It seems like these changes were made to make Veteran Mode more accessible to people, but what's wrong with them doing Normal Mode instead of Vet?
LordDragonMara wrote: »
As far as the damage goes i really don't care if it's 60, 70 or 100k. I think i was clear about that. My problem is with removing the skill from the game, as they are literally trying to do that.
I see many people calling the skill gap "unhealthy", but why? Skill gaps exist because some people choose to put time into improving their skills, some people don't. This creates a skill gap. What is wrong with this? Why does it need to be fixed? How is it unhealthy? Share your thoughts.
Content downgrades over time, either by power creep or by explicit nerfs to old content coinciding with the release of new. ZOS has reused and recycled everything pretty successfully, IMO. See Craglorn, IC, normal mode dungeons, One Tamriel early in the game's history as an example of downgrading and recycling. See something like vMA as an example of power creep. Stormproof / Flawless Conqueror is way easier than it used to be. Still not mega accessible, but for that we have normal mode with almost as good rewards. There's got to remain something for people to sink their teeth into.chessalavakia_ESO wrote: »Content development isn't cheap.
For content to be successful, it needs to draw in enough people that are interested in it to pay for itself and generate profit.
It seems like these changes were made to make Veteran Mode more accessible to people, but what's wrong with them doing Normal Mode instead of Vet?
normal modes are extremely easy, you can just faceroll on your keyboards. even casual players can. and vet is extremelu hard for them. and that is the gap ZOS have to shorten.
and I agree with you
halucin0g3n wrote: »LordDragonMara wrote: »
As far as the damage goes i really don't care if it's 60, 70 or 100k. I think i was clear about that. My problem is with removing the skill from the game, as they are literally trying to do that.
There's still going to be a skill gap. But instead of 90k DPS difference between you and a beginner, it will be probably 40-50k. You'd still have to be able to master weaving and all that non-sense to be able to reach your DPS level.
That's what they're trying to to do. Keep beginners more relevant to top tier players.
Not to mention, how many people complained that the overland is too easy? Bringing down the maximum DPS fixes that as well.
Kiralyn2000 wrote: »LordDragonMara wrote: »It has everything to do. Because Weaving and managing your Dots is not so hard thing to do, comparing to aiming for example, in order to get a good mouse control, it takes a lot of time, years and a lot of hours.
In ESO everything comes naturally, if you actually want to improve and get to that level, instead of just complaining that is too hard.
Here's the thing - I'm just here to play a game for enjoyment. All this "you gotta study hard, perfect your <blah blah blah>, put in the hours, etc"... it's crazy to me. Even back when I was a highschool kid, with a million hours a week to play, I didn't care that hard. As a non-competitive 50-something, it's not remotely in my mind..
Ragnarok0130 wrote: »Kiralyn2000 wrote: »LordDragonMara wrote: »It has everything to do. Because Weaving and managing your Dots is not so hard thing to do, comparing to aiming for example, in order to get a good mouse control, it takes a lot of time, years and a lot of hours.
In ESO everything comes naturally, if you actually want to improve and get to that level, instead of just complaining that is too hard.
Here's the thing - I'm just here to play a game for enjoyment. All this "you gotta study hard, perfect your <blah blah blah>, put in the hours, etc"... it's crazy to me. Even back when I was a highschool kid, with a million hours a week to play, I didn't care that hard. As a non-competitive 50-something, it's not remotely in my mind..
Then you don’t want to play an MMO, you want to play Skyrim….ESO is an MMO and not Skyrim. MMOs have expectations that if you want to do anything outside of the main solo quest you must learn about and make a build, learn about your class and skills, likely join a guild to do harder content. MMOs require homework. It’s fine if you don’t want to do that homework and just quest, explore, and decorate your house. This part onward isn’t directed at you but to the players in general. If you make the aforementioned choice to only quest and decorate and not improve, and it is a choice, you don’t get to demand that all content should be open to you when you refuse to do the time and effort commitment to do the content you are locked out of.
I see a lot of self proclaimed casuals here in the forums who refuse to get better, usually followed by some justification on why they can’t, demanding access to content they can’t possibly complete. It doesn’t matter if ZoS hands them gold perfected raid gear, they still won’t do any better until they learn their class and rotations with practice and effort. I like to heal trials and admit my DPS is trash so I’ve decided to do some dummy humping to improve my DPS so I have additional opportunities to raid because it’s what I like most in the game.
People are using the sports analogy a lot in this thread. If you don’t put in the effort in sports to get better you ride the bench just like you do in MMOs if you don’t put in the effort to make a raid team. We get out of a game what we put in effort wise. So everything in the game including high DPS numbers are available to everyone given they put in the time. It’s up to each player to do the cost benefit analysis on if the return in the effort is worth it. ZoS shouldn’t nerf systems drastically to artificially close the gap, especially when the people they claim they are helping are the ones hit hardest.
For a few years now, the devs have been putting a lot of effort into shrinking the skill gap, but why? What is wrong with a skill gap? Let's talk a bit about Gilliam's reasoning behind recent changes.ZOS_Gilliam wrote: »Weaving
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
So here it seems like the reason for trying to shrink the skill gap is to make it easier to design content for a wider audience. Is this not the purpose of Normal, Veteran, and Veteran Hard Mode difficulties? The same piece of content can be played by players of different skill levels with these optional difficulty modes. It seems like these changes were made to make Veteran Mode more accessible to people, but what's wrong with them doing Normal Mode instead of Vet? If you want Vet content to be less of a challenge, then why have a Vet Mode at all? At the end of the day, it is up to the player to choose to improve and work towards more challenging content. If someone does not want to progress to more challenging content, it doesn't need to be handed to them. This is the reality of any game. So the "make vet content more accessible" reason doesn't really make sense.
I see many people calling the skill gap "unhealthy", but why? Skill gaps exist because some people choose to put time into improving their skills, some people don't. This creates a skill gap. What is wrong with this? Why does it need to be fixed? How is it unhealthy? Share your thoughts.
Major_Soulless wrote: »For a few years now, the devs have been putting a lot of effort into shrinking the skill gap, but why? What is wrong with a skill gap? Let's talk a bit about Gilliam's reasoning behind recent changes.ZOS_Gilliam wrote: »Weaving
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
So here it seems like the reason for trying to shrink the skill gap is to make it easier to design content for a wider audience. Is this not the purpose of Normal, Veteran, and Veteran Hard Mode difficulties? The same piece of content can be played by players of different skill levels with these optional difficulty modes. It seems like these changes were made to make Veteran Mode more accessible to people, but what's wrong with them doing Normal Mode instead of Vet? If you want Vet content to be less of a challenge, then why have a Vet Mode at all? At the end of the day, it is up to the player to choose to improve and work towards more challenging content. If someone does not want to progress to more challenging content, it doesn't need to be handed to them. This is the reality of any game. So the "make vet content more accessible" reason doesn't really make sense.
I see many people calling the skill gap "unhealthy", but why? Skill gaps exist because some people choose to put time into improving their skills, some people don't. This creates a skill gap. What is wrong with this? Why does it need to be fixed? How is it unhealthy? Share your thoughts.
Maybe give normal content purple gear perhaps?
But seriously there needs to be a new tier inserted difficulty wise as some people are in that middle gap where they find normal content to easy but can't do vet content so they get bored.
Personally I think this is the group Zos are trying to cater for but they are doing it in the wrong way as they drag the elite players down they also are dragging down the middle tier as well.
For a few years now, the devs have been putting a lot of effort into shrinking the skill gap, but why? What is wrong with a skill gap? Let's talk a bit about Gilliam's reasoning behind recent changes.ZOS_Gilliam wrote: »Weaving
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
So here it seems like the reason for trying to shrink the skill gap is to make it easier to design content for a wider audience. Is this not the purpose of Normal, Veteran, and Veteran Hard Mode difficulties? The same piece of content can be played by players of different skill levels with these optional difficulty modes. It seems like these changes were made to make Veteran Mode more accessible to people, but what's wrong with them doing Normal Mode instead of Vet? If you want Vet content to be less of a challenge, then why have a Vet Mode at all? At the end of the day, it is up to the player to choose to improve and work towards more challenging content. If someone does not want to progress to more challenging content, it doesn't need to be handed to them. This is the reality of any game. So the "make vet content more accessible" reason doesn't really make sense.
I see many people calling the skill gap "unhealthy", but why? Skill gaps exist because some people choose to put time into improving their skills, some people don't. This creates a skill gap. What is wrong with this? Why does it need to be fixed? How is it unhealthy? Share your thoughts.
BXR_Lonestar wrote: »Nothing is wrong with skillgap, but nobody should "have" to spend hours in front of a dummy in order to "qualify" to get access to content that is in the game. They keep coming up with these sets that boosts the DPS through the ceiling for the top 5-10% of players, meanwhile the players in the middle are getting left further and further behind. Something DOES need to be done to bring the floor DPS up and make doing good DPS easier to make the game more accessible. Otherwise players will just get frustrated and walk away.
Part of this is the function of powercreep. We want sets that make us feel more powerful, but when we do, it makes it harder and harder for them to design content that is fun, engaging, but also challenging for the upper end players and that is still completable for lower end players. Part of this is why I find it ironic as to why they are nerfing the oakensoul ring. This was a perfect example of something that brought up the floor DPS quite a bit without increasing DPS at the top end of things. In that sense, it was perfect.
LordDragonMara wrote: »
The way i see it currently, they are punishing top players for being top players, for actually spend time in the game, play the game, understand the game, practice the game, learn the game and find a way how to become top players.
And they reward players that just refuse to learn and refuse to get good at the game.
FantasticFreddie wrote: »
Announcement from an extremely popular discord. They are shuttering their doors and hosting no more raids. Account wide achievements drove away a lot of experienced raiders, this one is just too much.
FantasticFreddie wrote: »
Announcement from an extremely popular discord. They are shuttering their doors and hosting no more raids. Account wide achievements drove away a lot of experienced raiders, this one is just too much.
Well if you have so few people able to complete the content then Zos is doing exactly the right thing by bringing the ceiling down.
FantasticFreddie wrote: »
Announcement from an extremely popular discord. They are shuttering their doors and hosting no more raids. Account wide achievements drove away a lot of experienced raiders, this one is just too much.
Well if you have so few people able to complete the content then Zos is doing exactly the right thing by bringing the ceiling down.
Pepegrillos wrote: »Because the skill gap is so large that they end up having to create content tailored for a very small audience (vHM trials in particular). That's content that only a couple hundred or a thousand players can complete. (Last I heard vRGHM was only completed by 600 characters since it was released, so not even necessarily 600 different accounts).
All this wouldn't be a problem if end-game PVE was something the community deeply cared about (an example, race to world first in WoW). The issue is that almost no one gives a flying [snip] about it. So it's probably not just an isolated design decision, I bet someone around Zos started looking at developmental costs and returns.
Everyone who is blaming the high DPS of the best of the best groups is (I'm sorry to be blunt) just wrong. It's the fact that much of the newer content has such little margin of error that "the best of the best" is required to get close to even trying it. Those elite folks should get their credit through the leaderboards and faster completion times and maybe special achievements... not by simply being able to get through it.
Accessibility and skills gap are nice talking points, but anyone can see that the U35 changes are focused on curtailing power creep…. ie: higher than envisioned damage numbers that trivialize some content. Everything else is just a diversion.Suna_Ye_Sunnabe wrote: »One gaping problem with the skill gap is that content itself has a massive gap. Between normal and vet, the difference is vast. Content itself needs to be adjusted if there is ever to be any hope of a more healthy gap.
The easiest way to raise the floor without lowering the ceiling would be to add a third mode. Veteran, Normal, and Beginning, Training, or whatever you want to call it. Let new or low skilled players learn to work together in easier versions of dungeons, trials, and arenas. And of course scale the rewards down accordingly. And add training tutorials with performance recaps, similar to death recaps, with tips on how to improve based on their battle choices during the training.
Pepegrillos wrote: »Because the skill gap is so large that they end up having to create content tailored for a very small audience (vHM trials in particular). That's content that only a couple hundred or a thousand players can complete. (Last I heard vRGHM was only completed by 600 characters since it was released, so not even necessarily 600 different accounts).
All this wouldn't be a problem if end-game PVE was something the community deeply cared about (an example, race to world first in WoW). The issue is that almost no one gives a flying [snip] about it. So it's probably not just an isolated design decision, I bet someone around Zos started looking at developmental costs and returns.
Everyone who is blaming the high DPS of the best of the best groups is (I'm sorry to be blunt) just wrong. It's the fact that much of the newer content has such little margin of error that "the best of the best" is required to get close to even trying it. Those elite folks should get their credit through the leaderboards and faster completion times and maybe special achievements... not by simply being able to get through it.
I want to address these types of arguments since most posts are a variant of these. Early ESO discredits both of these types of arguments. In 2015 and 2016, ESO even overland had a bit of difficulty. Things like vet Maelstrom, City of Ash 2, and Vet Craglorn trials were extraordinarily difficult in the earlier years of the game. When Maw of Lorkhaj came out, there were very few people that could complete it at all. So ESO's endgame was even more exclusive and don't forget that the game was younger at this point, so people weren't as good or knowledgeable as they were today. Despite all of this, there were more high-end raiding groups and progression groups. The end game community was thriving despite how exclusive being a good player was at the time.
So why are things different now? The game is not nearly as difficult and end game is not nearly as exclusive as it was in 2015-2017, yet end game is actually shrinking not growing. Anyone care to explain?
FantasticFreddie wrote: »
Announcement from an extremely popular discord. They are shuttering their doors and hosting no more raids. Account wide achievements drove away a lot of experienced raiders, this one is just too much.
FantasticFreddie wrote: »
Announcement from an extremely popular discord. They are shuttering their doors and hosting no more raids. Account wide achievements drove away a lot of experienced raiders, this one is just too much.
Well if you have so few people able to complete the content then Zos is doing exactly the right thing by bringing the ceiling down.