So true. I am watching my timers and trying not to stand in red. If there is something else happening on screen, it is not evident to me.ZOS_Gilliam wrote: »This in turn reinforces a need to glue your eyes to your action bars, taking you out of the action happening on screen.
this makes sense - the slightly higher return on damage makes it worth while to not cast a spammable and instead cast the DOTZOS_Gilliam wrote: »previously, a damage over time effect would deal 1.5× the damage of a “spammable” attack (such as Surprise Attack) over its duration of 10 seconds, or 0.15 relative damage per second.
You've lost me on the logic, here. if you make the DOT roughly equal avg DPS to a spammable, then it sounds like you've just taken away the justification for casting any DOTS instead of a spammable. Takehome is that we should only cast spammables now, and forget DOTS?ZOS_Gilliam wrote: »Now, damage over time effects will deal 2× the damage of a spammable attack over its duration of 20 seconds, increasing its damage per cast while reducing its relative damage per second to 0.1.
Borelock762 wrote: »Good. Should level the playing field. All these *** running perfectly scripted macros with ani cancel might actually have to learn to play. Ive seen several streamers run a block cancels, and other ani cancels on everyone of their macros. I get hit with some questionable trash i usually whisper them and the response is one of two always.... i use a controller or they link their twitch lol. With the servers being better its even easier to see now. Aside from the desync that constantly happens cyro is almost playable.
So true. I am watching my timers and trying not to stand in red. If there is something else happening on screen, it is not evident to me.ZOS_Gilliam wrote: »This in turn reinforces a need to glue your eyes to your action bars, taking you out of the action happening on screen.this makes sense - the slightly higher return on damage makes it worth while to not cast a spammable and instead cast the DOTZOS_Gilliam wrote: »previously, a damage over time effect would deal 1.5× the damage of a “spammable” attack (such as Surprise Attack) over its duration of 10 seconds, or 0.15 relative damage per second.You've lost me on the logic, here. if you make the DOT roughly equal avg DPS to a spammable, then it sounds like you've just taken away the justification for casting any DOTS instead of a spammable. Takehome is that we should only cast spammables now, and forget DOTS?ZOS_Gilliam wrote: »Now, damage over time effects will deal 2× the damage of a spammable attack over its duration of 20 seconds, increasing its damage per cast while reducing its relative damage per second to 0.1.
Who is this for?
Really, I don't understand who this is meant to benefit.
As far as I can see this is a straight up nerf to dps which will affect everyone, it's not going to "bring up the floor" or any of that, it's just a nerf.
...a continuation of the attempt to quell some of the obscene damage production at the high end. Let’s start by breaking apart some of the fundamental realities of ESO today.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,”...
Who is this for?
Really, I don't understand who this is meant to benefit.
As far as I can see this is a straight up nerf to dps which will affect everyone, it's not going to "bring up the floor" or any of that, it's just a nerf.
The early/mid game player who wants a slower rotation, with less APM, and who wants to not be punished so much for missing LAs, (and not have as stark a dps difference with the higher players) is my guess as to who ZOS gears this towards, but it's a wrong way to go about increasing the floor. Plus, it will hurt those players who only do overland and do it by LA/HA attacking, and also the top end-gamers who go for scores, titles, and speedruns. The correct way to raise the floor is to teach core combat concepts and mechanics to players early on in their playthrough (this is all assuming that casual players *want* to improve, which is a big assumption, because ZOS has spoiled the players with their 'play-as-you-want' philosophy and made them entitled to want rewards while in low effort/RP builds). There was a good comment above saying how they dedicated a 10-minute tutorial to teaching the card game, while LA weaving is only mentioned in a 5 sec loading screen. Also, separating PvP from PvE, so changes that benefit one mode don't inadvertently harm the other would go a long way as well, healing is a good example, and something that will be negatively impacted for PvE, while it's needed for PvP.
ZOS_Gilliam wrote: »Greetings!
It’s almost time for the next update, and that means it’s time to share some of the reasoning behind the upcoming big shake-ups. This update brings a massive slew of balance adjustments all at once to hopefully reduce the need of large sweeping changes in subsequent updates, since some seemingly minor changes affect a huge part of the game’s combat. The main focuses in Update 35 are twofold: improving accessibility to the game’s combat by increasing the duration of outgoing ability effects (such as damage over time, buffs, and debuffs) and a continuation of the attempt to quell some of the obscene damage production at the high end. Let’s start by breaking apart some of the fundamental realities of ESO today.
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. 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.
Combat Effects
The other area we have spent a considerable amount of time on for this update is the uptime of effects in ESO, as these are another huge way to improve your combat capabilities. Outside of weaving, the main limiter of your effectiveness in combat is your ability to output events, such as damage, healing, shielding, etc., which is bound by activating abilities, which in turn are bound within the global cooldown system. Activating an ability from your action bar locks out your other abilities for one second, so, a way to circumvent this system is to utilize actions that add power or extra events without your need to continuously activate them. These are often seen as buff and debuff abilities, or damage and healing over time abilities. Keeping as many of these abilities up as long possible dramatically improves your combat potential, creating another area of mastery and potential of power deltas.
Currently, many of these abilities fall within a 10-second window, meaning to maximize your efficiency, you must activate them once every 10 seconds. With 10 total active ability slots at your disposal, this often creates a situation where you want to load up almost every slot with one of these abilities, adding to your combat output for each duration-based effect you utilize. Between this and the engagement of weaving, this creates a reality where high actions per minute (APM) is required to be effective, as well as a robust rotation to keep as many of these effects up as possible. This in turn reinforces a need to glue your eyes to your action bars, taking you out of the action happening on screen. While this can create exhilarating combat experiences where you need to constantly monitor different activities on screen, it can also be overwhelming and particularly challenging for you to do so at the rate required to be effective.
As such, coming in Update 35, we are increasing the duration of many of these effects in game, primarily damage over time, buffs, and debuffs. By extending the duration, we hope to reduce the stress of many combat rotations, allowing for you to focus more on the action in front of you rather than the action of juggling buffs and debuffs on your ability bar and making the game far more accessible.
Since many of these effects currently add a tremendous amount of power per cast over their duration, simply increasing their duration would merely inject a significant amount of power into the game, where this is already in excess. To combat this, we’re adjusting many of these values to account for their increased duration; there will be overall increase of effectiveness per cast, while reducing their effectiveness per second while active. This should reduce the ceiling potential of many builds, while improving their baseline experiences where many players will have an easier time keeping these effects active. In simpler terms, we’re reducing the damage potential for these abilities per second, while increasing their total output overall.
For example, previously, a damage over time effect would deal 1.5× the damage of a “spammable” attack (such as Surprise Attack) over its duration of 10 seconds, or 0.15 relative damage per second. Now, damage over time effects will deal 2× the damage of a spammable attack over its duration of 20 seconds, increasing its damage per cast while reducing its relative damage per second to 0.1. In accordance with this, many healing over time effects will have their values adjusted to ensure they do not overperform when compared to damage over time, while still being impactful in PvE environments.
Both areas required an extensive pass of existing class ability and passive power to ensure they remain balanced with one another afterward. As such, the PTS patch notes will have a sizable amount of number tweaking. We recognize this will create a lot of changes in how you optimize your builds and how you play them, but it is our hope that by the end of the transition to these standards, the game will be more enjoyable and accessible to everyone.
After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities.
We hope this helps provide some clarity of our goals with the upcoming changes you’ll see and aids in bracing yourself for the number of changes coming as well. We know this is never an easy process, and we appreciate your patience and tolerance as we try to improve the game that you (and we!) love. May your roads lead you to pleasant journeys, and we look forward to seeing you in Tamriel!
I find it totally amazing that so many in this thread seem to be buying the idea that this hurts experts and helps lower end players. Just think it through.
snip
It's a DPS nerf for those of you thinking that now you'll be able to do the vet runs you couldn't do before. YOU ARE NOT GETTING BUFFED.
Rude awakening incoming.
James-Wayne wrote: »Light attack nerfs.... FINALLY!!!
REJOICE PLAYERS ON HIGH PING!!!
James-Wayne wrote: »Light attack nerfs.... FINALLY!!!
REJOICE PLAYERS ON HIGH PING!!!
James-Wayne wrote: »Light attack nerfs.... FINALLY!!!
REJOICE PLAYERS ON HIGH PING!!!
I have high ping, i'm in Melbourne. this isn't going to help you. it's not hard to weave with 250+ ping.
James-Wayne wrote: »James-Wayne wrote: »Light attack nerfs.... FINALLY!!!
REJOICE PLAYERS ON HIGH PING!!!
I have high ping, i'm in Melbourne. this isn't going to help you. it's not hard to weave with 250+ ping.
I'm in Perth on 390 ping, the furthest from the US server you can get. Weaving is not possible at that rate because the attack dont register fast enough. When I was in Germany many years ago I played on EU with 90 ping and could very easily weave without missing light attacks.
Trust me I've been playing this game for 8 years, its a thing.
The most disturbing part about the whole thing is that we seem to have been in a paid beta for eight years. Eight years, and they are still trying to figure out how basic combat should work.
Games should become more complex and engaging over time, to keep dedicated players logging in. But the modus operandi here of late seems to be the conglomeration and simplification of core functions. We’ve been told that it’s for performance reasons….. but no mention of that in this latest update. However, it seems logical that making LAs and HAs do standardized damage, and reducing the number of times skills are cast would have a definite effect on server calls.
I wonder why no mention was made of that?
here is another example of terrible game design.
only 1 gear trait increases dps, and that's divines, and only that works if you have one of the damage mundus.
think about that for a moment. there are 9 traits for armour, and of those, 8 do nothing for dps.
think about how particular builds are for this game and how unlikely it is that people are going to know this without guidance.
and the solution to this, is to Ignore The Stats.
Insane.
Luke_Flamesword wrote: »So less damage per second for DOTs it's another hard nerf for dk class, just after couple months of some power?