CatoUnchained wrote: »tomofhyrule wrote: »[snip]
This is it right here. If there's one person here who knows every bit of minutia about the game and its mechanics, it's code.
Simply, U35 was hated because it was a DPS nerf. People don't generally like to have their damage taken away, so that's why there was such a backlash to it. And we now see that people are able to output numbers even higher than it was, so in theory people should get over it.
However, there was a more problematic part of U35, and it was more about what it meant for the playerbase. It was intended to raise the DPS floor and lower the ceiling, but it ended up accomplishing a global lowering of DPS. The issue was that the high-skill players were easily able to recover, whereas the mid-skill players were not, so it essentially furthered the skill gap. This meant that many mid-tier progs ended up severely backsliding, while the top-tier trifectas were being more focused towards the 1% of the 1% (which therefore put it only more out of reach of many players, since now fewer players we part of that elite set). Because of that, many raid leads were less interested in brining others along, others left the game in frustration, and that left the endgame PvE population in shambles with very few people to try to help bring others into the fold.
The way it was done also raised hackles. Every update had sweeping combat changes which made "keeping up with the meta" into a massive rollercoaster. And then this was yet another massive overhaul which required players to regear again. The changes to class skills and DoTs also meant that many needed to redo their entire rotations this time, not just gear, and many just got off the rollercoaster instead of adapting once again to a volatile meta. This was also one of the biggest recent times where the feedback on PTS was completely ignored, and then the negative predictions veteran players had all came true exactly as they said it would.
In short, U35, while it was designed to reduce the skill gap between low- mid- and high-tier players, ended up only increasing the gap between the mid- and high-tier by completely kneecapping the mid-tier. Low-tier players were mostly unaffected and high-tier players recovered easily, but mid-tier players needed a lot of work to get back to where they were.
There was also the healing changes, which were honestly a bigger issue but was completely drowned out in the noise of the DPS loss since most players DPS. Reducing the healing tick rate to once every 1 or 2 seconds was a massive problem in places where a global DoT ticked every 0.5 seconds, meaning healers' jobs ended up getting much harder since the incoming damage ticked much faster than they could outheal it. And when the point was made that some PvE encounters would end up almost unbeatable because of this, the answer was to simply nerf the health of the bosses by 10%. This of course didn't affect the incoming damage, and indeed shortening the encounter TTK essentially was a cookie for the DDs to try to assuage their concerns about lost DPS, while leaving healers feeling like the forgotten stepchildren again.
A lot of people also disliked the homogenization of classes, as many class skills ended up underperforming compared to general skill lines. After all, why bother using your Templar, or DK, or whatever for a run if they all fight the same way anyway?
I'll also offer that the cosmetic changes of U35 to change the Flurry and Jabs animations (and the unnecessary and lazy replacement of the light spear model with an in-game staff model used by vampires that has a lorebook explicitly saying "this is generally not used for stabbing") which were extremely poorly received - yes, the animations did need to change as the attack cadence did, but the quality of the new animations did not at all match what players wanted - and the cosmetic issue was completely ignored by the developers.
So, not sure what they wrote because [snip], but @code65536 is who took over for Nefas.....now look what's happening. Scary stuff I guess.
CatoUnchained wrote: »tomofhyrule wrote: »[snip]
This is it right here. If there's one person here who knows every bit of minutia about the game and its mechanics, it's code.
Simply, U35 was hated because it was a DPS nerf. People don't generally like to have their damage taken away, so that's why there was such a backlash to it. And we now see that people are able to output numbers even higher than it was, so in theory people should get over it.
However, there was a more problematic part of U35, and it was more about what it meant for the playerbase. It was intended to raise the DPS floor and lower the ceiling, but it ended up accomplishing a global lowering of DPS. The issue was that the high-skill players were easily able to recover, whereas the mid-skill players were not, so it essentially furthered the skill gap. This meant that many mid-tier progs ended up severely backsliding, while the top-tier trifectas were being more focused towards the 1% of the 1% (which therefore put it only more out of reach of many players, since now fewer players we part of that elite set). Because of that, many raid leads were less interested in brining others along, others left the game in frustration, and that left the endgame PvE population in shambles with very few people to try to help bring others into the fold.
The way it was done also raised hackles. Every update had sweeping combat changes which made "keeping up with the meta" into a massive rollercoaster. And then this was yet another massive overhaul which required players to regear again. The changes to class skills and DoTs also meant that many needed to redo their entire rotations this time, not just gear, and many just got off the rollercoaster instead of adapting once again to a volatile meta. This was also one of the biggest recent times where the feedback on PTS was completely ignored, and then the negative predictions veteran players had all came true exactly as they said it would.
In short, U35, while it was designed to reduce the skill gap between low- mid- and high-tier players, ended up only increasing the gap between the mid- and high-tier by completely kneecapping the mid-tier. Low-tier players were mostly unaffected and high-tier players recovered easily, but mid-tier players needed a lot of work to get back to where they were.
There was also the healing changes, which were honestly a bigger issue but was completely drowned out in the noise of the DPS loss since most players DPS. Reducing the healing tick rate to once every 1 or 2 seconds was a massive problem in places where a global DoT ticked every 0.5 seconds, meaning healers' jobs ended up getting much harder since the incoming damage ticked much faster than they could outheal it. And when the point was made that some PvE encounters would end up almost unbeatable because of this, the answer was to simply nerf the health of the bosses by 10%. This of course didn't affect the incoming damage, and indeed shortening the encounter TTK essentially was a cookie for the DDs to try to assuage their concerns about lost DPS, while leaving healers feeling like the forgotten stepchildren again.
A lot of people also disliked the homogenization of classes, as many class skills ended up underperforming compared to general skill lines. After all, why bother using your Templar, or DK, or whatever for a run if they all fight the same way anyway?
I'll also offer that the cosmetic changes of U35 to change the Flurry and Jabs animations (and the unnecessary and lazy replacement of the light spear model with an in-game staff model used by vampires that has a lorebook explicitly saying "this is generally not used for stabbing") which were extremely poorly received - yes, the animations did need to change as the attack cadence did, but the quality of the new animations did not at all match what players wanted - and the cosmetic issue was completely ignored by the developers.
So, not sure what they wrote because [snip], but @code65536 is who took over for Nefas.....now look what's happening. Scary stuff I guess.
@CatoUnchained - in case you haven't found it yet:
https://forums.elderscrollsonline.com/en/discussion/comment/8247232/#Comment_8247232
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
JiubLeRepenti wrote: »And yet, ZOS continues to behave the same way. The latest example I can think of is the Merciless Charge nerf from Update 44. Why nerf a set that’s nearly a decade old? Just because a few players were doing 4% extra damage? What’s the point?
Because it wasn't a 4% difference. It was a 20-40% difference.
For only two specific skills.
The set was designed to increase the damage of direct damage abilities by ~8%. And it did. Except for two skills (Flurry and Templar Jabs), which saw a 20-40% increase in damage from that set.
20-40% increase. For equipping 1 two-piece set.
And this is what I think is emblematic of how the community reacted to U35, and of the issues ZOS has balancing the game. It's not that they can't or they don't know how to. It's that the ESO community refuses to acknowledge that power needs to go down. They refuse to acknowledge that sometimes the way to improve balance is to nerf things.
You all claim you want balance. But a lot of you only want power and numbers to go up, up, and up. And the problems with difficulty the game faces now are the result of years of unchecked power creep. ZOS is scared to do something about power creep because the ESO community has shown time and time again that they aren't willing to accept it.
ZOS has not reverted U35 because people losing 10-20% DPS wasn't a problem. It was the intended result. It was the solution to the problem of power creep.
ESO would be a beter game if everyone dealt less damage. It would be more engaging, with a better combat pace, with choices in sets and builds that are more impactful, with more variety and easier balance.
CatoUnchained wrote: »CatoUnchained wrote: »tomofhyrule wrote: »[snip]
This is it right here. If there's one person here who knows every bit of minutia about the game and its mechanics, it's code.
Simply, U35 was hated because it was a DPS nerf. People don't generally like to have their damage taken away, so that's why there was such a backlash to it. And we now see that people are able to output numbers even higher than it was, so in theory people should get over it.
However, there was a more problematic part of U35, and it was more about what it meant for the playerbase. It was intended to raise the DPS floor and lower the ceiling, but it ended up accomplishing a global lowering of DPS. The issue was that the high-skill players were easily able to recover, whereas the mid-skill players were not, so it essentially furthered the skill gap. This meant that many mid-tier progs ended up severely backsliding, while the top-tier trifectas were being more focused towards the 1% of the 1% (which therefore put it only more out of reach of many players, since now fewer players we part of that elite set). Because of that, many raid leads were less interested in brining others along, others left the game in frustration, and that left the endgame PvE population in shambles with very few people to try to help bring others into the fold.
The way it was done also raised hackles. Every update had sweeping combat changes which made "keeping up with the meta" into a massive rollercoaster. And then this was yet another massive overhaul which required players to regear again. The changes to class skills and DoTs also meant that many needed to redo their entire rotations this time, not just gear, and many just got off the rollercoaster instead of adapting once again to a volatile meta. This was also one of the biggest recent times where the feedback on PTS was completely ignored, and then the negative predictions veteran players had all came true exactly as they said it would.
In short, U35, while it was designed to reduce the skill gap between low- mid- and high-tier players, ended up only increasing the gap between the mid- and high-tier by completely kneecapping the mid-tier. Low-tier players were mostly unaffected and high-tier players recovered easily, but mid-tier players needed a lot of work to get back to where they were.
There was also the healing changes, which were honestly a bigger issue but was completely drowned out in the noise of the DPS loss since most players DPS. Reducing the healing tick rate to once every 1 or 2 seconds was a massive problem in places where a global DoT ticked every 0.5 seconds, meaning healers' jobs ended up getting much harder since the incoming damage ticked much faster than they could outheal it. And when the point was made that some PvE encounters would end up almost unbeatable because of this, the answer was to simply nerf the health of the bosses by 10%. This of course didn't affect the incoming damage, and indeed shortening the encounter TTK essentially was a cookie for the DDs to try to assuage their concerns about lost DPS, while leaving healers feeling like the forgotten stepchildren again.
A lot of people also disliked the homogenization of classes, as many class skills ended up underperforming compared to general skill lines. After all, why bother using your Templar, or DK, or whatever for a run if they all fight the same way anyway?
I'll also offer that the cosmetic changes of U35 to change the Flurry and Jabs animations (and the unnecessary and lazy replacement of the light spear model with an in-game staff model used by vampires that has a lorebook explicitly saying "this is generally not used for stabbing") which were extremely poorly received - yes, the animations did need to change as the attack cadence did, but the quality of the new animations did not at all match what players wanted - and the cosmetic issue was completely ignored by the developers.
So, not sure what they wrote because [snip], but @code65536 is who took over for Nefas.....now look what's happening. Scary stuff I guess.
@CatoUnchained - in case you haven't found it yet:
https://forums.elderscrollsonline.com/en/discussion/comment/8247232/#Comment_8247232
you can show that post because, unlike the post that tomofhyrule cited, it's still on the forum.
Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
tomofhyrule wrote: »CatoUnchained wrote: »CatoUnchained wrote: »tomofhyrule wrote: »[snip]
This is it right here. If there's one person here who knows every bit of minutia about the game and its mechanics, it's code.
Simply, U35 was hated because it was a DPS nerf. People don't generally like to have their damage taken away, so that's why there was such a backlash to it. And we now see that people are able to output numbers even higher than it was, so in theory people should get over it.
However, there was a more problematic part of U35, and it was more about what it meant for the playerbase. It was intended to raise the DPS floor and lower the ceiling, but it ended up accomplishing a global lowering of DPS. The issue was that the high-skill players were easily able to recover, whereas the mid-skill players were not, so it essentially furthered the skill gap. This meant that many mid-tier progs ended up severely backsliding, while the top-tier trifectas were being more focused towards the 1% of the 1% (which therefore put it only more out of reach of many players, since now fewer players we part of that elite set). Because of that, many raid leads were less interested in brining others along, others left the game in frustration, and that left the endgame PvE population in shambles with very few people to try to help bring others into the fold.
The way it was done also raised hackles. Every update had sweeping combat changes which made "keeping up with the meta" into a massive rollercoaster. And then this was yet another massive overhaul which required players to regear again. The changes to class skills and DoTs also meant that many needed to redo their entire rotations this time, not just gear, and many just got off the rollercoaster instead of adapting once again to a volatile meta. This was also one of the biggest recent times where the feedback on PTS was completely ignored, and then the negative predictions veteran players had all came true exactly as they said it would.
In short, U35, while it was designed to reduce the skill gap between low- mid- and high-tier players, ended up only increasing the gap between the mid- and high-tier by completely kneecapping the mid-tier. Low-tier players were mostly unaffected and high-tier players recovered easily, but mid-tier players needed a lot of work to get back to where they were.
There was also the healing changes, which were honestly a bigger issue but was completely drowned out in the noise of the DPS loss since most players DPS. Reducing the healing tick rate to once every 1 or 2 seconds was a massive problem in places where a global DoT ticked every 0.5 seconds, meaning healers' jobs ended up getting much harder since the incoming damage ticked much faster than they could outheal it. And when the point was made that some PvE encounters would end up almost unbeatable because of this, the answer was to simply nerf the health of the bosses by 10%. This of course didn't affect the incoming damage, and indeed shortening the encounter TTK essentially was a cookie for the DDs to try to assuage their concerns about lost DPS, while leaving healers feeling like the forgotten stepchildren again.
A lot of people also disliked the homogenization of classes, as many class skills ended up underperforming compared to general skill lines. After all, why bother using your Templar, or DK, or whatever for a run if they all fight the same way anyway?
I'll also offer that the cosmetic changes of U35 to change the Flurry and Jabs animations (and the unnecessary and lazy replacement of the light spear model with an in-game staff model used by vampires that has a lorebook explicitly saying "this is generally not used for stabbing") which were extremely poorly received - yes, the animations did need to change as the attack cadence did, but the quality of the new animations did not at all match what players wanted - and the cosmetic issue was completely ignored by the developers.
So, not sure what they wrote because [snip], but @code65536 is who took over for Nefas.....now look what's happening. Scary stuff I guess.
@CatoUnchained - in case you haven't found it yet:
https://forums.elderscrollsonline.com/en/discussion/comment/8247232/#Comment_8247232
you can show that post because, unlike the post that tomofhyrule cited, it's still on the forum.
That's the post I linked. I just snipped it myself to avoid quoting a wall of text with my own wall of text attached.
Vonnegut2506 wrote: »Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
I guess this is a perfect illustration of someone willing to justify any change ZOS makes. Let me say it again s l o w l y for you: How did changing the animation of jabs or flurry address power creep?
ESO before U35 was a mess. An even bigger mess than we have right now.
Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
dk_dunkirk wrote: »If I'm plotting the data points on a graph, it seems like ZOS would like to finally remove the glitch-that-stuck that enabled weaving in the first place from the game entirely. If they do it all at once, then half of everyone will leave immediately. In another couple of years, I suspect changes will be made to make it worthless to do (weave), and then they can finally just remove it. When your DPS meta relies on a mythic that nullifies all LA attack damage, and people running Drake's Rush and imbibing heroism pots makes ultimate generation much less dependent on basic attacks, where else is this headed?
If they are trying to remove light attack weaving completely, there were other things they should have done (or avoided doing) long ago and a lot, lot more yet to do, which doesn't seem to be able to be drawn out over time.
In the first place, if they wanted to remove weaving (at the speed that takes advantage of animation cancelling), they should have started by not adding a loading screen tooltip that literally instructs players to do it and how. It's one thing to say "this use was never intended and we never officially endorsed it" - that ship sailed with this loading screen, if not before. The game has shown this tip for many years. Why take the time to teach that as a mechanic if they had any thought they might want to remove it? And while they are entitled to change their minds, if they removed LA weaving-with-AC now, it would not be as a glitch or a bug but as an officially endorsed and officially taught feature of combat.
They reiterated that support for LA weaving by redesigning Bound Armaments to rely on building LAs like Grim Focus. Get rid of LA weaving, and everything that relies on that stacking needs another drastic overhaul to remain viable.
On a similar note, they'd have to overhaul or design viable alternatives for Rele, Depths, and many other sets that are designed around LA weaving. (This is a big part of why Velothi doesn't actually nullify LA damage. It reduces it by 99% instead of 100% so it can keep proccing these sets. And also LAs still fully benefit from Stagger, which is unaffected by Velothi, since they technically still do damage.) Now Rele might be functional when light attacking once every 4-5 seconds, but you'll only get up to the tooltip damage that way. The set does further damage in direct proportion to off-the-GCD AC weaving: it ticks every LA in addition to its once-per-second DoT, so you can end up with ~1.4 ticks per second, ~40% more than the tooltip promises. Without that, the set is not nearly as competitive. A set like Depths only requires one LA at much longer intervals, but Depths specifically provides a much-needed alternative to Coral for a variety of players, specs, and situations. It would not be as viable an alternative if we had to sacrifice a GCD to proc it, which is not something we have to do with Coral. Even if LA proc sets were rebudgeted (where possible) to account for losing a GCD, putting LAs on the GCD system while continuing to have proc sets rely on them would add a component to the game where we would have to monitor even more proc cooldowns and deliberately choose whether and when to use an LA in place of a skill. That would significantly increase the difficulty and complexity of combat, which is directly contradictory to their stated goals. They have said they do not want to encourage watching timers that tell us what to hit on which GCD. Putting LAs on the GCD would do that.
They’d also likely have to reconfigure weapon glyphs if we have to give up a GCD to proc them (or consider a suboptimal skill setup). Even running cloak on the front bar doesn't proc glyphs as consistently as light attack weaving, since cloak ticks every 2 seconds. This is another part of why Velothi doesn't actually nullify LA damage.
Personally I don't see that 3/s-for-9-seconds ult regen as superfluous, since most other sources of ult stack with that. (While they technically constitute alternatives to light attacking for this purpose, blocking damage and healing - not overhealing - group members are not nearly as universally reliable.) Heroism, Pillager's, etc., aren't going to be a replacement for this ult gen when they stack with it. It's hard to envision a scenario in which we're getting so much ult that we should disregard easily accessible additional sources of it. For the recent HMs especially impairing an important source of ultimate like this would make them harder than they were designed to be. We already saw the pushback from the encounter team when U35 was on PTS and we were initially told that no changes would be made to content to mitigate the loss of damage and healing on our end. Absent help from the encounter team, what would the combat team provide to make up for what we'd lose with the loss of everything dependent on weaving, and would all that work be worth it just to remove a mechanic they've already endorsed? It seems to me that lessening reliance on weaving provides the accessibility they want without undermining the many elements of the system specifically designed for it.alpha_synuclein wrote: »The power gap hasn't been reduced though. It just looks different now. There's a big damage output difference between a good arcanist and a bad arcanist, for example.
That's what you get when you're trying to fix skill gap without actually addressing players skill level. There will always be a difference.
Also, for me personally one of the most disturbing part of U35 is how ZOS seem to treat balance like a zero sum game. Introducing viable HA builds (or other alternative playstyles) did not require nerfing LAs. It's not like we can't have both in the same game... And reducing the power creep went to trash when they introduce arcanist anyways.
It's a bit different with the duration of DoTs and buffs, but even here I would rather have some variability. Making every DoT the same makes every class the same.
They compressed LAs. They gave a decent buff to LA scaling in order to raise the floor, and they capped the base damage of LAs in order to lower the ceiling. It wasn't a one-sided nerf. A better example of nerfing something in an apparent attempt to make the New Shiny more viable would probably be Iceheart upon the introduction of Mother Ciannait?
As for every DoT being the same, Ritual of Retribution (especially the changes made to it with U35) is a good case study in why variability is not always in our interests...
Vonnegut2506 wrote: »Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
I guess this is a perfect illustration of someone willing to justify any change ZOS makes. Let me say it again s l o w l y for you: How did changing the animation of jabs or flurry address power creep?
For many, many years, the Jabs animation had a lot of problems.
.......s.
Vonnegut2506 wrote: »I think more than anything, U35 taught all of us that ZOS values feedback as much as I value U35.
SaffronCitrusflower wrote: »Vonnegut2506 wrote: »I think more than anything, U35 taught all of us that ZOS values feedback as much as I value U35.
By the way, did ZOS ever post that promised review and discussion thread they said they would after U35 dropped? Asking because I don't ever remember seeing it. Anyone able to link to it?
SaffronCitrusflower wrote: »Vonnegut2506 wrote: »I think more than anything, U35 taught all of us that ZOS values feedback as much as I value U35.
By the way, did ZOS ever post that promised review and discussion thread they said they would after U35 dropped? Asking because I don't ever remember seeing it. Anyone able to link to it?
No, we never got our Q&A. We remember. Instead, I think we got some post about ZOS' ideals for their combat system.
SaffronCitrusflower wrote: »Vonnegut2506 wrote: »I think more than anything, U35 taught all of us that ZOS values feedback as much as I value U35.
By the way, did ZOS ever post that promised review and discussion thread they said they would after U35 dropped? Asking because I don't ever remember seeing it. Anyone able to link to it?
SaffronCitrusflower wrote: »Vonnegut2506 wrote: »I think more than anything, U35 taught all of us that ZOS values feedback as much as I value U35.
By the way, did ZOS ever post that promised review and discussion thread they said they would after U35 dropped? Asking because I don't ever remember seeing it. Anyone able to link to it?
Hi everyone. We know everyone has been asking about the Q&A related to combat. After internal conversations with the team, we have decided to shift from a Q&A. Instead, we've gone through the questions many have been asking and taken those back to the combat team to address the core themes we saw asked across the community. With that, the combat team has drafted an ESO Combat Vision statement, designed to give the community a clearer picture around the goals the combat team has always strived for and will continue to strive for. You can find the statement here for the forum discussion link. While we know the Q&A was initially proposed, we hope the statement helps to clarify some questions around the vision for ESO combat. Thanks for your patience around this topic.
alpha_synuclein wrote: »You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
You mean Fatecarver?
Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.
You mean jabs, the AoE spammable with higher damage coefficients than anything else in the game at the time? The skill that has one morph that heals you? The AoE spammable that deals nearly full damage to secondary target?
One of the most overloaded and potentially most overpowered skills in the game? The spammable that is, outside of numbers, the objectively best attack in the game?
The skill that could delete you instantly in PVP? That trivialized PVE fights against multiple targets? That was so strong it made every other Templar kit and skill irrelevant?
That jabs?
This is what I mean when I say the ESO community is unwilling to accept when something is overtuned.
The casual quester who doesn't engage in any end game content didn't notice anything wrong with U35 because they don't participate in any of the content that U35 borked. The people who noticed how bad U35 was are the people who play daily for hours and know the combat system well. The people who just do overland questing didn't notice because they aren't running any challenging content.
liliub17_ESO wrote: »Just remember - us filthy casuals who don't (or can't) bob and weave DO play this game, and we're not oblivious as you seem to believe.
And that was the real main achievement of U35 - disuniting casual and hardcore players with all the talk about closing the gap betweeen the player groups, no one has cared about or was bothered by before.
JiubLeRepenti wrote: »...
So here’s my point: why should all that effort I made (or at least a significant part of it) be wiped out because some players don’t want to, don’t have time to, or don’t have the capacity to reach a certain level?
That’s how I feel about it. I’ve trained literally hundreds of hours to handle high-level content years ago. Why should I accept that ZOS’s goal is to make this high-level content more accessible by reducing the gap? Because that’s what we’re talking about, right? I mean, 95% of the PvE content in ESO is already accessible to players with a casual approach to the game. So I guess the idea of “reducing the gap” is to make this high-level content more reachable?
Templars are a shadow of what they once were.