We manage to attain nearly the same dps and complete the same content on console as your top guys on PC, all without the help of the top machine with the best accessories, and while having sometimes half the connection speed PC typically enjoys. We all manage to light attack weave just fine as well. Getting rid of light attacks is not going to suddenly make unskilled players better at the game. There is no magic ingredient that will suddenly get everyone silver and purple skins. However, the desire to improve and actual practice WILL help. That's the only real difference. Those who are completing the content and gaining leaderboard spots do so because we put in the time and the effort. That's it.
As many people multiple times said, the main problem is not the power creep or increasing dps numbers, but the ever widening gap between floor and ceiling. While the top groups simply breeze through the content, your average player has much more difficulty clearing vet content. Just go to a vet crag trial pug and see what's the pug dps there, it's not something which really need to be nerfed...
Flat dps nerfs not gonna do anything good, if ZOS want to solve the "dps in the sky" issue, they need to make nerf in a way which cuts top dps much more than average players dps, to bring the ceiling closer to the floor. Which would require a bit more thoughtful approach, like actually looking at the trial logs and analyse what the major sources of the differences in the dps between top and average groups, and find measurements which would affect the type of damages more prevalent in top groups.
One very radical idea as an example, taking that light attack weaving contribute to much bigger part of the damage in top groups than in average player groups is to either put the light attack under the GCD which would effectively remove light attack weaving or drastically cut down the light attack damage to be like 10-15% of the normal one if there was a skill cast in the previous 1-2 seconds. Steps like this would reduce the gap between floor and ceiling but since they would cause a very loud protest from influencer top players, they never going to happen...
I'd love to see this one day. And honestly, who cares about the players at the top, the small percentage? Vast majority of players would be happy and welcome the change. That's how it should be.
maddiniiLuna wrote: »Not sure if this belongs here, but a little question to necromancer. What do these changes mean?
First the Information from the developer:Due to many of the current targeting issues with corpses and tether abilities, we are allowing Shocking Siphon and its morphs, as well as Restoring Tether and its morphs, to bypass the global cooldown. We are currently working on alternative methods to improve the targeting for these abilities, as well as improving the reliability of created corpses and their durations, but are not ready to implement them quite yet. We’re aware of the frustrating nature of attempting to use these abilities, which is why we have added a small stop-gap measure in the meantime until we can properly solve the issue.
Basically saying "Shocking Siphon is bugged and we won't fix it yet". Then it goes:
Shocking Siphon: Decreased the damage per tick of this ability and its morphs by approximately 33%.
So a broken ability that has never worked correctly and will not work correctly after the patch will now also have a damage reduction (same for Skeletal Mage by the way). Which leaves the necromancer with exactly one ability that is partially functioning (terrorist bomber). How exactly are they supposed to actually kill stuff?
That class has no execute. No dmg buff. No burst damage. No damage over time (because bugged) and complete garbage healing, but you still expect people to pay for it? lol...
Across the board dps nerfs are really the only was to combat the power creep that has been allowed to run unchecked for years. It just means that dungeon and trial groups will have to start dealing with some mechanics that they’ve been able to avoid by burning down bosses quickly. It’s not the end of the world.
p_tsakirisb16_ESO wrote: »TirantLoBlanch wrote: »it´s simple.
ZOS is saying that we have to waste insane amounts of time leveling skills and learning new rotations, doing boring parses in skeletons, to be rewarded with a lose of only the 30 per cent of our dps, or the 60 if we dont use our free time in front of the dummies.
And worst, you know it´s really throw your time, because they will put upside down the meta a month later.
Games are suposed to be fun an rewarding.
So bye bye eso plus suscription.
I pay for fun, for feel obliged to do boring things i dont enjoy, i expect to be payed
No ZOS doesn't force you to do anything like that, neither telling you to have to waste insane amount of hours learning rotations and doing dummy training to play the game.
Is the elitist part of the community who forces YOU to do those things, if you want to be accepted in their fold.
The game is simple enough on exploring and questing part, and playing at the Normal difficulty content (and non DLC vet) with Sword, Shield in DPS crafted gear using Bitting Jabs, Pierce Armour, Reverse Slash or Surprise attack.
Yeah the above setup does around 20K DPS, with S&B in HA in Templar, Sorc and NB, while you can tank Normal difficulty dungeons (even DLC ones), and heal also. And take the same toon to Cyrodiil having a blast.
Thats the game ZOS designs and promotes to "play as you like", even hybrid Stamina/Magicka build (the game was designed for those builds). Everything else is the toxic elitist community who brought specific builds and rotations in Elder Scrolls.