Update after 8.1.2:
Group DPS is still lower than on live, even with the new sets. This makes all content harder.
Increase or keep group DPS when U35 hits live.
Update after 8.1.2:
Group DPS is still lower than on live, even with the new sets. This makes all content harder.
Increase or keep group DPS when U35 hits live.
Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
MidniteOwl1913 wrote: »Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
But conflicts with ZOS goal #1, reduce "damage bloat" (their words not mine). Despite the fact that they can't even manage to manage balancing PVP and PVE separately (and they have tools for that) they think they will somehow be able to magically be able to nerf the high end and boost the low end of DPS at the same time.
MidniteOwl1913 wrote: »Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
But conflicts with ZOS goal #1, reduce "damage bloat" (their words not mine). Despite the fact that they can't even manage to manage balancing PVP and PVE separately (and they have tools for that) they think they will somehow be able to magically be able to nerf the high end and boost the low end of DPS at the same time.
BretonMage wrote: »MidniteOwl1913 wrote: »Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
But conflicts with ZOS goal #1, reduce "damage bloat" (their words not mine). Despite the fact that they can't even manage to manage balancing PVP and PVE separately (and they have tools for that) they think they will somehow be able to magically be able to nerf the high end and boost the low end of DPS at the same time.
Maybe the person tasked with reducing "damage bloat" is a different person from the one tasked with improving accessibility, and they don't talk to each other.
I don't understand any of this tbh. One would think it was common sense that one can't improve accessibility by reducing the effectiveness of the tools people use.
Except they haven't chosen between A and B, they have chosen to lower EVERYONE (ceiling dipped a bit and the foundation itself is decimated) and left the content as it is, and that is not acceptable.
No, that's option B.
Keep in mind that this entry level content is still undertuned in the live servers. The floor has to be lowered slightly, although definitely not as much as pts1 did.
I also see no problem with slow increase in DPS each patch. Old hard content gets way too easy? Scale it.
Or leave it. It would actually create the progression ladder without insane difficulty jumps for new players.
I also see no problem with slow increase in DPS each patch. Old hard content gets way too easy? Scale it.
Or leave it. It would actually create the progression ladder without insane difficulty jumps for new players.
The problem with slowly increasing dps is it is creating the wall between pve and pvp.. If theyre slowly increasing the dps and not our HP then you end up with pvp 1shot gank builds and then they have to compensate downward there. IMO they should rebalance everything and then just focus on mechanics, fun sets and abilities. We dont need more dps each expansion just more complex mechanics would do the job!
Necrotech_Master wrote: »I also see no problem with slow increase in DPS each patch. Old hard content gets way too easy? Scale it.
Or leave it. It would actually create the progression ladder without insane difficulty jumps for new players.
The problem with slowly increasing dps is it is creating the wall between pve and pvp.. If theyre slowly increasing the dps and not our HP then you end up with pvp 1shot gank builds and then they have to compensate downward there. IMO they should rebalance everything and then just focus on mechanics, fun sets and abilities. We dont need more dps each expansion just more complex mechanics would do the job!
i wouldnt necessarily say "complex" mechanics
mechanic being too complicated is almost as bad as not enough dps to pass a dps check, just gets annoying
i would say the mechanic should be "engaging"
boss invulnerability phases are annoying, not engaging for example (not necessarily a complex mechanic, but a lazy one)
group wipe mechanics that require a lot of coordination are annoying to me personally (like that whole downstairs thing with the shards and such in cloudrest, i find this extremely annoying if your not running in a group that understands the mechanic as it will cause wipes on normal)
Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
I'm one of the players that has done dungeons and trials HM on PTS and provided logs and enabled others to provide feedback, especially on Dreadsail.
The most important point, which seems you overlooked based on the thread is:
- If you lower group DPS, trials will be harder. Inaccessible for people at the DPS threshold.
- If you increase DPS, trials will be easier.
I don't mind if dots are longer or shorter. Please, whatever you do: keep or increase DPS.
@ZOS_Gilliam @ZOS_BrianWheeler
spacefracking wrote: »Replying to "Update 35 PTS Combat Feedback & Upcoming Changes".
Idk, vRG HM needs a nerf, but besides that, I think making content so it can't be no-phased is a good thing.
A lot of high end dps players don't even know mechs for a lot of content because they can just no-phase it.
People seem to be ignoring a lot of things like empower getting a big buff, when people are crit-maxxing anyway, light attacks get doubled with this fairly easy source-able buff.
But yeah, vRG HM need a nerf. I agree, once again with that. The more I try the new PTS, the more upset I get at the streamers and cabal of high end folks egging each other on that the sky is falling
It's doing far more damage to the community than these patch notes will do, now that they have been altered. Sticky dots needed a nerf. Ground aoes needed to maintain power because they require effort to position things correctly. Idk. It's not all about whacking a dummy.
I dare these high end players to go in and run some content using off-meta gear, and see if they find that there are whole dimensions to the game they haven't seen from dps creep. Slap on the julianos and mother's sorrow and try some vMHK or something else
FlamingBeard wrote: »The developers and most other players never had a chance of clearing in the first place which is hilarious since developers themselves created those DPS checks.
The lead encounter dev mentioned they won't be changing encounters.
I also see no problem with slow increase in DPS each patch. Old hard content gets way too easy? Scale it.
Or leave it. It would actually create the progression ladder without insane difficulty jumps for new players.
The problem with slowly increasing dps is it is creating the wall between pve and pvp.. If theyre slowly increasing the dps and not our HP then you end up with pvp 1shot gank builds and then they have to compensate downward there. IMO they should rebalance everything and then just focus on mechanics, fun sets and abilities. We dont need more dps each expansion just more complex mechanics would do the job!
The lead encounter dev mentioned they won't be changing encounters.
- Asking for trials to be easier is not happening by U35.
- Just asking for the combat DPS to be kept the same or increased.