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ESO Developer Deep Dive - Core Combat Values

  • Sarannah
    Sarannah
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    sarahthes wrote: »
    Sarannah wrote: »
    First of all, thank you for your post, but to me there are a few concerns:
    Mastery
    Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
    • Builds consist of the combination of abilities, items and Champion Points
    • Real-time resource management (Health, Magicka, Stamina, Ultimate)
    • Optimizing ability rotations and timing
    • Light attack weaving
    • Group “builds” and synergies
    I get that you want combat to be engaging, and that there needs to be room to grow. But right now most of this list(bolded) excludes many players from quite some of the game's content, as this list assumes everyone is top tier or will be top tier one day. Not even taking into question if they even want to be top tier. Some of this list(and barswapping) excludes a very very large group of players from playing higher content. Shouldn't the goal be to get more players playing(including in higher content), instead of chasing most away, and having few left playing. Currently many do not see this engaging/challenging combat as "let's do this!", but rather as "screw that, I'm going to try another game!". It looks like a mountain to climb, but only very few actually want to make that climb. It is a game afer all.
    In my opinion, the game should provide these mastery mechanics(and barswapping) until a player has mastered them. Once they have mastered these mechanics, they should automatically take over control of them. Basically raising the floor, or as I have called it in other threads "crutch mechanics": Auto barswap, more skilldamage when not light attack weaving, automatic resource management, etc. These won't affect the top tier player, but will let inexperienced players and bad players(like me) have a much higher floor. And once they master one or more of these mechanics, they can choose to perform them manually, as that will/should always provide a better result.
    PS: Ultimate should automatically regen like all the other resources, one ultimate per second.

    I think there is a very strong misconception that you need to be perfect first before attempting content.

    It's not true. You don't need to be perfect and the current DPS "minimums" that I see raid guilds requiring are absolutely incorrect and too high for most content.

    The items you highlighted:

    [*] Real-time resource management (Health, Magicka, Stamina, Ultimate)
    [*] Optimizing ability rotations and timing
    [*] Light attack weaving

    You should continuously work on these, but you can clear all vet dungeons and vet trials without having any of this optimized if you're strong on mechanics. It will get easier as your damage increases (which will happen as you improve) but you can complete it much earlier than that. You honestly don't need to worry about that stuff until you get to HM and trifectas level. Anyone who says otherwise just wants to feel superior.

    And if you think you should be able to clear all HMs and trifectas without working on your skill and ability at the game then I don't know what to tell you.
    I think you read something in my post which isn't there. As I never said players would need to perfect their dps, but I do feel combat requires too much "work" to be any fun. It is just senseless buttonsmashing at this point, with all those different core combat mechanics combined(weaving, rotation, timing, resource management, barswapping, etc).

    Personally I am never going to bother with any of the combat mechanics(weaving, rotation, barswapping, etc), as I feel it is too much work. And work is the last thing a game needs, in my opinion.

    And you are right that vet/hm dungeons and trials do not require perfect or even high DPS, but the thing is, they do. Let me explain: At this moment there isn't a trialfinder available, meaning basically the only way to do (vet) trial content is through guilds. Guilds who set these crazy high requirements. So even though there isn't a requirement, technically there is a high minimum requirement because of (most) guilds. And for veteran/hm dungeons, if you do not have high enough DPS, you will get kicked. Combine that with players having unrealistically high expectations, and you have an endgame barely anyone runs. Or barely anyone can run/wants to run.

    And yes, I do feel players should be able to clear vet/hm content without any "work". Hence the request for "crutch-mechanics". You can't seriously expect new players to stay with the game, if the first thing they hear is: "To play this game, you have to work on point a, b, c, and d, for many hours". This is an unreal expectation, as this will chase away almost any player. I love the game, and even I am not going to bother with any of that. Add to that the horrible group experiences with speedrunners plus fake roles, makes the choice for new players to stay with this game even smaller.

    In my opinion, any player who wants to participate in any content, should be able to participate in that content. Atleast in PvE.
  • moderatelyfatman
    I can parse nearly 100k on a dragonknight (a class I barely know) or 80k on a stamWarden, my very first character that I have been playing for 3 years.
    Is this what you intended, ZOS?
  • Sarannah
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    INM wrote: »
    Sarannah wrote: »
    And you are right that vet/hm dungeons and trials do not require perfect or even high DPS, but the thing is, they do. Let me explain: At this moment there isn't a trialfinder available, meaning basically the only way to do (vet) trial content is through guilds. Guilds who set these crazy high requirements. So even though there isn't a requirement, technically there is a high minimum requirement because of (most) guilds. And for veteran/hm dungeons, if you do not have high enough DPS, you will get kicked. Combine that with players having unrealistically high expectations, and you have an endgame barely anyone runs. Or barely anyone can run/wants to run.

    I wonder why people who complain about gatekeeping don't start their own group. Aren't there a lot of people who would join to a group like this? I would like to follow their proggress.
    I knew beforehand people would get hung up on this part... which is why I used the words "most" and "barely anyone". Ofcourse I know there are other possibilities to make a group, and that some guilds have different requirements for groups, but that does not change that overall the minimum requirement for certain content is set by most guilds. And as a result, barely anyone running that content.
    Well, what would be "not too much work"? ("work" being loose term here, as it's as much work as timing your block right in Skyrim)
    There is a major difference... the core of the game, which I consider just blocking/roll dodge/interrupting/using skills, is fine. Everything else is too much, and should be done automatically by the game, unless/until the players themselves take over and start doing these combat mechanics manually. These combat mechanics existing isn't a problem, the fact barely anyone wants to learn/use, or even can learn them is. No matter what reason they have for not doing them, they do not perform them.

    Also, is it not too much of an expectation to expect players to teach other players on how to do combat mechanics(weaving, rotation, barswapping, gearing, etc), as this takes hours. That is assuming that player even wants to know how to do all those combat mechanics. This entire expectation being put on existing players seems WAY too high/unrealistic to me. Even though some players do devote time to this, the expectations for this are just too high. As well as for the player receiving that "training".
    This "learning" seems like too much of a hurdle, a hurdle which barely anyone overcomes. Keep in mind, this is a game... everyone should be able to have fun. As that would both benefit the lower end of the playersbase, and the top end of the playerbase. And even if combat mechanics would ever be automated, doing them manually would/should still result in higher DPS, so this does not require a new higher difficulty in-game. As everything at the top end stays the same.

    Compare the core combat mechanics of ESO with other MMO's:
    Other MMO's have many skills you can use, but all on a global cooldown. This reduces the button use to 1 clicks per second. With the exception of potions, food, or any other in the moment items. But those aren't used every second. So the average clicks for other MMO's is slightly above one. Maybe 1.1 or 1.2 clicks per second. But because of this, other MMO's are more about situational awareness, with which skill to use at which moment and dodging mechanics.
    Now let's take ESO: In ESO skills are on a global cooldown of 1 second as well. Meaning if we would only compare skill use, it would be the same. But ESO has other things as well: Light attack weaving, which is used on every skill use. So once per second, making it two clicks per second. Add barswapping to that, and lets for arguments sake say players only barswap every 5 skills used. That means atleast 2.2 clicks per second. Add potions, foods, and any other in the moment items, and 2.5 clicks per second would be more realistic for ESO. So even though it may not be mindless buttonsmashing, it is buttonsmashing. All the while, players still have to do boss mechanics.
    So to play ESO, players would need to be atleast 2.5 times as good/fast as when they would play other MMO's. Then there is also other things to consider: Latency, rotation, (buff) timers, boss mechanics, etc. This makes ESO's combat to be very very intense, and sensitive to even the most minor mishap.

    Now I do not think anyone wants to change ESO's core combat mechanics, atleast I do not. As this is one of the things which makes ESO unique. But I do feel too much is expected from players, to not have these systems be done automatically if the player wants them to be done automatically. However, doing all these combat core mechanics manually should always provide a better result. Right now the DPS difference in same build/gear, can be 10k vs 100k. With automated crutch-mechanics, this could be 70k vs 100k. Depending on how these crutch-mechanics would be implemented.

    In short: Raising the floor, without changing the ceiling nor ESO's core combat mechanics.

    PS: I used to raid in other MMO's as well. And I do have practically all vet hm dungeon completes, except the newer ones(as tank). So it is not only a matter of skill. Though I have gotten too old for this many clicks per second, hehe.
    Edited by Sarannah on December 23, 2022 9:27AM
  • Caribou77
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    warich wrote: »
    Play The Way You Want
    We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
    • Wear any combination of light, medium, and heavy armor
    • Slot abilities from any skill line you've discovered
    • "Deck building" through a selection of abilities, items, Champion Points, etc.
    How does this fit in to when warden skills and passives were linked to the destruction/ice staff?
    Genuinely curious as my build does not include a destruction staff and greatly suffers for it. The class is pigeon holed into using the weapon. (edit: removing linked picture)


    I second this ^^

    The frost staff RESTRICTION on Magicka Warden is in direct opposition to the stated core value “Play the Way You Want.”

    Nothing but frost wardens in pvp now, and I can’t blame them as it’s the only viable option for Magwarden.

    I would like to be able to use an inferno staff without sacrificing 10% damage across the board, and I would like Deep Fissure returned to a viable skill with better damage on a 3-second timer.

    Concealed Weapon, an instant cast “spammable,” does nearly as much damage as DF, a 3-second delayed skill shot that’s easy to miss. This is not balanced.

  • Marcelovski
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    qcell wrote: »
    code65536 wrote: »
    What proportion of the tanks who have cleared DSR HM or RG HM was not a DK+Necro pair?
    U35
    crim7p3dms1b.jpg

    U36
    7yme5a05kcih.jpg

    Well, that lonely sorctank progressing for swashbuckler is me. :D
    Makes me wonder if anyone else did planesbreaker on sorctank or if I'm the only one.

    While class diversity on tanks in both new trials is definitely a huge problem, I also don't think the non-meta classes are that much worse when it comes to survivability (except templar being frankly unusable). Yes, they don't have the DoT reduction like necro or free block mitigation and resistances like DK, but in my opinion the bigger issue is them not having any unique utility which isn't already provided by DDs or healers. For example, DK has stone giant and more recently magma shell for some strategies in dsr.

    That said, at least on sorc the near infinite sustain via dark deal and quick movement with streak can be really useful in certain situations (e.g. in dsr lever pulls or really quick stacking of mages on 2nd boss). It doesn't feel like a downgrade to me. Everything else sadly doesn't have much to offer. Just my 2 cents on this. ^^
  • LordDragonMara
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    Exactly. I don't get some people complain on here. And the whole nerfing the top tier players, because some are just lazy.
    It's like buying a single player game, and start complaining that you can't do the Hard Mode, because you are not good enough. You are not supposed to beat the Hard difficulty without putting enough effort or being good enough at this type of games.
  • TechMaybeHic
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    I'd like to know why one class has great tools and a super high ceiling and is fun to play to maneuver and master all those tools while others are as simplistic and nerfed to niche builds that just do not feel rewarding nor fun unless you "cheese" one aspect. And if it has anything to do with hiring a guy that maimed the former.

    This is NOT to say to destroy the one class that feels skill based and rewarding
  • Mesite
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    I mentioned that I encourage people to 'play the way you want' recently in another post and the answers from other players was 'Not in my party'. I'd like to see how this aspect is developed but it will be a difficult goal.
  • NextTuesday
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    Nerf the content, not the players. It's not our fault ZOS squeeze the power creep and mechanics into every new release. We didn't ask for forced mechanics and what they've done to DoTs, especially ground AoEs. In the same breath they're saying they want to make combat more accessible they're making it ridiculously complicated to execute for people who don't want to or can't invest the effort to learn and grind.

    Getting Graven Deep on a random normal makes me cringe because people don't know and can't follow the mechanics and the dungeon can't be completed. Same with world bosses overland, like Walks-Like-Thunder in Mirkmire. Try clearing that with the totem heal mechanic when nobody knows how it works. Depending how bad it is and who's there it's impossible to kill no matter how masteried you are.

    Now I have grind, change, and incompetent group member fatigue I'm not playing any more because it's just straight up frustrating not being able to at least melt through stuff. I can burn through Fungal Grotto pretty much on my own but trying to do DLC random normals is torture. I always slow down for people to do the quests and make sure they wait when they need to so they don't miss a step, and I do the quests for skill points on my lowbies. But the point is to get it done as efficiently as possible for the rewards. I'd do random vets if there was a chance the higher difficulty would bring higher competence but it doesn't and I just want to melt things for transmutes.

    That's how I want to play, so why does everyone have to get nerfed when the complicated content and lack of skill/knowledge in less powerful players are the problems? Teach people how to succeed and they will, unless they expect to succeed without effort. We don't expect the game to be tailored around the endgame prog community but a little consideration would be nice. I feel bad for the PvP community and their perpetually broken, stale environment. Consideration for them would be nice too. And I straight up have no idea how people play this game on console with all those problems.
  • Sarannah
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    Sarannah wrote: »

    Now I do not think anyone wants to change ESO's core combat mechanics, atleast I do not. As this is one of the things which makes ESO unique. But I do feel too much is expected from players, to not have these systems be done automatically if the player wants them to be done automatically. However, doing all these combat core mechanics manually should always provide a better result. Right now the DPS difference in same build/gear, can be 10k vs 100k. With automated crutch-mechanics, this could be 70k vs 100k. Depending on how these crutch-mechanics would be implemented.

    In short: Raising the floor, without changing the ceiling nor ESO's core combat mechanics.

    A team can do normal Hel Ra Citadel from start to finish without any gear except what you pick up from trash if you bother learning the mechanics and how combat works in group content, and it doesn't require much clicks-per-second optimisation. You can be sloppy with low DPS and still clear a normal trial, it just takes longer.

    The requirements for training trials are basically none besides be in voice chat to listen to instructions and saying anything to the contrary is just false. Since ZOS doesn't bother teaching people how to play group content it falls to the community. If you don't want to or can't put in the work to play at higher levels then don't. Accept you won't get those achievements unless you pay for a carry and move on. I'll never get Planesbreaker with my disabilities but I still enjoy progging and I don't expect that bar to be lowered to me.

    Stop nerfing the game because people playing at a level above other people after the work put in is somehow unfair. We want a challenge and we want to be rewarded. You don't get to autopilot that. It's like casuals asking for Elden Ring etc to get nerfed. If these games are too hard for you then move on to something that isn't, or stick to overland and normal difficulty group content, and leave us who enjoy hard stuff to enjoy hard stuff.

    I don't tell the devs to get rid of Tales of Tribute even though it's a junk mini game with broken ranking that's aggravating to play for rewards that really aren't worth it. It's a time sink for hours played on the clock at best. Go do stuff like that and do normal trials, and let people who enjoy hard trials enjoy hard trials without everything getting nerfed or broken every 3 months.
    Did you quote me by accident? ... Because I never asked for any nerfs, never asked for any changes at the top end, nor for anything to be removed. And I do not think having the core combat mechanics automated up to a certain level, is having an autopilot, nor is that a nerf.

    PS: "it just takes longer" is what happened with U35's nerfs at the top end, which wasn't well received, and apparently caused many top players to quit.
    Elsonso wrote: »
    Stop nerfing the game because people playing at a level above other people after the work put in is somehow unfair. We want a challenge and we want to be rewarded. You don't get to autopilot that. It's like casuals asking for Elden Ring etc to get nerfed. If these games are too hard for you then move on to something that isn't, or stick to overland and normal difficulty group content, and leave us who enjoy hard stuff to enjoy hard stuff.

    ZOS should not balance this game around the capabilities and preferences of the people who have mastered the game. At best, they can provide hard content for them, but the majority of the game has to be attainable by people who have not (yet) mastered the game. Even the hard content can't be too hard or it becomes a barrier.
    Agreed! There is a reason why the playercount increased with OneTamriel, the game's difficulty was no longer a barrier for many.
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