GloatingSwine wrote: »Veteran Hard-Mode
And for some dungeons and trials, Veteran mode itself.
The only content in the game where a 2% change in DPS is the difference between success, and your team wiping over and over for hours.
Is this really fun? Is this right?
For some people, yeah, it is. They want to have a narrow margin of success that can only be reached by thorough understanding of how everything fits together and co-operation as a team.
And having optional VHMs that provide nothing but bragging rights for the people who enjoy them is absolutely fine.
What is your definition of a "scalpel" change?"
A: Reducing an OP skill or set to an in balance but still useable level.
[snip]
And what do the parses and other data show? Fairly similar results. Perhaps a bit lower, but not so much. And they keep increasing with each week, meaning a lot of the loss is players needing to get used to the timings.
Remember, they added a whole bunch of new buffs to the trial dummy this patch as well. So the loss of dps is obfuscated by those increased buffs for the testing environment.
They're estimated to be worth about a 20% increase in dps. So the fact that they are "similar" to live right now, means that the true loss is that 20%.
Exactly. The LA changes account for >10% of that. The DoT timing changes account for <10%.
Other changes like Jabs/Sweeps make up even less of that change.
It's a scalpel change that most players have interpreted as a sledgehammer change.
I guess you could argue that's ZOS' fault for not wording things better.
And If you're still upset about a 20% DPS decrease... ask yourself this.
Is a 20% DPS reduction beneficial or harmful for...
- Overland content and delves
- Public dungeons
- World bosses
- Normal dungeons
- Veteran dungeons
- Veteran HM dungeons
- Arenas
- Trials
- Veteran trials
- Veteran HM trials
chessalavakia_ESO wrote: »Keep in mind people use different skills in different ways.
On paper, Puncturing Sweeps is getting the following changes:
- Healing reduction from 40% to 33% of damage dealt.
- Cost Reduction from 2700 to 2295.
- Snare duration reduction from 1s to .5s
- 7% AOE Damage increase
- Fixed a bug when it wasn't healing off of 6 targets
- Attack duration reduced from 1s to .8s
- Reduced primary attack damage by 21% as the skill no longer incurs damage loss from weaving.
Individually, only the 21% damage change sounds bad and since it's got an explanation from a text basis it doesn't sound that bad.
The thing is, in game that means someone that isn't weaving and spams puncturing sweeps is losing around 1/5th of the damage from sweeps in single target situations. As the healing scales with the damage done the combination of the healing % and the damage nerf will lead to a loss of around 1/3rd of the healing.
It's possible you might be able to miss a 20% damage loss but you will notice losing 1/3rd of your healing.
Any content the player runs that actually challenges them now while spamming sweeps is going to be either far harder or impossible without changing their build.
WrathOfInnos wrote: »[snip]
[snip]
Go online, and look at what non-ESO communities are saying about Update 35. Look at what MMORPG forums and communities are saying, or what TES communities are saying.
The overall sentiment is that.
- The combat in ESO is bad.
- Longer duration DoTs and Buffs are good, because ESO's combat is way too fast already. High APM, high focus combat breaks immersion and makes you focus less on things like visuals, music, or animations.
- Making LA/HA weaker is good, because it means weaving is less impactful, and a player that never performs weaving is now a lot stronger, relative to end-game players.
- A 2-20% change in DPS is too little, and it feels like ZOS is taking one step forward and two steps back by not nerfing players enough.
[snip]
Jabs/Sweeps received a 20% increase in cast speed, and a 21% reduction in damage. This leads to approximately a 1.2% DPS reduction. (2-3% if your weaving is good, 1-2% less if your weaving is poor)
I think a better solution would be to make end-game requirements (in things like hard-mode and trifectas) less strict.
Jabs/Sweeps received a 20% increase in cast speed, and a 21% reduction in damage. This leads to approximately a 1.2% DPS reduction. (2-3% if your weaving is good, 1-2% less if your weaving is poor)
That's not how combat works in ESO. You can still only cast one jab or sweep per second due to the global cooldown. Just because the channel time is now 800 ms doesn't mean you can chain 5 jabs together in 4 seconds.
WrathOfInnos wrote: »
[snip]
I don't get why so many arguments are "Well this MMO does it this way... ESO should be the same"
Why do we want them all to be the same? The combat in ESO is what makes it unique. If you don't like it, that's okay, there's a dozen other MMOs you can play that might suit your style.
And what do the parses and other data show? Fairly similar results. Perhaps a bit lower, but not so much. And they keep increasing with each week, meaning a lot of the loss is players needing to get used to the timings.
Remember, they added a whole bunch of new buffs to the trial dummy this patch as well. So the loss of dps is obfuscated by those increased buffs for the testing environment.
They're estimated to be worth about a 20% increase in dps. So the fact that they are "similar" to live right now, means that the true loss is that 20%.
We all have a bias, it's inevitable. We have to be open to other opinions to break past that.
Jabs/Sweeps received a 20% increase in cast speed, and a 21% reduction in damage. This leads to approximately a 1.2% DPS reduction. (2-3% if your weaving is good, 1-2% less if your weaving is poor)
That's not how combat works in ESO. You can still only cast one jab or sweep per second due to the global cooldown. Just because the channel time is now 800 ms doesn't mean you can chain 5 jabs together in 4 seconds.
Correct. That's how most skills in ESO work.
Except for Jabs/Sweep in the live servers.
In the live server, you can't really cast Jabs 60 times in 60 seconds unless you forgo weaving altogether. That's what ZOS meant by "the skill no longer incurs damage loss from weaving".WrathOfInnos wrote: »
[snip]
I don't get why so many arguments are "Well this MMO does it this way... ESO should be the same"
Why do we want them all to be the same? The combat in ESO is what makes it unique. If you don't like it, that's okay, there's a dozen other MMOs you can play that might suit your style.
I'm not saying I want ESO to be the same as other games.
I want ESO to be a good game. A better game. That's better designed, more fun, and engaging without being too frustrating.
And how are we supposed to see where the flaws are, if we're not willing to look at other points of view? We all have a bias, it's inevitable. We have to be open to other opinions to break past that.
[snip]
Look, I'm not trying to dismiss the experience of others, nor do I want to be reductive and start throwing insults at X or Y players. I'm not talking about this topic or making these suggestions because I hate end-gamers or want end-gamers to suffer.
I want ESO's end-game to thrive, and for people to have fun. Even people with different playstyles than mine.
And you know what I'm seeing in these forums, discord servers, guilds and communities? People are not having fun. People are constantly angry, frustrated, and it feels like they're impossible to please.
How do we solve this problem?
Many would say the solution would be for ZOS to just "leave it alone" and "don't make changes people don't ask for". But that would just lead to rampart power-creep, even worse than what we have right now. And like all power-creep in all games, it feels good on the short term, but creates more frustration, more elitism, and less accessibility on the long-term.
No it wouldn't, this patch (U34) is the easiest patch ins eso history, yet people are still struggling, not because of elitism, gatekeeping or power creep, but because they don't seek out the knowledge that is already available to them. Also endgame community has gotten a lot smaller than say back in Elswyer patch. Less endgamers = less people capable of helping and teaching others. [snip] It has been proven countless time with hard data that U35 utterly fails in this aspect, furthermore making the game more confusing for newer players, making all pre-existing knowledge outdated, and guess where the new knowledge is gonna come from if endgame is not existent?I think a better solution would be to make end-game requirements (in things like hard-mode and trifectas) less strict. So balance changes do not lead you to feel you need to change your entire build, and do not feel like you just had months of progress invalidated.
I'm making these suggestions because I think they'd make the game better for you.
Could you explain your calculation here? I'm not sure how a 20% decrease in channel time and a 21% decrease in damage lead to the conclusion that you lose only about 1.2% DPS.Jabs/Sweeps received a 20% increase in cast speed, and a 21% reduction in damage. This leads to approximately a 1.2% DPS reduction. (2-3% if your weaving is good, 1-2% less if your weaving is poor)
WrathOfInnos wrote: »Non-HM Veteran difficulty is much too easy, even if damage was nerfed 50% it would not be a challenge. The mechanics are greatly reduced, and DPS checks can be accomplished with a one-button rotation. Many players would be bored and end up quitting if this was the greatest challenge offered.
Does that not make all of this anger and frustration the community is experiencing even more ridiculous?
If you're saying power could be nerfed by 50% and content would still be difficult, that makes every claim of "the game is broken", "X is unplayable" and "Y class is gutted" seem like a huge overreaction.
If a 50% damage reduction means "99.99% of content is still not a challenge", it doesn't make sense for a 20% reduction to mean "The game is ruined".
I understand wanting harder content to chase. But I don't think it's reasonable for 99.99% of the game to be remain un-patchable and un-balanceable for the sake of HM.The resto damage and heavy attack changes were not a small percent. The dot changes were not a small change per tick, just had similar effectiveness over a longer duration. Empower is not a small change. Dark cloak doing 150% more healing by doing less is not a small change. Jabs and sweeps have lost a substantial amount of dmg more than 2-5%, as well as having a staple animation changed. Flurry looks like you're spamming light attacks, crystal weapon was initially nerfed by 40%.
I'm not sure what patch notes you're referencing tbh
And what is the result of these changes, when aggregated and looked at from afar?
Dark cloak heals for 13% less than live.
Jabs/Sweeps deal 1.3% less DPS than live (The ability is now 20% faster and deals 21% less damage)
Changes like Burning light are more substantial, true.
If using Jabs/Sweeps, burning light deals 50-66% less DPS than live. (It will proc on 50-75% of casts instead of 100%, and deal 33% less damage when it does proc).
But burning light makes for a relatively small component of your parse. Meaning the impact on overall DPS is far lesser than than any changes to Jabs/Sweeps.
And what do the parses and other data show? Fairly similar results. Perhaps a bit lower, but not so much. And they keep increasing with each week, meaning a lot of the loss is players needing to get used to the timings.
And Update 35 is a big patch. Update 34 was a lot smaller (which is surprising, given the number of calculation changes that happened), and so were updates 33, 32, etc.
And either way, my argument is not that these changes don't matter so much. My argument that these changes shouldn't matter so much.
My argument is that ZOS should not design ESO in such a way that this matters so much.
Could you explain your calculation here? I'm not sure how a 20% decrease in channel time and a 21% decrease in damage lead to the conclusion that you lose only about 1.2% DPS.Jabs/Sweeps received a 20% increase in cast speed, and a 21% reduction in damage. This leads to approximately a 1.2% DPS reduction. (2-3% if your weaving is good, 1-2% less if your weaving is poor)I'm not trying to be pedantic about numbers here and maybe I made a mistake somewhere. But a central part of your original argument was that the changes only lead to a small DPS loss of like 2%. If that was the case, most people wouldn't care. But almost every test on the PTS points to much higher changes, especially if you factor in the buffs to the trial dummy itself (which by the way feels like a sneaky way to disguise the magnitude of the impact).
- If you don't weave and just spam 10 sweeps in 10 seconds, you lose 21% damage, not even counting the effect of the Burning Light change.
- If you do weave, it now fits better within the global cooldown window as you said. Say your weaving average goes from 0.25 to 0.15 seconds because of that, speeding up your jabs/sweeps weaving and DPS by 8%. But you still do 21% less damage, have 33% less Burning Light damage, lose a significant amount of light attack DPS, and your DoTs were nerfed as well.
This is now leading to a rebalancing of the content and likely further combat adjustments over multiple update cycles. Surely, going the "scalpel" route and slightly shifting HM and trifecta requirements away from the absolute top end could have accomplished your original balancing suggestion with far less disruption to the player base.
[snip]
[snip]
Go online, and look at what non-ESO communities are saying about Update 35. Look at what MMORPG forums and communities are saying, or what TES communities are saying.
The overall sentiment is that.
- The combat in ESO is bad.
- Longer duration DoTs and Buffs are good, because ESO's combat is way too fast already. High APM, high focus combat breaks immersion and makes you focus less on things like visuals, music, or animations.
- Making LA/HA weaker is good, because it means weaving is less impactful, and a player that never performs weaving is now a lot stronger, relative to end-game players.
- A 2-20% change in DPS is too little, and it feels like ZOS is taking one step forward and two steps back by not nerfing players enough.
Aggregated, we're looking at 13,019 DPS. A total of 6.29% DPS reduction
a 20% loss in dps is fine.. tbh thats still 300% or more of what we had in the beginning. theyre need to drop it another 30% imo and remove battle spirit... then tweak vet dungeons and trials etc.. done
a 20% loss in dps is fine.. tbh thats still 300% or more of what we had in the beginning. theyre need to drop it another 30% imo and remove battle spirit... then tweak vet dungeons and trials etc.. done
I slowly feel like Groundhog Day here…
Yes, today there is a lot way more DPS in the game than in the beginning. But you also didn’t have trials vDSR or vRG, where today’s DPS is required.
Your argument sounds like an odd thing my mother always said that a loaf of bread only cost 15 cents in the past…
Her’s was misleading and not considering development. Your’s is neither.
boi_anachronism_ wrote: »a 20% loss in dps is fine.. tbh thats still 300% or more of what we had in the beginning. theyre need to drop it another 30% imo and remove battle spirit... then tweak vet dungeons and trials etc.. done
I slowly feel like Groundhog Day here…
Yes, today there is a lot way more DPS in the game than in the beginning. But you also didn’t have trials vDSR or vRG, where today’s DPS is required.
Your argument sounds like an odd thing my mother always said that a loaf of bread only cost 15 cents in the past…
Her’s was misleading and not considering development. Your’s is neither.
You did not have things like 8 second wipe mechanics a few years ago like vrg metors. You didn't have massive dps checks and you didn't have adds like bannermen that one shot your group unless you kill them quickly. When hm craglorn trials were the hardest content in the game that dps level was acceptable. That just isn't the reality anymore because content was created around what was possible at the time it was introduced. 50k was bomb a few years ago. If a group went into vrg now with everyone doing 50k it would be a 5hr shlog even if they could clear... And that's a big if.
Folks are thinking if we keep nerfing dps suddenly end game prog groups will take everyone. That's just a fantasy. You will just need to work harder, parse more, know mechs better and be closer to the tippy top of the meta.