Holycannoli wrote: »Ok so if LA and HA have a fixed damage and don't scale with stats, what does that do to sets like this?
Holycannoli wrote: »Ok so if LA and HA have a fixed damage and don't scale with stats, what does that do to sets like this?
Finedaible wrote: »I'm guessing Noble Duelist (and others like it) will go back to being a static value increases. Ironic because they literally just changed these sets in March...
That point when people actually think a bug is a feature because it gives them 'God Mode' / 'Rambo Mode' (depending on what the animation canceling is being used to achieve).
Wonder how many of ya would be fine with a FPS game having insta-reload upon swapping weapons during the Reload animation. Because that's exactly what Weaving is; cancel an animation in order to reactivate an ability ahead of its animation.
drsalvation wrote: »
This change is healthy for the game and a step on the right direction but there's still a lot more work to be done.
And I understand, that those who have been working to hit that 100k are going to be upset because it's like a fall from glory, but to be fair, they never should've been so high up there to begin with.
MidniteOwl1913 wrote: »Personally, I've always thought it odd that something that was it seems an unintended consequence of the way the animation of certain attacks work has become a core part of skills needed for this game. Smacking buttons faster in a certain order is an odd thing to value above learning how the mechanics work, for instance. Those are designed into the game and fully intended to be part of the challenge and yet I constantly see people with the mastered button-mashing skills ignore them in (normal) dungeons. To me at least it seems a bit like going in for a math test and being graded on your handwriting. And as the lag gets worse and worse I muse on this more and more.propertyOfUndefined wrote: »I honestly feel like weaving turns off many potential dedicated players. They buy the base game, reach max level, queue for dungeons, then get told they aren’t good enough. Some decide to limit their focus to other aspects of the game that don’t require weaving - e.g. RP, furnishing, or even tanking / healing. Most probably just quit.
These players have experience with tracking cooldowns from other games, which is far less stressful and allows them to focus more on learning dungeon mechanics.
I think the game will benefit greatly from this change.
I became a healer, turns out I like it more than DPS, but the reason I did it was because I knew that I could never hit anything like an "acceptable" parse.
godspeedfxb14_ESO wrote: »
How is lowering EVERYONE's damage going to help my lower end group be more successful?
Weaving has always felt strange to me.
If you want to do a good amount of DPS, you have to weave. Some trials and some DPS checks are dependent on weaving. However, weaving was never really an intentional feature added to the game. It's more like something players discovered and developed on their own.
I mainly play as a tank, I have for years. However one thing that has kept me from getting a good amount of DPS, is weaving. I don't weave very well, it requires practice and skill. So I feel a bit like those players locked out of some content that require good damage, aka good weaving. The only way I can actually get into some trials is by going as a tank. However, sometimes I'd like to go as a DPS for a change....but I don't weave well. So there's a dilemma.
I'm glad ZoS is doing something about weaving, doing something with it. But if this change is good or bad, I can't say. I just hope that it will open up the door so less proficient weavers (like myself) won't have to depend on it as much to do good damage.
you know that's been a thing in counter strike forever right?
watch any pro with the AWP and as soon as they fire they swap to the knife and then back to "cancel" the sniper rifle firing animation.
Holycannoli wrote: »you know that's been a thing in counter strike forever right?
watch any pro with the AWP and as soon as they fire they swap to the knife and then back to "cancel" the sniper rifle firing animation.
and is that a feature or a bug they can't fix?
I'm wondering why, 9 years in, they're deciding to simplify the need to weave, simplify the need to constantly bar swap to keep buffs up, add duration to DoTs so you don't have to reapply them so often, add Oakensoul so you don't even have to if you don't want to...
Is there some metric they're seeing that says casual players are turned away by ESO's "complicated' combat or something and if they simplify things the player numbers will rise?
the1andonlyskwex wrote: »This change nerfs top tier dmg, and buffs low tier. People still need to put in the work to clear content if they wish and master weaving.
That's totally wrong, it will not raise the floor at all. It will lower it instead. Those who don't use weaving (for whatever reason) and just spam LA or HA will do even less dmg than before.
A flat LA/HA damage level that's half of current high-end DPS is going to be a buff for tanks, healers, and DPS in leveling or otherwise low-end gear.
Sure, this change is a nerf for anyone in high-end DPS gear, but a big part of the disparity between people with low and high DPS is optimized gear (particularly traits and enchantments), not mechanical skill.
Agenericname wrote: »There's more to damage than just weaving light attacks.
I think there are 2 possibilites here. Either ZOS legitimately thinks that LAs are the culprit, in which case I do think thats a possibility simply because they gave them the power they have, in part by introducing sets like relequin and kinras, or, this is a precusor to other changes coming.
Oreyn_Bearclaw wrote: »imno007b14_ESO wrote: »Oreyn_Bearclaw wrote: »You can absolutely break 100k in todays meta without weaving at all.
If you show me the parse, I'll believe it.
@imno007b14_ESO
It can absolutely be done. @MudcrabAttack posted several in a thread a few months ago. LA damage is roughly 10-12% of DPS on paper in isolation, probably a touch more in reality. Not counting weird stam sorc overload builds, look at any high end parse, and you will see that if you remove the LAs, you are still north of 100k.
Yes it can contribute in other ways with sets like Relequen, but you dont need to run those at all. Plenty of viable replacements within a few percent of meta that arent based on a LA weave. The only small thing is that you need to build ultimate with LA/HAs, but all that takes is a is a weapon attack every handful of skills. No reason it needs to be a weave.
These are some of Mudcrabs Parses, hope its okay I share them. First is no weave or LA sets, second is basically a meta parse with weaving and Relquen:
He added roughly 16.5k DPS by going from off meta sets and no weave, to meta sets and a perfect weave. I wont say its nothing, but its not earth shattering. Certainly a lot less then some would have you believe.
Weaving is important if you want to be at the bleeding edge of DPS, but there is a misconception that its required to pull very high damage. What is much more important are maintaining a 1 sec GCD pace and casting buffs/DOTs right as they expire. That's were the real skill lies. Make LAs do zero damage, and the Mudcrabs of the world are still going to pull more DPS than most of us, because most of us arent human metronomes. Only way you close that gap is to increase the GCD, which I dont see them doing for a lot of good reasons.
The thing about this, is...it's not a mechanic. Not an intended one anyway. It never has been. It's a bug that ZOS has never been able to fix, so they just stopped acknowledging it, and the players took it and ran with it.
That point when people actually think a bug is a feature because it gives them 'God Mode' / 'Rambo Mode' (depending on what the animation canceling is being used to achieve).
Wonder how many of ya would be fine with a FPS game having insta-reload upon swapping weapons during the Reload animation. Because that's exactly what Weaving is; cancel an animation in order to reactivate an ability ahead of its animation.
you know that's been a thing in counter strike forever right?
watch any pro with the AWP and as soon as they fire they swap to the knife and then back to "cancel" the sniper rifle firing animation.
insignismemoria wrote: »
The thing about this, is...it's not a mechanic. Not an intended one anyway. It never has been. It's a bug that ZOS has never been able to fix, so they just stopped acknowledging it, and the players took it and ran with it.
Louder for the people in the back.
It's a bug that the players turned into a feature.
They've been tackling legacy code this year and maybe they've finally found a way to safely remove weaving entirely. My greatest hope is that this is just to soften the blow when it comes.
MudcrabAttack wrote: »Oreyn_Bearclaw wrote: »imno007b14_ESO wrote: »Oreyn_Bearclaw wrote: »You can absolutely break 100k in todays meta without weaving at all.
If you show me the parse, I'll believe it.
@imno007b14_ESO
It can absolutely be done. @MudcrabAttack posted several in a thread a few months ago. LA damage is roughly 10-12% of DPS on paper in isolation, probably a touch more in reality. Not counting weird stam sorc overload builds, look at any high end parse, and you will see that if you remove the LAs, you are still north of 100k.
Yes it can contribute in other ways with sets like Relequen, but you dont need to run those at all. Plenty of viable replacements within a few percent of meta that arent based on a LA weave. The only small thing is that you need to build ultimate with LA/HAs, but all that takes is a is a weapon attack every handful of skills. No reason it needs to be a weave.
These are some of Mudcrabs Parses, hope its okay I share them. First is no weave or LA sets, second is basically a meta parse with weaving and Relquen:
He added roughly 16.5k DPS by going from off meta sets and no weave, to meta sets and a perfect weave. I wont say its nothing, but its not earth shattering. Certainly a lot less then some would have you believe.
Weaving is important if you want to be at the bleeding edge of DPS, but there is a misconception that its required to pull very high damage. What is much more important are maintaining a 1 sec GCD pace and casting buffs/DOTs right as they expire. That's were the real skill lies. Make LAs do zero damage, and the Mudcrabs of the world are still going to pull more DPS than most of us, because most of us arent human metronomes. Only way you close that gap is to increase the GCD, which I dont see them doing for a lot of good reasons.
Hey there
@Oreyn_Bearclaw
It’s no problem. The dps without light attacks always seemed a tad higher than expected, and it usually happens that way since the pace between skills speeds up for me. I’m not sure if it’s like that for everyone, but if they reduce light attacks to something around 5% of the total, it might make sense for me to skip all but one or two light attacks per rotation since, in my case, they add around .05 seconds between skills. They would push into the territory of more work = less payout
insignismemoria wrote: »
The thing about this, is...it's not a mechanic. Not an intended one anyway. It never has been. It's a bug that ZOS has never been able to fix, so they just stopped acknowledging it, and the players took it and ran with it.
Louder for the people in the back.
It's a bug that the players turned into a feature.
They've been tackling legacy code this year and maybe they've finally found a way to safely remove weaving entirely. My greatest hope is that this is just to soften the blow when it comes.