QueuesAsTanks wrote: »The only case to be made for living with 1/2 frequency HoTs would be if enemy encounters behaved according to the same GCD rules. If the reason behind spacing out HoTs has to do with server load, would changing the rate of enemy DoT effects to 1/2 seconds while doubling enemy effect duration (similar to the player nerfs) be a reasonable workaround? I think that endgame healers would become very bored, but it would produce less server strain, and new healers wouldn't get kicked for constantly failing these .33s checks.
but this is also the case for any DLC dungeon. if you only got the base game (and now morrowind), what you're asking for is also making the better dungeon gear that "affect power, damage output and performance" accessible to everyone with only the base game.I completely support the current business model of our game. I'm interested in increased accessibility to game items that affect power, damage output and performance.
just for clarity, you mean both those groups where doing vMOL HM? content from 2016 which was done with way less damage than groups do now to the point they can just nuke the twins in the middle of the room in less than 90 seconds without bothering with mechanics at all? even if ZOS keeps the current nerfed numbers (they won't), that's still far above what is needed or the raid was ever designed with.adamsmith42 wrote: »It's not just top end teams either... *both* of the raid leads for my two prog groups left the game... the kind of people you claim this is to help (been doing vet trials for maybe 2 months; the groups were around vMoL HM)
except that's always the case, nerf the damage and you'll ALWAYS get "overwhelming feedback from pretty much every corner of the playerbase". the same playerbase btw which complains about weaving, content being too hard, the game not teaching everything properly (besides 8 year of guides on the internet about it) and myriad other issues.The best thing ZOS could do as a crisis response is to (ASAP) make a statement to the playerbase along the lines of:
While we still believe in the vision of our stated goals, we have been listening to feedback, and we now can see clearly that the changes we proposed do not accomplish those goals. We are going to take the unprecedented step of reverting these combat changes to give us time to go back to the drawing board. We still believe in the goal of making content more accessible to a greater portion of the playerbase, but we understand now that these changes do the opposite and are a flawed approach. There are much better and much less disruptive ways that we can accomplish these goals.
If they did something like that, and they did it quickly, it could actually generate a lot of support from the community and maybe even turn this whole experience from a debacle to a somewhat positive thing. They could say, look, we do listen. And we did have a plan, these changes were not random. But they also WAY missed the mark, and we see that, and we see that minor adjustments are not the answer. We need to change the approach, and that will take some time.
but this is also the case for any DLC dungeon. if you only got the base game (and now morrowind), what you're asking for is also making the better dungeon gear that "affect power, damage output and performance" accessible to everyone with only the base game.I completely support the current business model of our game. I'm interested in increased accessibility to game items that affect power, damage output and performance.
if you mean they have access to it via eso+ - this is the same for mythic items, every chapter becomes part of eso+ besides the current. so all people buying the chapter get is earlier access.
and even if you don't have eso+, there are at least two eso+ trials per year (one was just last week) where you can grab what you need if you wanted to (which includes stuff like ring of the pale order. and once found you can refabricate it, an update btw which was completely free for everyone). if ZOS hasn't nerfed it this also includes learning jewelcrafting. all without ever paying for more than the base game (which you can get for 6 bucks).
it's also a moot point since mythics are not required for most content or "winning" in general. they are an option. just as dlc dungeon gear.just for clarity, you mean both those groups where doing vMOL HM? content from 2016 which was done with way less damage than groups do now to the point they can just nuke the twins in the middle of the room in less than 90 seconds without bothering with mechanics at all? even if ZOS keeps the current nerfed numbers (they won't), that's still far above what is needed or the raid was ever designed with.adamsmith42 wrote: »It's not just top end teams either... *both* of the raid leads for my two prog groups left the game... the kind of people you claim this is to help (been doing vet trials for maybe 2 months; the groups were around vMoL HM)
as for all the dooming about raid guilds, not only is it summer, there's also a bit more going on right now than usual. how do the 3 groups I personally know putting their raids on hold or changed schedules long before U35 details were ever announced fit into the current narrative?except that's always the case, nerf the damage and you'll ALWAYS get "overwhelming feedback from pretty much every corner of the playerbase". the same playerbase btw which complains about weaving, content being too hard, the game not teaching everything properly (besides 8 year of guides on the internet about it) and myriad other issues.The best thing ZOS could do as a crisis response is to (ASAP) make a statement to the playerbase along the lines of:
While we still believe in the vision of our stated goals, we have been listening to feedback, and we now can see clearly that the changes we proposed do not accomplish those goals. We are going to take the unprecedented step of reverting these combat changes to give us time to go back to the drawing board. We still believe in the goal of making content more accessible to a greater portion of the playerbase, but we understand now that these changes do the opposite and are a flawed approach. There are much better and much less disruptive ways that we can accomplish these goals.
If they did something like that, and they did it quickly, it could actually generate a lot of support from the community and maybe even turn this whole experience from a debacle to a somewhat positive thing. They could say, look, we do listen. And we did have a plan, these changes were not random. But they also WAY missed the mark, and we see that, and we see that minor adjustments are not the answer. We need to change the approach, and that will take some time.
it's easy to say "don't do it, say you're sorry, and then do it in a way I (and everybody else) likes". winning the lottery the probably has a higher chance than that ever happening, because you can never reduce a players damage. so good luck ever trying to "fix" what people complain about.
so, let's brainstorm: how would YOU (as a general "you" before mods perceive that as some kind of attack....) accomplish it without making the game less fun, have the players like them AND accomplish the stated goals. it's a feedback thread after all.
something else to bring up:I'd like to bring up much less ambitious but more common DPS checks than trial encounters.
one guy in your group with a vHOF set or roaring opportunist makes that bonus completely irrelevant, so you sacrificed a bar for nothing. even worse when you wear lokkestiiz (or any trial set really).Tanis-Stormbinder wrote: »My thoughts, leave Oakensoul as is or at least give it Major or Minor Slayer this way it doesn't effect PVP. Leave the Dots alone, game play is way to boring with the extend dots. Isn't that why you introduced Oakensoul so people in need wouldn't have to switch bars?
just quick, since that's a discussion I had elsewhere recently:Your changes are incomplete and inconsistent and are contradicting your mission statement.
something else to bring up:I'd like to bring up much less ambitious but more common DPS checks than trial encounters.
for BC2 especially, damage isn't the real problem, the only timer is killing a deadroth faster than a new one spawns. the faster you do the larger the window to bring down rilis. keeping them alive is only required for the HM (and only at the end). so kill one, damage the boss intbetween, kill the next one, rinse repeat. will it take long? sure, but what do people expect with low dps? helmets drops with or without HM. of course this also requires to hit the right target at the right time, including the healing orbs. mechanics exist for a reason. maybe not having to watch their bar the whole time helps them actually do it for a change...
same goes more or less for most other base game dungeons. you got to hit the bare minimum damage requirements; you can only burn through it if you have enough surplus DPS.
and again, those dungeons are from 2014 which were done successfully with a fraction of the damage and resources players have now.
plus for anyone who really can't or don't want to do it: all of those helmets and shoulders are on the golden.one guy in your group with a vHOF set or roaring opportunist makes that bonus completely irrelevant, so you sacrificed a bar for nothing. even worse when you wear lokkestiiz (or any trial set really).Tanis-Stormbinder wrote: »My thoughts, leave Oakensoul as is or at least give it Major or Minor Slayer this way it doesn't effect PVP. Leave the Dots alone, game play is way to boring with the extend dots. Isn't that why you introduced Oakensoul so people in need wouldn't have to switch bars?just quick, since that's a discussion I had elsewhere recently:Your changes are incomplete and inconsistent and are contradicting your mission statement.
what's your solution? because there isn't one.
what you're proposing is either make the ultimate final patch of patches, then never touch it again. anything below is "incomplete and inconsistent". I won't mention that this implies this final forever patch will have the perfect balance, every future content is perfectly balanced against this single patch, and players don't find loopholes or ways the devs can't foresee. otherwise they failed obviously and contradict their mission statement.
and never mind you got people in this very thread complaining that this patch already changes too much at once.
the other option, the one we know and love, is the devs changing stuff it increments, then (try to) balance it for that patch. is it more work? sure. but good luck telling the players "well, we don't do it all for now, just wait a few months till we finally get to it". pvpers especially would pop a vein after hearing that (more than they usually do at least).
sets were overhauled to fit the combat and numbers at the time. same for hybrids. same for U35 with the current state of the game. mind you they didn't touch status effects and duration at all (besides changing the charged trait again). when U35 is done at some points inevitably sets are gonna get changed again (like some this patch). and so forth....
jewelry still requires access to summerset (according to UESP). the only way to get it is buy the dlc, have eso+, or play during one of it's trials. and if you have access to summerset via eso+ (no point in buying the dlc really), you have the same access to greymoor.TY, Krym, for your consideration, however, I specifically stated that I am ONLY suggesting that MYTHIC items be made available/accessible in-game.
The same way that:
Crafted jewelry (exclusive to Summerset) was made available/accessible to players who did't yet have Summerset.
Transmute stones & ACCESS to another player's Transmute Station was available/accessible to players who didn't yet have ClockWork City.
Mythics could be made available/accessible to players who don't yet have Greymoor (see my OP).
The point is not moot, imho, since Mythics are a big part of alot of players' builds.
Cheers, keto
The best thing ZOS could do as a crisis response is to (ASAP) make a statement to the playerbase along the lines of:
While we still believe in the vision of our stated goals, we have been listening to feedback, and we now can see clearly that the changes we proposed do not accomplish those goals. We are going to take the unprecedented step of reverting these combat changes to give us time to go back to the drawing board. We still believe in the goal of making content more accessible to a greater portion of the playerbase, but we understand now that these changes do the opposite and are a flawed approach. There are much better and much less disruptive ways that we can accomplish these goals.
If they did something like that, and they did it quickly, it could actually generate a lot of support from the community and maybe even turn this whole experience from a debacle to a somewhat positive thing. They could say, look, we do listen. And we did have a plan, these changes were not random. But they also WAY missed the mark, and we see that, and we see that minor adjustments are not the answer. We need to change the approach, and that will take some time.
i hate u35 because i dont see why heavy attacks are affected at all. HA builds were always on the lower end, i dont know any "ceiling dps" which use HA builds. Pretty sure none of the trifectra people using it at all. Yet it was constantly nerfed the last few patches and with u35 literally vaporised.
I have a HA Sorc with Crit Surge as selfheal, he was always on the lower end of everything (but still the most fun to play for me of all my toons).
This playstyle will just be deleted by ZOS and i dont get why.
To raise the floor but not the ceiling, they should buff lightning HA, not delete it.
the quoted post was specifically talking about content from 2014. for recent content they never stated if it's easy or hard enough for the right amount of people able to do it (we simply don't know their metric). rest of the content is apparently easy enough to sell carry runs...What most people are talking about here revolves primarily around three things:
1. Complete rework or drastic changes to combat every 3 months.
2. Changes that do NOT align with the stated goals.
3. Lack of class diversity and boring combat with the latest changes.
Classes were pretty balanced in High Isle. Nobody asked for these changes. They don't fix the problem the devs are saying they are aimed at fixing, rather they increase that problem.
Content made in 2014 could be done yes, but content made in 2021 or 2022 was made with the given state of DPS and healing. Which has now become impossible/inaccessible by the majoroty of the playerbase in an attempt to make it "accessible". Therein lies the problem.
A couple of patches ago they nerfed toggle with a dev comment that said that toggle was helping people who had perfected their skill (i dont remember exact words, but on the same lines) so they are nerfing it, basically to punish skill acquired with practice? Why is this a reason?
And all their attempts to bridge that gap between casuals and endgame has been to punish endgame players for being good. This has resulted in the already miniscule endgame community leaving in droves.
So, in the end, these absurd changes go forward, who is hurt the most? Endgame or casuals?
Groups who already have PB and SS or groups who were close to getting GS or maybe about to get that vRGHM clear? Or even vSSHM? I can assure you, its not the former. And this is why these changes are bad. It shows the utter disconnect of the devs with the status of the game.
The only way they can fix this is come out clean. "Guys, we messed up. We are reverting this combat changes and we'll work around tweaking the combat in the future rather than overhaul it completely because some guy had a random brainwave while sitting idle at their desk."
as for the 3 points:
1. again, how would you even do extensive reworks without overwhelming players or make them "drastic?"
Many of us agree with the stated goal. The problem is that their changes do not work towards that goal. They make it worse. The LA changes are the least of anyone's concerns... except for werewolves, who loose 40% of damage and haven't ever been at the competitive top. Similar losses occur for heavy attack builds that, too, have never been at the competitive top. The DoT changes sound good, until you realize that their negligence causes durations to be far more over the place than before, thus complicating rotations, not simplifying them. TLDR: Missed the mark, mid to low end of players hurt more than the competitive top.2. the stated goal was to bridge the gap and make it more accessible to lower players. LA nerf hits the high end more than the low end. longer dots make rotations less frantic, more controllable and gives players more time to react to what else is going on in combat. those are the two big changes and they accomplish exactly what the devs stated. the other two are damage numbers, which will change one way or another during the PTS, and the oakensoul ring (which is complete garbage, I agree, but that's because pvp STILL is not separated for balancing, even with battle spirit).
I play off-meta exclusively. Many of my builds get shafted far beyond reason because ZOS neglected to address side effects. Example: Storm-Cursed's Revenge, Draugrkin's Grip, Deadly Strike, Elf Bane and every other set that scales with number of damage sources / ticks, DoT Duration or DoT Damage. My weakest character literally gets her damage cut in half.3. completely subjective. classes are apparently still different enough that some get shafted more than others. also not everyone is playing on a maximum efficiency meta level (most content doesn't even require it) where logically are less options since there will always be a "X is better than Y" situation. "boring" combat highly depends who does it and where. parsing at a dummy isn't "combat".
At this point, many players don't even care if a change is perceived as good or bad. They just want stability. And when the changes that cause that instability are also generally perceived as being bad, that just makes things so much worse. Stop treating the combat in this game as some sort of lab experiment.
You have touched on a very interesting & important subject and while it may not be strictly a "combat balance" topic - without a doubt power creep & OP sets or dlc classes or skill lines are used to generate revenue. So I believe that this is also an important feedback for the devs, so they could adjust stuff better & pass some information to other teams that handle monetisation.LACK of IN-GAME ACCESS to MYTHIC items for Base-Game-Only players
This makes the game PAY-TO-WIN for many Base-Game-Only players, which include fixed income players, students, those with heavy family expenses, lower incomes, etc....
Since we are discussing Accessibilty issues including OAKENSOUL, 1 Bar setups, & the push to "close the skill gap" between newer and veteran players in both PvE & PvP, let's also discuss the P2W lack of in-game access to MYTHICS, in general.
CONSIDER:
Clockwork City's exclusive access to Transmutation Station:
Access ALLOWED for Base-Game-Only players since they could use that station in other players' home & still be able to use earned their Transmute Crystals.
Summerset's exclusive access to the Jewelry Station:
Access ALLOWED for Base-Game-Only players since they could get jewelry crafted by another player who does have access.
HOWEVER:
Greymoor's exclusive access to Antiquities System & Mythics:
Access DENIED to MYTHIC ITEMS for Base-Game-Only players since LEADs cannot be acted upon, and, for players that have Greymoor and the Antiquities system, may still be DENIED since they cant access leads in un-owned DLCs, etc.[/b]
ZOS Please FIND A WAY to allow in-game access to all MYTHIC ITEMS for Base-Game-Only players:
--A weekend vendor exclusive for MYTHIC items?
--Event tickets to earn fragments for specific Antiquity Leads (as an alternate path to digging) that are found, then later combined to form that MYTHIC?
--Earned vouchers redeemable at Rolis?
Thank you. in advance, for consideration.
Cheers, keto
Aside: Change fatigue
Yes, I expect that we could claw some of that damage back with adjustments and people getting more used to things, but why is this even necessary?
I know a group that disbanded recently (prior to the announcement of the PTS), and one of the contributing factors was that every patch, people had to adjust, which meant some people swapped classes, reworked their builds, etc., and then it took time to become comfortable and familiar with those changes, and by the time the dust has settled, it was almost time for the next patch and round of adjustments.
At this point, many players don't even care if a change is perceived as good or bad. They just want stability. And when the changes that cause that instability are also generally perceived as being bad, that just makes things so much worse. Stop treating the combat in this game as some sort of lab experiment.
At this point, many players don't even care if a change is perceived as good or bad. They just want stability. And when the changes that cause that instability are also generally perceived as being bad, that just makes things so much worse. Stop treating the combat in this game as some sort of lab experiment.
I am a new ESO player but a 12 years veteran of other MMOs like WoW and GW2 who didn't play on your test realm but I like the fact that you wish to change light weaving attacks. I don't have an opinion about DoTs since I don't play with them so far but I think that if you nerf their dmg maybe it should be added somewhere else, maybe in the direct dmg instead so that the player doesn't feel weaker when doing the same content.
You could also go back and retune all the old content like dungeons and raids if you want to lower players' DPS but that requires a lot of work to be done on your end.
I started playing this game about 3 weeks ago mainly for the story. However, once I got to the max level I started looking on youtube for guides on how to improve and one of the things that was constantly mentioned in all videos was learning how to do light attack weaving as it can increase your DPS by more than 50%.
From what I understand light attacks aren't on the 1 second global cooldown and can basically be done before any action ingame that has a GCD basically doubling your actions per minute. If you have 10 skills on your two bars by adding light attacks before every ability you have to do 20 actions instead, of course it is more complicated that this since abilities have different cooldowns but so far this is how I understand that it works.
In my opinion, this appears to be a bug that should have been fixed while ESO was still in beta, even the animations look clunky when you do a light attack+ability in the same second.
Just nerfing the LA attacks isn't enough, and I think you should decide if it is a mechanic you want in the game or not, as you won't be able to please both camps, you cannot have the cake and eat it too.
If light attack weaving is supposed to be an integral part of your game please make sure your new players know about it during the tutorial of the game. Having to learn about it from youtube, especially when it can increase your DPS by 50% it is not a good new player experience and of course, you end up having a big delta between people that know about it and those that do not.
At this point, many players don't even care if a change is perceived as good or bad. They just want stability. And when the changes that cause that instability are also generally perceived as being bad, that just makes things so much worse. Stop treating the combat in this game as some sort of lab experiment.
Another false claim that has been thrown around is that it's only the endgamers who are the most affected ones. Which is simply not true. Longer DoT duration only works "on paper" or in very specific cases. Leaving the rest of community to be affected in a negative way. Just look around this very thread, we have people with 10-30k DPS posting results of their testing losing 10-50% of their current DPS on live (and a 2k DPS loss for someone who's capable of 20k is a lot more crippling than 15k DPS loss to someone who can pug godslayer for fun). What endgamers really care about is that these changes will make the game a lot less fun for us while at the same time decreasing accessibility for everyone else. Rendering these changes completely unnecessary (at least as they are presented right now).
yet at the same time whenever something changes a) it's either too much or not enough b) needs to be done 2 patches ago c) needs to be perfect.That would depend on the target of the rework, wouldn't it? Not something one can give a generic answer to. Generally however wide-sweeping changes should be a) Rare (they're not) b) necessary (probably, in all honesty) and c) well-thought out, targeted and addressing at least most predictable side-effects (they're not).
when you start talking about werewolves, wanna talk about vampires too? because I probably doesn't need to tell you who got the short end of the stick here.Many of us agree with the stated goal. The problem is that their changes do not work towards that goal. They make it worse. The LA changes are the least of anyone's concerns... except for werewolves, who loose 40% of damage and haven't ever been at the competitive top. Similar losses occur for heavy attack builds that, too, have never been at the competitive top. The DoT changes sound good, until you realize that their negligence causes durations to be far more over the place than before, thus complicating rotations, not simplifying them. TLDR: Missed the mark, mid to low end of players hurt more than the competitive top.
except you can still use those. are they as effective as before? obviously not (unless they get buffed, what you gonna say then? there was a time dot was king). every change you have adapt - which I get, it can suck, but that's literally what changes do. so you don't want your effectiveness changed, I don't want mine changed, and the rest of the thread theirs. where does us take that, not changes at all forever? there will never be a rework that works for everyone.I play off-meta exclusively. Many of my builds get shafted far beyond reason because ZOS neglected to address side effects. Example: Storm-Cursed's Revenge, Draugrkin's Grip, Deadly Strike, Elf Bane and every other set that scales with number of damage sources / ticks, DoT Duration or DoT Damage. My weakest character literally gets her damage cut in half.
It's an unfinished mess that misses it's target. It needs rework, then it may be considered again.
it does, there's a loading screen tip talking about it. it's also not _that_ big a part, even by ZOS' own post it's only 15-20%.If light attack weaving is supposed to be an integral part of your game please make sure your new players know about it during the tutorial of the game. Having to learn about it from youtube, especially when it can increase your DPS by 50% it is not a good new player experience and of course, you end up having a big delta between people that know about it and those that do not.
i hate u35 because i dont see why heavy attacks are affected at all. HA builds were always on the lower end, i dont know any "ceiling dps" which use HA builds. Pretty sure none of the trifectra people using it at all. Yet it was constantly nerfed the last few patches and with u35 literally vaporised.
I have a HA Sorc with Crit Surge as selfheal, he was always on the lower end of everything (but still the most fun to play for me of all my toons).
This playstyle will just be deleted by ZOS and i dont get why.
To raise the floor but not the ceiling, they should buff lightning HA, not delete it.
It's broken in pvp, I suspect that's why HAs are being nerfed.
i hate u35 because i dont see why heavy attacks are affected at all. HA builds were always on the lower end, i dont know any "ceiling dps" which use HA builds. Pretty sure none of the trifectra people using it at all. Yet it was constantly nerfed the last few patches and with u35 literally vaporised.
I have a HA Sorc with Crit Surge as selfheal, he was always on the lower end of everything (but still the most fun to play for me of all my toons).
This playstyle will just be deleted by ZOS and i dont get why.
To raise the floor but not the ceiling, they should buff lightning HA, not delete it.
It's broken in pvp, I suspect that's why HAs are being nerfed.
It's not generally broken in PvP, but some classes - not all - have insane synergies with HA due to class abilities and buffs which happen to be easily obtained with the oakensoul ring.
I fail to see why we need to ruin all popular HA builds for PvE because of that.
half of those were done with the pts oakensoul, which anyone with even basic grasp of the game could see as obvious garbage for pve. saying "it affects lower players more!" isn't wrong, but it's also a completely separate issue.Another false claim that has been thrown around is that it's only the endgamers who are the most affected ones. Which is simply not true. Longer DoT duration only works "on paper" or in very specific cases. Leaving the rest of community to be affected in a negative way. Just look around this very thread, we have people with 10-30k DPS posting results of their testing losing 10-50% of their current DPS on live (and a 2k DPS loss for someone who's capable of 20k is a lot more crippling than 15k DPS loss to someone who can pug godslayer for fun). What endgamers really care about is that these changes will make the game a lot less fun for us while at the same time decreasing accessibility for everyone else. Rendering these changes completely unnecessary (at least as they are presented right now).
LA weaving or even just parsing high numbers are very little pieces of what makes the 0.01% as good as they are. The skill gap in both pvp and pve exists to a multitude of reasons. You can't simple "patch in" the skill gap (key word here being skill ). I really hope developers will consider adjusting the changes or even shelving the whole idea for now. Yes, change is scary, and change is good but only when it's reasonable and grounded. As it stands now, it seems to be neither.