This thread is where it goes too far people.
I can just about barely put up with all the "nerf x content because it's too hard" threads, but a thread about catering to the absolute skyrim light attack potatoes by reducing the already low amount of skills that we are able to use?
For the love of god, just leave it alone. If you want to play a hack and slash / skyrim game, go play another genre that fits to those needs.
This thread is where it goes too far people.
I can just about barely put up with all the "nerf x content because it's too hard" threads, but a thread about catering to the absolute skyrim light attack potatoes by reducing the already low amount of skills that we are able to use?
For the love of god, just leave it alone. If you want to play a hack and slash / skyrim game, go play another genre that fits to those needs.
This thread is where it goes too far people.
I can just about barely put up with all the "nerf x content because it's too hard" threads, but a thread about catering to the absolute skyrim light attack potatoes by reducing the already low amount of skills that we are able to use?
For the love of god, just leave it alone. If you want to play a hack and slash / skyrim game, go play another genre that fits to those needs.
If you like mindless button mashing in a sequential order to win, why don't you play guitar hero instead?
This thread is where it goes too far people.
I can just about barely put up with all the "nerf x content because it's too hard" threads, but a thread about catering to the absolute skyrim light attack potatoes by reducing the already low amount of skills that we are able to use?
For the love of god, just leave it alone. If you want to play a hack and slash / skyrim game, go play another genre that fits to those needs.
Hack n slash Skyrim game?
Skyrim IS Elder Scrolls
Morrowind IS Elder Scrolls
More popularity than what ESO is currently.
Skyrim wooo hooo, love that game, spent 200 hours plus playing it.
ESO?? It's an MMORPG right? Not as fun as Skyrim. All the fun is sucked out when playing ESO.
In Skyrim... You fight the bears.
In ESO.... You kite the bears.
No one wants to watch you run in circles kiting things.
They want to see the bear maul at you while you fight it back.
Not you running away constantly or you doing circles constantly aiming at the ground, making sure your DoTs are tickling the monster to death.
Sometimes you gotta think, would it be fun to watch. Thats why twich ratings are low, because this game is boring to watch.
Thats why games like GTA twich followers are high, game is fun to watch.
Attacks are simple, the watchers understand what you are doing in GTA, you have a big gun... What else you gonna do??? Some DoTs and magic??? NOPE. You gonna fire a rocket out of it and its gonna blow stuff up.
ESO... attacks are different for watchers, all they see is you aiming at ground, spaming all sorts of skills not sure whats yours whats theirs, they cannot get hyped to whats gonna come next because its just a spam of silly attacks that arent really predictable.
Oh, he's got a sword and shield, he's gonna deliver a crushing blow right??? Whats that??? He did some puffy dark cloud attack? What does that have to do with having a sword and shield? When is he gonna use his sword? Why does he keep spamming all those wierd attacks?
This game makes no sense, silly game. I go back to watching GTA V, game makes more sense. Get in car, run over people, bring out machine gun, machine gun fires. None of this puffy dark cloud spamming with a sword and shield.
This thread is where it goes too far people.
I can just about barely put up with all the "nerf x content because it's too hard" threads, but a thread about catering to the absolute skyrim light attack potatoes by reducing the already low amount of skills that we are able to use?
For the love of god, just leave it alone. If you want to play a hack and slash / skyrim game, go play another genre that fits to those needs.
Let's face it... ESO is not a true Elder Scrolls game. It's a cheap MMO with Elder Scrolls style graphics and lore. It's NOT an RPG. Period. End of Story. It is an MMORPG, which is a completely different animal. Granted, they do better IMO than many other MMORPGs, but it's still a FAR, FAR cry from a true RPG.
And honestly, that's to be expected. An RPG focuses the story around YOU, the player, because it's a single player game. An MMORPG does some of this - again, ESO does it better than most I feel - but in the end, no one is special because everyone does the same thing. Yes, it's you... huzzah! Yes, it's you who saved King Ashmere ! Yes you're the hero of Daggerfall! But so is everyone else. And when you go into the dark dungeon that everyone fears to kill the evil necromancer, only to find 20 other people there as well, it's not the same.
The main focus of this game is combat, and thus combat needs to be more involved, otherwise we'd all get bored with it. I would love to see more options for combat, but not more button mashing. More options that involved stealth, attacking by surprise, using environment to overcome the boss, etc. You know... RPG stuff.
But in a world built around he participation trophy philosophy, no one stands out. No one is unique. No one is a hero.
Poll is gonna be biased because people on the forums, can do over 20k dps, and its because they got the combos down.
Then you complain about being in groups with people who cannot DPS (those who dont visit forums, those who dont use meta build).
All because the game is designed for you to do these long silly combos that they never teach people in the game.
"make sure you get 4 DoTs on them, do some skill that procs your sets, and then light attack it up to build ulti for highest DPS possible"
Got these newbs running in dungeon, doing direct damage only, not knowing this game is all about combos and watching your ticks.
You make dungeons dumbed down, the good players take advantage of it.
You make the dungeons tougher, the good players find difficulty, and the newplayers??? End up quitting after long time of wipes due to not being able to DPS enough, due to not knowing its a combo game, not a direct damage kinda game. Ya know, like Skyrim.
The world boss fights in Skyrim that have massive amount of HP, do you see people laying down all there DOTs? Nope, they wailing away at them.
Think about it, whats purpose of having 3 different skills, primarily just being used to deal DoT?? Why not just combine them all in one, why you make us players have to hit 3 different buttons just because we want more damage over time?
"oooh this DoT is used as a snare"
"oooh this DoT apparently lowers skill recharge"
BOSS IS IMMUNE TO ALL OF THAT
THEY USING those 5 DoTs FOR DAMAGE PURPOSES.
Why you make em smash 5 buttons when all they want is the damage output?
Making people more worried about smashing buttons than playing the game.
Because if you aint smashing the buttons, and making sure everything is ticking... Your DPS will be bad and will get the boot, because dungeons are a DPS fight, all of them.
ESO?? It's an MMORPG right? Not as fun as Skyrim. All the fun is sucked out when playing ESO.
In Skyrim... You fight the bears.
In ESO.... You kite the bears.
No one wants to watch you run in circles kiting things.
They want to see the bear maul at you while you fight it back.
Not you running away constantly or you doing circles constantly aiming at the ground, making sure your DoTs are tickling the monster to death.
Crafts_Many_Boxes wrote: »I think there's a compromise between what OP is asking for and what the staunch defenders are trying to, well...defend.
The bottom line is that this game's combat feels very micro-manage-y, to the point where I often find myself more focused on refreshing dots / aoe than actually fighting the enemy. The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Why is this, exactly? Sustain, animation cancelling, and DoT duration / number. These are the 3 issues that over-complicate combat in this game, from demanding to annoying. It's not a matter of "dumbing it down to Skyrim", it's a matter of making the gameplay reasonable and in-line with other MMOs so that the ceiling isn't doing 800% of the dps of the floor.
First off, sustain. With the morrowind changes, there is now no way to get around having to work in heavy attacks in order to have resources throughout a fight. This "jams up" the already over-crowded rotations and makes it even harder for a player to reach the top dps potential. To be clear, heavy attacking to sustain is only a problem because the other aspects of combat already have such tight timing, and working everything in only leads to mistakes and dps losses.
Next, animation cancelling. I don't care what your stance on it is, bring the concept up to anyone OUTSIDE of this game and they will laugh and call it a garbage fire of an idea. Because it is. In no other game is cancelling attack animations a viable dps strategy, because cancelling the animation actually cancels the attack and makes it not a dps gain. Crazy concept, right? Only in ESO is that not a crazy concept. Animation cancelling furthers the gap between the floor and ceiling because it's not intuitive and exists as a dps gain in literally 0 other western games. It also further contributes to the "busy-ness" of combat, because now your frame-perfect rotation has heavy attacks AND cancelled light attacks.
Finally, DoT durations / numbers. What other game has 8 second dots? Like, seriously? For any particular build in any other MMO, you might have 1 DoT with that short of a duration, but most don't even have that. Most DoTs are minimum 15 seconds in other MMOs, so that you don't have to spend large portions of your combat time just watching timers and refreshing things. I'm using DoTs and ground AoE interchangeably here because they often have the same function in this game, which is another issue but not as huge. In short, having 1 or 2 dots to manage is okay and even standard in an MMO, but when you're trying to watch 3 or 4 with an average duration of 10 seconds, on top of everything else, it makes combat un-fun.
All 3 of these factors come together to over-complicate combat and make the gap between floor and ceiling so stupidly huge. In Rift, a "good" player will generally do 1.5-2x the dps of a bad one. In WoW it might be 2x. In ESO, a "good" player can EASILY do 8x the dps of a bad one at endgame. This is absurd. The game needs built-in safeguards to prevent this, which means either doing something to cap high-end dps or taking steps to better reward more simplistic combat styles
LadyNalcarya wrote: »Crafts_Many_Boxes wrote: »I think there's a compromise between what OP is asking for and what the staunch defenders are trying to, well...defend.
The bottom line is that this game's combat feels very micro-manage-y, to the point where I often find myself more focused on refreshing dots / aoe than actually fighting the enemy. The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Why is this, exactly? Sustain, animation cancelling, and DoT duration / number. These are the 3 issues that over-complicate combat in this game, from demanding to annoying. It's not a matter of "dumbing it down to Skyrim", it's a matter of making the gameplay reasonable and in-line with other MMOs so that the ceiling isn't doing 800% of the dps of the floor.
First off, sustain. With the morrowind changes, there is now no way to get around having to work in heavy attacks in order to have resources throughout a fight. This "jams up" the already over-crowded rotations and makes it even harder for a player to reach the top dps potential. To be clear, heavy attacking to sustain is only a problem because the other aspects of combat already have such tight timing, and working everything in only leads to mistakes and dps losses.
Next, animation cancelling. I don't care what your stance on it is, bring the concept up to anyone OUTSIDE of this game and they will laugh and call it a garbage fire of an idea. Because it is. In no other game is cancelling attack animations a viable dps strategy, because cancelling the animation actually cancels the attack and makes it not a dps gain. Crazy concept, right? Only in ESO is that not a crazy concept. Animation cancelling furthers the gap between the floor and ceiling because it's not intuitive and exists as a dps gain in literally 0 other western games. It also further contributes to the "busy-ness" of combat, because now your frame-perfect rotation has heavy attacks AND cancelled light attacks.
Finally, DoT durations / numbers. What other game has 8 second dots? Like, seriously? For any particular build in any other MMO, you might have 1 DoT with that short of a duration, but most don't even have that. Most DoTs are minimum 15 seconds in other MMOs, so that you don't have to spend large portions of your combat time just watching timers and refreshing things. I'm using DoTs and ground AoE interchangeably here because they often have the same function in this game, which is another issue but not as huge. In short, having 1 or 2 dots to manage is okay and even standard in an MMO, but when you're trying to watch 3 or 4 with an average duration of 10 seconds, on top of everything else, it makes combat un-fun.
All 3 of these factors come together to over-complicate combat and make the gap between floor and ceiling so stupidly huge. In Rift, a "good" player will generally do 1.5-2x the dps of a bad one. In WoW it might be 2x. In ESO, a "good" player can EASILY do 8x the dps of a bad one at endgame. This is absurd. The game needs built-in safeguards to prevent this, which means either doing something to cap high-end dps or taking steps to better reward more simplistic combat styles
This game needs a learning curve. Many people use light attacks and random mismatched skills because they dont know any better, and since it works for questing, they assume that would work in dungeons, too. The game doesnt teach you anything, and yes, this is a huge problem. I do realize that some players have disabilities or other issues that dont allow them to play their characters 100% effectively, but its a relatively small fraction of playerbase and there are easy and forgiving builds, so its possible to find some workarounds.
The duration of dots is balanced with the the fact that you can only slot 5 abilities+ulti on each bar, and the fact that some of them are only slotted for passive bonus (magelight, etc). You can do decent dps with only 2-3 dots and spamming heavy attacks, thats really not difficult. My main is a healer, and I play dd from time to time (sometimes I dont play it for months) and still manage to do okayish damage.
Speaking of animation cancelling, youre probably misinformed. It has been a thing for ages, in one form or another. I learned about it when I started playing Devil May Cry 3, thats an old PS2 game, and I'm pretty sure its not the first one to introduce this kind of "undocumented feature". If you want mmo-related examples, animation cancelling exists in many games, for example, Blade and Soul, Revelation etc. Ive heard it also works in Leagus of Legends, but dont quote me on that.
That being said, I agree with you about sustain changes. The game shouldnt be balanced around perfect teams, and even pre-Morrowind infinite sustain was only possible for them, not for pugs and casuals.
Crafts_Many_Boxes wrote: »LadyNalcarya wrote: »Crafts_Many_Boxes wrote: »I think there's a compromise between what OP is asking for and what the staunch defenders are trying to, well...defend.
The bottom line is that this game's combat feels very micro-manage-y, to the point where I often find myself more focused on refreshing dots / aoe than actually fighting the enemy. The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Why is this, exactly? Sustain, animation cancelling, and DoT duration / number. These are the 3 issues that over-complicate combat in this game, from demanding to annoying. It's not a matter of "dumbing it down to Skyrim", it's a matter of making the gameplay reasonable and in-line with other MMOs so that the ceiling isn't doing 800% of the dps of the floor.
First off, sustain. With the morrowind changes, there is now no way to get around having to work in heavy attacks in order to have resources throughout a fight. This "jams up" the already over-crowded rotations and makes it even harder for a player to reach the top dps potential. To be clear, heavy attacking to sustain is only a problem because the other aspects of combat already have such tight timing, and working everything in only leads to mistakes and dps losses.
Next, animation cancelling. I don't care what your stance on it is, bring the concept up to anyone OUTSIDE of this game and they will laugh and call it a garbage fire of an idea. Because it is. In no other game is cancelling attack animations a viable dps strategy, because cancelling the animation actually cancels the attack and makes it not a dps gain. Crazy concept, right? Only in ESO is that not a crazy concept. Animation cancelling furthers the gap between the floor and ceiling because it's not intuitive and exists as a dps gain in literally 0 other western games. It also further contributes to the "busy-ness" of combat, because now your frame-perfect rotation has heavy attacks AND cancelled light attacks.
Finally, DoT durations / numbers. What other game has 8 second dots? Like, seriously? For any particular build in any other MMO, you might have 1 DoT with that short of a duration, but most don't even have that. Most DoTs are minimum 15 seconds in other MMOs, so that you don't have to spend large portions of your combat time just watching timers and refreshing things. I'm using DoTs and ground AoE interchangeably here because they often have the same function in this game, which is another issue but not as huge. In short, having 1 or 2 dots to manage is okay and even standard in an MMO, but when you're trying to watch 3 or 4 with an average duration of 10 seconds, on top of everything else, it makes combat un-fun.
All 3 of these factors come together to over-complicate combat and make the gap between floor and ceiling so stupidly huge. In Rift, a "good" player will generally do 1.5-2x the dps of a bad one. In WoW it might be 2x. In ESO, a "good" player can EASILY do 8x the dps of a bad one at endgame. This is absurd. The game needs built-in safeguards to prevent this, which means either doing something to cap high-end dps or taking steps to better reward more simplistic combat styles
This game needs a learning curve. Many people use light attacks and random mismatched skills because they dont know any better, and since it works for questing, they assume that would work in dungeons, too. The game doesnt teach you anything, and yes, this is a huge problem. I do realize that some players have disabilities or other issues that dont allow them to play their characters 100% effectively, but its a relatively small fraction of playerbase and there are easy and forgiving builds, so its possible to find some workarounds.
The duration of dots is balanced with the the fact that you can only slot 5 abilities+ulti on each bar, and the fact that some of them are only slotted for passive bonus (magelight, etc). You can do decent dps with only 2-3 dots and spamming heavy attacks, thats really not difficult. My main is a healer, and I play dd from time to time (sometimes I dont play it for months) and still manage to do okayish damage.
Speaking of animation cancelling, youre probably misinformed. It has been a thing for ages, in one form or another. I learned about it when I started playing Devil May Cry 3, thats an old PS2 game, and I'm pretty sure its not the first one to introduce this kind of "undocumented feature". If you want mmo-related examples, animation cancelling exists in many games, for example, Blade and Soul, Revelation etc. Ive heard it also works in Leagus of Legends, but dont quote me on that.
That being said, I agree with you about sustain changes. The game shouldnt be balanced around perfect teams, and even pre-Morrowind infinite sustain was only possible for them, not for pugs and casuals.
With 2-3 DoTs and spamming heavy attacks, I can do about 10, maybe 12k dps. Top Tier players can triple that. That's still entirely too much of a gap to call it viable, and there are even vet dungeon groups that would kick you for doing dps that low. Thankfully they're rare, but they exist.
With my current setup of 3-4 dots, (minimal) weaving, and templar jabs / heavy attacks where necessary, I can barely manage 15-16k in a good fight. I'm also CP 380-something and I'm kinda-sorta optimized for Horns (Julianos, precise weapon), but most struggling players are going to have around that much CP or less.
My point is that "okayish damage" isn't really what players should aspire for, and they might even get kicked for it if they want to do harder content. I'm putting in a pretty good deal of effort to manage my current setup, and even after horns I'll do maybe half of the DPS that the "pros" can. That's not all just CP points.
As for animation cancelling, don't misunderstand what I wrote above. Animation cancelling is a great tool for games that have animations that are far slower than player reflexes. It is a good thing. However, it can easily become a bad thing when your cancelled attacks still land for some God-unknown coding reason. That's what is happening in this game. Did Devil May Cry 3 work that way too, where you actually had to cancel attacks midway to do optimal damage? I honestly don't know, I never played the DMC series but traditionally animation cancelling is used for quick maneuvering and defense, not a staple in a dps rotation. That is just pure tedium.
Crafts_Many_Boxes wrote: »The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Crafts_Many_Boxes wrote: »The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Sorry, I couldn't read further than this. Are you being serious right now? Have you even played other MMOs?
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Sorry, I couldn't read further than this. Are you being serious right now? Have you even played other MMOs?
When you account for animation cancelling / weaving, bar swapping, and keeping track of 4 or 5 very short duration DoTs, totally serious.
And sure, on paper they're very straightforward, but the timing is extremely precise and unforgiving for everything, along with this game not having a "real" GCD or ability to macro.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »The simplest rotation in this game is akin to the hardest rotation in other MMOs.
Sorry, I couldn't read further than this. Are you being serious right now? Have you even played other MMOs?
When you account for animation cancelling / weaving, bar swapping, and keeping track of 4 or 5 very short duration DoTs, totally serious.
And sure, on paper they're very straightforward, but the timing is extremely precise and unforgiving for everything, along with this game not having a "real" GCD or ability to macro.
I've mostly played Western MMOs, but nothing else I've played is this brutal on the timing and execution. I'd much rather have 10-15 buttons and a 1.5s GCD / 15-30s DoTs than the current system, but I feel like we're drawing away from my point, which is that the current system in place creates the gigantic DPS gap everyone is always complaining about. You want a lower ceiling and higher floor? Get rid of animation cancelling, extend DoT timers, and maybe ease up on the sustain nerf.
I wish we could use 2 more skills.
I hope the OP never play WoW or any MMORPG besides ESO and Guild Wars otherwise he will cry
This, found it then doing an extensive test on my templar, has an serious hate for the target dummy. Became redundant as I also discovered that healers get an <1 minute dungeon queue.LadyNalcarya wrote: »@Crafts_Many_Boxes
As for dots and rotations... I guess youre just trying to copy a top dps build. But the thing is, you CAN remove a few weaker dots and still do more than the majority of group finder dds. Just look at the dps parse of the build you want to use (typically that would be a skeleton dummy parse). Find out which abilities do the most dps. Then use them, starting with the one that has the longest duration. Fill the pauses with heavy attacks or whatever spammable youre using.
Seriously, if youre not planning to pull 40+k dps, you might just drop those 1k extra dps dots and you wont lose much. For example, if youre a sorc, youll probably see liquid lightning doing 5 times more dps than dot from destructive reach, and that means, you can drop the reach if youre having troubles with applying it... etc. You dont have to blindly follow the guides. Adjust them to your playstyle.
Crafts_Many_Boxes wrote: »It comes down to what you think is fun, and I think all of the rage over 5k dpsers in dungeons shows that the average ESO player doesn't find "timer watching online" to be engaging gameplay.