This is a game, the bigger the population the better. It's crazy to even think about the game requiring this amount of training it does require now to be a high dps player... weeks, even months! It's a game for crying out loud! ESO is not the olympics, ESO is entertainment.AnduinTryggva wrote: »Love the way combat works in ESO, and wouldn't want it changed in general. Combat in ESO feels free.
That said, I do want the over-reliance on barswapping, animation cancelling, and weaving to be changed. Not in the way that these are removed for skilled players, but where these are done automatically for players who can't do these things, or where we have a buff in place where the player gains a compensation buff when not doing any of those things(barswapping/weaving/animation cancelling).
The above just makes the DPS gap too large, and ZOS should compensate for this very large difference.
Many elite players complain about low DPS all the time, but at the same time there is a massive outcry from elite players when ZOS introduces something to compensate and raise the floor. Like when ZOS massively nerfed oakensoul, because for once players were on par with eachother and the elite players didn't like this(including in PvP). To me this was a massive mistake from ZOS, as the unnerfed oakensoul leveled the playing field, and got more players into high end content. Again, the low amount of players in high end content is something many elite players complain about. Yet when something is introduced to change this, there is an outcry from the elite players.
Elite players contradict themselves at every turn, and in my opinion, this is causing ZOS to hold the game and it's population back. As it seems ZOS does not know how to deal with this double-sided feedback. (Note: The oakensoul was just one example, as it did something which I feel ZOS should have changed a long time ago already.)
PS: Skilled players should always be doing better damage than non-skilled players, but the DPS difference should be 75k vs 100k tops. Not 10k vs 100k.
I think there is a mythic item that reduces light attack damage in exchange for something else (Velothi maybe?) so weaving is less important. This might be what you are looking for.
On the other hand: If by automation you can achieve the same thing as people doing that manually with high skill you can as well just remove it.
I am no elite player and just scrap on dps that allows me to do some advanced content but by no means any end trifecta stuff but I have to say if you remove any advantage that skill and practice give to players I don't know...
I think the bar should be lowered (or as you express it: the floor lifted) for the average player but I think skill and training should still pay off for those who invest time in it.
If you are average and not ready to invest the time to train to reach trifecta-ready dps by skill (and not by automatation) you have to accept that some achievements like trifecta achievements are not for you. Anyhow with average skill and the right build you can do all content but alas no trifecta.
I have accepted it for me that most if not all trifecta achievements are not for me and I am fine with it.
I mean I also don't expect to win a gold medal or even participate in the Olympics. That is for the skilled ones who invest their life into these goals.
You think it is better to keep the dps and survivability gap in place? And instead of growing the endgame community and keeping the endgame community healthy?
These gaps are terrible for the game and it's population. We should want more players in PvE endgame, more players in trials, more players in veteran content, more players in PvP, etc, etc. MMO's thrive on a healthy community, and these dps/survivability gaps are clearly a major obstacle. These gaps are mostly created by the combat system.
A small difference in power and survivability, like 5%, would be fine and unavoidable. But as it is now it is a 1000%-1500% gap in both dps and survivability between players.
For one this isn't fair, and second, this isn't fun! Not even for the players these lower end players get grouped with, as is evident from the many low dps and one-shots in PvP threads that keep popping up. It creates toxicity and hostility between players. Low dps players and constantly dying players get kicked, many players avoiding high endgame content, many players avoiding PvP, etc. This just isn't healthy for a game that needs a large community.
PS: I would never want the ceiling lowered only the floor raised, to avoid harming the endgame community. These two things are two very different things.
This is a game, the bigger the population the better. It's crazy to even think about the game requiring this amount of training it does require now to be a high dps player... weeks, even months! It's a game for crying out loud! ESO is not the olympics, ESO is entertainment.AnduinTryggva wrote: »Love the way combat works in ESO, and wouldn't want it changed in general. Combat in ESO feels free.
That said, I do want the over-reliance on barswapping, animation cancelling, and weaving to be changed. Not in the way that these are removed for skilled players, but where these are done automatically for players who can't do these things, or where we have a buff in place where the player gains a compensation buff when not doing any of those things(barswapping/weaving/animation cancelling).
The above just makes the DPS gap too large, and ZOS should compensate for this very large difference.
Many elite players complain about low DPS all the time, but at the same time there is a massive outcry from elite players when ZOS introduces something to compensate and raise the floor. Like when ZOS massively nerfed oakensoul, because for once players were on par with eachother and the elite players didn't like this(including in PvP). To me this was a massive mistake from ZOS, as the unnerfed oakensoul leveled the playing field, and got more players into high end content. Again, the low amount of players in high end content is something many elite players complain about. Yet when something is introduced to change this, there is an outcry from the elite players.
Elite players contradict themselves at every turn, and in my opinion, this is causing ZOS to hold the game and it's population back. As it seems ZOS does not know how to deal with this double-sided feedback. (Note: The oakensoul was just one example, as it did something which I feel ZOS should have changed a long time ago already.)
PS: Skilled players should always be doing better damage than non-skilled players, but the DPS difference should be 75k vs 100k tops. Not 10k vs 100k.
I think there is a mythic item that reduces light attack damage in exchange for something else (Velothi maybe?) so weaving is less important. This might be what you are looking for.
On the other hand: If by automation you can achieve the same thing as people doing that manually with high skill you can as well just remove it.
I am no elite player and just scrap on dps that allows me to do some advanced content but by no means any end trifecta stuff but I have to say if you remove any advantage that skill and practice give to players I don't know...
I think the bar should be lowered (or as you express it: the floor lifted) for the average player but I think skill and training should still pay off for those who invest time in it.
If you are average and not ready to invest the time to train to reach trifecta-ready dps by skill (and not by automatation) you have to accept that some achievements like trifecta achievements are not for you. Anyhow with average skill and the right build you can do all content but alas no trifecta.
I have accepted it for me that most if not all trifecta achievements are not for me and I am fine with it.
I mean I also don't expect to win a gold medal or even participate in the Olympics. That is for the skilled ones who invest their life into these goals.
You think it is better to keep the dps and survivability gap in place? And instead of growing the endgame community and keeping the endgame community healthy?
These gaps are terrible for the game and it's population. We should want more players in PvE endgame, more players in trials, more players in veteran content, more players in PvP, etc, etc. MMO's thrive on a healthy community, and these dps/survivability gaps are clearly a major obstacle. These gaps are mostly created by the combat system.
A small difference in power and survivability, like 5%, would be fine and unavoidable. But as it is now it is a 1000%-1500% gap in both dps and survivability between players.
For one this isn't fair, and second, this isn't fun! Not even for the players these lower end players get grouped with, as is evident from the many low dps and one-shots in PvP threads that keep popping up. It creates toxicity and hostility between players. Low dps players and constantly dying players get kicked, many players avoiding high endgame content, many players avoiding PvP, etc. This just isn't healthy for a game that needs a large community.
PS: I would never want the ceiling lowered only the floor raised, to avoid harming the endgame community. These two things are two very different things.
This happend because people complaint and nagged endlessly about other classes skills.. " X can do this.. I want to do that too... Now everyone is the same apart from Arcanist and yeah Necs.But personally the worst thing about combat is the complete lack of class identity. Aside from maybe Arcanist and Necromancer, classes don't really have any mechanics unique to them. If you asked me how Dragon Knight plays, I wouldn't know how to answer, because it plays like every other class.
GuuMoonRyoung wrote: »I agree that we need separate balance system for PvE and PvP. I always say that PvP and PvE should have different skills, gears, passives and so on.