runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »Little offtopic but ...
Animation canseling.
I dont say i`m not good at it, just dont like it.
Give a OK player a class with BiS gear and give crap gear/same class to player good at animation canseling.
Guess what. The crap geared one win on dpc racing....
This mechanic is the main reason why we have such big dps gap.15k casuals and 50k+ players who are good at AC
ZoS need to disable this. Or atleast to reduce animation on all skills.
Animation canceling does not account for 70% of a players dps for any player. The reason for a 15k dps player having such low dps is just plain skill/build or something else. If there were no animation canceling the strong player would still be doing several times more dps than the example of a player doing 15k. The statement above is not even close to correct.
Guess you are good with animation canseling. Do a test/ for yourself- i already know the results/ and see the diference.
Then read your post again...
SidraWillowsky wrote: »runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »Little offtopic but ...
Animation canseling.
I dont say i`m not good at it, just dont like it.
Give a OK player a class with BiS gear and give crap gear/same class to player good at animation canseling.
Guess what. The crap geared one win on dpc racing....
This mechanic is the main reason why we have such big dps gap.15k casuals and 50k+ players who are good at AC
ZoS need to disable this. Or atleast to reduce animation on all skills.
Animation canceling does not account for 70% of a players dps for any player. The reason for a 15k dps player having such low dps is just plain skill/build or something else. If there were no animation canceling the strong player would still be doing several times more dps than the example of a player doing 15k. The statement above is not even close to correct.
Guess you are good with animation canseling. Do a test/ for yourself- i already know the results/ and see the diference.
Then read your post again...
I did a 3 mil dummy test the other day.
Same setups both times, both parses with LAs in between skills, but the first involved no animation canceling.
No canceling: 24k, and the parse was full of errors + I let my DoTs drop off way too frequently, since I'm used to timing them based off of animation canceling.
Canceling: 41k for that parse; my max is 44k.
I hate vSpindle 1 last boss more, same whit vBC1 last boss, vFungal1 is nice as its telegraphed well enough.MrBumblefoot wrote: »What are some dungeon/trial mechanics you don't like and find to be just plain annoying?
I hate the poison spit from the dragon statues in Scalecaller Peak final boss fight. It's usually the biggest reason for a wipe in my experience and it's just a random one-hit mechanic. Last time I was there as a tank, I slotted Retreating Maneuver and kept a 100% uptime so the group can avoid it faster. It worked but I still hate the mechanic.
runkorkoeb17_ESO wrote: »SidraWillowsky wrote: »runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »Little offtopic but ...
Animation canseling.
I dont say i`m not good at it, just dont like it.
Give a OK player a class with BiS gear and give crap gear/same class to player good at animation canseling.
Guess what. The crap geared one win on dpc racing....
This mechanic is the main reason why we have such big dps gap.15k casuals and 50k+ players who are good at AC
ZoS need to disable this. Or atleast to reduce animation on all skills.
Animation canceling does not account for 70% of a players dps for any player. The reason for a 15k dps player having such low dps is just plain skill/build or something else. If there were no animation canceling the strong player would still be doing several times more dps than the example of a player doing 15k. The statement above is not even close to correct.
Guess you are good with animation canseling. Do a test/ for yourself- i already know the results/ and see the diference.
Then read your post again...
I did a 3 mil dummy test the other day.
Same setups both times, both parses with LAs in between skills, but the first involved no animation canceling.
No canceling: 24k, and the parse was full of errors + I let my DoTs drop off way too frequently, since I'm used to timing them based off of animation canceling.
Canceling: 41k for that parse; my max is 44k.
So double. Thanks
SidraWillowsky wrote: »runkorkoeb17_ESO wrote: »SidraWillowsky wrote: »runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »Little offtopic but ...
Animation canseling.
I dont say i`m not good at it, just dont like it.
Give a OK player a class with BiS gear and give crap gear/same class to player good at animation canseling.
Guess what. The crap geared one win on dpc racing....
This mechanic is the main reason why we have such big dps gap.15k casuals and 50k+ players who are good at AC
ZoS need to disable this. Or atleast to reduce animation on all skills.
Animation canceling does not account for 70% of a players dps for any player. The reason for a 15k dps player having such low dps is just plain skill/build or something else. If there were no animation canceling the strong player would still be doing several times more dps than the example of a player doing 15k. The statement above is not even close to correct.
Guess you are good with animation canseling. Do a test/ for yourself- i already know the results/ and see the diference.
Then read your post again...
I did a 3 mil dummy test the other day.
Same setups both times, both parses with LAs in between skills, but the first involved no animation canceling.
No canceling: 24k, and the parse was full of errors + I let my DoTs drop off way too frequently, since I'm used to timing them based off of animation canceling.
Canceling: 41k for that parse; my max is 44k.
So double. Thanks
Round that percentage - I think I'd have hit a bit higher had I kept my DoTs up (stamblade toon, so I lost hail, caltrops, and poison injection DPS more than one would if they paid more attention), so I'd wager around 40% with better uptimes. Still a significant amount either way.
I'm a fan of animation canceling (obviously), but 8 think that close to 30k DPS is pretty doable, though it would require a much more dynamic rotation with regards to bar swapping more frequently to keep DoTs up since the meta rotations rely on timing based on animation canceling, along with exploring different, non-meta sets. Hell, I don't use the Advancing Yokeda set because I can't get through my back bar rotation fast enough, and I think that my rotation and DPS are pretty good. Some of those sets can be discouraging for players who DO have slower rotations and who may not do the animation canceling thang.
MrBumblefoot wrote: »What are some dungeon/trial mechanics you don't like and find to be just plain annoying?
I don't think he/she is "Failing the basics".Facefister wrote: »The "one-shots" you've posted are highly telegraphed an not "unfair" in any possible way.
Troll, interrupt
Spindle, boss looks at your direction before she shoots at you
Popcorn, despite being quick you can dodge the first hit and run backwards
Yes I dictate you which content you should run. You claim to have "enough" skill and yet you fail the basics. You have no right about complaining about difficulty since you struggle with the basics. Now take your cheese and wine and do another vFG1 since nFG1 is too "boring" for your skill-level.
I want mechanics that are challenging, coherent and recognisable.
So a reasonable player should be able to go into a dungeon without having to have watched a video and work out how each boss fight functions. Sure they’ll die while they are learning it, but that will be because they haven’t ‘solved’ it and are working it out.
I like Symphony of Blades in DoM because while it’s complicated and there’s a lot going on, the challenge not understanding what needs to be done, but actually being able to do it.
What I don’t want is
Lazy one-shots (not big, clever or intelligent design)
Incomprehensible, untelegraphed mechanics - like what is going on with King Whatsisface in DoM?
Anything that allows you to skip the mechanics by simply burning down the boss. DPS shouldn’t be a get out of jail free card.
Lazy, uninformative death recaps
Lazy inexplicable debuffs
Random, untelegraphed death shots
But above all, I hate the fact that the normal versions of dungeons don’t have many of the mechanics at all, so it’s impossible to learn them without jumping into the vet dungeons, where 2 weeks after release everyone is magically expected to ‘know’ how to do everything.
Yes let's totally get rid of animation cancelling, making combat even more slow and sluggish. If you want that kind of combat go play another mmorpg, this games combat is meant to be fast and fun.
I want mechanics that are challenging, coherent and recognisable.
So a reasonable player should be able to go into a dungeon without having to have watched a video and work out how each boss fight functions. Sure they’ll die while they are learning it, but that will be because they haven’t ‘solved’ it and are working it out.
I like Symphony of Blades in DoM because while it’s complicated and there’s a lot going on, the challenge not understanding what needs to be done, but actually being able to do it.
What I don’t want is
Lazy one-shots (not big, clever or intelligent design)
Incomprehensible, untelegraphed mechanics - like what is going on with King Whatsisface in DoM?
Anything that allows you to skip the mechanics by simply burning down the boss. DPS shouldn’t be a get out of jail free card.
Lazy, uninformative death recaps
Lazy inexplicable debuffs
Random, untelegraphed death shots
But above all, I hate the fact that the normal versions of dungeons don’t have many of the mechanics at all, so it’s impossible to learn them without jumping into the vet dungeons, where 2 weeks after release everyone is magically expected to ‘know’ how to do everything.
What is "intuitive" depends somewhat on the player's perspective.
You mentioned the Ayleid King in vDoM. We cleared vDoM on the first day of PTS (so... going in blind, having never seen or read about any of it before), and we had no difficulty with that boss. Why not? Because when he split into four, the first thing that came to our mind is, "hey, this resembles the topside boss in HRC". We dispatched the decoys, focused the real one, and we quickly cleared it without any difficulty. But for someone who has never done HRC before, I imagine it would be rather confusing.
The worst case of that would be Warlord Tzogvin's mechanic where he rains fire on people. When we saw that for the first time on the first day of PTS, my initial reaction was, "hey, he just got a damage shield--this looks just like the shield mechanic on the first boss of vMoL". Indeed, that was exactly what was happening, and the mechanic posed no trouble for us. Later during that week, I watched another group's Twitch stream. They too went in blind, and they failed repeatedly at that mechanic until I explained in their stream chat how the mechanic worked. It's not their fault, really--the boss is raining damage down on everyone, so their instinctive reaction was to turtle up. The healer spammed heals while the DDs blocked. That's a perfectly reasonable reaction that someone would have to that mechanic. But, of course, it's wrong, since you must do damage to break the shield, and their DDs were not doing damage--they were blocking and shielding.
As for whether unintuitive mechanics are bad... I think that depends on why a mechanic is unintuitive. For example, the spike mechanic on Velidreth is unintuitive because it's poorly telegraphed. During the Hist PTS, I couldn't figure out how to avoid the 1-shot spike until someone wrote, "dodge when you see the puff of dust"... um, okay--I'm not sure if I would've figured that out. The telegraph on that mechanic has since been improved significantly. The "stand still" part is now very explicitly telegraphed, and there is now a new telegraph for the dodge. It only took them a few years to fix, but they did fix it.
But what about the shield phase on Tzogvin? Or the decoys on the Ayleid King? I would say that both are unintuitive, because not everyone has a body of knowledge of prior mechanics to draw from. But unlike the Velidreth spike, this is not a failure of telegraphing. But rather, a failure of correctly interpreting the cues that are given. And there's really nothing that I could think of to make it better telegraphed. And that's not a bad thing. You mentioned the Symphony of Blades. We think that boss fight is very boring and unimaginative. Sure, everything that happens there (except Purification) is pretty intuitive and easy to grasp, but that's because the mechanics there are so simple and rudimentary that there's not much to grasp. And that''s the problem with making all mechanics intuitive--because it really limits what you can do and you end up with things that are well, boring.
Sometimes, a mechanic takes a bit to figure out. But as long as the reason for that is not "the telegraph sucks", then I think that's a fair and worthwhile tradeoff--a bit of initial pain figuring it out (which is actually a lot of fun, TBH), but it usually means that the mechanic is not too boring.
runkorkoeb17_ESO wrote: »Little offtopic but ...
Animation canseling.
I dont say i`m not good at it, just dont like it.
Give a OK player a class with BiS gear and give crap gear/same class to player good at animation canseling.
Guess what. The crap geared one win on dpc racing....
This mechanic is the main reason why we have such big dps gap.15k casuals and 50k+ players who are good at AC
ZoS need to disable this. Or atleast to reduce animation on all skills.
Animation canceling does not account for 70% of a players dps for any player. The reason for a 15k dps player having such low dps is just plain skill/build or something else. If there were no animation canceling the strong player would still be doing several times more dps than the example of a player doing 15k. The statement above is not even close to correct.
MrBumblefoot wrote: »What are some dungeon/trial mechanics you don't like and find to be just plain annoying?
I hate the poison spit from the dragon statues in Scalecaller Peak final boss fight. It's usually the biggest reason for a wipe in my experience and it's just a random one-hit mechanic. Last time I was there as a tank, I slotted Retreating Maneuver and kept a 100% uptime so the group can avoid it faster. It worked but I still hate the mechanic.
barney2525 wrote: »Mechanics I don't like?
well, there's the guy that broke my transmission during an oil change....