@ZOS_GinaBruno I really hope you listen to the vast majority of this feed back. We are not pleased with what you are trying to implement with these combat changes. Please for once listen to your dedicated player base who buy the dlc dungeons and chapters. Those of us who have spent hundreds to thousands of hours playing your game we’ve come to love. This is a huge mistake and will kill the community. Many people are already talking about quitting the game if these go to the live server and I would hate to see a game I enjoy so much die because of these TERRIBLE changes. Please listen to us and don’t make these combat changes.
I want to start off by saying that I have no qualms with the "mission statement" of these PTS changes. Specifically:The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience.
[...]
we hope to reduce the stress of many combat rotations, allowing for you to focus more on the action in front of you rather than the action of juggling buffs and debuffs on your ability bar and making the game far more accessible.
I agree that there is a very large power gap, that this power gap is one that has grown over the years, and that such a large power gap isn’t particularly healthy. But I don’t think that the changes in Update 35 is correct way to address these problems.
My post will be in three parts, where I talk about the light attacks and weaving, about effect durations, and about the power gap problem in general.
PART 1: Light Attacks, Heavy Attacks, and Weaving
This is probably the least controversial change. Reducing light attack damage would reduce the power gap between those who can and can’t weave. But there are three issues with this change:
- It also impacts some of the people who are ostensibly part of the “target audience” for this change. The proverbial floor--people who just spam light attacks--will be even less effective after this change.
- The nerf to heavy attacks seems completely counterproductive, especially since heavy attack builds have been a popular accessibility option for years.
- This change reduces everyone’s damage. Yes, it will reduce the damage of someone to weaves perfectly a bit more than someone who misses light attacks, but it’s still a nerf for the latter. And, as mentioned, those people who just use light and heavy attacks.
For the people who are your “target audience”, how do you justify to them that their combat effectiveness is going down? It’s one thing to say to someone parsing 130K on live that a reduction to their damage was for the health of the game, but it’s quite another to say to someone who’s using an accessible heavy attack build that their playstyle is getting hit for their own good. (Example)
This was one of the key issues that I raised two years ago during that special PTS testing LA/HA changes. Back then, I suggested that a better solution was to discriminate between consecutive (and thus non-weaved) light attack and non-consecutive (and thus weaved) ones. I know that you already have the means to do this, as there are sets that require consecutive light attacks.
So, halve the damage of non-consecutive light attacks, preserve the damage of consecutive light attacks, and there’s no need to touch heavy attacks at all. That kind of change would be a far more focused change than what you have here on this PTS, in that it would more precisely target weaving without as much collateral damage to bystanders.
PART 2: Durations
I remember the days when Wall of Elements lasted for just 6 seconds; in 2019, this was increased to 10 seconds. I—and most people—believe that the duration increase in 2019 was the right move. It made the skill easier to manage and on the whole things felt better as a result of this duration change.
So, here we are, three years later, looking at another duration increase. This time, I’m not on board with these changes. Why not?
For short durations, the main problem is that they require a lot of micromanagement. You need to pay attention to that Wall and recast it every 6s, and people will often forget and lose damage potential damage.
For long durations, the problem is that you are more severely penalized for an early recast. Recasting a 20s Wall at or before the 10s mark is a loss: you would’ve been better to use a spammable instead. You don’t get the full benefit of Wall being 2x the power of a spammable unless you let that single cast of Wall go for the full 20s.
Which brings us to the next problem: I feel like that this duration change makes no sense outside of the sterile environment of target dummy testing.
- Dungeons and trials: @ZOS_Finn said in an interview that they are actively looking at making sure that fights incorporate movement. The first boss of Graven Deep, for example, is constantly dashing around the room. And there are fights where there are specific burst windows in which to hit the boss: Olms and Archcustodian, for example. For dungeons and trials, around 12 seconds was a sweet spot; you could usually get most of a 12s ground DoT in a mobile fight, and 12s lines up well with burst-window fights like Olms and Archcustodian. 20-second DoTs that do less than a spammable until after the 10s mark are just not worth using in many fights.
- Overland: Do overland fights last long enough for 20s DoTs to make sense? The existing 10s DoTs are already too long for the vast majority of open world encounters, with World Bosses being the most notable among the few exceptions.
- PvP: Ground DoTs are already mostly useless in PvP because people will just sidestep them. Longer ground DoT durations will make them even less attractive. And when fighting classes with accessible class purges (Templars and Wardens), 20s “sticky” DoTs make absolutely zero sense to use, since it’s very likely that they will be removed before they could do more damage than just a spammable skill.
So, in short, buffing durations from 6s to 10s did help with the goal of making effects easier to manage. But there is a limit to how much further increases can help, and in a large number of “real world” scenarios, 20s durations just make no sense. This change simply is simply incompatible with what combat is like in reality, outside of an artificial target dummy testing environment.
(Aside: I think for self-buffs--e.g., Crit Surge--long durations are fine, but most of those self-buffs already have long durations.)
So, what can we do instead? If the goal is to make timer-watching easier, then consistent timers are more important than long timers. For example, on Live, Stampede leaves behind a 15s AoE while Twisting Path leaves behind a 10s AoE. Disparate timers means that I need to watch both timers separately, whereas if they both had the same timer, I could say to myself, “every time I refresh my Path, I should refresh my Stampede too”.
A timer consistency pass to synchronize durations would’ve helped tremendously with the timer-watching problem, without the myriad of problems with the current long-duration approach.
But instead of timer consistency, we just got long timers. As Nefas demonstrated in his PTS DK parse video, the rotation is still complicated, because the timers are all over the place. Some abilities are shorter than 20s, some are longer, and so he still needs to watch a bank of timers. This isn’t really much easier, and in real combat situations, you need to also constantly ask yourself, “should I be refreshing my Eruption now, or will the boss be moving away soon?”.
Furthermore, not everything was buffed. I mostly play as a tank, and Clench applies a 15s taunt, a 5s Major Maim, and a 4s Minor Brittle. That’s three different timers for one ability, and neither the 5s maim or the 4s brittle were buffed at all by the long duration changes. An even more forgettable 30s blockade means nothing to me when I still need to refresh Clench every few seconds to keep Maim and Brittle up.
Next, a lot of buffs come from sets. One good example is Powerful Assault, which lasts for 10s. The skill most often used by a tank or healer to proc Powerful Assault is Echoing Vigor, which also happens to last for 10s. On Live, all I need to do is to keep Echoing Vigor up, and I know that I’m also refreshing Powerful Assault when it’s needed. But on PTS, with the longer duration, now the timers don’t match, and I’d often forget to refresh the Powerful Assault buff. So, instead of making things easier, this change actually made things harder and worse. Frankly, it looks like very little thought was put into all of this.
Finally, there has been much said already by others about the tick-every-2s change. From worries about how heals will line up with incoming damage in difficult content that often tick for more than once per second (Example of how many damage ticks a tank could take in 1.4s) to concerns about how this will affects set and enchantment procs.
PART 3: Power Creep and Content Creep in PvE
The two problems that I see right now in ESO's PvE endgame are:
- There is a large power gap.
- New vet HM content is balanced around what is possible at the top end.
First, I want to give people some idea of what I mean when I say “large power gap”. For example, my weekend group got another Dawnbringer (Kyne’s Aegis trifecta) a few months ago. Our group has Godslayer, and this was our second Dawnbringer, so you can probably say that we’re part of that “elitist 0.1%”. Anyway, for that Dawnbringer run, we killed the second boss in 1m 46s. Recently, a group on EU set a new world record for Kyne’s Aegis. And their second boss kill time was 58s: it was almost twice as fast. So there is a pretty wide spread of power even between the 0.1% like us and the competitive 0.01% like them, and this is not even considering the power gap between us and groups that are just able to clear vKA HM, the power gap between those kinds of groups and people who don’t even participate in vet HM content, and finally the power gap between those those who just do vet non-HM and people who don’t even participate in vet content.
And this power gap is growing. I’ve been participating in vet trials since 2016, I’ve never seen the power gap as high as it is today.
So, there’s a large (and growing) power gap. But by itself, a large power gap isn’t a huge problem, except that in ESO, the trials team seems to be targeting those 0.01% people at the very top when they balance the new hard modes. Looking at Rockgrove’s HM, for example, the group DPS required to clear Oax HM cleanly and the DPS required to beat the DPS check on Xalvakka HM is higher than the DPS required for Godslayer.
The end result of this large (and growing) power gap is that the two most recent trial hard modes are less accessible than the four most recent trial hard modes that preceded them; I actually don't have a Rockgrove HM clear because my group got frustrated with how it was so overtuned and voted to leave the trial. This is why there are so many players who will cry bloody murder at even the faintest whispers of a power nerf for them. For the vast majority of players, the stuff at the top end is already out of reach, and you are now telling them that, for their own good, they’ll lose power. It should be no surprise to anyone that this will elicit hostility from many players.
Also, power creep isn’t necessarily a bad thing, as it means that people who can’t tackle the latest hard modes might have a chance to do so in the future. This is especially true since new content balance takes this power creep into account. People have come to expect power creep each patch to help bring inaccessible content closer within reach, and telling everyone that you intend to roll back power creep is, um, controversial, to put it lightly.
Conversely, balancing for the top end is okay, when there isn’t a huge power gap. If the difference between what we can do and what a world record group could do is only 10-20%, then it’s fine for trials to be balanced around “if there's a group that could pull it off, then it’s fine”. But when that gap is as large is it is today, that just means that far too many players are excluded.
It’s the combination of a large power gap and balancing for the top that is causing problems.
And as someone else has pointed out in their PTS feedback, not everyone sees this power creep. Seemingly every patch, new things are added that are not universally accessible. New buffs to keep up (e.g., Minor Brittle), new sets to juggle around and maintain uptimes for, new "kiss-curse" mechanisms offering power to players skilled enough to deal with the "curse", etc. All of these things provide opportunities for players and groups with the wherewithal to efficiently take advantage of new sources of power, while most players will not see their benefits. This is why when I recently joined a number of vet trials PUGed out of Craglorn, I still saw 8-minute Yolnahkriin non-HM kills that don't seem any faster than what I saw in PUG runs a couple of years ago, while at the top end, Yolnahkriin kill times have gone down with each new world record that gets set.
The power creep that we see is predominately power creep at the top, because it's power that requires skill and group coordination to extract, and this is why we have an ever-increasing power gap.
But NONE of the changes being proposed in Update 35 targets any of this. Hard-to-maintain effects are unchanged (e.g., Minor Brittle is still 4s, buffs and effects from sets like Powerful Assault are unchanged, etc.), so that gap between groups that are able to efficiently maintain that effect that most other groups is untouched. It doesn't change that there is an ever growing number of supportive sets that well-coordinated groups are able to work into their composition, while more casual groups will not have them.
At the end of the day, I’m perfectly okay with there being a large power gap and power creep, as long as content isn’t balanced for what the top end is capable of doing. Let them have their portal-skip Cloudrest; that trial is still hard for the vast majority of groups even today, but that’s fine, because Cloudrest and the achievements in Cloudrest were never tuned for those kinds of “tippity-top” groups (to borrow phrasing from Rich). It’s when you have things like DPS checks in Rockgrove HM and insane speedrun time requirements in Dreadsail HM that are clearly aimed at those “tippity-top” groups that the power gap becomes a major problem in PvE. Let score competition be the (open-ended) outlet for those groups at the apex of the game, and buff up leaderboard rewards for them, but stop balancing achievements and even just hard mode clears around that level of play, and you'll have a much healthier raiding scene where more things are accessible to a greater range of player power. And perhaps then, people will not be as likely to react with such strident hostility to the prospect any power being ripped away from them.
Billium813 wrote: »They are targeting these changes to make the game more welcoming to new players. They don't care if you don't like them because you're not the target audience. They also assume you will just live with it when it goes live.
Due to the ramping nature of the skill, however, and the increase to the increments each tick, the skill suffers a 44.6% dps loss over its current live duration of 12 seconds. Even now we don't see the full benefit of this skill on live when we have to recast it before it expires on phased or mobile fights like Olms and Z'Maja. These bosses will most definitely not sit happily in a Ritual for 20 seconds for most of the time. That's already curbing the efficacy of this skill on live, and on PTS it will be significantly worse.
WrathOfInnos wrote: »I don't want to write a novel here, but please consider my DoT duration feedback:
https://forums.elderscrollsonline.com/en/discussion/611567/dot-duration-feedback/p1?new=1
At the end of the day, I’m perfectly okay with there being a large power gap and power creep, as long as content isn’t balanced for what the top end is capable of doing. Let them have their portal-skip Cloudrest; that trial is still hard for the vast majority of groups even today, but that’s fine, because Cloudrest and the achievements in Cloudrest were never tuned for those kinds of “tippity-top” groups (to borrow phrasing from Rich). It’s when you have things like DPS checks in Rockgrove HM and insane speedrun time requirements in Dreadsail HM that are clearly aimed at those “tippity-top” groups that the power gap becomes a major problem in PvE. Let score competition be the (open-ended) outlet for those groups at the apex of the game, and buff up leaderboard rewards for them, but stop balancing achievements and even just hard mode clears around that level of play, and you'll have a much healthier raiding scene where more things are accessible to a greater range of player power. And perhaps then, people will not be as likely to react with such strident hostility to the prospect any power being ripped away from them.
For a theoretical stamden wearing, say, Hundings and Briarheart, two decent stam sets, for the past 5 years, there has been no power creep. There has been the opposite of power creep.
aetherial_heavenn wrote: »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.
Great post. Changing DoTs and the LA changes are too much at once. Add the consequent adjustments to sets and the somewhat odd changes to class skills and it's very hard, particularly for ad hoc players and mid level players aspiring to end game, to adjust.
There's too much information overload and anxiety induced by multiple adjustments in one roll out.
This scale of change required a different test process on PTS over 3 separate cycles, in my opinion, but that's not how finance and marketing departments let game developers work.
BalticBlues wrote: »20s AoE-Durations - FOR WHAT KIND OF CONTENT???
1. USELESS IN OVERLAND
Overland everything dies within seconds, except WorldBosses.
2. USELESS IN PVP
No opponent keeps standing in AoE, especially not for 20secs.
3. USELESS IN Normal Dungeons
In Normal Dungeons, everything dies within seconds, except Bosses.
4. USELESS in Latest DLC Dungeons
Many bosses move so much that you are lucky to AoE them for 10secs.
5. BORING in All Other Content
So If you are "lucky" to have a big boss standing firm for 20secs -
What do you do all the time? Spam Spam Spam? Boring.
BINGO. This completely nails the futility of the change.
What percentage of the player base even does endgame content? Endgame bosses are the only ones that you could use a 20s dot on.
For all other content, it is a huge resource cost for a single, tiny tick of damage.
They buffed Concealed Weapon, so they need to add something decent to Surprise Attack too. Otherwise everyone will run Concealed Weapon morph next patch (as you still can have guaranteed crit with it when using cloak).Umm 100% crit on Surprise Attack is broken for PVE.
I'll be brief. I've tried out the changes on PTS, I've read the patch notes, and I just cannot overstate my disappointment.
If I had to boil it down to one overarching problem, it's that these changes represent a lack of respect for player investment. Players have spent countless hours building out sets and mastering combat, focusing their development within defined parameters. But these repeated and completely unnecessary overhauls to both set function and combat mechanics just obliterate player motivation. Why invest so heavily in farming sets when chances are they're just going to be made obsolete next patch? Why spend hundreds of hours mastering rotations just to have them made irrelevant?
I understand that change and evolution is inevitable and often healthy, but this is so far beyond that. It is whiplash in the extreme. Changes need to be small and gradual, not earth-shattering.
What's worse, the stated goal for these changes--to close the delta between highly skilled players and more average players--is a bad goal. One of the best things about ESO is that it rewards investment and effort while still leaving the vast majority of the game accessible to casual players. To make matters even worse, this patch doesn't even accomplish that goal. It accomplishes the opposite. It increases the delta while making combat more boring, less engaging, and less skill intensive.
We are overwhelmingly yelling no to these changes. Please listen to the community.
"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 did open-world content as a 2-handed dragonknight using Oakensoul. On 3 mil dummy on live, I do about 32k dps. On the PTS, I do about 19k with roughly the same setup (my gear is worse on the PTS).
I've seen a lot of talk about how overland content will be much harder now, so I wanted to test that. I first went into a delve and was two-shotting everything with Wrecking Blow, with Carve taking an extra swing or two to kill groups. This is at level 50 in gold-leveled 160 gear, again with the newly nerfed Oakensoul. It shouldn't be surprising that it's about as easy here as it was on live, given that the upfront damage of spammables wasn't changed, only DoTs, which are hardly used in overworld content.
I then went to a public dungeon and my experience was much the same. Charge in, carve a few times, and Wrecking Blow anything that was out of range. Again, very easy, hardly any different than live, if it was any different at all.
I then did a world boss, an ice elemental in the Rift, and I did very well. It took about 2 minutes to kill, which is slower than on live, but not a chore in the slightest. It felt pretty decent to have an actual boss that I didn't just mow down.
For good measure, I went back and did the same content on live back-to-back to see how they compared.
The delve felt as easy on live as it did on the PTS. Again, since overland enemies die so fast anyway, the longer, weaker dot nerf doesn't apply here. I was still cleaving through monsters with the same ease and lack of risk as I was on live.
The public dungeon was no different. Stampede, carve once or twice, dead, just like the PTS. Bosses felt like they died much faster though. I barely noticed them.
The world boss was the most noticeable, as to be expected. Instead of the two-minute fight on the PTS, this boss died in about a minute twenty or so. While this is a significant difference, I actually enjoyed the fight on the PTS more. There wasn't much joy in cleaving down a group boss in a minute.
Overall, as far as overland content on a level 50 goes, it felt more or less the same. World bosses taking 45 seconds longer to kill isn't worth setting the world on fire.
LordDragonMara wrote: »I'll be brief. I've tried out the changes on PTS, I've read the patch notes, and I just cannot overstate my disappointment.
If I had to boil it down to one overarching problem, it's that these changes represent a lack of respect for player investment. Players have spent countless hours building out sets and mastering combat, focusing their development within defined parameters. But these repeated and completely unnecessary overhauls to both set function and combat mechanics just obliterate player motivation. Why invest so heavily in farming sets when chances are they're just going to be made obsolete next patch? Why spend hundreds of hours mastering rotations just to have them made irrelevant?
I understand that change and evolution is inevitable and often healthy, but this is so far beyond that. It is whiplash in the extreme. Changes need to be small and gradual, not earth-shattering.
What's worse, the stated goal for these changes--to close the delta between highly skilled players and more average players--is a bad goal. One of the best things about ESO is that it rewards investment and effort while still leaving the vast majority of the game accessible to casual players. To make matters even worse, this patch doesn't even accomplish that goal. It accomplishes the opposite. It increases the delta while making combat more boring, less engaging, and less skill intensive.
We are overwhelmingly yelling no to these changes. Please listen to the community.
100% this. And i want to add that there is nothing wrong with changes, but you should not touch core game mechanics that people are used to and spend countless of hours training/practicing to get better and improving them as a players and their characters as well.
You can play and test the combat, when the game is in beta/alpha, not 8 years after release.
Also you should never ever try to lower the skill ceiling and removing the skill gap. It's there for a reason, and it's should be clear between low>mid>high>pro players, just like in any other genre like racing, FPS, BR, MOBBA, Strategies and so on.
As far as the combat i think this is very telling:
https://www.youtube.com/watch?v=4-oOVQLZQyE
This is boring !