Paramedicus wrote: »So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
starkerealm wrote: »Paramedicus wrote: »So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
You say that like completely rebalancing every encounter in the game is something that can be trivially done in a weekend. It's not. You are literally talking about years of work that would need to be done.
It's like saying, "well, it's easy, just build an entire city." There's so much more work that goes into this that you don't even begin to comprehend.
starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
Actually You can do ~30k+ DPS in group just by holding left mouse button so most if not all the things You've mentioned can be completed on vet without competent weaving. It will just take longer then with decent weaving.
starkerealm wrote: »Paramedicus wrote: »So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
You say that like completely rebalancing every encounter in the game is something that can be trivially done in a weekend. It's not. You are literally talking about years of work that would need to be done.
It's like saying, "well, it's easy, just build an entire city." There's so much more work that goes into this that you don't even begin to comprehend.
The rebalancing that took place in 1T was way bigger, and they only needed a single patch cycle to do it, on top of a bunch of other changes. It's in complexity equivalent to making excel multiply the contents of every cell in a column by a constant.
hmsdragonfly wrote: »You can weave your skill / LA / skill / LA without doing any AC
But no point in LA weaving if it weren't for AC, why you weave LA when you can just spam the spammable instead?
In games like LoL people do light attacks/auto attacks in between skills because there's a long cool down for skills. But here global cool down is 1s there's no point in doing light attacks then.
So you are saying that cast times are important in fast paced combat, so devs won't add skill which takes too long to use. But when we talk about HA/LA, thier 'cast times' suddently dont matter?hmsdragonfly wrote: »Paramedicus wrote: »So if devs make some abilites to have 10s cast time, then everyone gonna use only them if saids skills gonna be (mathematically) more effective?hmsdragonfly wrote: »That's not how you design games. If both HA and LA return resources, it will be just a question of which one is mathematically more efficient at it, then no point to do the other.
You sure about that?
No actual game developer will even think about making a 10s cast time ability in a game where you can spam skills and have a global cool down of 1s.
That i am sure about.
The second thing i am sure about is that if you give resource return to both LA and HA, players will just use the more mathematically efficient one.
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑starkerealm wrote: »starkerealm wrote: »Paramedicus wrote: »So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
You say that like completely rebalancing every encounter in the game is something that can be trivially done in a weekend. It's not. You are literally talking about years of work that would need to be done.
It's like saying, "well, it's easy, just build an entire city." There's so much more work that goes into this that you don't even begin to comprehend.
The rebalancing that took place in 1T was way bigger, and they only needed a single patch cycle to do it, on top of a bunch of other changes. It's in complexity equivalent to making excel multiply the contents of every cell in a column by a constant.
The first work towards One Tamriel came after Tamriel Unlimited released. Some of the earliest prototype work that went into One Tamriel was used in the IC and Wrothgar. Taking that stuff from one zone to all of the base game (and Craglorn) took years of work. Even then, there was some stuff that was seriously broken when One Tamriel dropped.
So, no, One Tamriel was not the product of a single quarter.
NupidStoob wrote: »Stop beating the dead horse, animation cancelling is here to stay. This game is balanced around animation cancelling at this point. If you can't handle that it exists then leave and find a game that does things the way you imagine it should be done.
Your probably right. But the fact that animation canceling was allowed to stay in the game is just a symptom at how weak and short sided the combat teams philosophy is in eso. It’s a poor aspect to a substandard combat system.
And it really shows how strong the other game systems are in eso to still attract people despite a such bad combat system.
https://youtu.be/YlEipFtHw7o?t=210 With timestamp, but many more examples in this video.starkerealm wrote: »starkerealm wrote: »Paramedicus wrote: »So just lower DPS checks as if there wouldn't be that amount of damage in -game. This basically means lowering HP of bosses and some mobs. No need to replace whole DLC content. Everytime when devs consider nerfing anything combat related (CP, sustain etc) they need take that into account anyway.starkerealm wrote: »Paramedicus wrote: »OK, but why it cannot be completed without DPS who are weaving semi-competently?starkerealm wrote: »Paramedicus wrote: »No offence but i think this statement is bit overly dramatic. Can you be more specific?hmsdragonfly wrote: »Just everything Finn's team worked on, starting with Shadows of the Hist. Which is to say, basically everything since 2015.
So, yeah, no, not, all content. But still talking about completely reworking four years worth of content.
The following content cannot be completed without DPS who are weaving semi-competently:
Vet Cradle of Spiders
Vet Ruins of Mazzatun
Vet Halls of Fabrication
Vet Bloodroot Forge
Vet Falkreath Hold
(..)
End of long list.
Because you cannot clear the hard wipe DPS checks without weaving.
You say that like completely rebalancing every encounter in the game is something that can be trivially done in a weekend. It's not. You are literally talking about years of work that would need to be done.
It's like saying, "well, it's easy, just build an entire city." There's so much more work that goes into this that you don't even begin to comprehend.
The rebalancing that took place in 1T was way bigger, and they only needed a single patch cycle to do it, on top of a bunch of other changes. It's in complexity equivalent to making excel multiply the contents of every cell in a column by a constant.
The first work towards One Tamriel came after Tamriel Unlimited released. Some of the earliest prototype work that went into One Tamriel was used in the IC and Wrothgar. Taking that stuff from one zone to all of the base game (and Craglorn) took years of work. Even then, there was some stuff that was seriously broken when One Tamriel dropped.
So, no, One Tamriel was not the product of a single quarter.
1. In 1T they did much more than adjust max. HP.
2. 1T shows that such a big overhaul is acceptable for the health of the game.
3. Do you think they are working on the new chapters for just 3 months? What's the problem with making this adjustment along the way then?
The HP adjustment by itself could literally be done in a few hours, and then they have months to find any unexpected consequences of that change.
BloodMagicLord wrote: »Are people moaning about animation cancelling just salty because they can't do it well? Like what is the actual issue with it, you're simply squeezing the most out of the game possible, while still obeying global cooldowns. If it broke the cooldowns, then it would be an issue, but it does not do that.
Caligamy_ESO wrote: »When I read this I couldn't help but think of ESO and I wonder if the devs here have the same thoughts on it..
How many of the awful class changes we've seen over the years have been a result of not addressing it here?
Edit: This post really isn't about comparing ESO with Diablo 3 or even WoW but recognizing that game balance, gear stats, and all of our classes inadvertently takes a hit with animation cancelling present.
Why do people think it is a bug?
Almost every game has it. It is required.
NupidStoob wrote: »NupidStoob wrote: »Stop beating the dead horse, animation cancelling is here to stay. This game is balanced around animation cancelling at this point. If you can't handle that it exists then leave and find a game that does things the way you imagine it should be done.
Your probably right. But the fact that animation canceling was allowed to stay in the game is just a symptom at how weak and short sided the combat teams philosophy is in eso. It’s a poor aspect to a substandard combat system.
And it really shows how strong the other game systems are in eso to still attract people despite a such bad combat system.
Well that is just your opinion so there is that. If you feel like the devteam is incompetent and short sighted you have even less reasons to stick around.
Let's imagine ZoS listens to all this "remove animation cancelling" whining:
They adjust the cooldowns for light attack and skill so that they play their full animations. You would still have to weave, just with a different timing. A bit more forgiving sure, but combat would be slow. Please watch some of the launch gameplay videos of this game and see how incredibly boring the combat looks for reference:https://youtu.be/YlEipFtHw7o?t=210 With timestamp, but many more examples in this video.
Now apart from combat being slower it would also become a lot more clunky as we are forced to watch entire animations before we can give the next input. This will mean that any situation where you are required to quickly block, dodge or interrupt will be delayed. The forums would be littered with whining about people dying because an animation had to play out and they couldn't react in time. A single misclick would be way more punishing than it is at the moment.
Tanking would need a complete revamp, because with this all you could really do is taunt and hold block for the majority of the rest of the time unless you learn timings really well. Right now people can already tank like that if they want to, but this would just force everyone into this playstyle. Considering how few tanks we have in the game cause it's incredibly boring this would just make it worse.
hmsdragonfly wrote: »You can weave your skill / LA / skill / LA without doing any AC
But no point in LA weaving if it weren't for AC, why you weave LA when you can just spam the spammable instead?
In games like LoL people do light attacks/auto attacks in between skills because there's a long cool down for skills. But here global cool down is 1s there's no point in doing light attacks then.
Because you will never kill anyone with just a spammable, you need a rotation. Light attacks also proc enchants, skills, and item sets. You are also able to get a skill and a light in the same global cool down which is called weaving, not animation canceling. It helps to understand combat before making statements like this.
Paramedicus wrote: »So you are saying that cast times are important in fast paced combat, so devs won't add skill which takes too long to use. But when we talk about HA/LA, thier 'cast times' suddently dont matter?hmsdragonfly wrote: »Paramedicus wrote: »So if devs make some abilites to have 10s cast time, then everyone gonna use only them if saids skills gonna be (mathematically) more effective?hmsdragonfly wrote: »That's not how you design games. If both HA and LA return resources, it will be just a question of which one is mathematically more efficient at it, then no point to do the other.
You sure about that?
No actual game developer will even think about making a 10s cast time ability in a game where you can spam skills and have a global cool down of 1s.
That i am sure about.
The second thing i am sure about is that if you give resource return to both LA and HA, players will just use the more mathematically efficient one.
I understand that I'm too bad at making analogies. ¯\_(ツ)_/¯hmsdragonfly wrote: »What's even your point? If they make HA take a reasonable amount of case time, it will be just down for which one is more efficient, and everyone will use it. That's how gaming works.
If they make it 10s of cast time, or some other ridiculous amount of time, the game will be extremely boring, imagine holding a button for 10 seconds and doing nothing else, who even play a game like that? So they will never do something like that.
Is that too hard for you to understand?
Yes, letting QA run several dlc bosses few times while tweaking their HP by 15-25% would take months of work, because killing one take at least week (???).hmsdragonfly wrote: »No, simply changing the HP values for specific enemies would take months of work.
Everything! Like, color of grass in Summerset! M8 I understand that you trying to be convincing and you are passionate about this issue, but let's get this talk more real?? Did you forgot how many meta combat changes were done in this game?hmsdragonfly wrote: »On top of that, QA would need to audit everything. If you think they can play through the entire game in a matter of hours, you've clearly never played ESO.
@hmsdragonfly take example from this guy, his arguments are reasonable: AC/weaving is what makes this game distinctive and learning it gives you something to do at end game, room for progession.Somber97866 wrote: »Look I've been playing this game since almost the launch I'm going to go ahead and tell you now that the main thing that separates this game is the combat. H how fast-paced it is it's how grueling it is it's how hard it is to master. I never played a game like it and I don't want to play any game that isn't like it.
I've tried playing Black desert, final fantasy XIV, Terra and all the others and none of them have compared to this one. There is no other game like it.
On saying this I'm going to say this and state this that if they change the combat system which to me is the meat and potatoes of this game they are going to totally ruin this game. I do not want this!
I love the way the kind that works I love the way the skills work I love the way you have to work together. I haven't always been a fan of some of the changes and I haven't necessarily liked the total one shot mechanics. But if they change this combat to something totally different and more like them other games then they're going to totally ruin this game.
This will be the one of the saddest days I've ever seen in one of the stupidest news I've ever seen a company take and destroying their own game.
When I play the other games it was boring slow and ridiculous. There wasn't even one of them to come close to the feel of this game! I think it's a bad move on their part and I honestly hope it doesn't turn out as bad as I feel it's going to!
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑@phermitgb This is an amazing post. Thanks for taking the time to write itI've always been of the opinion that the very concept of animation cancelling is inherently breaking code. My logic goes something like this...
programmers created the animations for a REASON
under normal play, I hit a button or command, the results of that command goes hand in hand with the animation I watch on screen
the ability to bypass the visual animation part of the is bypassing one of the two fundamental features of code associated with using that action
now, some games, the animations for certain skills or abilities are excessively long, or lock you into an action while still exposing you to the environment. Alien vs Predator by Sega (2010) was a really egregious example of this, allowing players to do these wildly gruesome execution animations, in a fast first person shooter. The animation were pretty cool, but you could very easily be shot to death while locked into the kill animation, unable to cancel out if you started to take fire.
Middle Earth : Shadow of War is a moderately good example of the other side - there were quite a few exotic animations for certain attacks, but most would be cancelled out by certain actions (like dodge) so that your defensive skills could override your offensive skills to allow you to get out of an offensive animation that might get you killed. And it is, in fact, under very narrow circumstances, possible to still get off your offensive skill and then effectively cancel the animation (the context-sensitive BLOCK skill does this pretty frequently)
This is, as far as I can tell, the reason that animation cancelling might have a valid reason to exist - some animations are excessively complicated, locking you into an animation that might get you killed. Especially in an MMO with at least some boss mechanics that are instant kills, maybe animation cancelling is a necessity. BUT...using it as a technique to enhance your outgoing DPS is inherently bypassing what was "supposed" to be a limitation.
And while the advocates of animation cancelling continue to point out that they should be allowed to exploit every advantage they can find and train themselves to use, the blizzard point above is perfectly reasonable. Game balance is, at least at some level, designed around animations as part of the limits of how far and fast players can damage targets, for the general population. Not every member of the general population can use, or wants to use, or even knows to use, animation cancelling, a bypassing of the intended purpose of the code, as a way to compete with the content. So, now devs are forced to either adjust coding for the potentials of animation cancelling for only a portion of the population, or listen to the overly tuned segment of the population *** about wanting harder content to cope with their animation cancelling adjustments to outgoing damage.
in short (too late!) - animation cancelling as a feature of any code essentially acts as an "out" for players, allowing them to get out of a animation that might get them killed. However, when it's exploited as a way of increasing outgoing damage in games that are mostly centered around killing, it becomes a technique that warps game balance in general, actually ultimately harming both those that don't use it AND those that use it, driving a wider gap between 2 mindsets of players and forcing devs to either create a multitude of solutions for different segments of the population, or creating a frankenstein's monster of code trying to appease all.
starkerealm wrote: »Nordic__Knights wrote: »Siohwenoeht wrote: »Nordic__Knights wrote: »Siohwenoeht wrote: »Nordic__Knights wrote: »A/C was the 1st bug in ESO and one of many thats never been fixed main reason ESO has so many issues is due to this bug but since so many cry they'll stop playing or that it skill not exploiting ESO wont ever fix this bug nor the game itself due to it
And i can A/C my skills just fine just saying the truth about A/C like it or not
Where's your proof that ani-cancel causes any other issue? The devs have flat out said server pop and backend calculations are the performance culprits. Neither of which have anything to do with animation cancelling.
Get 5 players that can A/C together on an dummy run a full kill of it with no A/C being used then do another with A/C being used and watch the lag begin thats all the proof you should need to understand that A/C hurts the game
That has to do with all of the calculations happening with multiple people. Further in housing instances, you compound the issues with what the server has to calculate for the items in that instance. This is why there is a low limit to items in housing, because it causes stress on the server, which is also straight from the devs.
You think they will at this point say oh hey we've found that A/C is the reason behind lag now that they added it as an skill after stating it was an bug that they themselves couldn't fix that really make them look like they know nothing of their own game so ya their going to place blame on everything other then the true issue reason game will never truly be fixed
Going to need a citation for that.
Nemesis7884 wrote: »mustangmorgan31 wrote: »Do people actually want A/C to not exist? For the love of god why?? The combat would be slow and atrocious. Why would anyone want that?
its a bug...i rather want to have it replaced by something intended, thought after and better...
Champagne was discovered by accident and it turned out to be a glorious accident that made the world better so they kept it, just like A/C
Penicillin was also discovered by accident. I guess that should't had happened and millions of people would be devoid of such useful medication that kills bacteria. According to the anti AC potatoes.
AgaTheGreat wrote: »AC is here to stay so this discussion is pointless. It only shows how many casuals there are who never touched anything difficult in eso. Never score pushed, optimised, refined. Never handled pvp well, cannon fodder. You should first look at yourself, it's not the game that's poor, it's you. 🤷♀
Sylvermynx wrote: »I don't hate AC. I'm just not really able to utilize it well, due to very high (satellite....) ping, and aging reflexes.
I really do shake my head at anyone here paying any attention to blizz devs though.... just unreal. Holy crap, I quit playing that game in 2013, never been back. And no, they are not the behemoth they were back then either.
hmsdragonfly wrote: »You can weave your skill / LA / skill / LA without doing any AC
But no point in LA weaving if it weren't for AC, why you weave LA when you can just spam the spammable instead?
In games like LoL people do light attacks/auto attacks in between skills because there's a long cool down for skills. But here global cool down is 1s there's no point in doing light attacks then.