@MindOfTheSwarm what are you talking about? infused hasn't been used on front bar for builds for years. Precise is the go to, except for warden and DK who have been using charged since the charged buff.
DW setups have been using nirnhoned and charged.
Positives
I think extending dot/hot duration is a good thing for people who have high or erratic ping. I noticed uptimes felt cleaner on pts vs live. My internet is sometimes erratic and it often could mess up parses or damage. I play with several others who have bad internet or are EU players who prefer the community of NA and I think this is a good change to keep of all of them. This does help people with suboptimal systems/connections in a way that ESO has failed to do in the past.
aetherial_heavenn wrote: »My thoughts based on some general observations. (edit: mostly concerned with 'accessibility')
As I have said, this patch seems to be about standardising server calcs and possibly reducing the number of those calcs per second?
I expect DoTs will be buffed up in patch 3 because the dps loss of average players will cause sufficient valid backlash and the cycle is usually take a lot away, then give a bit back. edit: (Haven't tested HoTs. But both are/should be adjusted back up, together.)
Reducing high end dps maybe a secondary goal but most people in the high parse range (85k plus on a trials dummy) are back to parsing nearly as high numbers again. Plus one can medium weave! (LOL) The DoT changes seem to be easy to keep up and require less attention once our internal timers reset. This may be a good thing for me, but YMMV.
The latency changes ie adjusting times from 330 ms (the average Oceanic and Southern American ping) to 880ms on a range of calculations seems a genuine attempt at making the game internationally playable. I am glad they are realising that instant reactions to insta kill mechanics, or perfect timing skills firing when calculated at a third of a second is not always possible with 300ms or above latency. There are a number of ways these changes will cut players with slow reactions, internet, etc. some slack while trying to do rotations.
My main accessibility concern is them rendering Oakensoul useless. This was a great tool to bridge the gap for those of us stuck just under good enough dps to do vet DLC content. Plus overland soloers could actually play the more challenging content they wanted to without requiring groups. There was a genuine change to those able to access harder content from this item alone. The nerf bat hit this far too hard in my opinion.
except if not now, then when? people are already complaining about the "constant changes", and do you really want ZOS balance part of it now (otherwise people will complain), then have to re-balance all of it again next patch (so people don't complain)? at some point the big change has to come, and I prefer that in a sudden "ripping of the bandaid and (mostly) be done with it" move than dragging it out over several patches which will only annoy people further.aetherial_heavenn wrote: »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.
40k is fine for craglorn trials, even when that's the whole group. this is content from 2014. as for Oaxiltso, up until a month ago this was current endgame content. you're supposed to play the mechanics. this is basically blaming ZOS for not being able to cheese anymore.In that group we have exactly 3 DDs who put out good numbers and carry a good amount of the weight of the group.
We have 2 DDs who pull at least decent numbers for vet content. And as decent I consider 40k DPS with which I wouldn’t even need to try to apply for a random vet trial group in Craglorn on PC EU.
And then we have 3 DDs who are constantly below 40k DPS and partly even below 20k DPS. Now some might argue why we take them with us but they want to learn and progress. So of course we take them with us and understand in the same instance that they might never bring 100k parses to the dummy, which was and is ok for us.
We have been wiping with that group at Oaxiltso so so often, as we are struggling to apply sufficient DPS to not be required to play mechanics for ages, especially as a good number of the group parks itself in venom AoE of Oaxiltso as all things can sometimes be overwhelming maybe.
Lately we managed to progress more reliably which is a good thing and shows that the team slowly starts to adhere to mechanics and not die in the stampede or the venom or to frogs.
But with these changes we are back to square one as most DPS in our group will drop below 40k DPS which will increase the wipes again substantially, as the longer you need, the more can go south.
3 of us can find other groups as we pull good numbers. Yay, good for us? Issue is, I like playing with that team, I like seeing how we progress and enjoy beating formerly tricky steps in the process. And this change will now take this chance away as we either happily wipe away and enjoy that since wiping is now even more achievable as seemingly ZOS considers that to be more inclusive or we stop trying with the team.
DeathStalker wrote: »I did some more parsing on the pts. Was able to get my NB to a better place than live at around 21k dps, my Magcro up to around 16k dps, and my Magplar to around 18k Dps. It is Still a slight drop for both compared to live for my Magcro and Magplar but not as bad as the first day. Just did some skill swapping.
The biggest takeaway for me was for some reason I seem to be able to LA weave a little easier, especially with the Magplar. I say easier which for me means around 45-55 instead of 15-25 according to the addon for counting LA. Still don't like the damage nerfs but maybe not armageddon quite yet.
DeathStalker wrote: »I did some more parsing on the pts. Was able to get my NB to a better place than live at around 21k dps, my Magcro up to around 16k dps, and my Magplar to around 18k Dps. It is Still a slight drop for both compared to live for my Magcro and Magplar but not as bad as the first day. Just did some skill swapping.
The biggest takeaway for me was for some reason I seem to be able to LA weave a little easier, especially with the Magplar. I say easier which for me means around 45-55 instead of 15-25 according to the addon for counting LA. Still don't like the damage nerfs but maybe not armageddon quite yet.
Were you weaving with jabs? Because they actually reduced the channel time theoretically to make it easier to weave (while also gutting the damage).
Ironically, just over a year ago they actually INCREASED the channel time on it. Sounds a bit like someone is making changes to stay in a job, really.
Can anyone remember if any game changes have ever been withdrawn after so many complaints? Or are these "improvements", regardless of what is posted here, implemented anyway.
ZOS_GinaBruno wrote: »This is the official feedback thread for the combat changes in Update 35. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes. Specific feedback that the team is looking for includes the following:
- Light and Heavy Attacks
- Did you notice these adjustments on the PTS while playing?
- Yes.
- If you did, was it better or worse in your experience?
- Light attacks, no change. Lightning heavy attacks might as well not exist anymore.
- 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.
- Soloing dragons on N. Elsweyr
- Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments? Please explain your reasoning.
- Light attacks, yes. Heavy attacks, no. They are now glorified resource potions that take forever to go off and deal no damage whatsoever for the time they take.
- 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?
- Mixed. On a vacuum, there is a lot less fumbling around required to keep the DoTs up, which is better. But they are now all off-sync with any non-arena back bar sets. And the change to 2s tick frequency reduces the passive uptime on weapon damage glyphs. If you want it up 100% of the time, well, better get to swapping and light-attacking every 5 seconds, which is horribly worse.
- 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.
- Soloing dragons on N. Elsweyr
- After the balance changes, did you make changes to the amount of Damage over Time abilities your build utilized? Please explain any reasoning.
- No.
- While using Damage over Time effects, did you notice any other impacts on your play experience?
- DoTs do not feel impactful enough to merit casting on anything other than dummies now (and yes, I am counting static boss fights as glorified dummies here).
- Healing over Time
- Did not test.
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 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 a key 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. The lower damage per second will make ground DoTs even less effective at applying pressure and make them even less effective at denying areas. 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 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 affect 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 power delta 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 as 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 and most other groups is untouched. It doesn't change that there is an ever growing number of supportive item 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.
starkerealm wrote: »Vonsaberhagen wrote: »(Advanced users prepare to laugh at my DPS, but please don't comment on it.)
Given your circumstances, the live number's pretty respectable. Don't feel bad about doing your best. Probably not a life lesson you need to hear, but, there it is.
If you want to directly compare live to PTS, you probably want to do those tests with a 6m dummy, they tweaked the trial dummies (some things increase damage, other things decrease), and it means you really can't get a clean comparison between them.
I hope that helps, though I fully understand if you don't want to parse it again.
This update is painful and really hurts low to mid-tier players. I use your Infinity One-Bar Sorc build. I have severe arthritis and it really helped me be able to get through more content since I can't weave. I ran tests against both the trial dummy and the 6 mil dummy. On Live, with no weaving, I had over 33k DPS on the Trial and over 28k DPS on the 6mil. On PTS, I managed to just squeak out 27k DPS on the trial and only got 14k DPS on the 6 mil. If this goes through as is, it may very well end the playability of ESO for me.
Undaunted Infiltrator and Unweaver: These sets now increase your damage done with Light and Heavy Attacks against monsters by 1645, rather than increasing their Weapon and Spell Damage scaling.
Fully charged melee Heavy Attacks deal 2500 base damage multiplied by their cast time and cooldown
and 10% less for ranged.
Lastly, we are working on ways to have more dev communication on the forum as well. We'll have some announcements related to that in the future, as those plans are in progress.