Huh? Improving DPS by "weaving" stands and falls with the animation of the light attack being cancelled.Siohwenoeht wrote: »Weaving, which is slightly different than Ani cancelling, is simply adding a light attack while skills are on the global cool down.
Otherwise there would be no benefit in "weaving" a light attack when you could use an ability that does more damage than the light attack.
(pls correct me, if I'm totally mistaken here!)
To bring bottom and top closer together, animation cancelling should be nerfed.
e.g. by radically reducing light attack damage or by making "block" and "roll dodge" the only things that cancel an animation.
Or by moving the time where the actual damage of an attack or ability occurs way back, so the time between "damage" and "animation ends" (to use the next attack/ability) is reduced to a minimum.
Siohwenoeht wrote: »Huh? Improving DPS by "weaving" stands and falls with the animation of the light attack being cancelled.Siohwenoeht wrote: »Weaving, which is slightly different than Ani cancelling, is simply adding a light attack while skills are on the global cool down.
Otherwise there would be no benefit in "weaving" a light attack when you could use an ability that does more damage than the light attack.
(pls correct me, if I'm totally mistaken here!)
To bring bottom and top closer together, animation cancelling should be nerfed.
e.g. by radically reducing light attack damage or by making "block" and "roll dodge" the only things that cancel an animation.
Or by moving the time where the actual damage of an attack or ability occurs way back, so the time between "damage" and "animation ends" (to use the next attack/ability) is reduced to a minimum.
Fundamentally, weaving is simply filling the cool down of skills with a light attack to continue producing damage.
All skills are on essentially a one second cool down (0.999 sec or around). You cannot fire any skill within one second of another. Light attacks are on a separate one second cool down. You cannot fire more than one light attack every second.
Weaving is developing a rhythm between those two cooldowns.
Now some skill animations last longer than the one second cool down so if you are very precise with a light attack/skill activation you will clip the light attack animation but that does not allow abilities or light attacks to be fired more than once per second.
The other, absolutely necessary part of animation cancelling allows for reactive defense. This is using block or dodge roll to cancel you current action and react to incoming attack.
So, yes, you can weave without Ani cancelling, but you cannot Ani cancel without weaving, but they are different from each other.
Siohwenoeht wrote: »Huh? Improving DPS by "weaving" stands and falls with the animation of the light attack being cancelled.Siohwenoeht wrote: »Weaving, which is slightly different than Ani cancelling, is simply adding a light attack while skills are on the global cool down.
Otherwise there would be no benefit in "weaving" a light attack when you could use an ability that does more damage than the light attack.
(pls correct me, if I'm totally mistaken here!)
To bring bottom and top closer together, animation cancelling should be nerfed.
e.g. by radically reducing light attack damage or by making "block" and "roll dodge" the only things that cancel an animation.
Or by moving the time where the actual damage of an attack or ability occurs way back, so the time between "damage" and "animation ends" (to use the next attack/ability) is reduced to a minimum.
Fundamentally, weaving is simply filling the cool down of skills with a light attack to continue producing damage.
All skills are on essentially a one second cool down (0.999 sec or around). You cannot fire any skill within one second of another. Light attacks are on a separate one second cool down. You cannot fire more than one light attack every second.
Weaving is developing a rhythm between those two cooldowns.
Now some skill animations last longer than the one second cool down so if you are very precise with a light attack/skill activation you will clip the light attack animation but that does not allow abilities or light attacks to be fired more than once per second.
The other, absolutely necessary part of animation cancelling allows for reactive defense. This is using block or dodge roll to cancel you current action and react to incoming attack.
So, yes, you can weave without Ani cancelling, but you cannot Ani cancel without weaving, but they are different from each other.
I mean, in theory you can animation cancel without weaving, it’d just be pointless and funny looking because tapping block the whole fight or dodge rolling to cut animations is very Extra.
ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
Mathius_Mordred wrote: »This game is being ruined by all the whining PvPers just like so many others. I doubt the Lord Warden cares about your LA:DoT ratio, it's only other players. Why is it the majority of players, many of whom have had enough of nuclear option patch notes, have to suffer for a tiny minority who enjoy PvP? Why do Devs continually make this mistake?
ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Wow you guys are after light attacks now?
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
Umm, no. Im talking about the concept of ur idea that dots should hit hard af and direct attacks, La etc nerfed so that a casual player is able to pretty much do the "same dmg" as someone who is able to perform a perfect rotation including dots, spammables, procs, light attacks etc. I mean thats what you suggested no?
And that's where the problem lies. If that happens yes the DPS gap between a subpar rotation and perfect rotation will be smaller but that's not because u improved. That's because it will be easier to get great dmg numbers. You are essentially rewarding subpar rotations. And that's not just a PvE thing but a PvP thing as well.
But again, if ur issue is that the DPS gap is so huge to the point where other problems are created such as content being "inaccessible" for most then ur issue is with power creep and that's what u should try to address but not through punishing skilled gameplay.
The OP is correct in that this patch basically made end game accessible to a lot fewer players. Tgis will have a negative domino effect for end game players as the pool of people signing up for endgame content goes down, making groups harder to come by.
And those longer waits makes dungeon queues less attractive, which further decreases the amount of people in them.
The chief problem is the combat team because they;
A ) Are not very hard working.
I mean look at the combat changes this patch other then the blanket changes to dots and aoes, there is not a lot here. A redo of a two or three spells? This took them three months?
B ) They don’t really care.
During the eso live stream they literally said that the concerns of the common player is not their target. This change is directed at curbing endgame players dps and if the rest of the player base suffers, so what? That is the combat teams philosophy.
The OP is correct in that this patch basically made end game accessible to a lot fewer players. Tgis will have a negative domino effect for end game players as the pool of people signing up for endgame content goes down, making groups harder to come by.
And those longer waits makes dungeon queues less attractive, which further decreases the amount of people in them.
The chief problem is the combat team because they;
A ) Are not very hard working.
I mean look at the combat changes this patch other then the blanket changes to dots and aoes, there is not a lot here. A redo of a two or three spells? This took them three months?
B ) They don’t really care.
During the eso live stream they literally said that the concerns of the common player is not their target. This change is directed at curbing endgame players dps and if the rest of the player base suffers, so what? That is the combat teams philosophy.
pretty much says it all, for me.
let the elites have this game and see if they can keep it funded, then.
Agreed. Lets see how long their elite and whales keep them afloat.
They'd be begging for us to come back with 10 free mounts, 3 houses and 50 crown crates if the casuals said "I'm done".
Agreed. Lets see how long their elite and whales keep them afloat.
They'd be begging for us to come back with 10 free mounts, 3 houses and 50 crown crates if the casuals said "I'm done".
Git gut.
Why you even decided that there must be no gap? You just depreciating efforts that players put to get better results than others. Most stamina and magicka characters were already braindead in their rotations even before Scalebreaker. When dot meta hited the fan people just refused to play this stupidity. If you have any excuses that you haven't time/willing and etc to improve yourself - just don't make topics like this.
Nobody is saying good players shouldn't be rewarded, but too wide a gap is a glaring design flaw with negative consequences for the game. Why do you think players are so polarised around "game is too easy" on the one hand and "game is too hard" on the other? With the kind of gap we have between a good and even a mediocre player, it's basically impossible to design well-rounded content (not to mention the fact that ZOS still haven't learned after 5 years how to prevent boss burn and ignoring mechanics).
JumpmanLane wrote: »Git gut.
Why you even decided that there must be no gap? You just depreciating efforts that players put to get better results than others. Most stamina and magicka characters were already braindead in their rotations even before Scalebreaker. When dot meta hited the fan people just refused to play this stupidity. If you have any excuses that you haven't time/willing and etc to improve yourself - just don't make topics like this.
Nobody is saying good players shouldn't be rewarded, but too wide a gap is a glaring design flaw with negative consequences for the game. Why do you think players are so polarised around "game is too easy" on the one hand and "game is too hard" on the other? With the kind of gap we have between a good and even a mediocre player, it's basically impossible to design well-rounded content (not to mention the fact that ZOS still haven't learned after 5 years how to prevent boss burn and ignoring mechanics).
A skill gap is on the players, not the devs... In FACT a skill gap is completely within the players control. In FACT, a relatively LARGE skill gap exists between the devs and the best players in the game.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
Umm, no. Im talking about the concept of ur idea that dots should hit hard af and direct attacks, La etc nerfed so that a casual player is able to pretty much do the "same dmg" as someone who is able to perform a perfect rotation including dots, spammables, procs, light attacks etc. I mean thats what you suggested no?
And that's where the problem lies. If that happens yes the DPS gap between a subpar rotation and perfect rotation will be smaller but that's not because u improved. That's because it will be easier to get great dmg numbers. You are essentially rewarding subpar rotations. And that's not just a PvE thing but a PvP thing as well.
But again, if ur issue is that the DPS gap is so huge to the point where other problems are created such as content being "inaccessible" for most then ur issue is with power creep and that's what u should try to address but not through punishing skilled gameplay.
Spamming 2 skills and no dots is not skilled gameplay.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
Umm, no. Im talking about the concept of ur idea that dots should hit hard af and direct attacks, La etc nerfed so that a casual player is able to pretty much do the "same dmg" as someone who is able to perform a perfect rotation including dots, spammables, procs, light attacks etc. I mean thats what you suggested no?
And that's where the problem lies. If that happens yes the DPS gap between a subpar rotation and perfect rotation will be smaller but that's not because u improved. That's because it will be easier to get great dmg numbers. You are essentially rewarding subpar rotations. And that's not just a PvE thing but a PvP thing as well.
But again, if ur issue is that the DPS gap is so huge to the point where other problems are created such as content being "inaccessible" for most then ur issue is with power creep and that's what u should try to address but not through punishing skilled gameplay.
Spamming 2 skills and no dots is not skilled gameplay.
Exept that the top 5th percentile you are speaking of, are NOT spamming 2 skills. Spamming 2 skills falls into the category of subpar rotation and should not be rewarded either.
You are here arguing about which rotation should be rewarded and which isn't without even knowing what those rotations include.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
Umm, no. Im talking about the concept of ur idea that dots should hit hard af and direct attacks, La etc nerfed so that a casual player is able to pretty much do the "same dmg" as someone who is able to perform a perfect rotation including dots, spammables, procs, light attacks etc. I mean thats what you suggested no?
And that's where the problem lies. If that happens yes the DPS gap between a subpar rotation and perfect rotation will be smaller but that's not because u improved. That's because it will be easier to get great dmg numbers. You are essentially rewarding subpar rotations. And that's not just a PvE thing but a PvP thing as well.
But again, if ur issue is that the DPS gap is so huge to the point where other problems are created such as content being "inaccessible" for most then ur issue is with power creep and that's what u should try to address but not through punishing skilled gameplay.
Spamming 2 skills and no dots is not skilled gameplay.
Exept that the top 5th percentile you are speaking of, are NOT spamming 2 skills. Spamming 2 skills falls into the category of subpar rotation and should not be rewarded either.
You are here arguing about which rotation should be rewarded and which isn't without even knowing what those rotations include.
Spamming 2 skill should never do over 80% the dps of actually using a rotation.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »Maybe in absolute term it does, but zos plz look at the ratio between top 5th percentile to median.
Think about it, top tier player light attack weave better and often time likely to get more spammable out.
As a result, LA and spammable is a bigger % of the total dps for top tier player.
At the same time, dot dmg is a bigger % of the dps for median player.
This nerf actually hit mediocre player harder than top tier player in terms of proportion.
I suppose the only ones not getting nerfed is the bottom 5-10%.
These ppl just spam snipe over and over without doing anything else.
Basically now ppl who actually try to improve are only slightly better than ppl who just want to be carried.
Make the dps distribution more balanced instead of left skewed.
TLDR, dot meta was great, should've nerfed direct dmg and light attack instead.
So ur idea of getting better is for dots to be broken so u can press 3 buttons and get the same effectiveness with someone who can perform a flawless rotation with perfect weaves.
Yeah, I don't think that the word "improve" means what you think it means.
I believe ‘improve’ is increase in dps. Compare hours of practice in rotation and gain of dps, I don’t believe a more linear gain is reasonable. I believe it should have a faster diminishing return.
No, increase in DPS does not necessarily mean "improve" . You confuse results with effort. Sorry mate they are not the same. Asking for an easier way to get results does not mean that you improve. It actually means the exact opposite. It means that you dont want to improve but you want the results anw.
Improving is not related to the ceiling itself but to the way you get there. The harder it is to get there the more you will actually improve. If your problem is that the gap between floor and ceiling is too big then ur problem is with power creep. Making it easier to get to the ceiling is not addressing that problem while its also sacrificing the concept of improving in the process which is what ur goal is in the first place.
Result can be easily measured where effort can not, putting in more effort without better result is definitely not improvement
Who says that? The result is not directly connected to improvement. Just because you scored C on ur math test in ur primary school and u also scored C on ur math test in university it doesn't mean that you didn't improve at math. You did, the tests were just getting harder and harder forcing you to study harder and harder and thats why you got better. And you improved a hell of a lot more than taking the same primary school test in university and scoring A.
Improvement is connected to effort not the result. The more effort you put into something the more you improve. Result is connected to effort. If the effort needed to get a good result isn't great then you probably won't improve much cause you didn't actually put much effort.
Pressing 3 buttons and getting a good result doesn't mean you improved just because you got a good result. It was just easy to get a good result. Which is exactly why when you are put into a more difficult situation u fail to get good results. Meaning that if ur goal is to actually improve then you should always aim for something hard to do.
Your 1st paragraph makes sense, the problem is your last paragraph doesn't reflect reality.
Seen few ppl's parse where dot rotation only hit about 10% harder than spam 1 or 2 skill over and over.
The 10% is comparing parses done by same person with same gear.
The new meta is pressing 3 button. Old meta is more like 8.
Umm, no. Im talking about the concept of ur idea that dots should hit hard af and direct attacks, La etc nerfed so that a casual player is able to pretty much do the "same dmg" as someone who is able to perform a perfect rotation including dots, spammables, procs, light attacks etc. I mean thats what you suggested no?
And that's where the problem lies. If that happens yes the DPS gap between a subpar rotation and perfect rotation will be smaller but that's not because u improved. That's because it will be easier to get great dmg numbers. You are essentially rewarding subpar rotations. And that's not just a PvE thing but a PvP thing as well.
But again, if ur issue is that the DPS gap is so huge to the point where other problems are created such as content being "inaccessible" for most then ur issue is with power creep and that's what u should try to address but not through punishing skilled gameplay.
Spamming 2 skills and no dots is not skilled gameplay.
Exept that the top 5th percentile you are speaking of, are NOT spamming 2 skills. Spamming 2 skills falls into the category of subpar rotation and should not be rewarded either.
You are here arguing about which rotation should be rewarded and which isn't without even knowing what those rotations include.
Spamming 2 skill should never do over 80% the dps of actually using a rotation.
Completely agree on that. And it doesnt. So what the hell are you even talking about? Get it through ur thick head. The top 5th percentile you are speaking of are not just spamming two skills. They are actually using a rotation which you cannot use because you are not as good as them and instead of actually trying to improve to get to their level, you choose to run ur mouth in the forums about how they are only spamming two skills, what they do isnt skilled, and that they should be nerfed. You are embarrassing urself.