2legit2quit wrote: »I don't understand the urge to bring all skill levels closer together.. there should be players that are better than others. This is good for rewarding the players that have put in actual work to be better and gives the lower tier players something to strive towards..
Equality isn't this. Equality is equity of opportunity, not equity of ability. You can give people the opportunity to have the ability. That said, i'm not a top tier 'elitist' and i'm not a complete casual, but i like to play harder content and i know if i don't work at it then i won't be good at it. Come to think of it, they are even called ACHIEVEMENTS in the game. Achievements. You earn them. You work for them. If you don't have to, they don't mean [snip]. These changes for me will mostly mean i have nothing to work hard for, just have to find the time to complete. Not satisfying to me.
Be better ZOS, a lot of us love you. There's also a lot of us that show you tough love, but it's love nonetheless. I'm worried there won't be a lot of the players i look up to around if the game is broken.
Given the new rotations will all be "spamming the heck out of the spammable while the dots eventually tick down", can anyone tell me how does this translate to sustain for each class?
Especially curious about (mag)DKs considering they gutted sustain last patch, given the weird hybrid resources whip now has - and what happens when you run out of one of those resources because you're a mag toon who doesn't build for stam, and also need to use your small stam pool for things like, y'know, avoiding mechanics.
ZOS_GinaBruno wrote: »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:
EnderSouth2468 wrote: »It is going to be hard to determine true differences between live and PTS when adjustments have been made to the target dummies. Is there any possibility of the dummy being adjusted to the same settings as live for a period of time so that we can better understand the impact of changes on our live dps vs dps with the changes? Changing combat systems and the standards of measuring their impact at the same time could obfuscate data and confuse players.
I can't help but wonder how many healing-related balance issues would be solved if healing didn't scale off damage stats...
Given the new rotations will all be "spamming the heck out of the spammable while the dots eventually tick down", can anyone tell me how does this translate to sustain for each class?
Especially curious about (mag)DKs considering they gutted sustain last patch, given the weird hybrid resources whip now has - and what happens when you run out of one of those resources because you're a mag toon who doesn't build for stam, and also need to use your small stam pool for things like, y'know, avoiding mechanics.
On my stamplar I usually run magicka dots alongside my stam jabs and can run all jewellery with damage glyphs and bloodthirsty. On pts i was using my magicka pool so infrequently and my stam pool so often with my spammable i couldnt sustain it without using a recovery glyph and the occasional synergy on the dummy, losing yet more damage
On my stamplar I usually run magicka dots alongside my stam jabs and can run all jewellery with damage glyphs and bloodthirsty. On pts i was using my magicka pool so infrequently and my stam pool so often with my spammable i couldnt sustain it without using a recovery glyph and the occasional synergy on the dummy, losing yet more damage
OnGodiDoDis wrote: »The DoTs take too long to do their total damage.
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.
My Feedback from PTS:
So I am relearning light attack weaving, I have been doing it wrong for a while so I got a Metronome add on and started working on the dummy. With Oakensoul I managed to get up to 40k dps on my NB and 57k on my Templar. I went from avg of 20 to 25k to at least 35k now and that was with just 1 day of beating on the dummy. I am still missing attacks in between skills and not refreshing them properly, so in essence this patch is for people like me. I am trying to close the gap and get higher damage for trials. I have done some trials and my output is horrid hence the reason for the dummy work. The NB rotation is very dynamic so there are lots of things to keep track of, so I cut that down with Oakensoul (my training wheel). I have also been farming Arx Corinium so I have run that dungeon at least 30 times this last week so I have a feel for the flow of the dungeon. I am one of those people who spends a lot of time watching bars because I haven’t gotten the feel for when things run out just yet.
I am not going to do a dummy dps check as we all already know the dps is down, but I will give you my honest feed back on how my NB feels to me on PTS in Arx. The flow of the dungeon was actually better. I am not using Oakensoul for my dungeons runs on either server so I have to swap bars and try and keep up all the dot and buffs. It was just MUCH easier to do with the changes on PTS. I am already starting to get a feeling of when DoTs are expiring because the ones I use are all on the same timers now. The feeling of the amount of dps hasn’t really changed but then again Arx is not a difficult dungeon with DPS checks and for the most part all the mobs stay put. I don’t spend as much time staring at bars so I can concentrate more on the mechanics with these changes and my light attack weaving.
So with that said I like the changes to the time of DoTs, I absolutely love the changes to NB execute. I would like to see some adjustments to the DoT damage as I think they are a tad bit low. I also think you should rework the changes to Oakensoul for PvE. The mythic was perfect the way it was in PvE. It is over powered for PvP for sure so some of the suggestions of when battle spirit it gives minor would be a better way to correct the imbalance. Changes to Light/Heavy attack don’t affect me as much as that is the one thing I am currently trying to correct on live. I don’t see the reason for adjusting them other then maybe putting a death nail to the One shot DKs in PvP. If you making the changes to free up CPU for other calculations then that is what you should have said are the cause for the changes, you’re not closing the gap between me and the Uber 1%. Their dps is down and so is mine so it’s a wash.
One other thing. I came from Everquest where mistakes could be extremely brutal. Die in the bottom of the dungeon and you better know people to get your corpse as your equipment stayed with the corpse and camping for gear took freakin forever. I also have been playing ESO from release. I remember when doing the fighters guild quest I had to actually leave Doshia for a few levels and get GUD because she just flat kicked my butt. Now she is a complete joke. Making things easier doesn’t always equate to keeping or gaining new players. In fact I find the lack of challenge boring. I have managed to complete Veteran Maelstrom one time on Xbox with a Stamina Sorc (this was during the Cradle of Shadows DLC) I went in got slaughtered and LEARNED and that achievement is my wallpaper on the Xbox still to this day. I understand you want to bring in new players and I think having normal version of the dungeons with almost as good drops is a good idea but constantly adjusting things to cater to new players comes with the risk of boring and losing long lasting players. I guess what I am saying is another way to help new players is tutorials that teach them things like LA weaving instead of trying to dumb it down. If you make the content easier then achievements like Maelstrom are worthless.