ZOS has been trying to nerf top end DPS for like 3 years now. Every attempt has drastically failed. It's no surprise that they are trying again. And, it seems, successfully so.
spartaxoxo wrote: »This has nothing to do with Overland, IMO. In the ESO Live, they flat out stated they wanted to close the gap so that more players get to see vet content. That's the goal. To get people hitting vet walls but who want to engage in vet content into that content, so that the game has a more logical and natural progression. This would result in more endgame players.
However, buried in here, and not talked about widely, are some potentially significant performance changes.
Honestly, if they were to just straight up admit it's a performance thing, people might actually be willing to accept it.
The justifications they've put up for the changes are weak and easy to poke holes in, and that's what has people upset.
spongebobmovieticket wrote: »Just trying to understand the logic here. Why and where did this idea to change almost everything about combat in the game come from? Did I miss the mass of people complaining about “effective” dps that merited these changes, or is this completely out of nowhere?
A lot of contradictions happening in this new update.
I am hearing some comments that the increase to 20 seconds is making managing skills easier and allows attention to combat, not just reapplying DoT.
People don't count they just look at the buff/dot timers. They now look at those timers less frequently presumably.
People don't count they just look at the buff/dot timers. They now look at those timers less frequently presumably.
spongebobmovieticket wrote: »Just trying to understand the logic here. Why and where did this idea to change almost everything about combat in the game come from? Did I miss the mass of people complaining about “effective” dps that merited these changes, or is this completely out of nowhere?
A lot of contradictions happening in this new update.
To answer your question, yes. They are addressing concerns from people who dislike the game's combat. Like this
There are people who hate light attack weaving. This is ZOS' attempt at "fixing" weaving and meeting halfway because removing it is not possible.
There are people who find the constant upkeep of DoTs quite annoying, so they increased DoT durations.
SilverBride wrote: »I suspect that all the talk about overland being too easy and quest bosses dying too fast has something to do with this, and with some bosses now having phases where they are unattackable. In my opinion lowering the ceiling seems like a logical choice to reduce the gap between newer players and vets.
Mixalis966 wrote: »I do not know what is happening with the damage nerf and why everyone is so negative.What i do know is that after i returned to the game after a couple of years the damage was way too high.Rakhat nuke with a craglorn pug and people nuking bosses like they are nothing in dungeons .I found a lot of people having trifecta achievements they did not deserve and content being a lot easier,plus the devs work to bring mechanics in the game and they are non existent with a good team apart from last boss every other boss is a target dummy and that is not healthy.Do not try to convince me otherwise because there is no point,damage was way too much and everyone knows it.You cannot skip mechanics like its nothing and trifecta achievements should mean something because the game right now with the damage being sky high is too easy to pose a challenge to real gamers.If i had to pick a side between professional target dummy parsers in youtube or the devs i would go with the devs.
However, buried in here, and not talked about widely, are some potentially significant performance changes.
Honestly, if they were to just straight up admit it's a performance thing, people might actually be willing to accept it.
The justifications they've put up for the changes are weak and easy to poke holes in, and that's what has people upset.
Seriously, I have never counted seconds to recast a DoT, so I can't answer that.
MidniteOwl1913 wrote: »
phaneub17_ESO wrote: »I assume its Microsoft asking for more openness and inclusion to make the game easier for more customers, which is why they went a sudden turn around from their previous direction not too long ago.
Seriously, I have never counted seconds to recast a DoT, so I can't answer that.
And that's why this change hurts low end players, because many will just continue to mash buttons when they guess it's time to.... unnecessarily refreshing (33% less powerful) DOTs before they expire. Their resource management just got significantly harder.
Top players use a mental metronome to time all their actions, and it will also be more challenging for them as well to work 20 second rotations in instead of 10.
The3sFinest wrote: »As was probably already said, so many people in the last year have been begging for harder overland content. Now Zos gives you a solution for that, suddenly they no longer want a hard game. You asked, they serve, now you complain you will not be able to kill a monster.
Agenericname wrote: »[
I highly doubt that. Most overland mobs die in a single attack.
DOTs or managing DOTs isnt really part of overland. That was clearly aimed at sustain rotations; dungeons, trials, and arenas.