Sure, if you are still having fun and the boss dies then everything is good.
But what if the boss doesn't die? And that wipes the group? And then you do some math and realize that no matter what changes you make you can't kill the boss in time? Then what?
alanmatillab16_ESO wrote: »Sure, if you are still having fun and the boss dies then everything is good.
But what if the boss doesn't die? And that wipes the group? And then you do some math and realize that no matter what changes you make you can't kill the boss in time? Then what?
Then you realise that making pugs with "link achiev or no invite" in a game where people bought achievements wasn't the best option.
Seeing a lot of disdain for the changes in u35. I'm on console so I haven't had a chance to play it yet, but I'm trying to stay neutral until I get a chance to play it myself.
Personally, I don't see an issue with this change. I stopped playing ESO for awhile because I didn't like having to swap weapons so frequently for upkeep. I prefer playing characters with DoTs. Having longer dots means I can focus on my spammables more, and less time using my GCD to weapon swap, right? DPS numbers were flattened across the board. If we accept the new norm (stat squishes are a thing, as they always have been for various games- I see this as a similar thing), and the bosses still die, what's the issue?
> But what if the boss doesn't die? And that wipes the group? And then you do some math and realize that no matter what changes you make you can't kill the boss in time? Then what?
So this is happening? Eep.
Seeing a lot of disdain for the changes in u35. I'm on console so I haven't had a chance to play it yet, but I'm trying to stay neutral until I get a chance to play it myself.
Personally, I don't see an issue with this change. I stopped playing ESO for awhile because I didn't like having to swap weapons so frequently for upkeep. I prefer playing characters with DoTs. Having longer dots means I can focus on my spammables more, and less time using my GCD to weapon swap, right? DPS numbers were flattened across the board. If we accept the new norm (stat squishes are a thing, as they always have been for various games- I see this as a similar thing), and the bosses still die, what's the issue?
Yes. I will not spam my post to all fitting threads. So here goes a link: U35 Discussion
TL;DR: We cleaned vRG multiple times. After U35 not anymore.
Yes. There are team members who struggle to consider mechanics. But we managed anyhow in the past weeks to consistently clear vRG after not being able to the weeks prior. So, there was a positive development to be perceived.
But the at times substantial loss in DPS has led to us needing to play way more mechanics which raises the chance for human error. Or RNGesus at Bahsei with potentially stupid timing of Death Touch.
120k ish demo , dps really huge dropped?
120k ish demo , dps really huge dropped?
I need to write myself a Macro to post these kind of replies, as similar statements have surfaced numerous times from players who do not read the patch notes: The Patch notes informed about a buff to the Trial Dummy which roughly equates to 15-20% DPS increase, when parsing with the Dummy.
So when Skinny did 120k-130k DPS before U35 and now still does 120k DPS while parsing with a Dummy which provides 15-20% higher DPS results, then I leave the math up to you.
But he somewhat lost ~20-30k DPS but will still be able to complete the most challenging activities (besides eventually vDSR HM, as I didn't see one successful finish on esologs.com since Patchday...). Even I lost 20k DPS and my ceiling before U35 was lower than Skinny's at around 100k DPS with the Dummy.
alanmatillab16_ESO wrote: »Sure, if you are still having fun and the boss dies then everything is good.
But what if the boss doesn't die? And that wipes the group? And then you do some math and realize that no matter what changes you make you can't kill the boss in time? Then what?
Then you realise that making pugs with "link achiev or no invite" in a game where people bought achievements wasn't the best option.
Then the solution seems to be not making pugs, and only playing with people in your closed circle, giving fewer people the chance to play and learn.
If it takes twice as long, it is not fun. I almost quit one boss fight in the middle because it was just too slow. I finished it, but have not done it again.
Most vet endgame CAN be done with players having lower parses than 90k min, and, yes, the fights will take a bit longer but thats what is needed sometimes. Teaching isn't a 'one& done' type of skill.
More players at the 60, 70, 80k DPS level need to be admitted into hard content progression raid groups.
If CARRY groups (not a fan!) can manage to take players through completion runs for endgame hard content for gold, etc.....
then, do the math its possible for same group composition does NOT require all dps on team to have "highest DPS"
The game needs more pro players that are willing to host them--- host/leads with the time & patience to allow for new player learning curves. TEACHER personalities!
They are hard to come by irl these days as well.
Sure, if you are still having fun and the boss dies then everything is good.
But what if the boss doesn't die? And that wipes the group? And then you do some math and realize that no matter what changes you make you can't kill the boss in time? Then what?