In the interest of transparency with the community (and because so many of these changes make no sense to us right now), I would really like to see some of those parses from the 80 hours of parsing.
How did the dev team get comfortable that classes were balanced, for instance? Show us the parses, please.
My opinion is that the changes are too extreme.
2. If you want to raise the floor and help newer players, then why nerf LA damage while still having weaving be a thing. First you teach them how to weave in the game and Second: REWARD them for learning to weave by having the attacks do good damage. Having it do a flat amount is ok, but have that flat amount be higher. Then you keep the top guys at a set level, but actually give maybe even a boost to players that may not be min maxed in their build but at least have learned to weave.
My opinion is that the changes are too extreme.
2. If you want to raise the floor and help newer players, then why nerf LA damage while still having weaving be a thing. First you teach them how to weave in the game and Second: REWARD them for learning to weave by having the attacks do good damage. Having it do a flat amount is ok, but have that flat amount be higher. Then you keep the top guys at a set level, but actually give maybe even a boost to players that may not be min maxed in their build but at least have learned to weave.
My feeling is that LA _is_ the newer player's spammable, and cutting that hurts their bottom line significantly. Yeah, they will eventually move to a class or weapon spammable, but they always start with that LA spammable. When they run out of Stamina and Magicka because they haven't learned how to meter their resources, LA and HA is all they have left.
It'll be interesting to see what they do. My money is on a slight increase in LA and HA damage, but probably not enough to really matter.
My opinion is that the changes are too extreme.
2. If you want to raise the floor and help newer players, then why nerf LA damage while still having weaving be a thing. First you teach them how to weave in the game and Second: REWARD them for learning to weave by having the attacks do good damage. Having it do a flat amount is ok, but have that flat amount be higher. Then you keep the top guys at a set level, but actually give maybe even a boost to players that may not be min maxed in their build but at least have learned to weave.
My feeling is that LA _is_ the newer player's spammable, and cutting that hurts their bottom line significantly.
Eigh1_Puppies wrote: »To all coming from my socials I want to re-emphasize, please promote respectful and constructive dialogue. Avoid saying dumb things like "Devs don't play the game," or "Devs don't know what they're doing." These devs care deeply about the game and this community, and even if you don't believe that, they are a business. A business has to listen to its consumer base in order to maintain a profit. Keep these things in mind, present rational arguments, and good solutions.
Hi There. Long time ESO Player and Heavy Endgame Raider here. I play on both PC NA and Xbox NA. I have been raiding for the better part of the past 3 years, and I've completed almost every trifecta on both of these platforms. Most of my time however has been spent building teams for the sake of teaching, starting with Crag HMS and working all the way through the most difficult Trifectas, done 100s teaching runs over the course of my time raiding, and have spent the last year avidly content creating in an effort to teach Console players specifically, in an effort to close the massive Knowledge Gap that exists between both servers.
I say all of this to note that I am a very experienced endgame player who's focus is growing the endgame community. The changes suggested, after just some initial testing, very avidly prove that they act counterintuitively towards the goal of lessening the skill gap between players.
I'll start by saying that I think the light attack changes do accomplish the goal. 90% of the player base underestimates how important weaving is to overall damage output, not just to hit light attacks in between skills, but to weave as quickly as possible. Nerfing light attacks by roughly 5% (as shown by testing) is not a significant change, keeping weaving very relevant to learn and practice, while still making it slightly less important. Light attack weaving is free damage output, and the amount of damage light attacks were doing, I think is fair to say, was a little over the top. The skill gap was properly addressed with this change.
The change that I advocated as much more important to address, even before patch notes dropped, was the changes to Dots and AOE abilities. There are so many issues with these changes, and I hate to say it, they should all be scrapped in their entirety.
The biggest issue with these changes for me, is the constant push towards a lack of diversity that the Meta has come to offer. Over the course of the year, we've seen gear standardized, completely rendering half the sets in the game that Mag Toons had previoulsy sought for as useless. The Meta shifted to just about all of the most powerful Stam gear options, and that was it. Then we had the changes to skills, where everything was made the same. There was choice, no pros or cons, to choosing mag or stam based skills. This effectively killed half the class options that we had to choose from. The Meta shifts to simply "Run the strongest sets and the strongest skills, spec your resources for whichever you need to sustain." There is no longer a Mag DK or Stam DK it is just the DK. We went from 12 classes to 6. Not only that, but these changes affected the complexity endgame players have grown to love in making decisions based on raid composition. Room for testing and creativity in terms of maximizing damage was higher than I've ever seen it in my time playing this game before the first update of the year. It was fun while it lasted...
With the changes presented in update 35, we have yet again cut the class pool in half. By increasing dots to a standardized timer, to change all of them to 20 seconds flat, you have universalized rotations. Recalling the nature of a Global Cooldown, it's easy to build static rotations for every class without even testing, because, assuming perfect weaving, you'll be able to fit 19 total skills in before needing to recast a 20 second dot. And even if your weaving isn't clean, it is now better for skills to completely expire rather than recast them, as, if you recast a dot 1 second before it expires, you'll lose a full tick of damage. Not only does this add another layer of complexity for players unfamiliar in rotational practice to have to be aware of to maximize their damage, it now makes rotations and combat for experienced players dull and boring. DKs and Plars will drop 8 or 9 Dots/AOEs in a row, then do 11-12 spammables, replacing a spammable when they need to drop an ult. Cros and Dens are slightly more complicated in needing to weave blastbones or shalks between every couple of skill casts, so they'll drop 8 or 9 dots and do only 6-7 spammables. Blades and Sorcs would theoretically have a near identical rotation, both utilizing an execute and merciless resolve/bound armaments if not for the change to the new favorite Sorc skill, but now that we aren't even using Bound Armaments due to the nerf, the sorc falls closer in line to the DK/Plar Rotation.
If this massive lack of diversity had amounted in solutions that actually addressed the skill gap, the changes would be more bearable. But these Dot changes have quite literally done the opposite. First of all, making a rotation easier does not address the skill gap. It's an idea that looks good on paper, but does not hold in reality. Damage does not improve in content unless you have the reps to be comfortable enough to handle mechanics while focusing on your rotation. Regardless of how easy a rotation is, Time on Target is the most important element of doing damage in content. When players that are new to trials are presented with mechancis that they've never seen before, damage quite literally stops in most cases. Players stop, look at the mechanic, handle the mechanic, then attempt to pick their rotation back up, even completely restarting it half the time. No amount of dulling down rotations will change this simple fact of progression. Even as an experienced player who has maxed dummy parses and hit top logs, I myself have seen my damage increase in the new trial as I get more comfortable, reps and reps and reps later. When this team progressing the new Trifecta started on PTS, we barely had the damage to skip two bridges on the final boss. Now that we are more repped, we skip all bridges on non hard mode with plenty of time to spare. It's the nature of progression.
And even at that, there are classes that currently exist with very simple static rotations that do almost as much damage as dynamic alternatives. The DK is the best example. This class is very very strong in content, and I posted a video showcasing a 115K Dynamic rotation and a 114.2K Static rotation. A purely static rotation that will always require a little bit of practice.
And that's a good transition into the next point, it doesn't matter how simple a rotation is, you MUST practice if you want to get into heavy endgame content. Period. You can't walk into a vet hard mode and just expect to clear. You have to pull a little weight. This requires an understanding and practice of a rotation, as well as understanding basic concepts in doing good damage, such as weaving and time on target. Making a rotation easier does not incentivize players to practice. Most players new to end game that parse on a dummy for the first time will hit 30K, see a youtube video of someone hitting 115K, and then give up. They'll decide it's not worth it, and go back to what they were already doing in ESO. And there is NOTHING wrong with that at all. Other player's who make it to endgame though practice to improve. There's no way around that.
So not only do the dot changes completely fail to adequately address the skill gap, the current damage loss that we have currently seen from the PTS is quite possibly the absolute worst thing you can do for newer players. Keep in mind, as a long time endgamer, I've advocated for damage nerfs for a while. Content feels too easy, and the only incentive endgamers have to complete content as it stands, is a pat on the back for working for a trifecta for 3 months. Completing challenging content is what we've accepted as a reward, and a damage nerf like this makes content challenging again. But if your goal is to lower the skill gap, these changes have done the exact opposite. Nerfing damage by 5K? Sure not a huge deal. But 30-35K is as counterproductive as it gets.
I've tested both the DK and Cro on the PTS server thus far. On live, I hit about 115K on the DK and 125K on the Cro. The best parse that I've managed so far on the DK is around 105K and on the cro, about 106K. Starting with the DK, I obviously had to adjust some skills to account for some changes, we got to add Talons which would've added about 5K DPS to the live test if we were able to sustain talons on live. The biggest thing to keep in mind though, are the new buffs added to the dummy this cycle. First off we have about 2K more pen, which I'll disregard for the sake of argument, because we were about at pen cap anyway on live. But we got a 10% damage done boost from Major Slayer and 215 Spell/Weapon Damage from Minor Courage. 10% of 120K (Accounting for talons) is 12K dps, add maybe another 5K for Minor Courage, and all of a sudden the comparison jumps to 137K on live to 105K on PTS. I think the DK could jump to around 110K with more tweaking on PTS, better crits, more practice, so I'll give a low end estimate of 25K DPS lost and a high end estimate of 35K DPS lost. The cro is much worse off with the nerfs the class took, much like the sorc, seeing close to a 40K DPS loss...
This is all in the name of closing the skill gap. Not only does the logic behind the change to standardizing dot and aoe timers not hold due to the elements of raiding and progression that we've discussed earlier, but this type of a damage nerf kills so many early stage progression teams. You have to execute rotations and weaving to near perfection in all content to have a shot at clearing with this type of damage nerf. The endgamer in me is excited by this type of nerf admittedly, but the part of me who wants to see endgame grow can clearly see how this is a massive negative. The amount of practice, and reps required to even clear some regular vet content is now much greater.
So the question becomes, how do we address this skill gap?
The changes to dots and aoes in their entirety need to be scrapped and reworked. A much more reasonable solution that would at least somewhat address this issue if you really wanted to move forward with reworking dot and aoe timers, would be to simply add 10 seconds to the currently existing timers of all dots and aoes, without changing the damage per second output of the abilities. Though I would argue that even a change like this would kill diversity in endgame. Even the notion of these changes have already caused quite a few teams to disband, and have put the large portion of the endgame community into the mindset of quitting.
And players leaving endgame is a trend that we've seen happen over and over again throughout the last year. If these changes were really affecting players in terms of the skill gap, we would see old players leaving due to a distaste for the new game that we've come to find ourselves playing in 2022, replaced by new players constantly getting into these trials for the first time. Instead, we're seeing old players leave and nobody new joining. This could be anecdotal admittedly, but I'd love to see you post statistics related to this claim, in terms of players either clearing content for the first time, or just the server stress in general in trials over the last year or two.
And furthermore, you have a perfect testing ground for accessibility. It is no secret that simple vet and vet hard mode clears are far more common on PC than console. This quite literally represents the accessibility issue that you claim to want to fix. The biggest difference between the two platforms is as simple as it seems. Certain add ons provide information and tools to practice elements of damage efficiently on PC that Console players don't have access to. CMX and Logs is the BIGGEST tool that you could integrate into base game to help accessibility. Adding a combat metronome, making better ability bar timers, integrating srrendar, even being able to see your damage compared to your team mates live through Hodor makes players more likely to do better damage. Tutorials explaining GCDs and weaving, and Time on Target, and Rotations, would all be immensely helpful too. It's a complicated game, and PC players have 70% of the tools that they need to be able to learn and play the game thanks to add ons, while Console players have to rely on one Console Content creator for reliable information as to the facts and fictions regarding damage and raid comps, having 5% of the information needed to do good damage available as apart of base game. Start here, add these things into base game, see console clears and console endgame begin to rise, and then come back to these changes if you feel it's still necessary.
And please in the mean time, work to give us class diversity back. Thank you for your time, I hope this opens a constructive dialogue.
Eigh1_Puppies wrote: »To all coming from my socials I want to re-emphasize, please promote respectful and constructive dialogue. Avoid saying dumb things like "Devs don't play the game," or "Devs don't know what they're doing." These devs care deeply about the game and this community, and even if you don't believe that, they are a business. A business has to listen to its consumer base in order to maintain a profit. Keep these things in mind, present rational arguments, and good solutions.
Hi There. Long time ESO Player and Heavy Endgame Raider here. I play on both PC NA and Xbox NA. I have been raiding for the better part of the past 3 years, and I've completed almost every trifecta on both of these platforms. Most of my time however has been spent building teams for the sake of teaching, starting with Crag HMS and working all the way through the most difficult Trifectas, done 100s teaching runs over the course of my time raiding, and have spent the last year avidly content creating in an effort to teach Console players specifically, in an effort to close the massive Knowledge Gap that exists between both servers.
I say all of this to note that I am a very experienced endgame player who's focus is growing the endgame community. The changes suggested, after just some initial testing, very avidly prove that they act counterintuitively towards the goal of lessening the skill gap between players.
I'll start by saying that I think the light attack changes do accomplish the goal. 90% of the player base underestimates how important weaving is to overall damage output, not just to hit light attacks in between skills, but to weave as quickly as possible. Nerfing light attacks by roughly 5% (as shown by testing) is not a significant change, keeping weaving very relevant to learn and practice, while still making it slightly less important. Light attack weaving is free damage output, and the amount of damage light attacks were doing, I think is fair to say, was a little over the top. The skill gap was properly addressed with this change.
The change that I advocated as much more important to address, even before patch notes dropped, was the changes to Dots and AOE abilities. There are so many issues with these changes, and I hate to say it, they should all be scrapped in their entirety.
The biggest issue with these changes for me, is the constant push towards a lack of diversity that the Meta has come to offer. Over the course of the year, we've seen gear standardized, completely rendering half the sets in the game that Mag Toons had previoulsy sought for as useless. The Meta shifted to just about all of the most powerful Stam gear options, and that was it. Then we had the changes to skills, where everything was made the same. There was choice, no pros or cons, to choosing mag or stam based skills. This effectively killed half the class options that we had to choose from. The Meta shifts to simply "Run the strongest sets and the strongest skills, spec your resources for whichever you need to sustain." There is no longer a Mag DK or Stam DK it is just the DK. We went from 12 classes to 6. Not only that, but these changes affected the complexity endgame players have grown to love in making decisions based on raid composition. Room for testing and creativity in terms of maximizing damage was higher than I've ever seen it in my time playing this game before the first update of the year. It was fun while it lasted...
With the changes presented in update 35, we have yet again cut the class pool in half. By increasing dots to a standardized timer, to change all of them to 20 seconds flat, you have universalized rotations. Recalling the nature of a Global Cooldown, it's easy to build static rotations for every class without even testing, because, assuming perfect weaving, you'll be able to fit 19 total skills in before needing to recast a 20 second dot. And even if your weaving isn't clean, it is now better for skills to completely expire rather than recast them, as, if you recast a dot 1 second before it expires, you'll lose a full tick of damage. Not only does this add another layer of complexity for players unfamiliar in rotational practice to have to be aware of to maximize their damage, it now makes rotations and combat for experienced players dull and boring. DKs and Plars will drop 8 or 9 Dots/AOEs in a row, then do 11-12 spammables, replacing a spammable when they need to drop an ult. Cros and Dens are slightly more complicated in needing to weave blastbones or shalks between every couple of skill casts, so they'll drop 8 or 9 dots and do only 6-7 spammables. Blades and Sorcs would theoretically have a near identical rotation, both utilizing an execute and merciless resolve/bound armaments if not for the change to the new favorite Sorc skill, but now that we aren't even using Bound Armaments due to the nerf, the sorc falls closer in line to the DK/Plar Rotation.
If this massive lack of diversity had amounted in solutions that actually addressed the skill gap, the changes would be more bearable. But these Dot changes have quite literally done the opposite. First of all, making a rotation easier does not address the skill gap. It's an idea that looks good on paper, but does not hold in reality. Damage does not improve in content unless you have the reps to be comfortable enough to handle mechanics while focusing on your rotation. Regardless of how easy a rotation is, Time on Target is the most important element of doing damage in content. When players that are new to trials are presented with mechancis that they've never seen before, damage quite literally stops in most cases. Players stop, look at the mechanic, handle the mechanic, then attempt to pick their rotation back up, even completely restarting it half the time. No amount of dulling down rotations will change this simple fact of progression. Even as an experienced player who has maxed dummy parses and hit top logs, I myself have seen my damage increase in the new trial as I get more comfortable, reps and reps and reps later. When this team progressing the new Trifecta started on PTS, we barely had the damage to skip two bridges on the final boss. Now that we are more repped, we skip all bridges on non hard mode with plenty of time to spare. It's the nature of progression.
And even at that, there are classes that currently exist with very simple static rotations that do almost as much damage as dynamic alternatives. The DK is the best example. This class is very very strong in content, and I posted a video showcasing a 115K Dynamic rotation and a 114.2K Static rotation. A purely static rotation that will always require a little bit of practice.
And that's a good transition into the next point, it doesn't matter how simple a rotation is, you MUST practice if you want to get into heavy endgame content. Period. You can't walk into a vet hard mode and just expect to clear. You have to pull a little weight. This requires an understanding and practice of a rotation, as well as understanding basic concepts in doing good damage, such as weaving and time on target. Making a rotation easier does not incentivize players to practice. Most players new to end game that parse on a dummy for the first time will hit 30K, see a youtube video of someone hitting 115K, and then give up. They'll decide it's not worth it, and go back to what they were already doing in ESO. And there is NOTHING wrong with that at all. Other player's who make it to endgame though practice to improve. There's no way around that.
So not only do the dot changes completely fail to adequately address the skill gap, the current damage loss that we have currently seen from the PTS is quite possibly the absolute worst thing you can do for newer players. Keep in mind, as a long time endgamer, I've advocated for damage nerfs for a while. Content feels too easy, and the only incentive endgamers have to complete content as it stands, is a pat on the back for working for a trifecta for 3 months. Completing challenging content is what we've accepted as a reward, and a damage nerf like this makes content challenging again. But if your goal is to lower the skill gap, these changes have done the exact opposite. Nerfing damage by 5K? Sure not a huge deal. But 30-35K is as counterproductive as it gets.
I've tested both the DK and Cro on the PTS server thus far. On live, I hit about 115K on the DK and 125K on the Cro. The best parse that I've managed so far on the DK is around 105K and on the cro, about 106K. Starting with the DK, I obviously had to adjust some skills to account for some changes, we got to add Talons which would've added about 5K DPS to the live test if we were able to sustain talons on live. The biggest thing to keep in mind though, are the new buffs added to the dummy this cycle. First off we have about 2K more pen, which I'll disregard for the sake of argument, because we were about at pen cap anyway on live. But we got a 10% damage done boost from Major Slayer and 215 Spell/Weapon Damage from Minor Courage. 10% of 120K (Accounting for talons) is 12K dps, add maybe another 5K for Minor Courage, and all of a sudden the comparison jumps to 137K on live to 105K on PTS. I think the DK could jump to around 110K with more tweaking on PTS, better crits, more practice, so I'll give a low end estimate of 25K DPS lost and a high end estimate of 35K DPS lost. The cro is much worse off with the nerfs the class took, much like the sorc, seeing close to a 40K DPS loss...
This is all in the name of closing the skill gap. Not only does the logic behind the change to standardizing dot and aoe timers not hold due to the elements of raiding and progression that we've discussed earlier, but this type of a damage nerf kills so many early stage progression teams. You have to execute rotations and weaving to near perfection in all content to have a shot at clearing with this type of damage nerf. The endgamer in me is excited by this type of nerf admittedly, but the part of me who wants to see endgame grow can clearly see how this is a massive negative. The amount of practice, and reps required to even clear some regular vet content is now much greater.
So the question becomes, how do we address this skill gap?
The changes to dots and aoes in their entirety need to be scrapped and reworked. A much more reasonable solution that would at least somewhat address this issue if you really wanted to move forward with reworking dot and aoe timers, would be to simply add 10 seconds to the currently existing timers of all dots and aoes, without changing the damage per second output of the abilities. Though I would argue that even a change like this would kill diversity in endgame. Even the notion of these changes have already caused quite a few teams to disband, and have put the large portion of the endgame community into the mindset of quitting.
And players leaving endgame is a trend that we've seen happen over and over again throughout the last year. If these changes were really affecting players in terms of the skill gap, we would see old players leaving due to a distaste for the new game that we've come to find ourselves playing in 2022, replaced by new players constantly getting into these trials for the first time. Instead, we're seeing old players leave and nobody new joining. This could be anecdotal admittedly, but I'd love to see you post statistics related to this claim, in terms of players either clearing content for the first time, or just the server stress in general in trials over the last year or two.
And furthermore, you have a perfect testing ground for accessibility. It is no secret that simple vet and vet hard mode clears are far more common on PC than console. This quite literally represents the accessibility issue that you claim to want to fix. The biggest difference between the two platforms is as simple as it seems. Certain add ons provide information and tools to practice elements of damage efficiently on PC that Console players don't have access to. CMX and Logs is the BIGGEST tool that you could integrate into base game to help accessibility. Adding a combat metronome, making better ability bar timers, integrating srrendar, even being able to see your damage compared to your team mates live through Hodor makes players more likely to do better damage. Tutorials explaining GCDs and weaving, and Time on Target, and Rotations, would all be immensely helpful too. It's a complicated game, and PC players have 70% of the tools that they need to be able to learn and play the game thanks to add ons, while Console players have to rely on one Console Content creator for reliable information as to the facts and fictions regarding damage and raid comps, having 5% of the information needed to do good damage available as apart of base game. Start here, add these things into base game, see console clears and console endgame begin to rise, and then come back to these changes if you feel it's still necessary.
And please in the mean time, work to give us class diversity back. Thank you for your time, I hope this opens a constructive dialogue.
tyran404_ESO wrote: »[...] So As a mid-tier player it is now likely impossible for me to finish that climb of content. Combat is less engaging, the numbers are lower, and none of your content got adjusted for the new numbers so all the old HM's are going to be an untouchable summit for most of us. I cannot play the way i want to play now. People have posted pages of solid feedback that they should just take a step back and read over and consider some alternatives.
As an endgame player (Templar DPS [Magplar 105k Deadlands]/Heals) - progging vRG and vDSR HM's and some older trifectas - who has played on and off since Closed Betas, if they wanted to reduce damage, I'm fine with that. As long as they went and retouched some of the newer content designed with those much higher numbers from the last few patches in mind (not that they're ever going to actually do that, as they've stated loudly and often) [...]
2. If you want to raise the floor and help newer players, then why nerf LA damage while still having weaving be a thing. First you teach them how to weave in the game and Second: REWARD them for learning to weave by having the attacks do good damage. Having it do a flat amount is ok, but have that flat amount be higher. Then you keep the top guys at a set level, but actually give maybe even a boost to players that may not be min maxed in their build but at least have learned to weave.
4. The DoT changes are a bit too much as well. I think somewhere in the middle is a happy spot, like maybe 15 seconds. DoT damage is dropping too much and having them last so long really doesn't help in many fights when most bosses have mechanics that move them around, make them invulnerable, etc. It could also contribute to making combat feel more boring as you just increase the amount of time a player has to spam one skill.
Eigh1_Puppies wrote: »To all coming from my socials I want to re-emphasize, please promote respectful and constructive dialogue. Avoid saying dumb things like "Devs don't play the game," or "Devs don't know what they're doing." These devs care deeply about the game and this community, and even if you don't believe that, they are a business. A business has to listen to its consumer base in order to maintain a profit. Keep these things in mind, present rational arguments, and good solutions.
Hi There. Long time ESO Player and Heavy Endgame Raider here. I play on both PC NA and Xbox NA. I have been raiding for the better part of the past 3 years, and I've completed almost every trifecta on both of these platforms. Most of my time however has been spent building teams for the sake of teaching, starting with Crag HMS and working all the way through the most difficult Trifectas, done 100s teaching runs over the course of my time raiding, and have spent the last year avidly content creating in an effort to teach Console players specifically, in an effort to close the massive Knowledge Gap that exists between both servers.
I say all of this to note that I am a very experienced endgame player who's focus is growing the endgame community. The changes suggested, after just some initial testing, very avidly prove that they act counterintuitively towards the goal of lessening the skill gap between players.
I'll start by saying that I think the light attack changes do accomplish the goal. 90% of the player base underestimates how important weaving is to overall damage output, not just to hit light attacks in between skills, but to weave as quickly as possible. Nerfing light attacks by roughly 5% (as shown by testing) is not a significant change, keeping weaving very relevant to learn and practice, while still making it slightly less important. Light attack weaving is free damage output, and the amount of damage light attacks were doing, I think is fair to say, was a little over the top. The skill gap was properly addressed with this change.
The change that I advocated as much more important to address, even before patch notes dropped, was the changes to Dots and AOE abilities. There are so many issues with these changes, and I hate to say it, they should all be scrapped in their entirety.
The biggest issue with these changes for me, is the constant push towards a lack of diversity that the Meta has come to offer. Over the course of the year, we've seen gear standardized, completely rendering half the sets in the game that Mag Toons had previoulsy sought for as useless. The Meta shifted to just about all of the most powerful Stam gear options, and that was it. Then we had the changes to skills, where everything was made the same. There was choice, no pros or cons, to choosing mag or stam based skills. This effectively killed half the class options that we had to choose from. The Meta shifts to simply "Run the strongest sets and the strongest skills, spec your resources for whichever you need to sustain." There is no longer a Mag DK or Stam DK it is just the DK. We went from 12 classes to 6. Not only that, but these changes affected the complexity endgame players have grown to love in making decisions based on raid composition. Room for testing and creativity in terms of maximizing damage was higher than I've ever seen it in my time playing this game before the first update of the year. It was fun while it lasted...
With the changes presented in update 35, we have yet again cut the class pool in half. By increasing dots to a standardized timer, to change all of them to 20 seconds flat, you have universalized rotations. Recalling the nature of a Global Cooldown, it's easy to build static rotations for every class without even testing, because, assuming perfect weaving, you'll be able to fit 19 total skills in before needing to recast a 20 second dot. And even if your weaving isn't clean, it is now better for skills to completely expire rather than recast them, as, if you recast a dot 1 second before it expires, you'll lose a full tick of damage. Not only does this add another layer of complexity for players unfamiliar in rotational practice to have to be aware of to maximize their damage, it now makes rotations and combat for experienced players dull and boring. DKs and Plars will drop 8 or 9 Dots/AOEs in a row, then do 11-12 spammables, replacing a spammable when they need to drop an ult. Cros and Dens are slightly more complicated in needing to weave blastbones or shalks between every couple of skill casts, so they'll drop 8 or 9 dots and do only 6-7 spammables. Blades and Sorcs would theoretically have a near identical rotation, both utilizing an execute and merciless resolve/bound armaments if not for the change to the new favorite Sorc skill, but now that we aren't even using Bound Armaments due to the nerf, the sorc falls closer in line to the DK/Plar Rotation.
If this massive lack of diversity had amounted in solutions that actually addressed the skill gap, the changes would be more bearable. But these Dot changes have quite literally done the opposite. First of all, making a rotation easier does not address the skill gap. It's an idea that looks good on paper, but does not hold in reality. Damage does not improve in content unless you have the reps to be comfortable enough to handle mechanics while focusing on your rotation. Regardless of how easy a rotation is, Time on Target is the most important element of doing damage in content. When players that are new to trials are presented with mechancis that they've never seen before, damage quite literally stops in most cases. Players stop, look at the mechanic, handle the mechanic, then attempt to pick their rotation back up, even completely restarting it half the time. No amount of dulling down rotations will change this simple fact of progression. Even as an experienced player who has maxed dummy parses and hit top logs, I myself have seen my damage increase in the new trial as I get more comfortable, reps and reps and reps later. When this team progressing the new Trifecta started on PTS, we barely had the damage to skip two bridges on the final boss. Now that we are more repped, we skip all bridges on non hard mode with plenty of time to spare. It's the nature of progression.
And even at that, there are classes that currently exist with very simple static rotations that do almost as much damage as dynamic alternatives. The DK is the best example. This class is very very strong in content, and I posted a video showcasing a 115K Dynamic rotation and a 114.2K Static rotation. A purely static rotation that will always require a little bit of practice.
And that's a good transition into the next point, it doesn't matter how simple a rotation is, you MUST practice if you want to get into heavy endgame content. Period. You can't walk into a vet hard mode and just expect to clear. You have to pull a little weight. This requires an understanding and practice of a rotation, as well as understanding basic concepts in doing good damage, such as weaving and time on target. Making a rotation easier does not incentivize players to practice. Most players new to end game that parse on a dummy for the first time will hit 30K, see a youtube video of someone hitting 115K, and then give up. They'll decide it's not worth it, and go back to what they were already doing in ESO. And there is NOTHING wrong with that at all. Other player's who make it to endgame though practice to improve. There's no way around that.
So not only do the dot changes completely fail to adequately address the skill gap, the current damage loss that we have currently seen from the PTS is quite possibly the absolute worst thing you can do for newer players. Keep in mind, as a long time endgamer, I've advocated for damage nerfs for a while. Content feels too easy, and the only incentive endgamers have to complete content as it stands, is a pat on the back for working for a trifecta for 3 months. Completing challenging content is what we've accepted as a reward, and a damage nerf like this makes content challenging again. But if your goal is to lower the skill gap, these changes have done the exact opposite. Nerfing damage by 5K? Sure not a huge deal. But 30-35K is as counterproductive as it gets.
I've tested both the DK and Cro on the PTS server thus far. On live, I hit about 115K on the DK and 125K on the Cro. The best parse that I've managed so far on the DK is around 105K and on the cro, about 106K. Starting with the DK, I obviously had to adjust some skills to account for some changes, we got to add Talons which would've added about 5K DPS to the live test if we were able to sustain talons on live. The biggest thing to keep in mind though, are the new buffs added to the dummy this cycle. First off we have about 2K more pen, which I'll disregard for the sake of argument, because we were about at pen cap anyway on live. But we got a 10% damage done boost from Major Slayer and 215 Spell/Weapon Damage from Minor Courage. 10% of 120K (Accounting for talons) is 12K dps, add maybe another 5K for Minor Courage, and all of a sudden the comparison jumps to 137K on live to 105K on PTS. I think the DK could jump to around 110K with more tweaking on PTS, better crits, more practice, so I'll give a low end estimate of 25K DPS lost and a high end estimate of 35K DPS lost. The cro is much worse off with the nerfs the class took, much like the sorc, seeing close to a 40K DPS loss...
This is all in the name of closing the skill gap. Not only does the logic behind the change to standardizing dot and aoe timers not hold due to the elements of raiding and progression that we've discussed earlier, but this type of a damage nerf kills so many early stage progression teams. You have to execute rotations and weaving to near perfection in all content to have a shot at clearing with this type of damage nerf. The endgamer in me is excited by this type of nerf admittedly, but the part of me who wants to see endgame grow can clearly see how this is a massive negative. The amount of practice, and reps required to even clear some regular vet content is now much greater.
So the question becomes, how do we address this skill gap?
The changes to dots and aoes in their entirety need to be scrapped and reworked. A much more reasonable solution that would at least somewhat address this issue if you really wanted to move forward with reworking dot and aoe timers, would be to simply add 10 seconds to the currently existing timers of all dots and aoes, without changing the damage per second output of the abilities. Though I would argue that even a change like this would kill diversity in endgame. Even the notion of these changes have already caused quite a few teams to disband, and have put the large portion of the endgame community into the mindset of quitting.
And players leaving endgame is a trend that we've seen happen over and over again throughout the last year. If these changes were really affecting players in terms of the skill gap, we would see old players leaving due to a distaste for the new game that we've come to find ourselves playing in 2022, replaced by new players constantly getting into these trials for the first time. Instead, we're seeing old players leave and nobody new joining. This could be anecdotal admittedly, but I'd love to see you post statistics related to this claim, in terms of players either clearing content for the first time, or just the server stress in general in trials over the last year or two.
And furthermore, you have a perfect testing ground for accessibility. It is no secret that simple vet and vet hard mode clears are far more common on PC than console. This quite literally represents the accessibility issue that you claim to want to fix. The biggest difference between the two platforms is as simple as it seems. Certain add ons provide information and tools to practice elements of damage efficiently on PC that Console players don't have access to. CMX and Logs is the BIGGEST tool that you could integrate into base game to help accessibility. Adding a combat metronome, making better ability bar timers, integrating srrendar, even being able to see your damage compared to your team mates live through Hodor makes players more likely to do better damage. Tutorials explaining GCDs and weaving, and Time on Target, and Rotations, would all be immensely helpful too. It's a complicated game, and PC players have 70% of the tools that they need to be able to learn and play the game thanks to add ons, while Console players have to rely on one Console Content creator for reliable information as to the facts and fictions regarding damage and raid comps, having 5% of the information needed to do good damage available as apart of base game. Start here, add these things into base game, see console clears and console endgame begin to rise, and then come back to these changes if you feel it's still necessary.
And please in the mean time, work to give us class diversity back. Thank you for your time, I hope this opens a constructive dialogue.
Chilly-McFreeze wrote: »At least you are thorough with your changes. Nerfed LA dmg, nerfed crystal weapons by 41,5% and bound armaments by 38% as well.
Nice Job.
Sincerely, a former stam sorc main
exiledtyrant wrote: »Lastly 120k to 100k is a drastic change as 20% is well outside of the bound Zenimax said they were looking to reduce overall DPS by (it was stated to be closer to 6-11% total). I've stated as much in my own thread and if I kept generating 18% or more parses instead of falling into the 6-11% band at 9% I would take issue. Now if high performing players are still facing decreases well outside the band of 6-11% after adapting their builds to the changes, I think it should be addressed.