exiledtyrant wrote: »Light and Heavy Attacks
Did you notice these adjustments on the PTS while playing?
Not particularly. Light attack impact is always something that's been hidden behind a parse so its hard to get a general feel unless looking at hard numbers. Its certainly lower. If anything heavy attacks didn't feel as punchy but number wise that may be fine.
What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to
include before and after images of metrics on data, such as combat logs, to showcase your point.
Parsing has definitely shown a decrease in damage, but not enough to exclude me from content I already play. I made a more detailed thread on my live vs pts performance here:
https://forums.elderscrollsonline.com/en/discussion/611318/stamina-sorcerer-feedback-for-update-35-pts-1#latest
All in all I lost about 9% average DPS after changing m skills up. Leaving me well with the DPS band I need for normal and vet dungeons. This is al alongside a build that was open to improvement from several factors that I have yet to address (upgrading gear, set reallocation, and another skill swap or two).
Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments?
Yes. Without weaving you lose a noticeable percentage of overall DPS. Weaving helps dictate pacing /rhythm for a rotation, maintains ultimate generation, increases status effect application, and applies useful buffs via glyphs.
Damage over Time
Did you notice these adjustments on the PTS while playing?
Yes
If you did, was it better or worse in your experience?
My experience was excellent. I feel rotations are far easier to manage and a lot of skill choices have opened up to me as result.
What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to include before and after images of metrics on data, such as combat logs, to showcase your point.
I've only ran parses so far but the difference is noticeable. Again my live vs pts thread shows the data:
https://forums.elderscrollsonline.com/en/discussion/611318/stamina-sorcerer-feedback-for-update-35-pts-1#latest
I can also supply the actual rotation if needed.
After the balance changes, did you make changes to the amount of Damage over Time abilities your build utilized? Please explain any reasoning.
Yes. I actually changed my build up skill wise after playing with the changes. The new rotation not only improved DPS but has encouraged me to once again try different set combinations. I especially like the bleed changes that were implemented.
While using Damage over Time effects, did you notice any other impacts on your play experience?
Outside of combat being more fluid and damage going down vs Live no.
Because they're trying to lower damage not increase it.francesinhalover wrote: »Instead of hurting everyone, why not add a set that removes light attack damage by like 90% and adds 40-50% extra skill dmg?
Console player so no feedback given about the changes since we cannot provide any “hard data” or test anything that would be of worth to you as a developer.
Just a request. When the changes go live please give console players a free 2-week spec period so we can test things out for ourselves to see what works and doesn’t work for us on our individual builds.
Thanks, and Stay safe
Edit spelling
Console player so no feedback given about the changes since we cannot provide any “hard data” or test anything that would be of worth to you as a developer.
Just a request. When the changes go live please give console players a free 2-week spec period so we can test things out for ourselves to see what works and doesn’t work for us on our individual builds.
Thanks, and Stay safe
Edit spelling
load a "blank" setup into your armory
On live I parse around 100-105k DPS on the trial dummy and with the right group setting I put up to ~120k DPS during vet trial runs.
On the PTS I didn’t get over 88.5k DPS. Be it via magicka or stamina. Admittedly, adding the ricochet skull as spammable didn’t help my parse as that thing is wonky as hell and no regular rhythm was able to ramp up as timing felt like required regular changes.
What I want to address is the following:
I think I might be able to salvage my 12-17k DOS loss with changes to sets and skill setup and a bit of training with adding a decent spammable (which I still need to find though). The issue I have is, that this kills the vet runs we currently do with my main guild.
Console player so no feedback given about the changes since we cannot provide any “hard data” or test anything that would be of worth to you as a developer.
Just a request. When the changes go live please give console players a free 2-week spec period so we can test things out for ourselves to see what works and doesn’t work for us on our individual builds.
Thanks, and Stay safe
Edit spelling
load a "blank" setup into your armory
You did not lose 12-17k, I'm sorry to say. Your 88.5k parse on PTS is inflated by 9.5-16% over what it would be on live right now due to the increased buffs on the trial dummy with this update.
In the best case scenario, your parse is closer to 80k equivalent to live, a loss of 20-25k dps (and similar percent, given your live parse of 100-105k).
Console player so no feedback given about the changes since we cannot provide any “hard data” or test anything that would be of worth to you as a developer.
Just a request. When the changes go live please give console players a free 2-week spec period so we can test things out for ourselves to see what works and doesn’t work for us on our individual builds.
Thanks, and Stay safe
Edit spelling
load a "blank" setup into your armory
However if you have already used your free slots you will need to pay for another slot. I don't think the suggestion is a bad one personally to get some free respec time (on all servers not just console)
What baffles me is the overbearing need to push higher and higher numbers. Prior to this patch, and the previous, oh, and the one before that, everyone was on the negative bandwagon about DPS dropping. But look, we have 125k+ numbers currently on the live server. All the freaking out was for nothing.
See it as a challenge. See it as a step toward consistency. You all know the server side was overloaded with calculations in how it was working before. These changes look like they tie into the streamlining of the backend efficiency. This will have profound effects on playability. That will actually benefit PvP and PvE. What a huge benefit that will be for everyone.
The goal of the patch - to make it easier for average players to access more difficult content - is certainly not achieved. On the contrary, the DPS loss is noticeable in every player level. It is also obvious that for an endgame progress player it is annoying to drop from 120k to 100k or even 95k. For a casual player, however, dropping from 80k to 60 or only 55k is devastating.
The Templar, for example, is the most popular beginner class. Solid damage, super self-healing and uncomplicated rotation allowed even inexperienced players to quickly gain access to vet content. With the current changes to this class, this will no longer be possible. Beginners and less experienced or skilled players will have an even harder time.
Please reconsider the changes specifically to the Templar.
I understand the need to reduce the overall damage in the game. But there must be better ways to do it. The cap for critical damage was a good approach. It is only noticeable in the high end level, average players hardly notice anything. Why not continue in this direction?
Please dear developers, remember that it is the progress and sense of achievement that keeps players in the game. If it becomes too difficult or impossible to achieve even average goals and frustration and feelings of failure prevail, people will turn away from ESO. No one wants to play a game where they constantly feel like they're not good enough. For your own sake, you shouldn't take away players' sense of accomplishment. Because then the basic motivation and enjoyment of the game is missing. Motivated players who feel they can progress and keep up with more difficult content will be happy to continue subscribing to ESO+ and buying new content.
Stamdk 96k
this is actually higher than i'm getting on live. the change to molten whip is really good, it hits really hard and you're casting it lots.
Whiskey_JG wrote: »Stamdk 96k
this is actually higher than i'm getting on live. the change to molten whip is really good, it hits really hard and you're casting it lots.
Hey Tannus didnt know you're a DK enjoyer too
You can increase your dps with some minor adjustments in the PTS:
1) change your backbar to vMA inferno staff
2) Switch to 64 pts in Mag and mag armor glyphs
3) on the backbar slot Blockade, and switch hunter with inner light
4) go Max Mag food + tri stat potions
5) change noxious to engulfing
During Standard, try Fobx3, whip > Fobx3, whip
The above should get you above 100k dps. In my parse I was using Pillar of Nirn instead of AY, achieved a max of 107k dps.
Sandman929 wrote: »If the goal is lowering damage, it seems like that's been accomplished. I'm really just not looking forward to 10-15 seconds of having nothing to do but light attack and spammable.
These DoT changes are going to make combat beyond boring.
Sandman929 wrote: »If the goal is lowering damage, it seems like that's been accomplished. I'm really just not looking forward to 10-15 seconds of having nothing to do but light attack and spammable.
These DoT changes are going to make combat beyond boring.
Well, you wont "miss the action happening on the screen." 🤣
Imagine, someone actually gave that as the reason to make this absurd change.
godspeedfxb14_ESO wrote: »I parsed 100k on my MagDK with 2h backbar on live, and I just parsed 100k on PTS on my MagDK with staff backbar and more dots, AND I was able to use orb, and also talons almost on cooldown.
Works for me.