I think the double duration/tick half as frequently change is a poor choice. It's not something that even makes sense, and just hurts gameplay, especially when it comes to healing (both in pve and pvp). Look at mechanics such as blood fountains in vet Kyne's Aegis, Lokkestiiz's static on HM, or Tideborn Taleria's maelstrom attack that both tick every .33 seconds, heals ticking every 2s (max one ticking per second since you can stagger hots to be once every 1s gcd) is significantly less healing on attacks that are already designed to be healchecks.
ZOS_GinaBruno wrote: »[*] Damage over Time
- Did you notice these adjustments on the PTS while playing?
- If you did, was it better or worse in your experience?
- 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.
- After the balance changes, did you make changes to the amount of Damage over Time abilities your build utilized? Please explain any reasoning.
- While using Damage over Time effects, did you notice any other impacts on your play experience?
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.
In general, your stated goal of making the game accessible for “casual” players seems to have missed, based on a significant body of feedback from “casual” players.
The main effect of extending dots/decreasing dps, as well as significantly decreasing LA damage, has been a much slower, less dynamic play that produces ~25% dps loss for all, yes, all players.
The guiding “vision” driving these substantial changes seems to be to simplify gameplay (hit fewer buttons, and less often) while also slowing everything down.
I don’t think anyone looking for a good mmorpg wants this, i.e. your “casual”/new customer market.
- Cut down damage and health numbers by half (can possibly help in performance issues, will be the same but with smaller numbers);
Less numbers, more performance, not so easy to implement tbh. I feel that some changes are aligned to performance improvements
Just to clarify with a little extra testing here. @Necrotech_MasterBefore we jump to conclusions, Winter's Respite already only ticks for 2 second intervals even on Live and I don't believe Pillar of Nirn has been touched (at least not according to its PTS tooltip). Which doesn't ease the healing aspect which I mentioned previously.Necrotech_Master wrote: »if they "stealth nerfed" ALL dot and hot gear sets (such as winters respite and pillar of nirn that arent even mentioned in the patch notes), yeah this is absolutely going to horrendously kill healing and dot gameplay
Edited to add:
Pillar of Nirn also ticks for 2s intervals on Live. According to my Combat Metrics, Pillar of Nirn will lose approximately 2.2% DPS from Live to PTS.
Pillar of Nirn vs. Kinras on PTS:
Pillar of Nirn is getting approximately the same results from Live to PTS, but due to the overall decrease on AoE/DoT DPS, Pillar and other DoT sets seem to be performing on par or better than those other buff sets, at least from the results I'm seeing. I should also mention that the results are skewed slightly in favour of Kinras, too, since I didn't start with ultimate on the Pillar of Nirn test, and Pillar of Nirn still got overall better results (it could have been around 102k~103k or maybe higher if I had ultimate at the start).
Edited to clarify: Pillar of Nirn front bar also means you have some additional leeway in how long you can be on your back bar for with less overall punishment for not flipping back and forth.
I'd like to bring up much less ambitious but more common DPS checks than trial encounters. Those that happen in the easier veteran content and are attempted by far more people because the barrier to entry is much lower thanks to the group finder and smaller size of the group.
Banished Cells 2 - the dungeon that broke the spirit of countless tanks. Everyone does it, everyone wants their Maw of Infernal helmet, it's a popular crutch for people whose damage is rather low. Rilis has to be killed in a reasonable time or at some point there will be more daedroth than the tank could possibly keep taunted. Many groups can successfully finish that dungeon but just barely so. Now they will join the ranks of people who get stuck in that dungeon for hours and repeatedly get barbecued and chomped by the daedroth. As an Undaunted pledge, that is a dungeon which will be completely unfeasible to PUG. Why bother, just go normal and grab one key.
City of Ash 2 - Skoria doesn't wait. He will destroy that last platform and end the fight. Both hard mode and regular vet will be harder now. People who do their 2 key pledge might have to downgrade to 1 key, and those who are there just for the helmet might not be getting that helmet at all. This is a rather long dungeon, so a failure that comes at the very end stings much worse.
Fungal Grotto 2 - Gamyne Bandu, aka the PUG killer. I died while being pinned and helpless more times than I can count. I also got through this fight while sitting on the edge of my chair because my PUG broke the shadow ring at the last second. This will absolutely wreck the weaker groups. If they do pass that gateway, Vila Theran will be harder to manage without stepping in the bubble for a 2 key pledge. Heals are ticking only half as frequently in this patch. I can already feel the desperation of rookie healers.
Darkshade Caverns 2 - the Engine Guardian. While not really a DPS check, this is a fight that really exposes the failure of stretched DoT and HoT abilities. The spider keeps moving and while on live a well placed ground DoT will deliver most of its damage, on PTS it will be an utter waste of resources. The poison phase will be more difficult to manage with nerfed Radiating Regen. The self-healing of damage dealers will be lower as well, which will force them to adapt and slot a heal (sacrificing some damage) or ragequit while blaming the healer. Or more people will pull the lever and ruin a 2 key pledge. Oh, and there are some adds spawning throughout the fight. It will take longer to kill them too and people tend to underestimate the damage their attacks cause when there's several spheres in the room. Or when a healer patches them up only half as frequently as before.
Imperial City Prison - Lord Warden Dusk. The longer the fight goes on, the more draining orbs pop up all over the room. At some point it becomes impossible to stay out of their reach, and even the best healers are not able to outheal multiple orbs. The orbs also snare and make it much more difficult or outright impossible to reach the portals before the deadly explosion. The whole dungeon is overly long and tiresome too, people's frustration level by the time they reach the final boss is a bit higher than in other dungeons. This is remarkable because ICP is the first and easiest of veteran DLC dungeons, an important stepping stone in progression through veteran content.
I'd like to bring up much less ambitious but more common DPS checks than trial encounters. Those that happen in the easier veteran content and are attempted by far more people because the barrier to entry is much lower thanks to the group finder and smaller size of the group.
Banished Cells 2 - the dungeon that broke the spirit of countless tanks. Everyone does it, everyone wants their Maw of Infernal helmet, it's a popular crutch for people whose damage is rather low. Rilis has to be killed in a reasonable time or at some point there will be more daedroth than the tank could possibly keep taunted. Many groups can successfully finish that dungeon but just barely so. Now they will join the ranks of people who get stuck in that dungeon for hours and repeatedly get barbecued and chomped by the daedroth. As an Undaunted pledge, that is a dungeon which will be completely unfeasible to PUG. Why bother, just go normal and grab one key.
City of Ash 2 - Skoria doesn't wait. He will destroy that last platform and end the fight. Both hard mode and regular vet will be harder now. People who do their 2 key pledge might have to downgrade to 1 key, and those who are there just for the helmet might not be getting that helmet at all. This is a rather long dungeon, so a failure that comes at the very end stings much worse.
Fungal Grotto 2 - Gamyne Bandu, aka the PUG killer. I died while being pinned and helpless more times than I can count. I also got through this fight while sitting on the edge of my chair because my PUG broke the shadow ring at the last second. This will absolutely wreck the weaker groups. If they do pass that gateway, Vila Theran will be harder to manage without stepping in the bubble for a 2 key pledge. Heals are ticking only half as frequently in this patch. I can already feel the desperation of rookie healers.
Darkshade Caverns 2 - the Engine Guardian. While not really a DPS check, this is a fight that really exposes the failure of stretched DoT and HoT abilities. The spider keeps moving and while on live a well placed ground DoT will deliver most of its damage, on PTS it will be an utter waste of resources. The poison phase will be more difficult to manage with nerfed Radiating Regen. The self-healing of damage dealers will be lower as well, which will force them to adapt and slot a heal (sacrificing some damage) or ragequit while blaming the healer. Or more people will pull the lever and ruin a 2 key pledge. Oh, and there are some adds spawning throughout the fight. It will take longer to kill them too and people tend to underestimate the damage their attacks cause when there's several spheres in the room. Or when a healer patches them up only half as frequently as before.
Imperial City Prison - Lord Warden Dusk. The longer the fight goes on, the more draining orbs pop up all over the room. At some point it becomes impossible to stay out of their reach, and even the best healers are not able to outheal multiple orbs. The orbs also snare and make it much more difficult or outright impossible to reach the portals before the deadly explosion. The whole dungeon is overly long and tiresome too, people's frustration level by the time they reach the final boss is a bit higher than in other dungeons. This is remarkable because ICP is the first and easiest of veteran DLC dungeons, an important stepping stone in progression through veteran content.
I'd like to bring up much less ambitious but more common DPS checks than trial encounters. Those that happen in the easier veteran content and are attempted by far more people because the barrier to entry is much lower thanks to the group finder and smaller size of the group.
Banished Cells 2 - the dungeon that broke the spirit of countless tanks. Everyone does it, everyone wants their Maw of Infernal helmet, it's a popular crutch for people whose damage is rather low. Rilis has to be killed in a reasonable time or at some point there will be more daedroth than the tank could possibly keep taunted. Many groups can successfully finish that dungeon but just barely so. Now they will join the ranks of people who get stuck in that dungeon for hours and repeatedly get barbecued and chomped by the daedroth. As an Undaunted pledge, that is a dungeon which will be completely unfeasible to PUG. Why bother, just go normal and grab one key.
City of Ash 2 - Skoria doesn't wait. He will destroy that last platform and end the fight. Both hard mode and regular vet will be harder now. People who do their 2 key pledge might have to downgrade to 1 key, and those who are there just for the helmet might not be getting that helmet at all. This is a rather long dungeon, so a failure that comes at the very end stings much worse.
Fungal Grotto 2 - Gamyne Bandu, aka the PUG killer. I died while being pinned and helpless more times than I can count. I also got through this fight while sitting on the edge of my chair because my PUG broke the shadow ring at the last second. This will absolutely wreck the weaker groups. If they do pass that gateway, Vila Theran will be harder to manage without stepping in the bubble for a 2 key pledge. Heals are ticking only half as frequently in this patch. I can already feel the desperation of rookie healers.
Darkshade Caverns 2 - the Engine Guardian. While not really a DPS check, this is a fight that really exposes the failure of stretched DoT and HoT abilities. The spider keeps moving and while on live a well placed ground DoT will deliver most of its damage, on PTS it will be an utter waste of resources. The poison phase will be more difficult to manage with nerfed Radiating Regen. The self-healing of damage dealers will be lower as well, which will force them to adapt and slot a heal (sacrificing some damage) or ragequit while blaming the healer. Or more people will pull the lever and ruin a 2 key pledge. Oh, and there are some adds spawning throughout the fight. It will take longer to kill them too and people tend to underestimate the damage their attacks cause when there's several spheres in the room. Or when a healer patches them up only half as frequently as before.
Imperial City Prison - Lord Warden Dusk. The longer the fight goes on, the more draining orbs pop up all over the room. At some point it becomes impossible to stay out of their reach, and even the best healers are not able to outheal multiple orbs. The orbs also snare and make it much more difficult or outright impossible to reach the portals before the deadly explosion. The whole dungeon is overly long and tiresome too, people's frustration level by the time they reach the final boss is a bit higher than in other dungeons. This is remarkable because ICP is the first and easiest of veteran DLC dungeons, an important stepping stone in progression through veteran content.
You missed the orignal pug killer of ESO. Grobul.
I can already imagine the pain. 🤣
It took me some time to get my feedback typed up, so my apologies for posting it a bit late. This is based on week 1 of PTS and I realize you are already in the process of making changes to the changes. However, I will take your word for it that you still want the feedback, and I trust you to be able to figure out for yourself if any of this might be rendered irrelevant by adjustments in week 3. Given how large and sweeping these changes are, however, I must admit I don't thinkall of it will be irrelevant unless week 3 were to simply scrap all of the fundamental changes to heavy attacks, DoTs and perhaps also pet performance.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.
Yep. Who does ZoS think is going to follow to their next project, whatever it is? The casual ES fans looking to play Skyrim online, or the endgame PvP/PvE communities? After this week the answer is neither.
starkerealm wrote: »
- Cut down damage and health numbers by half (can possibly help in performance issues, will be the same but with smaller numbers);
Less numbers, more performance, not so easy to implement tbh. I feel that some changes are aligned to performance improvements
For this to be true, you would have to drastically drop the numbers, halving them wouldn't be enough.
By this I mean, compact the numbers down to the point where you could store them as integers. Even at that point, the actual processing efficiency gain would be pretty marginal.
Summon a scorching cloud of ash at the target location, dealing 1799 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 449 Flame Damage in the area every 1 second for 15 seconds. The eruptive damage can occur once every 10 seconds.
Start Date: July 2018
Experience: CP1150
Pre-High Isle: 40k dps average
Post High Isle: 60k dps average
Activities Pre High Isle: Normal Dungeons, Questing, Overland
Activities Post High Isle: Vet DLC Dungeons, Normal Trials, Solo Arena progression
Back in December 2021, I left the game. I was so dissatisfied and discouraged that I would never complete the content I wanted to do. I could not make it through a Vet DLC Dungeon without being carried hard by a great tank and 2 other DPS with heals. I could not weave effectively to save my life but worse than that, I could not manage a rotation and would constantly run out of Stam or Mag depending on character.
Fast forward to 2022. I see a trailer on Youtube for the new Chapter release of High Isle. I start researching what changes are coming in this new year. I see a few of the content creators talking about the new gear sets and a mythic named Oakensoul. After more content became available regarding Oakensoul, I became intrigued to give the game another shot as maybe 1 bar worth of skills would be easier to manage while not being a total drain for a 4 person group or 12 person trial group.
Sure enough, I farmed the leads and did all the things and waited for lock box respawns till the cows came home, multiple times. Finally got the ring and crafted the new Orders Wrath set to pair with my already gold Deadly Strike set. WOW! I could actually kill stuff now....and not die 10 times in the process. I still could not complete Vet Maelstrom Arena as stage 7 is still kicking my butt. However, I did complete normal Maelstrom for the first time. I completed White Gold Tower on Vet Hard Mode along with Imperial City Prison and Ruins of Mazz for my first Vet DLC Dungeon clears. Granted, I was still the lowest DPS on the team but I was contributing, I wasn't a liability anymore.
So when patch notes were released for the next update and I saw Oakensoul was nerfed pretty harshly, I had to check it out. I downloaded the PTS and created my character and began my testing. Ouch!! Even an unskilled player like me could tell the difference and my weaving sucks so I know it was not the Light Attack nerf I was feeling. I am not much of a parse person so I went to Deshaan where I like to run the Public Dungeons for XP. The mobs took almost twice as long to kill and the boss' were actually a challenge, not saying that is a bad thing but for a CP1150 with all Gold Gear, should they really be that tough in Deshaan? A WB that I can solo on Live server was not solo-able for me on PTS.
On the PTS, I was pretty much right back to where I was in December of last year, only difference was...I am now on 1 bar vs 2 bars. But what is the point if there is no difference? My skill gap to experienced players only went backwards despite the other changes.
My thoughts and proposals...As it stands on the Live Server, Oakensoul in PVE content, is still 30k-40k less than a traditional 2 bar set up when a skilled player is doing the parse and testing. Oakensoul is not OP in PVE. As I understand it, the issue is with how strong it is in PVP, which I very rarely ever play. So why punish PVE players? Why not just remove Oakensoul from PVP altogether or reduce its buffs to what you want when a person enters PVP content. I think I read somewhere that Battle Spirit is something that exists in one but not the other so why not tie the buffs to that? If PVP, use this set of buffs...but if PVE then use the original set buffs.
As it stands right now, the first week of PTS, you have only widened the skill gap you said you wanted to make closer. Another part of this is the longer DoT length. Sure it seems great in theory, less actions per minutes and all but what it really does is encourage more spammable attacks which drain your resources even faster than a slow rotation with 2 bars. So that again, widens the skill gap.