so this essentially means we will have a period of time between U35 and U36 (what is it, 3 months?) in which a significant portion of the endgame playerbase will be set back by a large margin in their progression?
Ill be honest here, maybe ESO could have recovered easy from that 2 years ago, taking a big L for 3 months and then coming back after they did incremental changes. but today? after so many things that have gone wrong, so little communication and devaluated playerfeedback from PTS for too many cicles i believe this will be a hit ESO cannot recover from.
sure a steady flow of new players will allways be there, but the experienced raiding community will be in shambles and said new players will more likely leave again after reaching a point where they would consider doing trials because they realize that there is no one to do it with.
here is to hoping that they will realize sooner rather than later (and i mean soon as in days, not months) that they need to do something and loose their stubbornness and stop clinging on to their changes.
Not really. They are 'apparently' working off spreadsheet numbers to calculate damage. If this method is so useful, they can work out the active dps and healing possible too.
Saying they need to adjust after means they have no clue what it is going to do to our damage, which renders the whole spreadsheet thing kind of useless.
spacefracking wrote: »
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
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.
Absolutely not. The irony is in Finn posting that they "try to avoid making changes before they see the complete impact," it's exactly what they're doing by changing one thing with seemingly little to no communication between the people making the content and the people working on the numbers. You cannot do a blanket 15-25% (or more) nerf, making content inaccessible, and then say "We'll look at tweaking this content in some undisclosed future point. It could be 3 months, it could be 6 months, or it might be a year down the line."Leaving some content so hard it's unplayable for 3 months is probably the best solution there can be.
ZOS can't start to adjust dungeon and encounter difficulty until after they have some idea of what DPS numbers are going to look like post U35.
It needs to be done at the same time, not before or after. The issue with changing content to make it easier before the damage nerf means that people will be used to clearing content they weren't previously clearing because it's now much easier. That lasts for 3 months. Then, when the next patch hits, they'll be back to not clearing it again. A similar thing happened with Thrassian where groups were getting Godslayer, carried almost exclusively on the DPS gain from that mythic item. Once ZOS nerfed it, those same groups were back to struggling to clear hard mode again. That sort of wild, but temporary, imbalance shouldn't ever happen.starkerealm wrote: »Because, if the game needs a major balance pass after the changes (which even reaches into overland), then maybe that's something that needs to happen... I don't know, before the patch goes live?
If a trial HM is finished in week 1 of PTS players decry it's "lazy design" and an example of how "ZOS doesn't care anymore"
ZOS can't start to adjust dungeon and encounter difficulty until after they have some idea of what DPS numbers are going to look like post U35.
ZOS can't start to adjust dungeon and encounter difficulty until after they have some idea of what DPS numbers are going to look like post U35.
And that's why they should have tested this internally, to have a solid understanding of how their changes will affect the game, and adapt content accordingly. (And testing is more than a few dummy parses.)
Before it ever hitting the PTS, let alone Live.
Because what you imply (and you are probably, and sadly, correct) is that they push changes to the combat with no idea about the consequences. And that's, all things considered, a rather damning statement about the Combat team.
chessalavakia_ESO 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 you ram into is that players doing lots of damage have a tendency to screw up the experience in the lower level content.
Players don't get to learn much in many base game normal dungeons because your group probably is going to have one or more players that just nukes the snot out of everything.
chessalavakia_ESO 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 you ram into is that players doing lots of damage have a tendency to screw up the experience in the lower level content.
Players don't get to learn much in many base game normal dungeons because your group probably is going to have one or more players that just nukes the snot out of everything.
Only if you random queue. Random queues are for everyone, which means everyone has to deal with whatever the roll of the dice gives them. You have the option to use area text chat to assemble your own group to go through the dungeons at whatever pace you're most comfortable with. It sounds like that would suit you a bit better.
Necrotech_Master wrote: »chessalavakia_ESO 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 you ram into is that players doing lots of damage have a tendency to screw up the experience in the lower level content.
Players don't get to learn much in many base game normal dungeons because your group probably is going to have one or more players that just nukes the snot out of everything.
Only if you random queue. Random queues are for everyone, which means everyone has to deal with whatever the roll of the dice gives them. You have the option to use area text chat to assemble your own group to go through the dungeons at whatever pace you're most comfortable with. It sounds like that would suit you a bit better.
i think they are mainly trying to highlight the gross content imbalance between vet HM DLC trials, and normal dungeons/overland
if a player is built for the hardest endgame content, they are going to steamroll everything else that isnt end game (hence the thread about overland difficulty)
so this essentially means we will have a period of time between U35 and U36 (what is it, 3 months?) in which a significant portion of the endgame playerbase will be set back by a large margin in their progression?
Ill be honest here, maybe ESO could have recovered easy from that 2 years ago, taking a big L for 3 months and then coming back after they did incremental changes. but today? after so many things that have gone wrong, so little communication and devaluated playerfeedback from PTS for too many cicles i believe this will be a hit ESO cannot recover from.
sure a steady flow of new players will allways be there, but the experienced raiding community will be in shambles and said new players will more likely leave again after reaching a point where they would consider doing trials because they realize that there is no one to do it with.
here is to hoping that they will realize sooner rather than later (and i mean soon as in days, not months) that they need to do something and loose their stubbornness and stop clinging on to their changes.
Leaving some content so hard it's unplayable for 3 months is probably the best solution there can be.
If a trial HM is finished in week 1 of PTS players decry it's "lazy design" and an example of how "ZOS doesn't care anymore"
People complained about vKA's HM being easy (I didn't, even though I would agree that KA HM is on the easy side because it's bereft of difficult mechanics and instead rely solely on massive health and damage numbers to make it hard). Well, really, there's one particular individual who cried about it rather loudly and created multiple threads that mocked the developers for it. And ZOS swung the pendulum way too far in response, and that's how we got Rockgrove. The thing is, the feedback that I saw during Rockgrove's PTS was predominately "this place is overtuned". Particularly the damage on Bahsei (that this feedback was ignored was how we got the Mist Form problem that they had to fix in a later patch) and the DPS check on Xalvakka (which even to this day most people still think is overtuned).
And if you looked at the feedback thread for DSR, it's filled with "this is overtuned" feedback. Players did not ask for RG or DSR to be so grossly overtuned. There might have been a few isolated (and perhaps loud) voices to the contrary, but there's pretty broad consensus that RG and DSR were not well-balanced, and most of the raiding community would welcome nerfs to them.
Players do have a decent sense of what is reasonable, because we are the ones spending hours in there wiping, and we are the ones who become intimately familiar with all of the nuances and pain points of a piece of content. And ultimately, we are the ones who will decide to say, "screw this, it's not worth it" if content balance is out of whack. And I've lost track of the number of people who have done exactly that with Rockgrove.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss.
And they literally just contradicted themselves:Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss.
https://forums.elderscrollsonline.com/en/discussion/613388/upcoming-pts-combat-balance-adjustments/p1
chessalavakia_ESO 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 you ram into is that players doing lots of damage have a tendency to screw up the experience in the lower level content.
Players don't get to learn much in many base game normal dungeons because your group probably is going to have one or more players that just nukes the snot out of everything.
FantasticFreddie wrote: »People have been asking for story mode dungeons for ages. If they made a story mode, designed to be soloed, it would make so many problems go away.
Then you would have fewer first time newbies in the dungeon queue, and less people would get upset at the upper levels farming their crystals