Everaen
    Everaen
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    A DPS gap will still exist between players who have perfected LA weaving and players who haven't or don't LA weave at all. The gap just won't be as large as it was.

    As with any game, players who put a lot into theory crafting and practice will do better than the casuals who just want access to quick and attainable fun. Some people are only having fun if they are a parse-lord at the top of the charts. Others don't really have the time or the care to invest, so they just want access to whatever content satisfies them. For extended health of any game, all crowds need some contentment.

    The LA change, imo, is not that big a deal. Content will be an iota harder for the coordinated elite players (who likely were already over-DPSing about every encounter in the game), and the casuals will likely barely notice a difference.

    The DoT changes are what concerns me. I have some direct damage builds and some DoT builds. I'm also pretty casual. I don't really watch timers too much. I re-apply DoTs late just as much as I re-apply them early. Futzing with the timers probably won't change that, but lowering DoT DPS will lower the DPS of a lot of the builds out there, including lowering DPS on the easiest damage buttons a lower skilled player can press -- i.e. ticking damage that can keep happening while a noob player flails about trying to survive an encounter.

    Plus, I'm not sure changing the timers will actually reduce the APM for a less skilled player.

    Overly simplifying things -- If a current rotation looks kind of like this:

    DoT -> DD -> DD -> DoT -> DD -> DD -> DoT

    And now becomes this:

    DoT -> DD -> DD -> DD -> DD -> DD -> DoT

    ... Is a newer player really pressing fewer buttons? Is there actually less to look at? In that overly simplified example, the DoT damage in the second would count for less with the upcoming changes, so now it's more important that the player isn't roll dodging or self-healing when they should be pressing a Direct Damage button, whereas previously they could do those things and rely on the DoTs to keep a little more damage on the target.
  • DrSlaughtr
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    ninjagank wrote: »
    I want to point out this again. @ZOS_Gilliam

    If you're going to increase the time of dots, then cloak needs to cleanse. If I get hit with a haunting curse right now it takes 15k mag to survive with cloak. That's 4 to 5 hits of cloak to take the damage and not get revealed and murdered.

    If you extend the duration of dots like this, I will have to use every bit of my Magicka to survive. That's messed up.

    This isn't a great solution, by the way. If I'm carrying plague break, I'm going to blow up for hitting cloak. That's messed up, too. So it should have a condition that it doesn't count as a cleanse in regards to PB.

    haunting curse is not a dot, and its unlikely to get a duration increase unless they added more than 2 explosions

    cloak should not cleanse dots either, and if they made it to that it certainly wouldnt have an exception to plague, that is the point of plague is anti-cleanse

    I'm sorry I thought we were all getting our wish list of ways to make the game more accessible.

    Let's also get rid of stealth detection on guards and put major brutality/sorcery on siphoning. And give NBs a flat 1000 extra resource return via passives.
    I drink and I stream things.
  • Iselin
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    f047ys3v3n wrote: »

    I also have my doubts about the ability duration changes. Might make some weaksauce buffs such as siphoning strikes more interesting I guess. Will certainly make ground cast DOT's, already often sub optimal due to enemy movement, mostly a waste. I expect it will actually require more bar watching though as longer duration buffs are actually generally harder to keep track of then short ones. The easiest are shorter durations of matching length. You can just count out your casts on those builds and never look at a timer.

    The lower damage per tick (lower DPS) can be mitigated either fully or partially, depending on how big the damage per tick nerf is, presumably, by the 1 or 2 extra skills you can use instead of refreshing the DOTs.

    Two obvious problems with that though:

    1. About the only times in the game you would ever get any use out of that are the boss fights when you can have a 20 second rotation that is not interrupted a lot by boss mechanics - so basically a stationary "tank and spank" boss fight and we all know that those are kind of rare in ESO.
    2. Those who can and will mitigate the DOT DPS loss with those extra 1 or 2 skills are those who have perfect rotation timing, never missing the 1 second GCD skill window and always attaching a light attack to the skills in their perfect rotation.

    How exactly does that help bring up "the floor" when all that the lower skill players will get out of it is the DPS nerf to DOTs?
  • maxjapank
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    Sync01 wrote: »
    maxjapank wrote: »
    Sync01 wrote: »
    maxjapank wrote: »
    Sync01 wrote: »
    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.
    ShadowProc wrote: »
    Sync01 wrote: »
    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".

    And that’s my point. How is this lowering skill? It’s NOT.

    It’s lowering damage. LA weaving will still separate players.

    They're not just lowering damage for light attacks, they're changing dots because according to ZOS it's too difficult to keep track of your rotation without staring at the action bar.

    And this is great! Making buffs and dots last longer, especially buffs. Look forward to it.
  • maxjapank
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    Sync01 wrote: »

    Getting better at something requires effort, there is no other way to put it. If you're not willing to put in the effort to improve, that's on you.

    I don’t think anyone has said anything about not putting in effort or getting better. We’re just saying that LA dmg should not be such a high percentage of dmg and weaving shouldn’t matter as much. Again that “attitude “. Lol.
    Edited by maxjapank on July 8, 2022 9:24PM
  • WrathOfInnos
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    ninjagank wrote: »
    Let's flipped this around. Let's say weaving was squashed in beta. Game we've been playing is just a generic mmo set up with two bars rather than one. And believe me there are players who wish the ESO skill bar was just a carbon copy of every other PC mmo.

    Then all of a sudden 8 years in, they decided that the game was just too easy to hang on to the high end players who according to a spread sheet will spend more money if they could just trick then into staying around.

    So they bring back weaving. Plenty of people in this thread would be very upset about this, because the game they grew to love and have spent months, if not YEARS of in game time is fundamentally changing to cater to a small segment of the player base.

    This is an interesting point. Something very similar to your hypothetical scenario occurred a few years ago. Bash damage was suddenly buffed to the point of being meta, and most of the top DPS started weaving a bash between skills in addition to light attacks. Almost nobody enjoyed this, as it was clunky visually, difficult with a controller, and left stamina low enough to be dangerous when needing to block or dodge. It was significantly higher APM to get a few thousand DPS gain, and turned every fight into a resource juggling game similar to Bahsei or MK. Player feedback was primarily negative and Bash weaving was nerfed a few months later.
  • Foxtrot39
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    Seems that LA change utterly miss the mark

    -Player either accidently discover or learn about weaving from other players during a mentoring phase, they can't close a gap if they miss a key combat mechanic because its only explained in a obscure loading screen hint

    -Player with disability STILL wont be able to weave without a digital controller or whatever allow them to not have to move their wrist or fingers too much

    They would need a macro option to delay skill by a split second to squeeze in an automated LA beforehand

    This change so far just lowers the ceiling but doesn't adress the missing stairs to get there

    On another note extended duration on ground based DoT even if overall damage is increased is a nerf

    Mobs and players just walk out of it, and since damage is spread out on a longer time span, you avoid a lot more damage for the same time spend inside of it

    Such changes would make static AOE dot a lto less desirable

    Defensive use of unstable wall also gets nerfed, as uptime increase so does the intervall between the first ice shield and the second one
    Edited by Foxtrot39 on July 8, 2022 10:19PM
  • barney2525
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    Gederic wrote: »
    Looks like its time to finally sweep out the last remnants of the end game community.

    There's an end game ?

    :#
  • acw37162
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    Thought about this for a little bit.

    Not overly positive how this is going to turn out.

    Bringing down the ceiling is only going to hurt the middle and the bottom even with the most careful plan and best of intentions.

    The end result is for people who found the game difficult will still find the game difficult.

    People in the middle will find advancement harder.

    The top end will adjust and be even more exclusive for awhile.

    My thoughts on this upcoming disaster;

    I ordered a Nintendo switch and the nee monster hunter in hopes it will get me thru till the new PS5 Monster Hunter arrives and emailed the guilds I’m active I’m and asked them not to kick if I don’t show for awhile unless they need the space.

    Really have very little desire to deal with what I’m seeing as a steaming pile of _____.
  • Jarl_Ironheart
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    Putting a static amount of damage on heavy and light attacks is one of the worst things I could ever hear for ESO. If a player stacks damage buffs they should be able to hit for hard LA and HA damage. I can smack someone for like 10k on a heavy attack. I feel like this just makes people want to avoid using light attacks. I don't see this going well.
    Push Posh Applesauce, Pocket Full of Marmalade.
  • Betosky9
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    The action combat of this game it's what makes me prefer it over others of the MMO genre, changes like this do not respect the reason why I bought the game and stayed on it. It's not the first time "complicated" mechanics are removed and everytime it feels like contempt for the people who have spent time on learning and trying to improve on the game.
  • Iselin
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    Betosky9 wrote: »
    The action combat of this game it's what makes me prefer it over others of the MMO genre, changes like this do not respect the reason why I bought the game and stayed on it. It's not the first time "complicated" mechanics are removed and everytime it feels like contempt for the people who have spent time on learning and trying to improve on the game.

    They;re not removing "action combat" nor even making any changes to the LA weave enabler, animation cancelling.

    Even if they tweaked animation cancelling DPS by, for example, delaying the damage, heals, buffs, etc. from skills, LA and HA until the end of the animation so that you would lose the effect if you cancel, it would still be "action combat" for dodges, bashes, blocks.

    The only difference would be that you lose the effect of whatever you cancel and only get it if the animation plays out fully.

    Not putting any new ideas in their heads since this "fix" that would truly lower the ceiling and raise the floor as a byproduct of that, has been suggested literally thousands of times.

    Maybe they just can't or are unwilling to make that drastic a change. All I know is that these nerfs in Update 35 do nothing to narrow the gap they say is the reason behind the changes.

  • MindOfTheSwarm
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    ninjagank wrote: »
    I want to point out this again. @ZOS_Gilliam

    If you're going to increase the time of dots, then cloak needs to cleanse. If I get hit with a haunting curse right now it takes 15k mag to survive with cloak. That's 4 to 5 hits of cloak to take the damage and not get revealed and murdered.

    If you extend the duration of dots like this, I will have to use every bit of my Magicka to survive. That's messed up.

    This isn't a great solution, by the way. If I'm carrying plague break, I'm going to blow up for hitting cloak. That's messed up, too. So it should have a condition that it doesn't count as a cleanse in regards to PB.

    Haunting Curse won't get a duration increase. If it does, then this is just flat out dumb and a huge buff to Sorcs in PVP.
  • ShadowProc
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    I am
    acw37162 wrote: »
    Thought about this for a little bit.

    Not overly positive how this is going to turn out.

    Bringing down the ceiling is only going to hurt the middle and the bottom even with the most careful plan and best of intentions.

    The end result is for people who found the game difficult will still find the game difficult.

    People in the middle will find advancement harder.

    The top end will adjust and be even more exclusive for awhile.

    My thoughts on this upcoming disaster;

    I ordered a Nintendo switch and the nee monster hunter in hopes it will get me thru till the new PS5 Monster Hunter arrives and emailed the guilds I’m active I’m and asked them not to kick if I don’t show for awhile unless they need the space.

    Really have very little desire to deal with what I’m seeing as a steaming pile of _____.

    Can I have your stuff? ✌️✌️
  • GrizzlyTank
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    Would have just liked to see the flow between skills and normal attacks be fixed.
  • Ashtaris
    Ashtaris
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    Zer0oo wrote: »
    Maybe instead of removing skill from the game, how about motivating new players to learn how to play the game

    I agree. ZOS has always been terrible at explaining combat metrics and how one skill or metric affects the other. I remember Gilliam even complaining about that in one of his videos before he was employed by ZOS. Unfortunately, nothing has changed.

  • DrSlaughtr
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    ninjagank wrote: »
    I want to point out this again. @ZOS_Gilliam

    If you're going to increase the time of dots, then cloak needs to cleanse. If I get hit with a haunting curse right now it takes 15k mag to survive with cloak. That's 4 to 5 hits of cloak to take the damage and not get revealed and murdered.

    If you extend the duration of dots like this, I will have to use every bit of my Magicka to survive. That's messed up.

    This isn't a great solution, by the way. If I'm carrying plague break, I'm going to blow up for hitting cloak. That's messed up, too. So it should have a condition that it doesn't count as a cleanse in regards to PB.

    Haunting Curse won't get a duration increase. If it does, then this is just flat out dumb and a huge buff to Sorcs in PVP.

    I was joking. In the post after a list of things I want added to make things more fun for me.
    Edited by DrSlaughtr on July 9, 2022 8:47PM
    I drink and I stream things.
  • Slicesym
    Slicesym
    I enjoy the combat being as immersive and fast paced as it is. I believe it is what separates ESO from other MMO's for me, personally. What about just increasing buff/debuff timers to like 45 seconds. And leaving HOT's and DOT's where they are? Keeps it fast paced but helps increase the times of things that aren't apart of the combat itself. I think the APM will not change regardless. You are still going to be spamming something. But at least you won't have to buff every 10 seconds. @ZOS_GinaBruno
  • katorga
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    Combat Update 36: auto attack light attacks, heavy attacks removed, and a 5 second cooldown on each skill slot.

    Seriously with non-scaling light/heavy attacks the opportunity cost becomes too great to use heavy attacks for simple regen. Light attacks may as well be autoattacks just for quality of life. I mean why bother requiring a key-press because people who cannot weave today will not be able to weave tomorrow.

    Then there is the factor about everything else in the game built around light heavy attacks....that will not be redundant or simply off kilter.

    -

  • Amottica
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    CyberOnEso wrote: »
    This will obviously be very controvertial. But it is probably what is best for the game as a whole.

    Remember, power creep always wins, every patch the maximum possible DPS increases.


    I agree power creep is an issue in ESO. More so because Zenimax does nothing to rebalance the content so older content becomes trivialized. However, the source of power creep we see pretty much every update is from the changes Zenimax makes to the game as there is nothing built into ESO that inherently makes players stronger.

    So power creep will continue as we have seen it.
  • Rimskjegg
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    Please excuse the length of this post. In my defense I've read 16 pages of posts and I wouldn't post this if I didn't think a lot more explanations are necessary both from the players making the posts I agree with, and from the dev team, just to make it so we can even understand each other. Also, I am trying to the best of my admittedly feeble ability to be as balanced and precise as I am able.

    1)The first thing that stands out about this article is that it is extremely difficult to understand what the aims of the dev team are, because the different aims that are mentioned seem to be diametrically opposed to each other.
    2)The second thing is that the proposed changes leave me worried about the health and safety of myself and my guildies. (This would be the first thing except that I have to explain what I said above to make this point make sense.)

    Just so you know where I'm coming from, I am a primarily PvE DD who is trying to progress veteran trials. Combat logs put me somewhere in the 30% lowest damage producers in those trials. (I have no opinion on how these changes would play out in PvP. But the article discusses combat globally as if the team have the same aims for PvP and PvE combat, so I will simply focus on PvE. PvE players have a right to exist too, you know :) )

    1) MUTUALLY EXCLUSIVE AIMS
    Now, about those aims for combat development.
    Whatever else the article says, it is at least very clear the combat team want to reduce both damage per second and healing per second for anyone who uses HoTs, DoTs, and light attacks. Although leave players who spam direct damage abilities and never light attack would be left at the same power level that they are at right now, EVERYONE else would be nerfed - by 6-11% according to the testing carried out by the team. In other words, these changes would perhaps inject a little bit more challenge into the game for seasoned hardcore veterans who find that DPS is too high, mechanics get skipped, and the game is just too easy. While I would not agree with this, I could certainly understand it.

    But instead, the article says that the devs want to make it easier for content to "accommodate a wider audience, while making more natural progression points for those looking to improve" and also talks about increased "accessibility". Now these are goals I could get behind, but they go directly counter to nerfing healing and damage for most players (except one very particular playstyle that remains unchanged, more on that later). Such nerfs can ONLY serve to make the audience of particular content significantly SMALLER because it becomes harder to pass the DPS and HPS checks in that content. Any "gap" between high end and low-end damage is completely irrelevant here. It is not as if other players doing much higher damage than me is in any way, shape or form a PROBLEM for me as a low-DPS PvE player! On the contrary, other players in my group doing tons of damage only helps me play the content I want to play with a higher chance of actually clearing it. Thus nerfing the damage of the top DDs in my group even more than mine in the name of "closing the gap" only makes the content LESS accessible to me. High-damage players will then be less able to afford to bring me into this content because their lowered DPS reduces their chance to carry me. For these reasons it seems utterly illogical to claim that "the closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience". To execerbate this, the combat team describing the top-end damage as "obscene", and implying that there is something wrong with the way they play the game, only fosters the preposterous and toxic attitude that I should somehow BEGRUDGE my fellow DDs the high damage weaving they have worked so hard to achieve, even though to me, this is a direct benefit. I understand that jealousy of someone else's results is human, but treating it instead as a valid complaint in PvE will only divide our community against itself even more than what is already the case. And for what reason?

    And this is all assuming that these changes will actually succeed in reducing the power gap between the high and low end, which actually seems unlikely for all the reasons pointed out by others before me.

    2) HEALTH AND SAFETY
    Clearly weaving - either light attack weaving or possibly bash weaving - will remain an important ingredient for really high DPS. However, making it less impactful also makes it a lot less obvious exactly why you should bother with it tp begin with, if you are a player who wants to start doing more damage. As it is now, I can show someone who is perhaps in the lowest 10% of damage (instead of my lowest 30%) how to begin light attack weaving their spammable, and because the effect is so immediate and so strong, everyone understands that this is something they should be doing. But even I understand that the high APM of high-damage DDs isn't just because they do more light attacks. It's because they have practised so much and are so good at timing the light attack AND the ability IMMEDIATELY after the 1-second global cooldown is over, meaning they get more damage from EVERY source, both light attacks and abilities. But those of us who are learning or trying to improve our weaving will weave a little slower, waste a little more time before doing the next LA+ability, because if we try to go as fast as the top guys, our light attack will happen too early and the light attack will miss. But we try to weave anyway because we know those light attacks boost our damage, proc our sets and enchants and so on, it helps our DPS even if we can't do it as fast or reach the same numbers as the top DDs. We watch the "weaving average" of our parses and we hope that, with time and more practice, our timing will improve and we can get better at what we do.

    However, when the raw damage of light attacks is cut in half, another avenue of damage becomes tempting: Giving up on the light attacks altogether and try to just waste as little time between abilities as humanly posssible - by simply mashing the button for the next ability as fast as we can. This way I could probably reach something approaching the 103k DPS parse someone posted earlier, with no light attacks, but a 0.036 average weave time. But we all know what comes of button mashing instead of trying to timing your input right: It's called Repetitive Strain Injury and is the primary health and safety concern I mentioned before. Does this improve the gameplay for disabled players? A most resounding "no"! Any wrist pain a disabled player would experience doing 2 clicks per second would be multiplied by button mashing, and perfectly healthy players would develop RSI pretty quickly. Of course most players would immediately recognize this danger and simply accept doing less DPS instead of risking injury, but clearly, it would be much preferable to have a system that makes clear the advantages of light attack weaving for healthy players and perhaps boosts heavy attack weaving for disabled ones. And we HAD just such a system before heavy attack sets got nerfed one or two patches ago. (I forget exactly how long it's been, I'm an old man and time passes more swiftly each day...)

    Despite all these concerns, there are also some changes here that sound good. Increasing the duration of buffs and debuffs sounds like it could indeed make combat more accessible and fun. Considering all the feedback from players who were happy that the Oakensoul Ring let them avoid the sheer tedium of refreshing buffs all the time, making buffs last longer would reduce that tedium - while preserving the crucial versatility of having two bars. (Need I say more than "Relequen bar swap mechanic"?)

    I also think in all this, we should give the content development team more credit. There may have been power creep over the years, but I have not yet heard a single endgame player complain that vet Dreadsail Reef HM is too easy. I also really like the way that vet dungeons over the years have started to have individual hardmodes for each boss, secret areas to be explored for hidden buffs, etc. Good old Cloudrest and Asylum Sanctorum are awesome for their +0, +1, +2 modes which allow the players to select a difficulty level that suits them, in both vet AND normal modes. Making it possible to scale difficulty to achieve an enjoyable level of challenge like this is what the game needs going forward - NOT nerfing our healing and damage, or making sheer button mashing seem more tempting.
  • brylars
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    After reading everyone's comments and seeing a recent Tweet from one of the devs, I feel we need to give this change a genuine try. It seems they are attempting to correct all of the tweaking that led to the high DPS in the first place. They are attempting to correct mistakes in the past through a reset (which is probably what they should have called it up front instead of the "word salad" of a post.)

    There has been a lot of hate directed towards the devs over this. I agree that this sudden change is really hard to take and is typical ZOS devs in action, as it disregards how the changes will affect ALL players, but they do not deserve so much hate over it that they are getting personal attacks.

    I will not say "it is just a game." We all enjoy the Twitch and YouTube hosts/performers who play their games and give insights. These people do it for a living practically. Many of us are part of communities that use a part of the game to socialize. So it is more than a game.

    I will say this though. The dev that bemoaned all the "vitriol" over the big changes, though their feelings as a human being are valid, goofed when they asked for the players to "trust" the decisions made by the devs. Really? 8 years of adjusting here and there and you don't expect push back or feel its uncalled for?

    I understand not getting pats on the back from the players after working so hard on something (we don't know what your job is really like) is disheartening, but do you really care about how the quality of the product affects the consumer? Are you really listening to the customer? The newbies AND the vets?

    It is not just about getting new customers but it is also about keeping the old ones engaged and feeling valued. What would happen if the old ones left? No subs from them. No crown purchases from them. What if Cyrodiil/Battlgrounds populations drop further?

    I know that sometimes big changes can lead to something big in the future. No one has indicated this though. You as the devs may know it, but we the players don't. We who have been here since the beginning know the history of ESO, ie. its performance issues and regular patches. We have nothing to go by except what we have seen already.

    I am sorry. It is just how it is.

    Good luck. <3
  • tomfant
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    At least this change will remove the HA one shots builds in PVP. That's a good thing.

    Hybridization is barely balanced as of yet and ZOS is again turning the combat system upside down. How do you want to get to a stable balance level with those sledgegammer methods?

  • Ghaleb
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    Before I start: am on mobile so sorry for the typos as writing forum posts on mobile is pain.

    After playing this game since launch on and off very casual and only since October last year intensely, I finally made a forum account to reply to this thrilling change as I remain to have a couple of issues with that.

    The first issue I have with the change is the reasoning from the article. It boils down for me to: “You are doing too much damage by perfectly parsing / weaving LA and your skills, therefore we will nerf your damage, as others don't manage to do the same dps as you and this therefore excludes them from content.”

    If I take Martial Arts classes and am being attacked and wipe the floor with my attacker, I would be surprised if my trainer said, “mate, that was too good. you will only fight with 5kg bracers around your wrists in future”.

    It has been said so, so often. People spent considerable time in getting better and for you, this is the reason why they need to be nerfed. The CP changes lately I didn’t like. But it was aimed at allegedly increasing variety of used CPs (which it didn’t) and lower DPS. Did I or many others like it? I think not, but it was aimed at game mechanics and an anonymous nerf. This one? Aims directly at a certain group of players and you specifically say so.

    I don’t consider this a healthy approach from a company to disregard a group of players which adhere to the rules, get pretty good at the game and often are an anchor to the community by educating new players about sets, mechanics, trials and how to improve dps, be a good healer or tank or whatever.
    Most of the content you see on Twitch or Youtube wouldn’t even be there without said players. At least I don’t know any channel from an ESO newbie perspective who provides content.

    Second item I have a serious issue with, maybe even more than with the change itself is the display of greed. I know ZoS is a company and needs to earn money. But if I’d like to get financially shafted, I start to play Diablo Immortal or Destiny 2.

    Your article states, that you conducted a substantial investigation, the you have data for years and that this is the best way forward (to which I think some forum posts have contributed quite well in proposing different and better changes which embraces the game, the mechanics and the communities more than what you are now doing).

    This means you knew that before High Isle was published and sold.

    Let that sink in.

    If I want my gf to loose 6-11% of her weight due to an artificial weight metric I have, as she went to the gym, exercising hard for months on end, growing muscle, getting toned and I now feel she is “too good” for me, I should address that before she invites me to a romantic weekend in Venice and let her pay for the expenses. (Let us now not discuss the morals behind my example but stay focused on the act itself).

    She would rightfully be mad at me. At least.

    For me, it looks like you preferred to take our money and afterwards slap our faces. And again, I don’t consider this a healthy behaviour in any way or form. Especially from a company which relies and having paying customers.

    I can only speak for me: If I had know. About the changes, I
    a) wouldn’t have bought High Isle and
    b) would have stopped my ESO+ subscription, which I only use as a token of appreciation for the game and to show my support.

    But both these issues are similarly infuriating for me as the first tells me directly that you want to punish me for training to get better and the second displays you in not the best light…
  • kind_hero
    kind_hero
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    As a player who is playing since release, I can say about my experience with LA/weaving. I have never liked it, and I have never tried to master it. I did got used with it to the point that I could manage finish vMA a few times. But I focused on normal content, and when I was in a stronger guild, I did vet dungeons with them. I don't like being carried in a game, so I did not enjoy much playing the vet content.

    I know that many people like this weaving trick. In the beginning it was a glitch that later became a feature of the game, and now devs are trying to tackle with it. The ESO combat system is fun, but not because of weaving, I am sorry. For a new player it is totally weird and there are almost no clues of how or why to do it. In other words, why would you have to constantly shoot your weapon to do actions that do not necessarily require your weapon?

    I hope that one day we'll see a combat system 2.0 or 3.0 which will have a different approach. I stopped bothering about the zillion combat changes and tweaks we have gotten over the years.
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • tomfant
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    kind_hero wrote: »
    ...why would you have to constantly shoot your weapon to do actions that do not necessarily require your weapon?

    Attacking with your weapon as often as you can is IMHO a natural reaction when being under attack. That's what weapons are made for, no? And since we all are creatures capable of magic we use our spells in addition to our weapons.
  • SimonThesis
    SimonThesis
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    They're nerfing everyones damage without changing their pve encounters. This makes trials and endgame pve content more restrictive, with less damage their is less room for failure. Guilds will only take the best of the best now to do content instead of letting an average player come along, because everyone's damage got nerfed. Trial runs will be much more restrictive because the potential to fail will be much higher.

    This sets back middle of the road guilds spending months trying to get a clear. This makes pve guilds set requirements that even less people can attain. Endgame guilds won't take a midgame player anymore.

    Even the people at the bottom will be nerfed if they la and longer dots are harder to keep track of so I expect they will lose damage. People's attention spans aren't very long, a longer dot is easier to lose track of and forget about. Newer players will have a harder time keeping up dots and lose damage as a result.
  • Parasaurolophus
    Parasaurolophus
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    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.
    PC/EU
  • Firstmep
    Firstmep
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    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.

    Actually they literally did XD
  • Jaraal
    Jaraal
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    Firstmep wrote: »
    What's the panic, my friends? Seriously. Where did you see the words about casuals? Nobody talks about casuals. These changes are needed to increase the damage of medium players. No one wrote that the damage of high-end players will be reduced.

    Actually they literally did XD

    Yep, light attack, heavy attack, and DOT damage are being reduced across the board. Players with impeccable rotations, players who randomly mash buttons, and everyone in between is losing damage.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
This discussion has been closed.