Daggerfell0929 wrote: »Damage will be going down across the board from this change. No one's will go up.
it's going to bring everyone's dps down.
Dagoth_Rac wrote: »Daggerfell0929 wrote: »Damage will be going down across the board from this change. No one's will go up.it's going to bring everyone's dps down.
Why do people keep saying this. It is absolutely not true. They are not making an across the board percentage reduction to light attack damage. They are setting it to a flat value. If that flat value is above a particular player's current light attack damage, it will be a buff. If that flat value is below a particular player's current light attack damage, it will be a nerf.
Of course, if they set light attacks to do 1000 damage, yes, it will be an across the board nerf. But if they set them to like 12000, that will be a significant nerf to meta groups with 20k+ light attacks, a mild buff to mid-tier progression groups with 10k light attacks and a significant buff to Craglorn pug groups with 5k light attacks.
Light attack damage is not just about weaving. It is also about how hard the light attacks hit. Meta groups with super high uptimes on buffs and penetration and crit chance and crit damage and coordinated ult drop cycles and on and on have their light attacks hit harder.
It is not that some players have 20k light attacks but miss half their weaves while other groups have 20k light attacks and hit all their weaves. It is that having 15k light attacks and hitting 75% of your weaves is 11k DPS while having 20k light attacks and hitting them 100% of the time is 20k DPS. Those 15k and 75% numbers sound pretty good. Yet they result in DPS of not much more than half of the meta group. Mid-tier groups are punished twice. Once for not having the buffs and stats and gear to have the highest hitting light attacks and punished again for not having a perfect weave. The goal of this change is to have it where non-meta group light attacks are only punished for imperfect weaving, not for imperfect stats/buffs/gear.
Dagoth_Rac wrote: »Daggerfell0929 wrote: »Damage will be going down across the board from this change. No one's will go up.it's going to bring everyone's dps down.
Why do people keep saying this. It is absolutely not true. They are not making an across the board percentage reduction to light attack damage. They are setting it to a flat value. If that flat value is above a particular player's current light attack damage, it will be a buff. If that flat value is below a particular player's current light attack damage, it will be a nerf.
Of course, if they set light attacks to do 1000 damage, yes, it will be an across the board nerf. But if they set them to like 12000, that will be a significant nerf to meta groups with 20k+ light attacks, a mild buff to mid-tier progression groups with 10k light attacks and a significant buff to Craglorn pug groups with 5k light attacks.
Light attack damage is not just about weaving. It is also about how hard the light attacks hit. Meta groups with super high uptimes on buffs and penetration and crit chance and crit damage and coordinated ult drop cycles and on and on have their light attacks hit harder.
It is not that some players have 20k light attacks but miss half their weaves while other groups have 20k light attacks and hit all their weaves. It is that having 15k light attacks and hitting 75% of your weaves is 11k DPS while having 20k light attacks and hitting them 100% of the time is 20k DPS. Those 15k and 75% numbers sound pretty good. Yet they result in DPS of not much more than half of the meta group. Mid-tier groups are punished twice. Once for not having the buffs and stats and gear to have the highest hitting light attacks and punished again for not having a perfect weave. The goal of this change is to have it where non-meta group light attacks are only punished for imperfect weaving, not for imperfect stats/buffs/gear.
They gave numbers in the blog post, and numbers will be going DOWN. From about 20%~ of your total damage to 6-11%, massive DECREASE.
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
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
BretonMage wrote: »BretonMage wrote: »This has been in the offing for a couple of years now. I recall a throw away remark on a stream ages ago to the effect that dungeon designers were fed up with people skipping mechanics.
Ugh. I HATE mechanics. I'm playing an Elder Scrolls game, not Super Mario Brothers. I'd rather chase DPS than have to spend hours studying up what to do, how to do it, in what order to do it, and what to do after. I still haven't figured out the short cut in FGI, let's put it that way.
Well, we are all different.
For me, I don't mind mechanical mechanics at all - levers, lifts, boxes, pressure plates, all that stuff gives a place character - if it's there for a good and discernable reason.
Yes, you’re right we need some design to make a dungeon interesting, and I’m aware mine is probably a minority viewpoint. I remember when Frostvault came out and many people loved it (not me). I tend to prefer boss mechanics because they’re usually skippable on normal, less so on vet, and I think that’s a great compromise.
MidniteOwl1913 wrote: »BretonMage wrote: »Ugh. I HATE mechanics. I'm playing an Elder Scrolls game, not Super Mario Brothers. I'd rather chase DPS than have to spend hours studying up what to do, how to do it, in what order to do it, and what to do after. I still haven't figured out the short cut in FGI, let's put it that way.
Huh, I really find the mindless button-mashing of "rotation" utterly boring and would rather spend time engaging with the mechanics. I too think that it should be Elder Scrolls and not Mario (more button mashing). I find it frustrating that the time I put into learning the mechanics doesn't matter because people with really high DPS can just ignore them. But I like learning the more puzzle-oriented aspects of the game, it's what is interesting for me. But I'm embarrassed to admit that it had never occurred to me that what I find interesting others find as boring to them as the button-mashing is to me. So thanks, it always helps to learn to see things from someone else's point of view.
Ahh Welcome to the Frostvault Hate Club - I don't do that many DLC dungeons anyway but that is one I approach with great trepidation, I find it almost incomprehensible, as for the skeever section...
Those who can adapt will and those who cannot, will not.
(snip)
A 10 to 25% reduction in overall damage output for a skilled player will only slow them down a little and only until they find a way to adapt and overcome, just like we always have.
I'm pretty sure nothing in the game really requires more than 30-40K dps.
The problem is not that some people can't hit 80K, but that too many people believe that 40K is too low.