RedFireDisco wrote: »You said don't worry heavy attack builds we're not forgetting about you and then proceeded to absolutely gut my heavy attack to the point where my build is useless. It's completely and utterly useless.
I've seen a lot of hyperbole and drama about a few percent here and there but THIS is not it. When 14K heavies do 4-6K, then that's one of if not the biggest nerf in the history of this game as far as percentages.
What exactly is a ranged magblade supposed to do to kill someone? Spam Swallow Soul and get them down to 75% and be out of resources? Use Soul assault once every five minutes and die on the 5th tick?
Spam light attacks that do no damage and then hit them with spectral as they roll dodge your only burst, lol
then you didn't pay attention, why do you think they tested the PTS changes in the first place? obviously not because they were happy with the state of things. it's not like this fixed itself in the meantime, a correction was coming at some point after all the bandaids.One more thought that has been rattling around in my head:
The change this patch came out of left field;
One more thought that has been rattling around in my head:
The change this patch came out of left field; we had just spent a year doing the whole hybridization transition, and just when it looks like the dust is settled and we can finally get some modicum of stability after years of exhausting changes (starting with the standardization passes after Elsweyr, which was 3 years ago), and "surprise!" we get the biggest disruption since Morrowind.
Often in the past, I've come across the sentiment, "we need to complete X before the new patch because we'll lose a few weeks as everyone adjusts". Well, for Update 35, it's more like, "we might as well start over". Do you think that players regard the constant changes as enjoyable? That we consider lost power and lost progress as fun? When preparing all the nerfs in Update 35, did anyone stop to ask, "will people think that this is fun?".
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.
and no, that doesn't mean the devs were "too stupid" to see that, it just means it being good for pve wasn't the goal of this change, the goal was to nerf it for pvp (since, arguably, an item throwing balance out whack in pvp is a more severe issue than pve, but I doubt a lot of pve players would agree).
as for "skill", some players can't or don't want to get on a level for a multitude of reasons, some of those how the combat in ESO works. and before anyone says "but the combat is great, what about it, they just need to git gud lol" - ESO's combat is usually the first thing people mention when they say why they quit. you can make the most convoluted combat system in the world, and there WILL be people lauding you for it (especially the ones that mastered it), but that doesn't mean it will get broad acceptation or more importantly sell the game. and that's ZOS main goal, no matter how much they change numbers here and there.
oh, and as much as people are complaining about the "boring" combat now or having "skill", I know at least 2 top parsers in my group were looking forward to wearing oakensoul. why? still enough damage, half the stress of pushing your buttons. funny how that works.
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).
people want fixes for their issues obviously, but when it requires (too many) changes (since too many people want different things) that's suddenly bad. there's simply now way to do it in a way that satisfies everyone. it's also no secret that ZOS does patches in a way someone HAS to take a loss, pve getting shafted because pvp being the most obvious (see oakensoul). ofc the logical "fix" would be to separate pve/pvp balance for good, but I can guarantee you that someone will complain about that too.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.
the problem is people assume EVERYTHING will be EQUALLY balanced. LA spam is and never was a valid strategy to generate high damage, when ZOS says they want to make help the lower end player out, that doesn't mean each and every playstyle will be buffed or even improved. what about the dude who likes to DPS with a shield? heck, I could go as far and say I play as an unarmed fighter, ZOS promised to buff me and my low damage, yet they didn't. did they miss the mark? it's a game, you gotta follow certain rules.
as for the durations, 20s is (almost) completely the baseline. any morphs or passive you have to look at a case by case basis. so yes, on paper DKs for example will have 3 skills with a 24s duration - until you notice 2 of those skills you want on the same bar for buffing whip (thus easier to track and keep up next to your spammable), the third one being the standard you fire and forget. there's also a difference between extending buffs for easier management and making each and every one exactly the same - which a) some people would call boring and b) not every skill serves the same purpose. a 60 second channeled acceleration means you have to recast it one time less for the same uptime, and even better you're less likely to have it run out in the middle of a fight. then compare the new cost to the new time and it's a clear buff in every aspect.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.
or, I don't see anyone else complaining rele, which was king for years (even more with hybrization) is less effective due to how DSR is designed. some people might like every fight being tank & spank, and others again might find that boring. heck that just reminds me rele being meta for so long everywhere was something a guildmate complained about 2 years ago, and was part of the reason he quit. so something changing or being less effective might actually make him come back (doubt it, dude hasn't logged in for 2 years, but you catch my drift).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.
part of this update is trying to reduce that number, thus make LAs (and being able to weave properly) less important to your overall damage. so if you come in from the low end not weaving much, you don't loose as much and have a lot more room for improvement since good weaving still gets rewarded with good damage, just not as much as before.
removing it completely would basically turn this combat into another game. from my own experience it can take a while to make it "click", sadly sometimes too long for some people. but once you figure it out, it can be very rewarding (which is probably one of the reasons they kept it in).
as for information in general, ESO has a quite a big "figure it out yourself" approach. some like it, some don't, both has it's pros and cons. inevitably people look up stuff on the internet anyway (would go as far and say it's common practice these days, no matter how good a game's information and tutorials are).
you first then, if you apparently know what misses the mark and not, should be easy to explain to the devs how to do it in a way that both fixes the issues they have and keep everyone happy at the same time. you can even use more buzzword if you want. because all I've heard so far "it's crap because I does something I don't like and does it in a way I don't agree with. oh and I got to get get used to changes, which sucks"
... are you going to actually address any points? Or just engage in whataboutism and ramble about unrelated topics?
It's not done. It creates a massive list of side effects while we still have a backlog of other ones in the game, and misses it's mark. Whether you think change is cool or not bears no relevancy on this simple fact.
you first then, if you apparently know what misses the mark and not, should be easy to explain to the devs how to do it in a way that both fixes the issues they have and keep everyone happy at the same time. you can even use more buzzword if you want. because all I've heard so far "it's crap because I does something I don't like and does it in a way I don't agree with. oh and I got to get get used to changes, which sucks"
... are you going to actually address any points? Or just engage in whataboutism and ramble about unrelated topics?
It's not done. It creates a massive list of side effects while we still have a backlog of other ones in the game, and misses it's mark. Whether you think change is cool or not bears no relevancy on this simple fact.
you first then, if you apparently know what misses the mark and not, should be easy to explain to the devs how to do it in a way that both fixes the issues they have and keep everyone happy at the same time. you can even use more buzzword if you want. because all I've heard so far "it's crap because I does something I don't like and does it in a way I don't agree with. oh and I got to get get used to changes, which sucks"
... are you going to actually address any points? Or just engage in whataboutism and ramble about unrelated topics?
It's not done. It creates a massive list of side effects while we still have a backlog of other ones in the game, and misses it's mark. Whether you think change is cool or not bears no relevancy on this simple fact.
you first then, if you apparently know what misses the mark and not, should be easy to explain to the devs how to do it in a way that both fixes the issues they have and keep everyone happy at the same time. you can even use more buzzword if you want. because all I've heard so far "it's crap because I does something I don't like and does it in a way I don't agree with. oh and I got to get get used to changes, which sucks"
... are you going to actually address any points? Or just engage in whataboutism and ramble about unrelated topics?
It's not done. It creates a massive list of side effects while we still have a backlog of other ones in the game, and misses it's mark. Whether you think change is cool or not bears no relevancy on this simple fact.
I think if you go through this thread or log on to PTS you'll see for yourself what the problem is.
wait, are you saying current DPS rotations are NOT convoluted and lining up perfectly? and even if we assume they are, what do you think makes them easier to keep up, them being longer or the same as now?You completely missed my point here, it was never meant to sound like a "git good" type of solution, as this phrase can be literally thrown around carelessly regarding any balance update. The point was that skill gap is a lot more broader and complex issue, which cannot be solved with a single swing with the balance hammer. It could be a stepping stone or a step in the right direction, however. Yet it is a complete opposite with U35. There are countless examples in this thread explaining why, from absolutely convoluted DPS rotations where nothing is lining up, to a complex mismatch of various proc conditions/cooldowns making rotations more complex than on live servers (good luck explaining relationship between enchantment procs and damage ticks to a casual player already overwhelmed by core combat mechanics and various content mechanics). Again, this update looks good only on paper, and only when comparing dummy parses which are largely irrelevant when it comes to being able to effectively clear content.
I urge you to bring your team to PTS and test the changes yourselves in content you're currently doing on live servers. I haven't seen a single example where it's easier/more accessible with U35 than live regarding actual content (Dungeons, overland, trials etc.) Yet you can see many examples of veteran players saying they were having troubles, and if people who are considered good at the game say that things are problematic you can very easily tell that it will be nigh impossible for more casually orientated crowd (which was the aim of this patch, to increase accessibility).
wait, are you saying current DPS rotations are NOT convoluted and lining up perfectly? and even if we assume they are, what do you think makes them easier to keep up, them being longer or the same as now?You completely missed my point here, it was never meant to sound like a "git good" type of solution, as this phrase can be literally thrown around carelessly regarding any balance update. The point was that skill gap is a lot more broader and complex issue, which cannot be solved with a single swing with the balance hammer. It could be a stepping stone or a step in the right direction, however. Yet it is a complete opposite with U35. There are countless examples in this thread explaining why, from absolutely convoluted DPS rotations where nothing is lining up, to a complex mismatch of various proc conditions/cooldowns making rotations more complex than on live servers (good luck explaining relationship between enchantment procs and damage ticks to a casual player already overwhelmed by core combat mechanics and various content mechanics). Again, this update looks good only on paper, and only when comparing dummy parses which are largely irrelevant when it comes to being able to effectively clear content.
I urge you to bring your team to PTS and test the changes yourselves in content you're currently doing on live servers. I haven't seen a single example where it's easier/more accessible with U35 than live regarding actual content (Dungeons, overland, trials etc.) Yet you can see many examples of veteran players saying they were having troubles, and if people who are considered good at the game say that things are problematic you can very easily tell that it will be nigh impossible for more casually orientated crowd (which was the aim of this patch, to increase accessibility).
while we're at it, who do you think is more impacted by the 2s tickrate?
casual players also mostly don't care about procs and uptimes when they don't understand the game enough or forget in the middle of combat to keep basic buffs like major brutality/sorcery up. that knowledge and understanding won't also suddenly double their damage if they're still lacking in other areas (first of all not standing in stupid when they watch their rotation like a hawk to keep up these so important proc ups, as you said combat isn't a dummy, and I agree). more or less damage is irrelevant if the reasons why they do low damage are never addressed.
on top of that you got endgame players complaining about their nerfs, which was obvious to happen at some point because of the levels the powercreep has reached and since you can't just push the low end up to bring them closer together, but the effect it has there is completely different to a lowbie's who might now be able to pull his weight and not die constantly in vets with the gameplay, not damage changes (and might even allow him do to more personal damage now, despite the nerfs)
hence different aspects that have to be considered separately, like the oakensoul ring and it's nerf, not throw it all together and go "it sucks", with not alternative suggestion at all.
wait, are you saying current DPS rotations are NOT convoluted and lining up perfectly? and even if we assume they are, what do you think makes them easier to keep up, them being longer or the same as now?You completely missed my point here, it was never meant to sound like a "git good" type of solution, as this phrase can be literally thrown around carelessly regarding any balance update. The point was that skill gap is a lot more broader and complex issue, which cannot be solved with a single swing with the balance hammer. It could be a stepping stone or a step in the right direction, however. Yet it is a complete opposite with U35. There are countless examples in this thread explaining why, from absolutely convoluted DPS rotations where nothing is lining up, to a complex mismatch of various proc conditions/cooldowns making rotations more complex than on live servers (good luck explaining relationship between enchantment procs and damage ticks to a casual player already overwhelmed by core combat mechanics and various content mechanics). Again, this update looks good only on paper, and only when comparing dummy parses which are largely irrelevant when it comes to being able to effectively clear content.
I urge you to bring your team to PTS and test the changes yourselves in content you're currently doing on live servers. I haven't seen a single example where it's easier/more accessible with U35 than live regarding actual content (Dungeons, overland, trials etc.) Yet you can see many examples of veteran players saying they were having troubles, and if people who are considered good at the game say that things are problematic you can very easily tell that it will be nigh impossible for more casually orientated crowd (which was the aim of this patch, to increase accessibility).
while we're at it, who do you think is more impacted by the 2s tickrate?
casual players also mostly don't care about procs and uptimes when they don't understand the game enough or forget in the middle of combat to keep basic buffs like major brutality/sorcery up. that knowledge and understanding won't also suddenly double their damage if they're still lacking in other areas (first of all not standing in stupid when they watch their rotation like a hawk to keep up these so important proc ups, as you said combat isn't a dummy, and I agree). more or less damage is irrelevant if the reasons why they do low damage are never addressed.
on top of that you got endgame players complaining about their nerfs, which was obvious to happen at some point because of the levels the powercreep has reached and since you can't just push the low end up to bring them closer together, but the effect it has there is completely different to a lowbie's who might now be able to pull his weight and not die constantly in vets with the gameplay, not damage changes (and might even allow him do to more personal damage now, despite the nerfs)
hence different aspects that have to be considered separately, like the oakensoul ring and it's nerf, not throw it all together and go "it sucks", with not alternative suggestion at all.
Perhaps they expected to get such abrasive reaction from the community and decided against the special PTS testing as they’d find it a lot more difficult pushing these changes through otherwise.
hence different aspects that have to be considered separately, like the oakensoul ring and it's nerf, not throw it all together and go "it sucks", with not alternative suggestion at all.
.. we are trying to reign [the power gap] in, so we can do a better job of making sure that we can make content for everyone, and that people can participate more and have more natural progression through the game, so they can dig into that mastery [of ESO's combat]
acastanza_ESO wrote: »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.
This is a completely inadequate response. "Adjustments" are wholly insufficient. You can not proceeded with this combat design direction. Not at all. An apology and a complete retraction is the only way forward.
neferpitou73 wrote: »I'm waiting for the PTS to update so I can check my DPS but in the meantime let's talk about trust. The examples I give here are mostly PvP based but I'd advise everyone to read them because stuff like this happens in every part of the game.
Storytime, one night in November I was raiding with my guild in Cyrodiil. All of our home keeps were secure, we were just starting to push emp keeps and all of a suddden our scroll at Glademist starts moving. I check the map, the keep isn't flagged. It hasn't been flagged in half an hour. What's happening? Well the scroll eventually wanders its way out of the keep and back to its home territory. After this the, uh, gentleman, who took the scroll came into our zone to brag. Naturally we all reported him and sent video evidence along with the complaints. Nothing is done.
A month or two later I see a thread pop up on the forums about scrolls being stolen from the same keep. Included in the thread is a video someone made of how to exploit the terrain (a rock or tree near the keep) to jump into the keep from outside. In particular, this catches a mod's attention and I go "Well, glad that's resolved."
A couple months later, after having left the campaign I visit the forums to find another thread on scrolls being stolen from the keep. This time completely ignored by the mods.
These threads keep popping up even now, and nothing is done. ZoS couldn't even be bothered, somewhere in the 2 patches and heaven knows how many maintenance patches to move a tree.
Another story, a couple of patches ago, we noticed negate stopped working normally in PvP. Normally, when you placed a negate on top of another negate it cancels out the first negate. A tactic called "counter-negating" which is incredibly important in Cyrodiil.
Naturally I made a thread on this in the bug report section of the forums, commented on the several other threads that popped up about it, each time pinging a ZoS employee, and I never got an answer.
Only later did I find out that they somehow switched it so only one morph does the counter-negate. Oh and I should add, around this time a bug appeared in which a person would be permanently silenced after a negate, forcing them to re-log. Naturally I made a thread about this, pinged several employees again and got no response.
Now to what prompted this what turned into a bit of a rant.
For those that don't know Plaguebreak was a set that was added to combat organized groups in PvP who would have (at least one of) their healers stack recovery so they could spam the cleanse/purge skill basically making the group impervious to dots. As indicated by ZoS in their developer comment.
I designed some of these healer builds. If you would've asked me how to fix this particular issue it would be to separate the efficient purge and cleanse morphs into single target and AOE morphs respectively and had cleanse ramp up in cost per use like with streak and/or limit the number of dots that could be purged with cleanse. This would've drastically lowered the rate at which dots could be purged. Not a perfect solution but a good start that could've been tweaked as needed.
Instead the Devs decided to add a set that punishes you for using a basic game mechanic. Effectively punishing single players as well. To give an idea on how bad this set was, here is a list of things this single set makes obsolete:
-Purge/cleanse
-Templar Ritual
-Warden Netch
-Curse Eater
-Stendarr's Embrace
-Purge CP (don't even know the name because I can't use it lol)
And to top it off, this nerf, which was supposed to harm the organized groups is almost universally viewed by their leads as a buff. For multiple reasons:
1.) We can just increase healing output to outheal DoTs (leading to the current round of nerfs for HoTs)
2.) The sets procs "when the effect ends" If you die the effect ends. Therefore when you die you explode. So we get another Vicious Death that we only need to put on one build.
3.) Despite the limit that it can only be applied on one person per attack, there are a few skills that hit multiple times per second. So we can easily bypass that restriction.
Now, if you're a Dev who's playing the game and is in touch with your community. What changes do you make? Do you have it only proc on purge? Do you make it harder to apply?
No. Obviously you just buff the set further:
Plaguebreak:
This set now has a cooldown of 20 seconds per target, rather than only against targets that do not already have the DoT on them.
This set can now proc on multiple enemies from a singular attack.
Reduced the Damage over Time by approximately 48%, but this damage can now Critically Strike as it does not have ingrained modifiers built into it.
Increased the damage by explosion by approximately 3%.
The damage from this set now always applies the Diseased status effect.
I'm sooo tired of not being able to use some of my templar and warden's strongest abilities. How could you possible look at this set and say, "Hey, you know what, we should buff it."
This set needs to be completely reworked. You shouldn't explode for using a basic mechanic. Just change the effect to 5k heal absorption per enemy hit (a very underused mechanic I might add). That way it really only effects groups. Or just remove it entirely.
So no, ZOS. If I can't trust you guys to move a tree, answer basic questions on the forums, or even have a basic awareness of how your sets are being used, then I have absolutely zero trust in you to re-work the entire combat system.