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).First of all, thank you for your post, but to me there are a few concerns: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.ZOS_BrianWheeler wrote: »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
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.
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.
ZOS_GinaBruno wrote: »After U35 any mention of combat changes fills me with dread and foreboding.
Just to make sure we're all on the same page, these values have been our guiding principles for years and are the things we will continue to be our goals moving forward. Nothing here is technically new, outside of simply sharing it with everyone.
First of all, thank you for your post, but to me there are a few concerns: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.ZOS_BrianWheeler wrote: »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
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.
ZOS_BrianWheeler wrote: »
Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
- No ability cooldowns and a short global cooldown
- Most abilities are instant, with cast times being the exception
@Kallykat
And why would people want to bother with mastering their builds and the content if they're ultimately going to be met with "you're doing too good so we're going to nerf you"? Trust me, I understand wanting to make it so more people can do the content, but maybe they should start looking at buffs that help people get closer to the ceiling rather than constantly bringing said ceiling down. And nerfing the top tier players doesn't help the average or below-average average players one bit.
First of all, thank you for your
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.
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.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.
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.colossalvoids wrote: »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)
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.
How does this fit in to when warden skills and passives were linked to the destruction/ice staff?ZOS_BrianWheeler 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.
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 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.
How does it change my point? You are implying that "barely anyone" is running that content because "overall the minimum requirement for certain content is set by most guilds". From this it turns out that there are much more people than "barely anyone" who want to play this content, but due to the requirements, they cannot play it.
I repeat the question. Why people who aren't happy with existing requirements aren't starting their own groups. Not look for a group without requirements, but start their own. According to you there should be many people (and it's supposedly majority) who would gladly join a group that has no requirements whatsoever.
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.
LordDragonMara wrote: »But the moment i see game Devs starting to talk about lowering the skill ceiling, so the floor can be raised i know this is the beginning of the end.
LordDragonMara wrote: »But the moment i see game Devs starting to talk about lowering the skill ceiling, so the floor can be raised i know this is the beginning of the end.
The goal was not to lower the skill ceiling: the goal was to lower the power associated with that skill ceiling. It may seem like a subtle distinction, but it's an important one.
And that outsized effect of that skill ceiling causes very real, tangible problems, such as with content balance. Their goal of closing the power gap (not necessarily the skill gap) is a much-needed one. Now, one could argue that their attempts at doing this in U35 were ineffective, but they were absolutely correct in the pursuit of that goal, even if their actual attempt was a fumble.
Currently, many of these abilities fall within a 10-second window, meaning to maximize your efficiency, you must activate them once every 10 seconds. With 10 total active ability slots at your disposal, this often creates a situation where you want to load up almost every slot with one of these abilities, adding to your combat output for each duration-based effect you utilize. Between this and the engagement of weaving, this creates a reality where high actions per minute (APM) is required to be effective, as well as a robust rotation to keep as many of these effects up as possible. This in turn reinforces a need to glue your eyes to your action bars, taking you out of the action happening on screen. While this can create exhilarating combat experiences where you need to constantly monitor different activities on screen, it can also be overwhelming and particularly challenging for you to do so at the rate required to be effective.
As such, coming in Update 35, we are increasing the duration of many of these effects in game, primarily damage over time, buffs, and debuffs. By extending the duration, we hope to reduce the stress of many combat rotations, allowing for you to focus more on the action in front of you rather than the action of juggling buffs and debuffs on your ability bar and making the game far more accessible.
NextTuesday 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.
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.NextTuesday 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.
Agreed! There is a reason why the playercount increased with OneTamriel, the game's difficulty was no longer a barrier for many.NextTuesday 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.