redspecter23 wrote: »If top end dps is too high, the ceiling can be lowered without destroying players that are still progressing or more casual. Not everyone has 50k+ dummy parses. An across the board nerf would decimate those still struggling to hit 20k.
Specific targetted changes that chip away at the top end without impacting the lower end would be preferable, if nerfs are needed at all, which I don't agree with currently anyway.
I'm in agreement here. You have to be careful if you're trying to nerf top end DPS because that could easily negatively impact everyone who isn't trying to min/max and run DLC dungeons in less than a minute. The problem is that the gap between min/max and non-meta is, well, huge. You basically have next to no hope of doing vet DLC dungeons or trials if you don't min/max.
Personally, I think a major source of this problem is the fact that damage is so heavily dependent on how high your max magicka or stamina is. If we could separate damage from those stat pools, or at the very least mitigate it's impact, that would go a long way toward fixing the problem as well as open up a whole slew of possible builds.

ResTandRespeC wrote: »redspecter23 wrote: »If top end dps is too high, the ceiling can be lowered without destroying players that are still progressing or more casual. Not everyone has 50k+ dummy parses. An across the board nerf would decimate those still struggling to hit 20k.
Specific targetted changes that chip away at the top end without impacting the lower end would be preferable, if nerfs are needed at all, which I don't agree with currently anyway.
I'm in agreement here. You have to be careful if you're trying to nerf top end DPS because that could easily negatively impact everyone who isn't trying to min/max and run DLC dungeons in less than a minute. The problem is that the gap between min/max and non-meta is, well, huge. You basically have next to no hope of doing vet DLC dungeons or trials if you don't min/max.
Personally, I think a major source of this problem is the fact that damage is so heavily dependent on how high your max magicka or stamina is. If we could separate damage from those stat pools, or at the very least mitigate it's impact, that would go a long way toward fixing the problem as well as open up a whole slew of possible builds.
There is plenty hope clearing them without min/maxing. With average gear and an average rotation you can reach 30k+ on most classes.
FilteredRiddle wrote: »It would be nice to see ZOS do something to decrease the DPS gap between lower range and higher range DPS, i.e. make changes which make it 'easier' for someone to achieve 20-25k DPS. This would allow a broader portion of the playerbase to complete a larger portion of content.
The good players will always find a way.
Of course keep it as is in PVP, put it in battle spirit or something but in PVE, should all DPS be nerfed across the board so there's less 4 DPS dungeon runs?
Trials, though, is a different matter. We often find ourselves lacking tanks or healers, to the extend where some of our best DDs log onto tanks or healers just to provide the roles to the group. They don't get to play what they prefer, but sacrifice some of their enjoyment for the group's sake.
BretonMage wrote: »Trials, though, is a different matter. We often find ourselves lacking tanks or healers, to the extend where some of our best DDs log onto tanks or healers just to provide the roles to the group. They don't get to play what they prefer, but sacrifice some of their enjoyment for the group's sake.
But isn't it a failing in a game if players have to sacrifice their enjoyment to play a rigidly dictated configuration? I don't see how this can be a positive thing.
(This is not a criticism of malicia's post, btw, which I recognise as generally supporting flexibility.)
4 DPS will continue to happen as long as the game is a DPS race. They need more punishing mechanics for DPS, and in more places. Reflecting damage, eclipsing whoever does the most DPS, etc. Right now there simply isn't enough punishment for DPS. The guards in no-CP Cyrodil are more threatening than most of the PvE bosses.
No.
How about instead of blanket nerfing and ruining everyone's game, ZOS instead stops making DLC dungeons with oneshots on oneshots on oneshots? It's a crutch for not putting the effort into making more intricate damage mechanics.