As said 30% between weave and no weave.all y'all using the small numbers on your light attack line to brush off complaints about weave impact need to spend more time understanding your cmx results.
a good weave is far, far more than just the LA line - it is also the boosts to all of your other skills that goes with the skill or set bonuses that you get from maintaining 'stacks' of attacks. eg rele, kinra, etc.
a poor weave impacts much more than just the LA line... OP and others acknowledging this truth are 100% correct - minute differences in weaving can have an oversized impact on DPS, and IMO it's one of the worst aspects of the ESO combat system
I mainly use the same build as 1-2 years back with little adjustments. But (perfected) Bahsei, Nirn (my 2 most used sets) and kilt or stormfist / maw combined with perfected maelstrom destro stuff / greatsword are still strong / meta and I am still in the top dps of the group usually. I just ditch stuff that gets completely killed but not stuff that might be only 1% less powerful than another solution or than before.How do you top DDs deal with combat turning inside out every 3 months? And key presses not registring?
How do you top DDs deal with combat turning inside out every 3 months? And key presses not registring?
Again there is a talk about weaving. Honestly the community itself made a holy cow from weaving, just go to any thread in which OP asks for dps advices and you'll see 2/3 of comments being about weaving, even if a guy has complete mess in everything, like having 30% of dots uptime and using a skill once per 3 seconds. Yes, it's free dps, but it was proven multiple times that you can achieve 100k+ without light attacking whatsoever. It's just an excuse for people with subpar dps. Actually I've seen many excuses over the years, like lack of gear, lack of cp, different race, ping, macroses, etc, but i never seen that complainers would accept the fact that they don't understand basics or can't execute basics properly.
lemonizzle wrote: »I agree with the OP, smacking buttons fast enough gives too much dps compared to other factors that are easier to influence.
Balancing the top 1% is simply the wrong direction, the bottom has to be lifted. Those veteran players will mop the floor with vTrial bosses using april fools brooms, regardless of what the combat team does.
Oreyn_Bearclaw wrote: »boi_anachronism_ wrote: »I mean I'm a bit sore about this. My guild that I used to run with regularly, like probably 3x a week, upped their dps expectations to 90k after u35. I had about a 15k drop from my 80k dps pre u35 and now I'm basically locked out of trials. I got really disheartened and just gave up..
A group I do trials with once a week averages between 20-30k DPS. We have finished all but one vet trial and are getting close to finishing it. We have done a few hard mode and will get back to that after we finish our one unfinished trial. If the group is situationally aware and knows mechanics 25K is plenty to finish vet trials.
I can hit 70k on a dummy sometimes but in the trial I am closer to 30k on solo boss. I'm guessing only the elite groups that have every little thing planned out for the entire group get close to dummy numbers in actual trials.
I dont disagree with what you are getting at, but please don't say "25k is plenty to finish vet trials", as it will mislead a lot of people. Context is important for DPS, but the most objective measure of DPS is a trial dummy. If you are only pulling 25k on a trial dummy, you arent clearing most vet trials unless you are being carried.
A 100k DPS (on a trial dummy), might pull 35k on one boss, and 115k on another. They might pull 50k in one group and 100K in another on the same boss. They might pull 40k in this trash pack and 200k in that one, etc. Context (group, strats, fight mechanics) matters. That's why we talk trial dummy DPS because its objective and standard for everyone.
Certainly, some groups have way higher than necessary expectations/requirements, but that doesnt mean that DPS requirements are fundamentally a bad thing.
25k is plenty to finish vet trials. I didn't say 25k on a dummy. As you pointed out results will vary when things start hitting back. I know more than a handful of players that can easily hit 100k on a dummy and are next to useless in a trial because they are never situationally aware. They get so intent on keeping the rotation up they miss a mechanic and die. That means we miss their DPS and the DPS of the player rezzing them.
A couple that are in our training runs for vet trials are getting better at paying attention though. If you leave them dead for a while they start understanding the value of staying alive. They will eventually figure it out and be great assets to the group. I see dummies as a way to compare builds and get familiar with a rotation. The numbers are really unimportant compared to situational awareness once you get in the trial.
A standard that often doesn't apply is not a good standard.
Bouldercleave wrote: »If you stripped the entire game of all gear, all weapon and class skills, and made everyone fight with the same stick and light attacks - there would still be a skill imbalance.
The truth comes from the realization that some players are simply better than you.
Even if you had all the skills fire off equally and for the same amount of damage, some people are still gonna be better at it than others. That's not imbalance - that's life.
Animation cancelling (light attack / block weaving) admittedly wasn't initially an intended feature of the game but they couldn't figure how to eliminate it so they just built the rest of the game around it. As long as some people are good at it and others aren't - you have a skill gap. You will ALWAYS have a skill gap.
Life has a skill gap.....
SerafinaWaterstar wrote: »Bouldercleave wrote: »If you stripped the entire game of all gear, all weapon and class skills, and made everyone fight with the same stick and light attacks - there would still be a skill imbalance.
The truth comes from the realization that some players are simply better than you.
Even if you had all the skills fire off equally and for the same amount of damage, some people are still gonna be better at it than others. That's not imbalance - that's life.
Animation cancelling (light attack / block weaving) admittedly wasn't initially an intended feature of the game but they couldn't figure how to eliminate it so they just built the rest of the game around it. As long as some people are good at it and others aren't - you have a skill gap. You will ALWAYS have a skill gap.
Life has a skill gap.....
Yes. This is true.
But this is not life, but a game, that people play to have fun.
And very few seem to find dummy humping fun.
Oreyn_Bearclaw wrote: »boi_anachronism_ wrote: »I mean I'm a bit sore about this. My guild that I used to run with regularly, like probably 3x a week, upped their dps expectations to 90k after u35. I had about a 15k drop from my 80k dps pre u35 and now I'm basically locked out of trials. I got really disheartened and just gave up..
A group I do trials with once a week averages between 20-30k DPS. We have finished all but one vet trial and are getting close to finishing it. We have done a few hard mode and will get back to that after we finish our one unfinished trial. If the group is situationally aware and knows mechanics 25K is plenty to finish vet trials.
I can hit 70k on a dummy sometimes but in the trial I am closer to 30k on solo boss. I'm guessing only the elite groups that have every little thing planned out for the entire group get close to dummy numbers in actual trials.
I dont disagree with what you are getting at, but please don't say "25k is plenty to finish vet trials", as it will mislead a lot of people. Context is important for DPS, but the most objective measure of DPS is a trial dummy. If you are only pulling 25k on a trial dummy, you arent clearing most vet trials unless you are being carried.
A 100k DPS (on a trial dummy), might pull 35k on one boss, and 115k on another. They might pull 50k in one group and 100K in another on the same boss. They might pull 40k in this trash pack and 200k in that one, etc. Context (group, strats, fight mechanics) matters. That's why we talk trial dummy DPS because its objective and standard for everyone.
Certainly, some groups have way higher than necessary expectations/requirements, but that doesnt mean that DPS requirements are fundamentally a bad thing.
25k is plenty to finish vet trials. I didn't say 25k on a dummy. As you pointed out results will vary when things start hitting back. I know more than a handful of players that can easily hit 100k on a dummy and are next to useless in a trial because they are never situationally aware. They get so intent on keeping the rotation up they miss a mechanic and die. That means we miss their DPS and the DPS of the player rezzing them.
A couple that are in our training runs for vet trials are getting better at paying attention though. If you leave them dead for a while they start understanding the value of staying alive. They will eventually figure it out and be great assets to the group. I see dummies as a way to compare builds and get familiar with a rotation. The numbers are really unimportant compared to situational awareness once you get in the trial.
A standard that often doesn't apply is not a good standard.
Bouldercleave wrote: »SerafinaWaterstar wrote: »Bouldercleave wrote: »If you stripped the entire game of all gear, all weapon and class skills, and made everyone fight with the same stick and light attacks - there would still be a skill imbalance.
The truth comes from the realization that some players are simply better than you.
Even if you had all the skills fire off equally and for the same amount of damage, some people are still gonna be better at it than others. That's not imbalance - that's life.
Animation cancelling (light attack / block weaving) admittedly wasn't initially an intended feature of the game but they couldn't figure how to eliminate it so they just built the rest of the game around it. As long as some people are good at it and others aren't - you have a skill gap. You will ALWAYS have a skill gap.
Life has a skill gap.....
Yes. This is true.
But this is not life, but a game, that people play to have fun.
And very few seem to find dummy humping fun.
You can't eliminate reality entirely because it's "just a game". You also can't eliminate a skill gap when the skill gap is the people playing the game and not the game itself. Some people are just better at some things than others.
We can't all get participation ribbons here just for showin' up.
Exactly this!Oreyn_Bearclaw wrote: »So when I hear a Raid Leader want 90 or 100k for a prog group, I get it. Its okay to not want to beat your head against the wall for 9 months. Anybody can form their own group with like minded people and set whatever reqs they want.
For trials yes, for dungeons no!Oreyn_Bearclaw wrote: »I am not saying that you cant clear dungeons with low DPS. I am saying that when you talk DPS and put a label on your DPS abilities, the only number that it ever makes sense to use (I am a "insert number" DPS) is a trial dummy as its the only fixed and objective measure we have.
90% agree, because there are still some of high dummy dps guys who play really bad, especially those who just started and copied a meta build and rotation and reach 100k but have absolutely no experience. But yes its really really rare that a low DPS guy plays better than the high DPS people, its so rare, that probably unicorns are more common, except if you are talking about a low DPS guy who runs tank sets and doesnt die because he is playing a half tank (and thus just survives even while playing bad and also does no damage because of this) but this is eons away from skill.Oreyn_Bearclaw wrote: »I get it, but the notion that people that pull high damage on dummies are by definition bad at mechanics is simply not true. Nothing could be further from the truth in all my experience in ESO. To be candid, it's typically a fallacy put forth by people with low DPS.
This may come as a surprise to you, but some people do find that fun. Otherwise - get this - they wouldn't be doing it in the first place.Can't believe so many players are actually trying to defend having to LEARN a rotation, and defend having to spend hours and hours on a dummy trying to make a rotation work. This is a game, there shouldn't be this much learning. A game is for fun.
And who is stopping you from creating your own group with your own requirements? Why is it on existing guilds to change their playstyle to one they won't enjoy?And should those few players be able to basically hold higher content hostage by asking for ridiculous DPS numbers to even be able to join them?
You can't claim the difference in dps should be that little after asking for things like auto bar swapping... as others have said there will always be a skill gap even if you take everything away. Even with people doing "their best"I'm not saying players should be able to hit 100k DPS with one finger, but for those who are doing their best, they shouldn't be doing only 1/10th or 2/10th of the DPS the top players do. The DPS difference should be 10% tops between the floor and the ceiling.
KilianDermoth wrote: »Yeah I am also in guilds that have done this and it is absolutely justified, because the dummy got really huge buffs like 15% extra crit damage and plenty of penetration debuffs (you literally dont need any penetration right now at all to parse high on the trial dummy). This way usually parsing 80k now is comparable to parsing 60k-70k before the patch for most builds.boi_anachronism_ wrote: »I mean I'm a bit sore about this. My guild that I used to run with regularly, like probably 3x a week, upped their dps expectations to 90k after u35. I had about a 15k drop from my 80k dps pre u35 and now I'm basically locked out of trials. I got really disheartened and just gave up..
And depending on the trial 60k-70k (old dummy) / 80k (new dummy) can make trial runs unnecessary more difficult and even yield to failed runs.
Also its really not a huge thing to reach 80k nowadays on the new dummy (look at my previous post, you can even do this by using a tape and being afk)!
Further, consider that the lower the damage is, the more difficult it gets for anyone, especially for the tanks who have to be much better players and have a really hefty job to do with low dps damage dealers. Just try to tank vSS with a group that does < 300k DPS, its not fun, except if you are a machoist. And 300k means usually less than 38k real dps per damage dealer, while most of the damage dealers did parse 80k+ on a dummy and a few did parse less than this. I almost canceled the run after hours but finally we did it, but I wont do this again, at least not as a tank!
Even something like nRG with < 80k group dps with absolute beginners wasnt that fun. My dps alone would be higher (if I hadnt to tank, while I even contributed about 10k dps to the group dps, too...)
I don't get why people keep saying this bc that's not true at all unless you've got a troll, it's progression, or you're with a diff raid that uses strats you're unfamiliar with, but once those high dps get the mechs down or the new strats then it's np. We didn't start out "just [snip] U to the mechanics". It took a lot of practice and wipes to get to that point, and in all those practices and wipes, we learned mechs to the point that it became second nature.DMuehlhausen wrote: »The problem is those people that hit the highest dps are also the ones dead most of the fights cause they just [snip] U to the mechanics.
WrathOfInnos wrote: »Tbh, players don't really perform memorized static rotations anymore. This was possible when DoT timers were static and often based around 10-12s. Now they are an absurd mix of 9 to 32s, making rotations far too long to memorize or build muscle memory. They're also full of spammables. The result was full dynamic rotations, keeping one eye on timers at all times. This was completely backward from stated goals last update, and widened the gap between to top and mid range DPS.
JJMaxx1980 wrote: »The latest changes haven't done anything to reduce the top-weighted balance of the skill curve when it comes to damage. The biggest issue I have always had with this game is that the biggest difference between mediocre DPS and good DPS is tenth-of-a-second differences in your weaving ability.
"You just gotta make sure your refreshing your abilities as they are about to run out." Sure, ok. So you have to juggle ten different skill timers, light attacking in between them all, barswapping, drinking potions, hitting synergies... oh and you might wanna look at your screen once in a while to I don't know maybe see whats actually happening.
So you think, ok, maybe I won't hit my abilities exactly on time or maybe my light attack weaving is .05 seconds off, surely I'll still be close to the proper amount of DPS? Nope. Not even close. Go ahead, get the exact same gear, same enchants, same champion points, same skills, same morphs, same food and spend time learning the build, get your light-attack weaving into your muscle memory. So now you're roughly 90% of the same skill and what do you get? You get 50% less DPS.
You put all this effort into a class, spend millions of gold on materials, enchants and farming gear and you still can't get the '90k+ minimum' required to go do high-level content with your guild.
Now this is usually the bit where people will reply to this thread and tell me how easy it is to hit 90k DPS. Go ahead. I'm sure it is for you. I'm happy that it's working out for you. I know alot of people it doesn't work for. I'd say for every one person who humps the dummy for hundreds of hours and gets that 120k DPS, there's 20 other regular players who simply will not be able to do it.
This is a game and combat should be satisfying for normal, non-sweaty players. They make overland content pre-school level of easy, where you can kill anything with just heavy attacks and then they make the high-level out of reach for a majority of players. I've been playing this game for 8 years. It's just very frustrating that I can't create a character and be able to play at a high level.
How do you fix it? I don't know I just know that nothing has changed and their last 'big change' hasn't done anything to level the field.