Whiskey_JG wrote: »I think the underlying culture at Zos is that LA weaving is still seen as a sort of "exploit" rather than a unique feature.
So they keep making changes to remove the effectiveness of LA weaving, so they dont have to incorporate a combat tutorial.
Whiskey_JG wrote: »I think the underlying culture at Zos is that LA weaving is still seen as a sort of "exploit" rather than a unique feature.
So they keep making changes to remove the effectiveness of LA weaving, so they dont have to incorporate a combat tutorial.
In case anyone is curious, my group tested Kyne's Aegis Hard Mode on the PTS on Saturday night.
I detailed that experience (with log snippets) in the official feedback thread:
https://forums.elderscrollsonline.com/en/discussion/comment/7660761/#Comment_7660761
because they want to figure it out yourself, or ask your fellow players. also how would that work, can I become godslayer or emperor playing unarmed? every game has requirements and progression paths. I won't defeat the ender dragon in minecraft without mining and crafting stuff.BrentBlemish wrote: »BUT.... I dont see this happening because ZOS really REALLY wants there to be "Play anyway you want" but then makes its end game content not built around it. Just doesn't make a lot of sense.
The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience.
[...]
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.
FearTheRealFett wrote: »It would be nice to see such insightful posts from the dev team as you have here Code.
Instead we get a twitter post from the Creative Director saying “knee jerk reactions” “tiresome and disappointing” “going off the deep end…”
Very sad 😞
Note: 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?”.
FearTheRealFett wrote: »It would be nice to see such insightful posts from the dev team as you have here Code.
Instead we get a twitter post from the Creative Director saying “knee jerk reactions” “tiresome and disappointing” “going off the deep end…”
Very sad 😞
Even though they have stopped mentioning it, they did indicate a Combat Team update this week. I am still hopeful that it is more than just a press release detailing how they intend to dig in.
there have been plenty of tutorials in and out of the game for 8 years. yet you still get four-digit CP players who can't interrupt or do basic mechanics. the same players who die from standing in something red and keep doing it. you can't teach people who don't want to learn.Whiskey_JG wrote: »I think the underlying culture at Zos is that LA weaving is still seen as a sort of "exploit" rather than a unique feature.
So they keep making changes to remove the effectiveness of LA weaving, so they dont have to incorporate a combat tutorial.
if they remove weaving (what quite a few people are asking for and proposing as a "better solution" btw), the same people that consider 20s dots boring would probably claim they'd fall asleep at a dummy.
it also doesn't matter what zos thinks about weaving (and keeping it in the game says as much), since it's here and people are used to it. people like to claim U35 IS MAKING EVERYONE QUIT!!111, what do people think is gonna happen if they remove weaving altogether?
nerfing LA is pretty much the only way they can go - making it a less crucial part of the overall damage and removing some of the "stress" of having to weave perfectly, while still keeping it in and rewarding the players who actually can.
players who are less stressed about weaving and needing it for their "damage" (on top of having to keep track of several ticking dots and buffs with different timers) will also have an easier time to do mechanics - like interrupting and not standing in stupid for example. dead dps doesn't do dps.
with the current changes you have to look at more than just damage, the same way flat out buffing lower player's damage wouldn't make them godslayers or fix the issues why they do low damage.yet at the same time "the community" assumes ZOS didn't test those changes internally at all before putting them in the patch notes. the same community who also thinks a stationary dummy is a valid representation for current dps checks in encounters, and "bursting through encounters to skip mechanics" is the intended way to play.Supreme_Atromancer wrote: »@code65536
I think that all of the arguments are based on the assumptions that the current difficulty level (particularly dps checks) will remain the same, but it seems unlikely it would be the case that changes go through, no one is able to complete content and they refuse to adjust those benchmarks. That doesn't seem likely at all.
Since this seems to be the most significant concern of the community, it might be good diplomacy for ZOS to address those concerns in particular.
besides, dps checks have been adjusted in the past often enough, if ZOS' metrics show less players are completing the content than should (same metric who shows the gaps in the difficulty progression, there's a reason they're doing these changes in the first places) this will get amended, you can bet on it. and even if they haven't been adjusted those checks, inevitable powercreep will take care of it on it's own.
Whiskey_JG wrote: »Also Zos tends to narrow "Accessibility" down to combat or damage only.......as if somehow that is the only gatekeeper to specific content. There is this impression that dps is the only single factor that holds back low level players from doing all content.
Well let's flip that upside down for the sake of the argument.
As an end game player, I don't have time for RP achievements like Master Angler.
So will Zos nerf the amount of fish I need to catch for each zone, so that achievement is more accessible to me??
my guess is NO
Whiskey_JG wrote: »Also Zos tends to narrow "Accessibility" down to combat or damage only.......as if somehow that is the only gatekeeper to specific content. There is this impression that dps is the only single factor that holds back low level players from doing all content.
Well let's flip that upside down for the sake of the argument.
As an end game player, I don't have time for RP achievements like Master Angler.
So will Zos nerf the amount of fish I need to catch for each zone, so that achievement is more accessible to me??
my guess is NO
Um… What?
That is not even remotely comparable.
Whiskey_JG wrote: »Whiskey_JG wrote: »Also Zos tends to narrow "Accessibility" down to combat or damage only.......as if somehow that is the only gatekeeper to specific content. There is this impression that dps is the only single factor that holds back low level players from doing all content.
Well let's flip that upside down for the sake of the argument.
As an end game player, I don't have time for RP achievements like Master Angler.
So will Zos nerf the amount of fish I need to catch for each zone, so that achievement is more accessible to me??
my guess is NO
Um… What?
That is not even remotely comparable.
I was being sarcastic lofl. But to me thats how it sounds when i hear someone complaining about accessibility.
These are the types of people that need to sit on the dev team. Zos would be wise to bring someone on with true and tested knowledge like this. Everything stated is spot on. By far the best critique of update 35 I have seen yet between forums, and youtube/twitch.
Thanks for putting this into context for the community Code.
HatchetHaro wrote: »KefkaGestahl wrote: »Do you really believe people on the floor are spamming light attacks all day? I NEVER use light attacks. Do you know why? It's because they're terrible. I can kill an enemy faster spamming my best skill and then execute than I could spamming a light attack. Yes, light attack weaving is why so many people do so much damage, but even ZOS said that it only makes up to 20% of the best players' damage output. If somebody is really on the floor with unoptimized non-gold gear, trust me, they're not light attacking.
You'd be surprised how many people actually play ESO like it is Skyrim 2.0; all they're doing is spamming light and heavy attacks with a small sprinkling of abilities mixed in.
I don't know what the new player experience is like today, but when I started in 2015, my character didn't have the sustain to spam skills. Light and heavy attacks with occasional skill use were the only way I could fight at first. I think I unlocked Strife, but the game gave me a greatsword. I didn't get magicka back from heavy attacking. I didn't have a mundus stone, potions, food or coordinated armor sets. Well, I guess that's probably different now. New characters get a lot of stats, but I could see someone growing up never learning anything, at least in the past. If they were purely interested in questing, they might even have a great time with better immersion than those of us who got good at combat.KefkaGestahl wrote: »Do you really believe people on the floor are spamming light attacks all day? I NEVER use light attacks. Do you know why? It's because they're terrible. I can kill an enemy faster spamming my best skill and then execute than I could spamming a light attack. Yes, light attack weaving is why so many people do so much damage, but even ZOS said that it only makes up to 20% of the best players' damage output. If somebody is really on the floor with unoptimized non-gold gear, trust me, they're not light attacking.
I am a "competent but mediocre" DPS player, I do about 50k-60k. a lot more than most players, but know where close to what most endgame DPS mains reach (tank main, don't spend time/gold to get higher). But I went on pts to parse anyway. I lost about 4k damage. Lotta lost LA damage, but more spammable damage, DoT's give or take the same.
This is not a massive loss and in the grand scheme of things, I will be able to gain 10x that with a better build/rotation if I wanted. But here is the thing, I know why I lost to damage, and how I could fix it. But I am an end-game player, I mingle with end-game players, and I don't struggle to clear content because the role I play doesn't require damage.
But the people this patch is supposed to aid cant just decide 'get good', spend some gold, and learn to double my DPS over the course of a single patch. They are stuck at 20k-30k, or lower. They struggle with base game vet DLC. They cant get top-tier players to carry them to get good gear unless they have millions of gold to pay them. They will also be losing DPS, and they won't know why or how to fix it.
The core issue isn't that it is hard to do damage, it's that they don't know how to do damage. The game and the official content do spareillingy little to give players the knowledge to 'get good'. Relying on getting lucky with a friendly beginner guild or finding good guides from the community content creators. Dumbing down game concepts from a 10 to a 6 won't help players who have hit a wall at 3.
So unless the combat team decides to put the ceiling at that 3, that wall will remain. And if the team does lower the ceiling to that low, any veteran player will leave. The only long-term solution to giving new/causal players more access to hard content is to properly teach them, preferably in-game, the keys to making serious improvements in their skills.