Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
The one thong zos could do to close the gap is educate newer players on the basics. Im not sure if much has changed since i started (around 2017 on console), but when i did there was no explanation on what a dot or a rotation is. Only mention of weaving is a random load screen message that appears once in a blue moon. If it wasnt for me going on youtube and seeing a gilliam created guide i wouldnt have known anything really.
Example of this is when you join either the fighters or mages guild and they explain it to you or have a dummy side quest with a dps test and a target dps range with certain rewards that encourages people to increase their dps. Since its a side quest its purely optional and if the person decides they dont want to do it? Thats ok. They can skip it and still play the game how they like and come back to it if they wish.
Arming people with knowledge is far greater than blanket nerfs that have already decimated fhe community even before its gone live.
shadyjane62 wrote: »Welcome to the next ten days of unhappy people needing answers.
We have our answers. This vision is going through, perhaps with minor changes in an attempt to make it seem they are responding to feedback.
Right now, whoever at ZOS thought this up and pushed this effort still very much thinks that they are right. They think the silent majority is with them.
In 5 weeks and 3 days, this will go live and the silent majority who have no idea there even is a PTS will feel these changes.
It's going to be fun to watch, NGL.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
starkerealm wrote: »
While I'm pretty sure I've said it before... somewhere on these boards, I can confidently say, this has been the most demoralizing PTS build I've ever experienced.
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.
Take, for example, the Bahsei's Mania item set. It grants the player power if their magicka is low. Skilled players will start a fight by dumping their magicka, and will have calibrated their sustain so that their magicka level remains low without running out. They're able to extract a lot more power out of this item set than the average player, thus contributing to the growing power gap. And then the power gap that was expanded upon by this--and many other new sets or new combat mechanics such as Brittle--are compensated with by disruptive changes in long-standing combat mechanics, resulting in nerfs for players who had never taken advantage of this new power in the first place. This is why these changes are frustrating for so many players.
But 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.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
I understand that changes cannot be done overnight. But with this amount of uproar it would be better if there was more communication than “just give it a couple of weeks”. Players have already quit because they expect that PTS feedback will be ignored (because most of the time it is). There are many more that are in waiting mode to see if it goes live like this, and if it does they will quit as well.
It’s doing irreparable damage to trust that was already thin to begin with, not just to ESO but possibly the whole company.
In a few years when the Star Wars MMO that ZOS is working on will be released, I’ll probably think “oh nice, a new Star Wars MMO! Let me try… oh wait it’s by ZOS. Never mind”. And I’m sure I won’t be the only one.
I like increasing dot duration to mitigate stacking dot abilities. But the gameplay is largely the same right? You still buff, dot, spam, repeat...but now you just spam a whole lot more before you dot/buff again. The game needs new abilities that are cooldown-based, proc-based, or specific class-based resources and mechanics, like necromancer corpses.
Everything in ESO plays the same, just different numbers, names, and animations. The dots and buffs are easier to manage now, but that just exacerbates the issue of how horrible spammables work towards interesting combat; why would I feel spamming the same ability even more now, with its dated animation, is engaging or exciting?
Again, this patch has great direction, but these changes just make the game easier while also making it more repetitive and mundane by creating a more spammy playstyle. There's a lack of variety of ability types (cooldowns, procs, etc.) to create builds with.
ESO, every class and build: Buff, dot, spam (now even longer), repeat.
PrincessOfThieves wrote: »I'm absolutely appalled by the lack of communication. It's pretty clear that people don't like this patch, and yet the only dev replies we get are related to a bugged helmet and some cp glitch. I wonder if they even see our feedback...
First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback.
wolfsilver00 wrote: »[snip] I recommend that everyone just unsubs the moment this update comes out. Unsub, go do something productive or play something else, vote with your wallet. Its a shame that I will have to do that, I really enjoy the game, but at this point this is just insulting towards the community, I *** paid for this ***, and I kept paying for the sub, im your *** customer so the least you could *** do is answer my *** concerns and those of the people that have expressed the same issues.
ANd not an answer with that PR [snip] about changes and tweaks.. A real *** answer, [snip]
VOTE WITH YOUR WALLET PEOPLE, UN *** SUB
FeedbackOnly wrote: »Screaming Cliff Racer (morph): This morph now increases your Weapon and Spell Damage by 100 for 10 seconds after hitting an enemy and increases by an additional 200 when hitting an Off Balance enemy, rather than increasing its damage by up to 15% based on your distance from the enemy. The bonus Weapon and Spell Damage is tracked separately so you do not need to worry about losing the bonus when hitting an enemy that is no longer Off Balance.
Please make sure this is balanced with sorc passive that increases spell and weapon damage. It seems to me sorc passive needs a buff
ESO_Nightingale wrote: »FeedbackOnly wrote: »Screaming Cliff Racer (morph): This morph now increases your Weapon and Spell Damage by 100 for 10 seconds after hitting an enemy and increases by an additional 200 when hitting an Off Balance enemy, rather than increasing its damage by up to 15% based on your distance from the enemy. The bonus Weapon and Spell Damage is tracked separately so you do not need to worry about losing the bonus when hitting an enemy that is no longer Off Balance.
Please make sure this is balanced with sorc passive that increases spell and weapon damage. It seems to me sorc passive needs a buff
I don't understand what your problem with warden is, but i don't think you understand that offbalance has a pretty long cooldown. This spammable is still roughly designed and while it's a bit better, it's still not as good as something like molten whip. You don't seem to have paid attention to advanced species being entirely crippled for pve because it's now penetration instead of damage. Which is a much better comparison for the sorc weapon and spell damage passive.