Doing some more testing on the servers today. I realized the game reset my Champion points, and wanted to retest for better results.
This is still my DPS Mag Templar Build. I have never done a trail. I am parseing it as I would use it for my own solo game play, and not purely dps, which is not how I would use it. Example, I am using a Harding glyph for the staff and usually one or two jewelry glyphs are for recovery, instead of all 3 for damage. On my two bar set up I using a maelstrome back bar with a damage gyph. I also using one heavy attack in rotation, because I usually run out of resources in normal game play. I also use lightning staff, because it is easier to use.
PST
2Bar = 44K
Oakensoul = 40k
Current Game
2Bar = 46
Oakesoul = 50
Interestingly, I am now able to do more damage with a 2 bare set up in the PTS than with Oaksenoul. The reason for this is the easier rotation; the longer buffs are easier to use, and it help me perfect my rotation and light weaving more. The second thing is that the Major Force and Heroism are adding alot of dps to help an average player like me. Without major buffs, it might help better players, but not someone like me. But it was meant for average players and below.
On the current game to PTS I am still losing on average 10-12k dps on oakensoul, and this is true when I was only parsing on average 30k dps or now 45k dps.
This should give a good base line (10-12k dps) for how much those major buffs of Force and Heroism adds to average and below players in dps, because these as far as I can tell are the major contributors to the dps lose on the PTS with oakensoul.
For players only doing 25k (world bosses are hard at this level) to then be able to do 37k dps, is game changing! This really helps. This really helps!
Suggestions: (1) if Oakensoul is meant for average players and below, then and extra 10k dps needs to be added back to it, so that it helps the audience it was meant for.
(2). The longer rotations are helpful, especially after testing for a while. But the same suggestions are still in play. More dps needs to be added for AOE dots, since newer players use these. And dots need to tik every second or .5 seconds, particularly for heals. And 15 seconds dots my be a better comprise.
(4). As an average player, I still use a few jewelry glyphs for recovery because I still run out of resources. And so I end up using some heavy attacks' with my lighting staff. The content creators I watch suggest such things for newer or average players, and I find this advice helpful. The point is that this demographic uses heavy attacks more often than end gamers. Thus, to help this group out, heavy attacks need more dps.
(3) I agree with Skinny Cheeks video. Buffs and de-buffs seem to be what are separating me from the higher dsp of end game players. Thus, if the goal is to raise the floor for the newer and average players, then such buffs need to be given them. They need to be more accessible. If Oakensoul is meant for this group, then those buffs need to stay (the ring as it is with M. Force is doing exactly what it was meant for), OR, there needs to be an accessible passive skill that gives this buff and major de-buffs (etc).
In my testing, (and mind you I am new at this and just an average player) these buff are the biggest contributor to dps, and not longer dots, although I will admit the longer dots do make it easier on rotation and light weaving.
I hope the developers find this helpful.
Taking the easiest dungeon on normal is not the best way to test. Try something more serious, like veteran Wayrest Sewers.These changes do not affect players like me in any noticeable way.
taken and edited from another post I made Here.
I did a quick run through Fungal Grotto 1 and it was about what I expected which is not much difference at all. I would hit 80k+ on the trash crab adds in the middle and the end. I tend to stay around 12k per target (for some reason I was thinking Brawler maxed on 6 targets but it must be a couple more). I still got around 90% of health on shields for max targets as well so no change for me.
What does this mean? These changes do not affect players like me in any noticeable way.
(I took a pic with the event reward to prove that I was on PTS)
edit: side note - this is the first time I've ever taken a companion in on one of these and them not die once (I admit I haven't tried in a while) so it makes me wonder if ZOS has done some tweaking to companions as well.
Tommy_The_Gun wrote: »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
If the most important reason to buy new content is to stay competitive vs other players - then something is wrong. Players should have other, more important reasons to buy new content. Other than making their PvP character stronger or increase their PvE DPS. Look no further than the recent update (Oakensoul set) or even a couple of years to the past (Zaan set). The pattern repeats every time there is a new update. Because - here is the most important part - competitive players - for the most part actually hate P2W stuff. Forcing players to spend extra cash, just to stay competitive is a very predatory practice.
With that being said, ESO is still in a decent spot, when compared to competition. Take a WoW for example. Recently I was interested in playing that game, since the new upcoming update for WoW actually looks nice. Imagine my surprise when I discovered that WoW, in 2022 still requires you to pay sub, just to stay competitive as "free" player still has a level cap & other restrictions (which pretty much means that since WoW is marketed as F2P game, a subscription makes it P2W when compared). But, just because one company does a even more horrible stuff, it should not be a justification for other company to also do P2W stuff, but in a lesser scope.
TLDR:
Most important thing I would like to say that it is bad when way stronger stuff is locked behind additional payments. There should be a way to obtain everything that gives an additional advantage - just by playing the game.
It could be done in a variety of ways. For example - adding crown coffers (tradable containers with crowns currency inside) to the crown store. That way, players who play the game could still, legally & officially buy crowns for gold (from guild traders), but it would not cut any potential cash income.
Other idea is even simpler - just make ALL gear tradable. Mythics, DLC dungeon gear... everything.
^ That way players will be able to get the gear without additional payments and therefore the whole argument of most "P2W" elements is gone forever.
I know this topic is about combat feedback, but I think that unfortunately, at this point, it is kinda tied to monetisation, so keep that in mind, as over time it is getting more & more noticeable. Power creep behind paywall is never good.
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?
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
mythics being a "big" part doesn't mean it's a required or necessary part, and then is still only applicable for mythics from the the latest chapter. a lot of players' builds use wading kilt, which is a blackwood item. and blackwood became part of eso+ last month.
point is the "pay 2 win" argument was only borderline valid the year greymoor was the current chapter (because the only way to get it was to buy it).
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...
I really don't understand this whole notion of (I want to play hard content, I love Hard mode end game stuff) Then they make a change that keeps you from being as good as you use to be and it's all (I quit, I'm leaving because I can't do this stuff as good as I use to anymore).
It really doesn't make any sense to me.
As far as I'm concerned they should have fixed animation canceling as soon as it was found and this game should have always been based on reactionary game play (action, reaction/counter) and not try to act like a turn based rotation type MMO where you don't even care what your character is doing as long as you can hit buttons in a certain order to get a higher number. To me this game has been going the wrong way ever since they started penalizing players from dodging attacks too many times and nerfing skills that actually did their job like reflecting a players full strength ranged attacks back at them if they didn't switch tactics when it was active.
As far as on topic goes I'm updating right now. I've used the same gear since Elsweyr came out, I loath the idea of rotations and meta chasing and I generally pull 12k per target so anywhere from 12 to 70k when I solo a group dungeon. I'll see if there is any change in results from the way I normally play.
nhaley54ub17_ESO2 wrote: »I understand the desire to reduce weaving and APM. The current PTS options do not help newer players. In order to help newer players ZOS should increase the damage of all abilities by 25%-50% and lower the damage of light and heavy attacks. That would decrease the need for weaving while making newer players feel power when using abilities. This would close the damage gap between newer/casual gamers and top end gamers, as the 1 sec ability cooldown is universal regardless of skill level. Light attacks should have a base damage of the damage of the current weapon and heavy attacks double the damage, but plus any weapon/spell damage buffs. This would make Nirnhorned more relevant and actually a viable weapon trait again.
nhaley54ub17_ESO2 wrote: »I understand the desire to reduce weaving and APM. The current PTS options do not help newer players. In order to help newer players ZOS should increase the damage of all abilities by 25%-50% and lower the damage of light and heavy attacks. That would decrease the need for weaving while making newer players feel power when using abilities. This would close the damage gap between newer/casual gamers and top end gamers, as the 1 sec ability cooldown is universal regardless of skill level. Light attacks should have a base damage of the damage of the current weapon and heavy attacks double the damage, but plus any weapon/spell damage buffs. This would make Nirnhorned more relevant and actually a viable weapon trait again.
Lol. If Zos increased all the abilities by 25-50% then the top players would parse over 200k despite nerfing light attacks. And the floor would go from 5k to 7k. So the gap would go even wider.
There's no way to close the gap other than nerfing the top so they drop closer to the floor.
nhaley54ub17_ESO2 wrote: »nhaley54ub17_ESO2 wrote: »I understand the desire to reduce weaving and APM. The current PTS options do not help newer players. In order to help newer players ZOS should increase the damage of all abilities by 25%-50% and lower the damage of light and heavy attacks. That would decrease the need for weaving while making newer players feel power when using abilities. This would close the damage gap between newer/casual gamers and top end gamers, as the 1 sec ability cooldown is universal regardless of skill level. Light attacks should have a base damage of the damage of the current weapon and heavy attacks double the damage, but plus any weapon/spell damage buffs. This would make Nirnhorned more relevant and actually a viable weapon trait again.
Lol. If Zos increased all the abilities by 25-50% then the top players would parse over 200k despite nerfing light attacks. And the floor would go from 5k to 7k. So the gap would go even wider.
There's no way to close the gap other than nerfing the top so they drop closer to the floor.
no, I meant keep the increased time on DOTs and keep light and heavy attacks with lower damage. The majority of damage will come from abilities, but the global cooldown would remain 1 sec. This would make weaving less effective, thus closing the gap. The only thing that would separate top players from casuals would be how effective and optimized the top players' rotations are, not how fast they can press buttons. This way if a top player creates a great rotation, more people could mimic it and get similar results. There would be no "stick stills" required. Combat would be more strategy and opportunity based.
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 ....
the power creep has nothing to do with CP or light attack weaving.
CP 2.0 is weaker than CP 1.0 and just last patch they nerfed the best damage CP nodes from 10% to 6% damage bonuses.
The actual cause of power creep
- Introduction of new debuffs and buffs. minor brittle, major vulnerability, major courage, minor courage, major slayer. the unique damage buff from pearlescent, sax heel increased duration of major force. the list goes on.
- new sets that give us easier access to these buffs. turning tide, kinra's, roaring opportunist etc.
- skills getting over buffed which far outshine other options. stampede, carve, crystal weapon.
- hybridazation allowed powerful sets like rele be used with very little draw back. before it was stam only, which meant melee only which is much harder to keep up light attacks. now i'm using it with double inferno staff builds.
the vMA leader boards are a perfect example of what i'm talking about. a high vMA score is 600k, it's the benchmark score pushers are going for. When thrassian's was released in it's OP state the leaderboard was seeing 610k or 620k scores. When thrassian got nerfed we saw scores drop back to 600k. Since the further nerfs i'm seeing even less 600k+ scores each week. Only the top 1 or 2 people, not the top 10. Some classes haven't hit 600k on live. Not one person.
Another example, lets take a look at 3m and 6m dummy parses in older sets. If I do a parse with julianos and mothers sorrow on the 3m dummy, it'll be around 45k, less on the 6m because of sustain issues.
That's spot on what I was getting 2 years ago.
I tested that on PTS and barely hit 40k
go back to that list of buffs and debuffs. They have added all of these to the 21m dummy! Of course the numbers are higher. Go look at the buffs and debuffs on the original 21m dummy, so many more have been added.
Every update, not chapter, update, they add a new set that adds to the group dps potential.
Then they nerf our characters because that potential is too high.
That's what this is. They are nerfing our characters because the group potential is too high. This is why it hurts solo players, small group players and less coordinated players more. Because they don't have good major vulnerability uptimes. They don't have good major slayer uptimes.
This is entirely the wrong approach. It makes content like vSS HM portal significantly harder because you don't have a full group worth of buffs helping you with that particular DPS check.
If they really want to raise the floor, then they need to move the buffs from group support to individual power.
Tutorial, tutorial, tutorial. This has been brought up more times than I can count, and has already been acknowledged as a probably necessary addition down the line, but it seems the game simply has to do a better job of pointing people to the progression that already exists.
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On the current game to PTS I am still losing on average 10-12k dps on oakensoul
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@CheeseTuberJustAGoodPlayer 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 !
JustAGoodPlayer wrote: »They should release a full writeup of proposed changes before even beginning to work on implementation and bringing it to the PTS. Not all the proposed changes need testing, you can read it and know it's bad.
Changes are unnecessary and stupid.
(Some saying that presumably does not translate well into English)
Except the floor is currently 5-10k and they don't use any build and even try to mimic rotations. If they did they wouldn't hit 5k. They simply spam 1 skill or light attacks. Some people just don't care. And the rest of the playerbase shouldn't suffer because of them.
I like how Ember just ate it immediately.
I like how Ember just ate it immediately.
I know the point of this thread isn't to debate what another player is doing, but I'm curious why you rarely bar-swap? You do bar swap, it's just really infrequently. I know you said you were slow on DPS and it really doesn't matter if it takes 21 minutes. The rest below is unsolicited advice, so I'm putting it in a spoiler. If you want to read it, you can click the Show button. If you don't, you don't have to even look at it.Just from running the dungeon, I know that each call lightning AoE phase is around 30 seconds apart and the time she takes to channel is around 10 seconds. That's 40 seconds your extended AoEs/DoTs could be ticking for while you're moving from island to island in this scenario and not doing single target direct damage. This boss in this scenario is a perfect example of a boss which will make use of the extended duration on AoEs.
- Put at least Volley (Endless Hail) down as an AoE and/or Poison Injection as a DoT (since they last longer now anyway). At the moment, you're not really making use of the extended durations.
- Razor Caltrops or Noxious Breath would also help as a debuff on the boss and allow you to do more damage.
- You could go with Carve instead of Brawler as both give shields, but Carve can be refreshed near its expiration up to three times (30 seconds), meaning also more time to either spam or put down other AoEs/DoTs.
Fair points. But also why I think this is also a good example of why ZOS's extentended AoEs miss the mark.I don't use rotations, for me the front bar is melee (2H) and the back bar is ranged (bow) the only reason I swap bars at all on this fight is for the extra weapons buff I tried to hit as she ran back towards me and lasts most of the time until I had to move again and the psijic recharge skill I used as I waited. The weapons buff on the front bar has a heal on it when it ends so I have to let it end to get the max heal but getting it restarted when I want was the problem I was running into. I was hitting the key but it was so close to the key I hit before it it would not register as if I hit it when I wanted it to.
Another example would be the frost troll in Maelstrom that needs a ranged interrupt to keep it from destroying an island I would have to switch to back bar for that. As I have a ranged bow skill slotted with interrupt for that.