And this is exactly what Elloa says if you listen/read carefully.have to disagree with you Elloa [...] pug groups don't put out a lot of damage they run out of magic constantly, they don't know boss mechanics. Healers can't keep up with the demand. Spending 2 hours running a dungeon that I can run with my guildies in 20 minutes is NOT fun. Getting hit with 30 k hits when I have 15 k health is not fun. There is no healer in our game that can heal that. Pug tanks don't grab everyone. When I heal I can get so much aggro I literally run around in circles healing with pug tanks. Pugs stand in red pugs don't dodge roll and now don't block. Wiping on bosses 5 6 7 tines is not fun. That doesn't happen with guildies or ppl in team speak. The avg ESO player doesn't have that. I have met dozens of player who have not successfully completed one veteran dungeon. You say it's to fast too much damage but it's the opposite for a lot of ppl.
Personofsecrets wrote: »DPS has gotten so high that @Wrobel @ZOS_BrianWheeler and @ZOS_RichLambert had to severely nerf damage in PVP as though there STILL ARE soft caps. They reintroduced soft caps, in a sense, with the battle spirit debuff.
It turns out that tanky players would be benefited in a greater way and disproportionately to the more DPS focused players in PVP if the battle spirit debuff happened by itself with no changes to tanky players and that, in my opinion, is why we ended up with the stamina regeneration nerf. Of course now that we have had time to grow again, people are back to getting one and two shot in Cyrodiil.
Power creep and the champion point system have had tremendous consequences on the game. Tanks, healers, PVP, and especially PVE are paying the price for these advances in DPS power.
Emma_Eunjung wrote: »I wish people would stop mentioning soft caps, because they have nothing to do with any of this. The fact is that ZOS has designed this game for DPS, with Tanks and Healers being minimized or even unneccessary. Bringing back soft caps won't change anything. For example, look at Veteran Maelstrom Arena. Gimping DPS in vMA isn't going to suddenly make it possible for Tank and Healer builds to complete.
What needs to happen is for the developers to reevaluate ALL content across the game and ask themselves if it's possible for players to heal or mitigate their way through that content... while doing modest damage, of course. In a lot of cases, Healers and Tanks are simply not viable for solo content, while they don't bring much to the table of group content, either.
On PTS in Imperial City without CP: content is really hard.
So i think, the CP System is too strong.
CP system is the worst idea ZOS had followed by the dmg scalling based on resource pools. They slowly but surely are killing their own game. Is like the people who designed and programed it are different from the ones who are managing it. Is the game better? Not for me.
Personofsecrets wrote: »DPS has gotten so high that @Wrobel @ZOS_BrianWheeler and @ZOS_RichLambert had to severely nerf damage in PVP as though there STILL ARE soft caps. They reintroduced soft caps, in a sense, with the battle spirit debuff.
It turns out that tanky players would be benefited in a greater way and disproportionately to the more DPS focused players in PVP if the battle spirit debuff happened by itself with no changes to tanky players and that, in my opinion, is why we ended up with the stamina regeneration nerf. Of course now that we have had time to grow again, people are back to getting one and two shot in Cyrodiil.
Power creep and the champion point system have had tremendous consequences on the game. Tanks, healers, PVP, and especially PVE are paying the price for these advances in DPS power.
Many poeple assume that you must be Templar to be a healer. And therefor ask you to use Repentence, or Shard, and whatnot.funny fact she called healer being support and call 2 templar abilty's and a destruction staff abilty. meaning all healers don't have use unless you are a templar
Boss could present certain mechanic that would prevent DPS to burst them down. They could be immune to damage for a time, forcing the group to "survive" during that phase... Or bosses could heal themselves if they got killed too fast. There is plenty of possibilities. I'm sure Devs could come up with lots of ideas. I just want a fight to last longer than 45 sec. A fight that feel meaningful, like when we all started to play.KoshkaMurka wrote: »(...)
The content has been nerfed because it was too demanding for the playerbase apparently. I dont really know how to fix it, but the new trial seems promising (and it has normal mode for casual players, which is fair). Reducing dps wont be a solution, because it would hit casual playerbase, not only minmaxers who faceroll the content.
Maelstrom arena is indeed not made for Tank and Healers, and this due mostly to DPS check, something I already complained about back when it was being tested. I'm fine with Healer and Tanks not being competitive in the race on leader boards, but whithout hard DPS check it could be totally possible to play The Maelstrom Arena successfully. It would be more about survival, managing resource, and avoiding damage.Emma_Eunjung wrote: »I wish people would stop mentioning soft caps, because they have nothing to do with any of this. The fact is that ZOS has designed this game for DPS, with Tanks and Healers being minimized or even unneccessary. Bringing back soft caps won't change anything. For example, look at Veteran Maelstrom Arena. Gimping DPS in vMA isn't going to suddenly make it possible for Tank and Healer builds to complete.
What needs to happen is for the developers to reevaluate ALL content across the game and ask themselves if it's possible for players to heal or mitigate their way through that content... while doing modest damage, of course. In a lot of cases, Healers and Tanks are simply not viable for solo content, while they don't bring much to the table for group content, either.
KoshkaMurka wrote: »Emma_Eunjung wrote: »I wish people would stop mentioning soft caps, because they have nothing to do with any of this. The fact is that ZOS has designed this game for DPS, with Tanks and Healers being minimized or even unneccessary. Bringing back soft caps won't change anything. For example, look at Veteran Maelstrom Arena. Gimping DPS in vMA isn't going to suddenly make it possible for Tank and Healer builds to complete.
What needs to happen is for the developers to reevaluate ALL content across the game and ask themselves if it's possible for players to heal or mitigate their way through that content... while doing modest damage, of course. In a lot of cases, Healers and Tanks are simply not viable for solo content, while they don't bring much to the table of group content, either.
Its more about game design imo. When there's a boss that makes a full-time tank a liability for his team (planar inhibitor) and a solo arena with heavy dps bias, thing will not change.
So I have high hopes for the new trial.
Is there a specific reason as to why you're ALWAYS whispering in your videos?
Decent points taken up, but you present the issue in a negligent way.
Speak up next time, kthx.
In The Elder Scrolls Online, today, you don't really feel useful as tank or as dedicated healer anymore. And that remove the fun. The biggest flaws come to the insane amount of damages players are capable of doing. When you compile build, champion points and gear with no soft cap, together with the animation cancelation technique, and the knowledge of the dungeon by heart (it's two years players are doing same dungeons over and over), those players are doing so much damage than you kill bosses faster than they can perform their techniques. Strategies are useless. Heal is useless. Tanking is useless. Doing damages is the way to go.
Enraged_Tiki_Torch wrote: »In The Elder Scrolls Online, today, you don't really feel useful as tank or as dedicated healer anymore. And that remove the fun. The biggest flaws come to the insane amount of damages players are capable of doing. When you compile build, champion points and gear with no soft cap, together with the animation cancelation technique, and the knowledge of the dungeon by heart (it's two years players are doing same dungeons over and over), those players are doing so much damage than you kill bosses faster than they can perform their techniques. Strategies are useless. Heal is useless. Tanking is useless. Doing damages is the way to go.
Agree with a lot of what you said. I wouldn't worry too much cause like you pointed out here, these dungeons are 2 years old and I am guessing weren't designed to be done by players with the builds we have now. I can't see the need for a healer diminishing with new dungeons coming out in the future. Actually with the nerf to Breathe of Life, you may even see the challenge and fun increase for healers.
To offer an idea for making it challenging for DPS. Zenimax could design a mob that will calculate the amount of DPS it is taking from players, then apply a cap where if you exceed it (say cap is 50k DPS, and your group does 51k DPS): the monster will activate a massive AoE that kills everyone.
I wouldn't do this for every mob because as a DPS, pushing the limit is part of the gameplay but it would be an interesting mechanic on a mob or two.
Refuse2GrowUp wrote: »Is there a specific reason as to why you're ALWAYS whispering in your videos?
Decent points taken up, but you present the issue in a negligent way.
Speak up next time, kthx.
Maybe she is just soft spoken.
Not to say your point is invalid, but I think there might have been a more tactful way to suggest this to her. She is not presenting issues in a 'negligent' way. What I think you mean to say is that it might be easier to follow if she spoke up some and vocally emphasized the key issues.
Hard to ask her to present issues a little differently if you yourself present your point in a less than tactful way.
I certainly do. I find it refreshing to listen to a calm and gentle voice.I speak softly and calmly. This is part of my "style" so to speak. Most of my viewers enjoy it.
BalticBlues wrote: »I certainly do. I find it refreshing to listen to a calm and gentle voice.I speak softly and calmly. This is part of my "style" so to speak. Most of my viewers enjoy it.
Isn't it a good thing that people and styles are different?
Thankfully, our calmer European culture still differs a bit from the "power play" US culture.
Back to topic:
Could it be a solution to offer Non-CP-Dungeons?
If players had to play without their CPs, the content certainly would be more demanding.
ZOS could offer a reward for this, like a higher drop rate of monster helmets.
Refuse2GrowUp wrote: »Is there a specific reason as to why you're ALWAYS whispering in your videos?
Decent points taken up, but you present the issue in a negligent way.
Speak up next time, kthx.
Maybe she is just soft spoken.
Not to say your point is invalid, but I think there might have been a more tactful way to suggest this to her. She is not presenting issues in a 'negligent' way. What I think you mean to say is that it might be easier to follow if she spoke up some and vocally emphasized the key issues.
Hard to ask her to present issues a little differently if you yourself present your point in a less than tactful way.
Hey hey!
First, I speak softly and calmly. This is part of my "style" so to speak. Most of my viewers enjoy it otherwise I'd have stopped long ago, but this is obviously not pleasing everyone. Its a question of taste. The sound balance, between my voice and the music should be good however.If its not, then I need to work on that.
Second, "Elloa the Rantosaurus" is a serie of short videos, VLOG-like where I speak up about a subject that inspire me. They last between 3 and 5 min and there is not much edition or preparation work.
My guides, and News videos are worked on a lot, and I put lots of care in the preparation, comment and edition.
Boss could present certain mechanic that would prevent DPS to burst them down. They could be immune to damage for a time, forcing the group to "survive" during that phase... Or bosses could heal themselves if they got killed too fast. There is plenty of possibilities. I'm sure Devs could come up with lots of ideas. I just want a fight to last longer than 45 sec. A fight that feel meaningful, like when we all started to play.KoshkaMurka wrote: »(...)
The content has been nerfed because it was too demanding for the playerbase apparently. I dont really know how to fix it, but the new trial seems promising (and it has normal mode for casual players, which is fair). Reducing dps wont be a solution, because it would hit casual playerbase, not only minmaxers who faceroll the content.
Its nice as healer to be forced to think strategically your heal. "Now I use a Shield", "Now I use my dispell" "Now I use my Combat Prayer" " time for a Hot" " ooh ***, fast, my big costly heal"
Enraged_Tiki_Torch wrote: »To offer an idea for making it challenging for DPS. Zenimax could design a mob that will calculate the amount of DPS it is taking from players, then apply a cap where if you exceed it (say cap is 50k DPS, and your group does 51k DPS): the monster will activate a massive AoE that kills everyone.
Many poeple assume that you must be Templar to be a healer. And therefor ask you to use Repentence, or Shard, and whatnot.funny fact she called healer being support and call 2 templar abilty's and a destruction staff abilty. meaning all healers don't have use unless you are a templar
Which is why I'm leveling a new healer Dragonknight. I want to explore all classes as healer eventually. It is not fair than only Templar get to be considered as proper healer.
infraction2008b16_ESO wrote: »Many poeple assume that you must be Templar to be a healer. And therefor ask you to use Repentence, or Shard, and whatnot.funny fact she called healer being support and call 2 templar abilty's and a destruction staff abilty. meaning all healers don't have use unless you are a templar
Which is why I'm leveling a new healer Dragonknight. I want to explore all classes as healer eventually. It is not fair than only Templar get to be considered as proper healer.
IMO the biggest problem is the way group buffs/boss debuffs as well as class specific resource regen/refunding abilities work. On paper it might sound fun one player providing a buff or skill to help other players in terms of DPS or regen rates and many other MMO's have done this well for years, in this game however I feel they've gone overboard and not in a particularly balanced way.
All it leads to is people picking a particular class healer (templars) to provide a mainly support role to help with their magicka/stamina regen so they can stack weapon damage and out DPS mechanics.
I feel the best way to fix the status quo would be to return the responsibility of resource regeneration back to the player, make it so it's vital to have a certain amount of recovery or equivalent in cost reduction before you start stacking damage stats. To do this I feel they need to hard cap weapon/spell damage as well as crit rates (most MMO's cap crit in some way) so players can't stack too much even if they want to or can't over buff to give themselves too much without hitting the cap, I feel not having caps on max magicka/stamina is OK and yes you'd see people trying stacking that instead if weapon/spell damage was capped however if they change the way other players can help you restore your magicka/stamina then having gear sets that overly increase your main stat wouldn't be wise if you had no regen in your gear. That's why I feel they should look at the way certain classes or skill line abilities can help the group restore their mag/stam so it's up to the player to make sure they have enough regen in the first place.
I know I'm going to get a lot of hate for calling for nerfs to templars but I don't feel they should be required over other healers due to their resource refunding abilities. I feel spears (and morphs) shouldn't refund stamina or magicka on it's synergy but instead maybe heal and/or do AoE damage depending on morph. Repentance needs to be just a heal and have no stamina restore.
As for the destro staff, I feel elemental drains magicka restore should only work on chance similar to the way evil hunter works and should solely effect the player that cast it. This would not only balance things out more in terms of regeneration but also make the other morph more worthwhile.
Any other similar abilities or group buffs need to be looked at to make sure they don't stack or provide too much resource return to the group, that way the player has to optimize not only their damage stats but their recovery also.
Refuse2GrowUp wrote: »
I have to disagree. One of the biggest problems with the game in its current state is that, largely due to PvP and solo content like Maelstrom Arena, each class is being made fully self sufficient. This is one of the biggest reasons we are drifting away from group play and support reliance. If every class is fully self sufficient, we do not need healers, and hardly ever need tanks.
There is nothing wrong with a DK being a better Tank or a Templar being a better Healer/Supporter. This does not mean other classes cannot fill the role as well, and do so rather successfully...simply, it means that some classes are more centered around a concept role. This is what keeps an MMO exactly that = a Multiplayer game. We need to get back to that concept and stop making every class a generalized, self-sufficient, DPS machine. Frankly, who cares if DKs are Tanky and lack burst, or if Templars fall short of the DPS of other toons. With Vet ranks going away and the devs making every grind super casual, there is no problem with leveling more than one toon and having certain toons for certain roles. It is only when we actually rely on support from others that we will truly see dungeons and Trials being a group endeavor.