Please note we are still discussing potential adjustments for combat balance and you can expect to see some of those changes beginning next week
This damage loss was most acutely felt on the first boss, which is arguably the boss that is most sensitive to DPS levels
in Kyne's Aegis. That fight was exceptionally long and messy, in large part because there was more mechanics overlap due to things not dying as quickly. I expect that for groups that are more casual than ours that are just on the line for clearing the first boss will have a much harder time after the patch.
Thats not completely true because some items still can be accessed trough ingame crown purchase from another players. I bought only base game, but i have summerset, greymoor and now even blackwood (but not clockwork aww) so i got kilt... I still don't have deadlands myphics but i was just to lazy to farm leads in free week. Moreover if you see what they did to oakensoul, that was pretty cheezy maneuvre with pay to win intentions for those who bought high isle considering this ring will remain in power.ZOS Please FIND A WAY to allow in-game access to all MYTHIC ITEMS for Base-Game-Only players:
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.
I took my weekend group into Kyne's Aegis and ran the trial on Hard Mode this weekend.
For context, this is a group that has been running together for years. We had some fills for this PTS run, but it's not a "PUG". This group had recently gotten our second Dawnbringer earlier this year, so we are pretty experienced with this trial, though we are not a competitive group and we don't push for score. For example, the world record for Kyne's Aegis is around twice as fast as ours, so we are by no means at the top.
First, damage is down:
We had a clean deathless kill of the second boss. When we got Dawnbringer, the kill time was around 2 minutes (1m 59s). On the PTS, it was around 3 minutes, or about 50% longer (2m 51s). Total group single-target damage on the boss dropped from 713K to 522K, a loss of 27% total group boss single-target damage.
Logs:February: https://www.esologs.com/reports/1QB2jMcA7fy6WKX3#fight=12&type=damage-done&target=72
U35 PTS1: https://www.esologs.com/reports/Ac79WDYBFkTbf6xn#fight=15&type=damage-done&target=83
This damage loss was most acutely felt on the first boss, which is arguably the boss that is most sensitive to DPS levels
in Kyne's Aegis. That fight was exceptionally long and messy, in large part because there was more mechanics overlap due to things not dying as quickly. I expect that for groups that are more casual than ours that are just on the line for clearing the first boss will have a much harder time after the patch.
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.
Second, the healing changes are harmful:
I picked Kyne's Hard Mode specifically because the execute phase of Falgravn is a well-known heal check.
We did two pulls of Falgravn and did not clear, but it was enough to see and feel the changes. Here are the raw healing logs for execute phase:February: https://www.esologs.com/reports/1QB2jMcA7fy6WKX3#fight=17&type=healing&start=1996321&end=2204555&options=8
U35 PTS1: https://www.esologs.com/reports/Ac79WDYBFkTbf6xn#fight=22&type=healing&start=4987325&end=5203543&options=8
On first glance, the healing numbers appear similar. But the devil lie in the details. First, with the reduction in the power of HoTs, both healers had to resort to using more Combat Prayer spam to compensate. This is very resource-intensive, however, and both healers reported sustain issues. The figures below show the healers' magicka levels during execute:February:When we wiped, both healers had basically run out of resources.
U35 PTS1:
Second, there were a few random deaths among people who were standing in heals. This sort of thing basically never happened during our Dawnbringer prog: if there's a death in execute, it's because the player did something wrong. But on the PTS, we had deaths where, upon reviewing the death recap and the circumstances surrounding the death, we could not find any error. They just died. Because with HoTs ticking every 2s and the ambient, unavoidable Unstable Energy damage ticking every second for over half the health bar of anyone who is not a tank, all it takes are some unfortunately-timed heal ticks to kill someone.
In our case, we had the added misfortune that one of those random deaths was a healer, which in Falgravn HM is an express ticket to a group wipe.
I'm certain that if we had tried more pulls, we could've cleared it, but it would not have been the kind of clean execute that we're all used to.
All this makes no-deathing vKA HM much harder and even just clearing Falgravn HM much more difficult. It is clear--and alarming--that there was zero consideration for difficult PvE content when these changes were made. And, let's be frank here: this is not the first time something like this had happened. The harsh nerfs in Morrowind meant many groups that had been reliably clearing vMoL HM prior to the patch lost the ability to, and it took a number of patches to repair the damage that had been done. If anyone at ZOS is wondering why players are reluctant to extend "trust", here is the reason.
Other changes:
- The DoT changes mean that there is a lot more reliance on spammables. And with Molten Whip now costing both stam and mag, our mag DK reported stam sustain issues with whip spam, which got him killed a number of times on the first boss (a fairly stam intensive fight due to the number of mechanics that need to be blocked).
- The Spirit Guardian changes make it all but useless for tanks in endgame PvE who are dealing with massive amounts of incoming damage. This is a significant nerf for the necro tank's mitigation toolkit. Why not give the Spirit Guardian the same invulnerable treatment as other player pets in group PvE instances?
- @skinnycheeks tested the Oakensoul Ring during this run, and he reported that it was still reasonably effective. This is not surprising, as many of the Major buffs that were removed are available from the group. E.g., Major Berserk from sorc atros, Major Courage from the healers, etc. So the impact of the Oakensoul nerf is less severe for organized groups than it is for a solo player seeking an accessibility option. In other words, the intended target audience--solo players seeking accessibility--are more severely impacted by the Oakensoul nerf.
GreatGildersleeve wrote: »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.
Yep. For sure. Numbers may change. In either direction… so things may even get worse than week one.
Yes, this is the amount of trust I have in the combat team. (And we all know where this reference is from).
JustAGoodPlayer wrote: »If they wright before they want do some thing what and how they want to do, we would not get PTS like this.
Because if some thing is really bad you can say it the same time you see text of it. Not all changes you really need to test, to understand that it is bad.
Some changes from it text are just unnesesary and stupid.
As example if you see thingth like : Grass is blue and sky is green ... better stop to drink this thing !
CheeseTuber wrote: »Did anyone understand what the guy above wrote or is it just me that is having trouble? I've been trying to parse that info for the last 10 minutes and I still don't get it ....
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.
ZOS_GinaBruno wrote: »This is the official feedback thread for the combat changes in Update 35. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes. Specific feedback that the team is looking for includes the following:
- Light and Heavy Attacks
- 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.
- Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments? Please explain your reasoning.
- 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?
- Healing 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 Healing over Time abilities your build utilized? Please explain any reasoning.
- While using Healing over Time effects, did you notice any other impacts on your play experience?
- How do you feel about the healing experience and its overall impact in your primary activities (PvP/Dungeons/Solo/Trials)? Has your sentiment changed based on these PTS adjustments?
1- Light attacks changes:
The difference in damage per second of L.A. compared to live is very noticiable, It dropped about 50-60% to me. Sure it felt worse but if the goal is making missing a light attack less impactful, I am KINDA ok but the issue remain that there are many best in slot sets that require light attacks and buffs them, so it won't solve the problem, and anyway lowering it so much will hurt mid-exp players the most, since missing only a few L.A. and getting the damage butchered so much, will lower their total damage of a lot, making them doing content much more difficult. I used CMX to see the difference.
2- Damage over Time:
This is one of the most worst changes in my opinion. Not only DoTs do less damage then live, but also make them much more diffucult to manage in a trial/dungeon scenario where you have a dynamic fight. This to a point that some DoTs won't even be worth slotting. Right now on live if you play many Dots and manage them consistantly, you get rewarder with much more dps, while on PTS you would gain a max of 10k considered a 100k parse. It feel very very unrewarding this way.
3- Healing over Time:
The most dumb change. Mobs will continue to hit over 1s or sell cosidered some dots, while our HoTs on 2s cd. It's gonna make doing content much much much harder, raising the level of gameplay required much higher, which was not what you wanted to do (I guess).
I very much ask to revert DoTs and HoTs changes, while adjusting L.A. and H.A. a little. This gameplay right now feels horrible.
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 59s. Recently, a group on EU set a new world record for Kyne’s Aegis. And their second boss kill time was 58s: it was over 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.
How are we supposed to "trust" (thanks Rich) the dev team know what they're doing when they said this in the combat preview for update 34:
And now... update 35 sledgehammer nerfs across the board, every single class ransacked, most skills rustled.
How are we supposed to "trust" (thanks Rich) the dev team know what they're doing when they said this in the combat preview for update 34:
And now... update 35 sledgehammer nerfs across the board, every single class ransacked, most skills rustled.
How are we supposed to "trust" (thanks Rich) the dev team know what they're doing when they said this in the combat preview for update 34:
And now... update 35 sledgehammer nerfs across the board, every single class ransacked, most skills rustled.
To be fair, the clause right before that was "since this is the big Chapter of the year". They promised only small changes for the chapter (ostensibly to allow people to digest the content of the chapter, though more cynically-minded people may see a linkage with chapter sales); no promises were made for subsequent content.
But as I've said before, surprising everyone with these changes in U35 was a monumental mistake. They needed to engage the community much earlier, like what they did two years ago with that special PTS. Instead, we have this current debacle...
Yeah i mean the team were only able to cram a measly 6 nightblade buffs into this patch, surely NB mains are malding.
"how dare zos make suprise attack always crit" nb mains are thinking right about now XD
I also have no qualms with the "mission statement" and understand the intention.
I'm only addressing the DoT change as I feel it really is the worst idea of the update and should not be implemented at least as is.
The 2 seconds dots with 20 seconds duration goes against the idea of having a more dynamic gameplay.
It promotes sluggish combat/gameplay and it doesn't feel rewarding at all, specially to newer, less experienced, casual players who tend to favor immediate action and reaction, I've introduced 15+ people to the game, some stayed, some left however most favored instant cast skills instead of DoT's, specially single target DoT's because they felt boring and didn't felt rewarding to cast.
In fact skills such as Swarm, Entropy, Soul Trap, Impaling Shards, Lightning Splash and probably some others i'm forgetting, should all have instant damage on cast specially when they are skills that are easy to avoid and cleanse.
Parasaurolophus wrote: »I don't see anything wrong with a two second tick of dot`s, but only if the dot damage is left the same. I can't remember any super dynamic fights in eso where the boss would change his position every two seconds. In addition, this can really have a good effect on server performance. Also, keeping dots damage high can give them a bit of burst potential for pvp, as it will be rare but more damaging ticks.
In pvp with 2 sec you have more time to cleanse single target or to side step aoe dots, with the latter getting the raw end of the deal. We could argue that increasing the radius of most aoe dots making them harder to avoid could help mitigate the issue but I don't see that as a solution.
WrathOfInnos wrote: »You make an interesting point. I'll take it a little further to say that DoTs with high initial damage and low ticks are far more forgiving when recast too early or too late. One example of this is Scalding Rune, which deals half its damage instantly (approx one spammable) then the other half over 14s. As a result this skill can be recast as frequently as 2s or go 16+ seconds between casts and overall DPS ends up similar. Blazing Spear has a similar mechanic, with the largest tick at the start.
Contrast this with something like Haunting Curse, which is highly unforgiving and results in half the damage if cast 1s early. Unstable Wall is loaded at the end of the duration with a larger tick, but this one is actually user-friendly because recasting early results in the explosion occurring early.
Maybe this philosophy should be applied to more skills. Not necessarily a large instant tick on everything, but DoTs in general could be front-loaded, then gradually decrease over their duration. Like an opposite Hurricane. Then everyone gets the impactful early ticks, but if the enemy moves it is only later weak ticks that are lost. Players would be free to let DoTs tick and focus spammables, or recast them early and get the higher DoT ticks once again, and overall damage output could be similar. I wouldn't do this on every skill, but it could be a nice option on some (maybe those available to everyone: Mystic Orb, Entropy etc.).
Jordan.nick11b14_ESO wrote: »The combat changes are boring and make combat more 'spammy' which isn't fun. If I wanted to mash 1-button endlessly I'd play a FF14 healer. Please reconsider; there's no reason to do this to the community.
Parasaurolophus wrote: »I don't see anything wrong with a two second tick of dot`s, but only if the dot damage is left the same. I can't remember any super dynamic fights in eso where the boss would change his position every two seconds. In addition, this can really have a good effect on server performance. Also, keeping dots damage high can give them a bit of burst potential for pvp, as it will be rare but more damaging ticks.
In pvp with 2 sec you have more time to cleanse single target or to side step aoe dots, with the latter getting the raw end of the deal. We could argue that increasing the radius of most aoe dots making them harder to avoid could help mitigate the issue but I don't see that as a solution.