They said reduce the delta, not remove the delta. So instead of DPS range from 30k floor to 140k ceiling, they want to make it like 50k floor to 100k ceiling.
I'm guessing what Gilliam is saying is that the current DPS delta is way too big which is causing issues in designing content like DPS checks for Vet HM stuff. This update is more about addressing the powercreep increasing the ceiling over the past few years.
I really like this clarification!SeaGtGruff wrote: »As far as the so-called "skill gap," I think what most people mean by that is really a power gap. A player can be skilled without having a very powerful character, or have a powerful character without being very skilled-- or both, or neither, etc. The trouble with confusing skill and power is that many players seem to assume that anyone whose character isn't powerful must not be very skilled at playing the game, or that anyone who's skilled at the game should have a powerful character.
In who's mind, though? I think the trial meta, including dummy parsing, is one of the most carefully explored and documented areas of the game that has the most "science" behind it. I think this stems, in part, from having to organise 12-man groups, which invariably involves more forethought than 4-man or solo gameplay. However when you look at the YouTube subscriber count of trial players, Nefas, Skinny Cheeks, they're smaller than those of middle of the road content creators, such as Deltia, Hack the Minotaur and Xynode. In other words, I smell a red herring that both the devs and some of the forum readership have bought in to.That can lead to a mindset that everyone in the game should be a Damage Dealer, and that the game should be catering to DDs.
There are builds in the game - solo / tank / no compromise builds - that are very OP. I've been talking about mine at length in multiple forum threads. Has a single person adopted my proven build wholesale? Nope. I suppose this goes to people wanting to do their own thing. Fair enough. In the last thread I explained all the theory behind it, why it works. It's a ridiculous build that can do vMA / vVateshran / solo vet HM dungeons / solo arena 1 of vBRP. The power is within the game to make entirely different compromises, yet many people only chase damage. This has to be a social phenomenon as much as anything else. It's not backed by any objective reality.This is contrary to the overall Elder Scrolls (or, if you will, D&D) philosophy of letting players create characters of various types and providing them with a variety of activities which cater to those types of characters. Yes, the game should cater to DDs-- but not at the expense of everyone else.
Or so the devs would have you believe. Content like vMA proves otherwise. There is a big delta between completing it and posting a competitive score. I can complete it in about 48 minutes, top scores are done in under 30. I'm not saying vMA is the be all and end all of content design, but there have to be more ways to make flexible content. Black Drake Villa has hard modes for every boss and a secret boss with good rewards at the end.But having players who can achieve levels of DPS which used to be unthinkable, and which only seem to be getting higher and higher each year, makes it extremely difficult for the devs to cater to those players without ruining the game for everyone else.
I would instinctively agree, except the devil's in the details. According to what I've read, the increase from 1 second to 2 second HOTs is set to do exactly that for some groups, apparently, e.g. because tanks can be hit for 40K per second in some trial phases and they need healing every second, not every two seconds.Trying to rein in players who are chasing the outrageous power creep is not going to "break" the game.
I wonder whether you're giving high end players enough credit here. I've heard of new players achieving a certain number on a dummy, who do only half the damage in an actual trial, whereas an experienced one more or less matches the dummy. That's because the experienced player runs a dynamic rotation to account for boss movements and other things. It's not just about split second accuracy, it's split second accuracy in tune with your skill durations and boss movements. The latter you only know from experience.I have some thoughts about weaving and rotations, but they're better left for another post. Basically, they're more along the lines of questions to ponder, and the gist of the questions has to do with a sequence of procedures which must be executed with precise timing in order to be "maximally effective," and whether that approach is inherently prone to breaking down if any step in the sequence gets even slightly out of whack, versus a more flexible approach in which the steps can vary in response to specific situations and can more readily adapt to accommodate any changes.
ZOS seemed to be on kind of a good path with the newer encounters where there's a hard mode for every boss and THAT'S where you bang your head against the wall. I'm not ashamed to say that, at the moment, my dungeon group is stuck trying to complete Shipwright's Regret Hard Modes. That's ok; we want that kind of a challenge and it's making us better players. But folks can see and enjoy the content without the hard modes in two easier modes - regular veteran and normal. That's great! But U35 REDUCING the DPS of my dungeon team is not going to make those SR Hard Modes more accessible to my team. The ceiling is still the ceiling... what it takes to beat those encounters.
The people who can do the crazy monster parses aren't hurting anyone. It's the content that you can't beat without having ten of those people in your group that's the issue.
MidniteOwl1913 wrote: »spartaxoxo wrote: »They said they want to reduce it, not eliminate it. They said having one is natural and healthy for a game. But they want a more natural and logical progression to harder and harder content. So, this is a bit of a strawman.
Currently the endgame population is unsustainably low. Some guilds have trouble even filling prog rosters. And there's a wide mass of people that want to do that content, but can't, due to the power gap. You can't let everyone run in the Olympics, but the Olympics also can't be just be Usain Bolt running against random objects because there's not enough people for an actual race.
If there aren't enough people interested in the "olympics" nothing ZOS does will help with that and they can permanently damage the more middle/casual player group in the attempt. I don't think that's what they want.
The spread seems to be really wide. The below poll is based on opinion, but that's what it seems to indicate:MidniteOwl1913 wrote: »Honestly, I think they just don't have any idea of what the average player is like.
You can participate in all normal content with only beginner to moderate skill. Veteran modes add little to nothing in terms of actual content.barney2525 wrote: »A wide Skill gap promotes Elitism and pushes large numbers of players away from End-game content, and thus pushes many players away from the game.
No Company wants to tell Any player - ' You won't be able to participate in some content '
barney2525 wrote: »A wide Skill gap promotes Elitism and pushes large numbers of players away from End-game content, and thus pushes many players away from the game.
No Company wants to tell Any player - ' You won't be able to participate in some content '
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.
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.
No. They just indicated they are not as concerned about how good their DPS is and such.
The game moto of "play as you want" with the sheer number of choices we have opens the door to builds that do not perform well by the measurement many of us have for doing group content but for many, they have fun with those, well, unique builds. In the end, ESO is not a play how I want you to play and is still an MMORPG.
Does everyone fish? Does everyone build a house? No, right? I suppose the argument goes that nothing really stops you from doing those things, but then again normal trials and normal dungeons do exist. Nothing really stops you from experiencing that content either.
What is the incentive, why would anyone insist that vet trials are something you need to experience? On the other hand, isn't the difficulty of most vet trials (not all) also a myth propagated by some e players? Requirements, such as having to parse 70K are not real. Nefas loves trials and the community around them. He has an initiative to teach people and came up with realistic requirements you really should meet. They are much, much lower. So, again, I smell a red herring.
There are builds in the game - solo / tank / no compromise builds - that are very OP. I've been talking about mine at length in multiple forum threads. Has a single person adopted my proven build wholesale? Nope. I suppose this goes to people wanting to do their own thing. Fair enough. In the last thread I explained all the theory behind it, why it works. It's a ridiculous build that can do vMA / vVateshran / solo vet HM dungeons / solo arena 1 of vBRP. The power is within the game to make entirely different compromises, yet many people only chase damage. This has to be a social phenomenon as much as anything else. It's not backed by any objective reality.
Or so the devs would have you believe. Content like vMA proves otherwise. There is a big delta between completing it and posting a competitive score. I can complete it in about 48 minutes, top scores are done in under 30. I'm not saying vMA is the be all and end all of content design, but there have to be more ways to make flexible content. Black Drake Villa has hard modes for every boss and a secret boss with good rewards at the end.
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.
For vet trials it may not be demand (more on that later) it might just be that Zos is worried that the raw numbers of people doing them are too low. In other words, there might not be enough demand. It's not like even if you make a trial, the different difficulty versions of it can be created for free. There is a financial cost for that content, and maybe they feel that difficult content is not appealing to enough customers to justify that cost.
For vet trials it may not be demand (more on that later) it might just be that Zos is worried that the raw numbers of people doing them are too low. In other words, there might not be enough demand. It's not like even if you make a trial, the different difficulty versions of it can be created for free. There is a financial cost for that content, and maybe they feel that difficult content is not appealing to enough customers to justify that cost.
If this were indeed ZOS's reasoning, then they would be increasing damage so that more people would be able to complete vet trials. Instead, they are nerfing damage 20-40%, depending on class.
Why would they want even fewer people utilizing their most labor intensive content? They have never lowered the difficulty of any encounters. So what's the reasoning then?
You can participate in all normal content with only beginner to moderate skill. Veteran modes add little to nothing in terms of actual content.barney2525 wrote: »A wide Skill gap promotes Elitism and pushes large numbers of players away from End-game content, and thus pushes many players away from the game.
No Company wants to tell Any player - ' You won't be able to participate in some content '
I must read your post in more detail. For now I'll just respond to some bits.This is an extreme example, but the point is just because a build is "OP" it does not mean people want to play that build. A wider variety of builds need to be supported. If someone wants to play an orc mag necro dps, it's in zos best interest to make that possible in whatever content they choose to do it in. And how can the player do that if every little bit counts to make their dps high enough for vet content?
MA is about experience. Normal MA did not exist when I was a new player, thus I can only take your word for it, when you say it's hard for some.What percentage of the player population have the dps to even do that on normal?
Here's you conflating normal with vMA again in the next sentence. No. That's not valid. vMA was the hardest content in the game at one point. It was expressly designed for solo endgame players who had nothing else left to do. It should be so hard that you have to put serious work in. You don't get a participation medal for vMA, you get that from normal mode. You also get a sense of progress, because the difficulty rises gradually, and these days you can save that progress by doing the quest.Does vMA record the number of failed attempts?
I thought so, but no, it's not. What very likely happened is that, when ZOS decided to host the event in Craglorn, they had to spin up a bunch of additional instances of that zone to cater for the player volume. These instances persisted. I'm assuming they are being reduced right now as part of Monday maintenance. In other words the playerbase has been split up across something like 10 versions of Craglorn up until today, whereas normally there are just one or two.There is another thread complaining that the "Craglorn trial" scene is cooling off.
They are not different content. You can get all the top gear in normal mode. Who gave you a different impression?barney2525 wrote: »You can participate in all normal content with only beginner to moderate skill. Veteran modes add little to nothing in terms of actual content.barney2525 wrote: »A wide Skill gap promotes Elitism and pushes large numbers of players away from End-game content, and thus pushes many players away from the game.
No Company wants to tell Any player - ' You won't be able to participate in some content '
I thought the whole point of this was in obtaining the Gear which is Only obtainable IF you can complete the Veteran Dungeons - which are different content than Normal Dungeons, even tho they technically have the same name.
If they weren't different content, you could get All the Top Gear in normal mode.
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.