Well for that last question, they should raise the floor, but by that I mean the Skill Floor.
I’d rather see dps requirements be far higher in the entire game, because 5k dps is sufficient for 90% of the game (overland), leaving player up *** creek without a paddle once they actually start playing an mmo, not skyrim’s inbred cousin
KingZeldaMaster wrote: »I don't think that there is an intended dps for damage dealers to hit while in a dungeon/trial environment, but by and large 25k dps self-buffed is enough to clear most content in the game. The downside to a group that averages 25k dps across the board is that said group will be forced to endure more mechanics than groups whose dps average is higher, and more mechanics inevitably means more opportunities for failure (especially in the case of vMoL).
Some content does require a much higher dps floor for completion, i.e. veteran Sunspire. I can't see how vSS could possibly be completed with a group composition where all the damage dealers average at 25k dps, since the off-tank will not be able to deal with the increasing amount of adds during boss encounters. Most people that I've seen in-game who run vSS on a regular basis want damage dealers who are capable of 40k dps self-buffed at a minimum, since it eases the strain on the off-tank.
TL;DR: While I don't believe that there is an intended dps target in ESO, there is certainly content that requires a higher dps floor than elsewhere in the game (see above). For most content in the game, however, 25k dps self-buffed should be enough to at least see a completion, so you might be able to consider that the ESO community's intended target dps. If someone's dps is lower than 20k on a dps character, that person should probably stay away from veteran content until 25k dps is reached on that character. There's my two cents.
VamppireGhost wrote: »I mainly schemed what was posted but I share the same questions. My problem is rotation. There's so much animation canceling and I forget to apply buffs and debuffs most of the time. On average I got about 25-35k DPS on my main (Max CP, Dunmer, MagSorc). I have amazing sustain but know I could do so much better as well.
Donny_Vito wrote: »VamppireGhost wrote: »I mainly schemed what was posted but I share the same questions. My problem is rotation. There's so much animation canceling and I forget to apply buffs and debuffs most of the time. On average I got about 25-35k DPS on my main (Max CP, Dunmer, MagSorc). I have amazing sustain but know I could do so much better as well.
You can always start cutting your Regen until you get to a point where it's tougher to sustain. But when I was stuck in your same area, I started really working on the basics again. I would practice weaving every skill about 50 times....just Light Attack then the skill, and repeat again. It started to feel smoother and smoother and that timing between Light Attack and then hitting the appropriate skill starts to really feel natural. I think for the first few months of trying to go from casual to competitive I was doing the weaving backwards: firing the skill and then the light attack. Took me a little while to break that bad habit.
Don't know numbers but maybe 80% of players can't reach 20k dps in a dungeon group, i picked that value because i have between 25-33k dps with the 49% average group dps i have.
MLGProPlayer wrote: »Don't know numbers but maybe 80% of players can't reach 20k dps in a dungeon group, i picked that value because i have between 25-33k dps with the 49% average group dps i have.
Keep in mind that most tanks and healers in PUGs don't apply any buffs/debuffs, so your DPS is likely to be undervalued.
redlink1979 wrote: »MLGProPlayer wrote: »Don't know numbers but maybe 80% of players can't reach 20k dps in a dungeon group, i picked that value because i have between 25-33k dps with the 49% average group dps i have.
Keep in mind that most tanks and healers in PUGs don't apply any buffs/debuffs, so your DPS is likely to be undervalued.
@Sergykid Not hard to pull 20k dps without a proper rotation if you gold your gear (armor+weapons+glyphs).
@MLGProPlayer Agree. Happens to often. Not everyone is aware that for dungeons a tank should use Ebon set + debuff/buff set
Edit:typo
Morgha_Kul wrote: »The problem is, I think, and I've said this before, that the range of dps is too wide.
My character is a hybrid, with no attention paid to rotations or buffs. I choose skills for RP or thematic reasons, and because I like how they look. My average dps on this character is somewhere between 2000 and 5000... and I'm able to solo most anything in overland, short of world bosses (and I can still solo a few of those). However, I'm ENTIRELY incapable of contributing to even the basic dungeons, let alone the veteran content. I simply can't tank enough, dps enough or heal enough to be of use, or even to survive, because that content was created for the people doing 30k+ dps.
Meanwhile, those people who are able to do that content are left with a fraction of a game, as EVERYTHING else is rendered entirely trivial. These people will go into a public dungeon, gather up EVERY foe they can find, and obliterate them all in less than a second (I'm not even sure how it's possible, but I've seen it often).
It shouldn't be that way.
There shouldn't be content that is too difficult for players like me to do, and there shouldn't be content that is too easy for the top dps players to do.
My thinking is that the upper level of damage needs to be reined in, probably through some mechanism of diminishing returns. The top dps should be somewhere around 10k. The veteran and group content would need to be scaled back some to account for this, but I think that's manageable.
This way, players like me can still be challenged without being overwhelmed, and dps players can still be challenged by content that would otherwise be trivial to them.
yes, but how many of the players reach 15k dps? not the job of every player to even do any combat, but out of all players that get involved in dungeons at least, how many reach 15k dps?
Morgha_Kul wrote: »The problem is, I think, and I've said this before, that the range of dps is too wide.
My character is a hybrid, with no attention paid to rotations or buffs. I choose skills for RP or thematic reasons, and because I like how they look. My average dps on this character is somewhere between 2000 and 5000... and I'm able to solo most anything in overland, short of world bosses (and I can still solo a few of those). However, I'm ENTIRELY incapable of contributing to even the basic dungeons, let alone the veteran content. I simply can't tank enough, dps enough or heal enough to be of use, or even to survive, because that content was created for the people doing 30k+ dps.
Meanwhile, those people who are able to do that content are left with a fraction of a game, as EVERYTHING else is rendered entirely trivial. These people will go into a public dungeon, gather up EVERY foe they can find, and obliterate them all in less than a second (I'm not even sure how it's possible, but I've seen it often).
It shouldn't be that way.
There shouldn't be content that is too difficult for players like me to do, and there shouldn't be content that is too easy for the top dps players to do.
My thinking is that the upper level of damage needs to be reined in, probably through some mechanism of diminishing returns. The top dps should be somewhere around 10k. The veteran and group content would need to be scaled back some to account for this, but I think that's manageable.
This way, players like me can still be challenged without being overwhelmed, and dps players can still be challenged by content that would otherwise be trivial to them.