chattygeekHD wrote: »As a healer your priority is healing over damage dealing
As a tank, you have to control how many mobs you pull in and manage getting agro.
Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
chattygeekHD wrote: »As a healer your priority is healing over damage dealing
As a tank, you have to control how many mobs you pull in and manage getting agro.
I think a lot of players make this mistake, but actually it's not true. Everyone's priority is to complete the objective.
The reason a healer prioritizes healing at times is because if they don't, the DD have to save themselves and the opportunity cost of doing so is higher than if the healer hits them all with a Combat Prayer.
Same goes for tanks - they have the same goal as a DD, only they have to sacrifice personal gains on that front by rounding up the mobs to enable the DD to kill the mobs quicker.
Everybody in a dungeon, trial, world boss group has to complete the objective and killing it quickly is often the fastest way. It's also why fake tanks don't really do well in dungeons if they don't understand this behaviour - them bringing 11k penetration with major/minor breach and backbar crusher is worth more than whatever personal gains they might experience being a full on DD who lets the boss go after someone unprepared for it who then wastes time running away to survive.
ESO does expect a lot of support from tanks and healers, far more than most MMOs, but it still has the same requirement as any other one - bosses only die to damage not boredom as the healer spams heals on people who are at full health
CameraBeardThePirate wrote: »Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
This is a strange take imo. There is no reason to not have a tutorial for mechanics like this. There isn't even a tutorial for how to setup a proper rotation, which is why you see people in PUG dungeons doing nothing but light attacking (which by the way, these same individuals will be nerfed the most with the proposed light attack changes). Yes it's true that some don't care to get better at the game, because they just enjoy doing quests and experiencing the story. However it's an overgeneralization to say that the solution has been solved with stuff like guild chat and online tutorials, because I know just from speaking to people in game that many players don't want to have to seek out outside information to improve. Presenting information to players via an in-game tutorial would only be beneficial in the long run.
Just, all of those things really, plus the things the tutorial does teach but poorly like interrupting and breaking free. So many things players should know and would do so much better in knowing. The game never really reinforces the things the tutorial teaches, never puts players in positions to use those skills, and what little is taught is just forgotten. Something like this is needed.
CameraBeardThePirate wrote: »Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
This is a strange take imo. There is no reason to not have a tutorial for mechanics like this. There isn't even a tutorial for how to setup a proper rotation, which is why you see people in PUG dungeons doing nothing but light attacking (which by the way, these same individuals will be nerfed the most with the proposed light attack changes). Yes it's true that some don't care to get better at the game, because they just enjoy doing quests and experiencing the story. However it's an overgeneralization to say that the solution has been solved with stuff like guild chat and online tutorials, because I know just from speaking to people in game that many players don't want to have to seek out outside information to improve. Presenting information to players via an in-game tutorial would only be beneficial in the long run.
Think of it this way. Is the journey from 0-CP160 not a grand tutorial on how to play your class? There is no greater teacher in a video game than getting your hands dirty and asking friends for help.
If it is, people are clearly not paying attention all the way up to 1500+ CP. You wouldn't believe how many high CP players don't know how to bash, and, as a result, usually a tank ends up dying to something that should have been interrupted (e.g. see Imperial City Prison, Cradle of Shadows, etc.).Think of it this way. Is the journey from 0-CP160 not a grand tutorial on how to play your class? There is no greater teacher in a video game than getting your hands dirty and asking friends for help.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
This is a strange take imo. There is no reason to not have a tutorial for mechanics like this. There isn't even a tutorial for how to setup a proper rotation, which is why you see people in PUG dungeons doing nothing but light attacking (which by the way, these same individuals will be nerfed the most with the proposed light attack changes). Yes it's true that some don't care to get better at the game, because they just enjoy doing quests and experiencing the story. However it's an overgeneralization to say that the solution has been solved with stuff like guild chat and online tutorials, because I know just from speaking to people in game that many players don't want to have to seek out outside information to improve. Presenting information to players via an in-game tutorial would only be beneficial in the long run.
Think of it this way. Is the journey from 0-CP160 not a grand tutorial on how to play your class? There is no greater teacher in a video game than getting your hands dirty and asking friends for help.
You're forgetting that a large portion of the playerbase will not go out of their way to ask other players about mechanics. Whether that's because of social anxiety, lack of caring that intensely, or just the fact that casuals want to just log in and pew pew through the game as a solo player is irrelevant. Again, it is only beneficial to have a more comprehensive tutorial in the game. You can't expect players to seek out this information, because clearly the large majority doesn't or there wouldn't be as large of a skill gap in this game as there is.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
This is a strange take imo. There is no reason to not have a tutorial for mechanics like this. There isn't even a tutorial for how to setup a proper rotation, which is why you see people in PUG dungeons doing nothing but light attacking (which by the way, these same individuals will be nerfed the most with the proposed light attack changes). Yes it's true that some don't care to get better at the game, because they just enjoy doing quests and experiencing the story. However it's an overgeneralization to say that the solution has been solved with stuff like guild chat and online tutorials, because I know just from speaking to people in game that many players don't want to have to seek out outside information to improve. Presenting information to players via an in-game tutorial would only be beneficial in the long run.
Think of it this way. Is the journey from 0-CP160 not a grand tutorial on how to play your class? There is no greater teacher in a video game than getting your hands dirty and asking friends for help.
You're forgetting that a large portion of the playerbase will not go out of their way to ask other players about mechanics. Whether that's because of social anxiety, lack of caring that intensely, or just the fact that casuals want to just log in and pew pew through the game as a solo player is irrelevant. Again, it is only beneficial to have a more comprehensive tutorial in the game. You can't expect players to seek out this information, because clearly the large majority doesn't or there wouldn't be as large of a skill gap in this game as there is.
That would be on the player to figure out while playing and you can't give socially avoidant players more tutorials; they will never communicate enough in the group setting to adjust their play anyway so while they might hit certain DPS numbers but you want them to engage in the guild inside/outside the raid as well as adjustments to mechanics during fights which might not happen. You want to encourage exploration and experimentation here as well. Not give the players all the info, because giving them all the info you open up pandora's box and you will have to give them all the info moving forward. And at what point do you draw the line in providing all the answers versus letting players figure it all out while playing? Why play a game if all the answers are given to you?
The best content to ever come out for socially avoidant players was the thieves guild DLC. That is a good example of providing a lore based content that is solo friendly, good storyline, and has a multitude of mechanics attached that are explained in a more unique way that isn't a blanket tutorial or massive blanket change to combat mechanics. And a good example of showing raid mechanics early are in the chapter zones when they introduce the mob mechanics early as you work on completing the zone content.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Hard disagree. Because you already encounter many of these mechanics as you play, some mobs you bash some you cc, etc. And at some point you can also realize animation canceling is in the game on accident.
We are looking at the problem from the top down, from the expectation that we already know how many of these mechanics work, and sometimes that clashes with the fact ESO was worked on over the years to be a single player experience with friends. So you'll never get players to transition to the harder content, because they are here for the main story like skyrim where they can bash 3 skills and complete the story.
The players that end up wanting to try hardmode stuff, will have already been practicing mechanics based on guild chat/zone chat or asking questions about mechanics in guilds. So the solution has been solved from a social interaction perspective, which is great for a mmo. You can't quality of life the gameplay too much, you have to give up part of some of the core tenets of MMOs.
This is a strange take imo. There is no reason to not have a tutorial for mechanics like this. There isn't even a tutorial for how to setup a proper rotation, which is why you see people in PUG dungeons doing nothing but light attacking (which by the way, these same individuals will be nerfed the most with the proposed light attack changes). Yes it's true that some don't care to get better at the game, because they just enjoy doing quests and experiencing the story. However it's an overgeneralization to say that the solution has been solved with stuff like guild chat and online tutorials, because I know just from speaking to people in game that many players don't want to have to seek out outside information to improve. Presenting information to players via an in-game tutorial would only be beneficial in the long run.
Think of it this way. Is the journey from 0-CP160 not a grand tutorial on how to play your class? There is no greater teacher in a video game than getting your hands dirty and asking friends for help.
You're forgetting that a large portion of the playerbase will not go out of their way to ask other players about mechanics. Whether that's because of social anxiety, lack of caring that intensely, or just the fact that casuals want to just log in and pew pew through the game as a solo player is irrelevant. Again, it is only beneficial to have a more comprehensive tutorial in the game. You can't expect players to seek out this information, because clearly the large majority doesn't or there wouldn't be as large of a skill gap in this game as there is.
this should replace the undaunted "intro" quest and should be skippable.
Ideally i'd also give people an "intro" dummy to go in their house, even if it's basically just the pre-cursor. anything to give people some sort of direction if they want it
I don't understand why nothing like this exists. The first time you go to cyrodil there is a quest explaining how to use siege equipment and what not.
MindOfTheSwarm wrote: »People are missing the point for the changes. It’s not for people that can’t learn to weave.
It’s for people that CAN’T weave at all. Due to physical limitations such as disabilities. No amount of learning can fix that. But with the damage reduction to DoT’s nothing will change, and weaving will become more important than ever due to Direct Damage being the primary source of damage.
Klingenlied wrote: »I guess you assume new players "want" this experience?
I assume you are horribly wrong. Just a few weeks ago some friends of mine started playing, really casual for now. For all, the game is rather overwhelming. One of the players is enjoying combat somewhat more, but doesn't really want to dive any way "deeper" into some explanations. Front bar? Back bar? Uptime? Weaving?
I am all in for a better new player experience. But I don't think players that are years into the game can understand a new player that just gets overwhelmed by the amount of quests, bugs - there is a ton of quests where directions still are wrong or its unclear what to, where players can only interact with a specific entrance from a specific distance and so on .. So yea, new players needa circumvent bugs and the chaos that is initial questing first. And do you remember how important rotation or dps for questing was? Right .. not at all.
ESO is so incredibly easy that there is a gap that will never be bridged unless the player in question really wants to improve to tackle harder content.
Now for the combat changes .. well, I guess the buff / debuff, hot / dot-timer stuff is all right as long as we do not loose out on dps. I dislike loosing dps though through my lights, should be compensated by my spamables at least. Overall though I don't care about this change because for me nothing does change in regards to how I play the game.
And whoever says weaving will even be more important. No. It will not. It will impact dps less. But the impact will still be there. So everyone that wants some optimization will continue weaving.
I agree that there should be more information in game about how combat works but I'm not sure an in-depth tutorial is the answer. Partly because it would be a lot of information in one go that you might not remember much of later, and partly because I assume it would get outdated pretty fast.
There is a lot of community created content (both relevant and outdated) so the information is available somewhere, but the difficult part is getting that info to players who are only looking at info in game, and don't know what they're missing.