Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
People have cleared vMoL HM when 30k DPS was considered godlike. Before all of the nerfs to the trial itself too. And these days you can hit 30k with three DoTs and a spammable while watching and admiring every frame of your character's animations. AC has nothing to do with dungeon diffuclty.
[Snip]
[Edited for baiting]
VMoL was created well before the AC madness that we have today. Does VSunspire require AC? What about the VScalebreaker dungeons? VMazz? VCoS?
Look I don't care, if you want to bury your head and ask why you can't find groups that can clear this stuff when the answer is obvious, then go do what you do. But the amount of people doing these dungeons is small, and if you want to grow that amount of people doing them it starts at the combat system, pure and simple.
But hey if you are a dps and what to wait a while for a group that AT BEST has a 50/50 shot at actually completing the DLC vet dungeon than congrats, the system is working just fine.
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
People have cleared vMoL HM when 30k DPS was considered godlike. Before all of the nerfs to the trial itself too. And these days you can hit 30k with three DoTs and a spammable while watching and admiring every frame of your character's animations. AC has nothing to do with dungeon diffuclty.
Stop blaming all of your failures and incompetence on one basic gameplay mechanic which is present in one form or another in most online videogames.
VMoL was created well before the AC madness that we have today. Does VSunspire require AC? What about the VScalebreaker dungeons? VMazz? VCoS?
Look I don't care, if you want to bury your head and ask why you can't find groups that can clear this stuff when the answer is obvious, then go do what you do. But the amount of people doing these dungeons is small, and if you want to grow that amount of people doing them it starts at the combat system, pure and simple.
But hey if you are a dps and what to wait a while for a group that AT BEST has a 50/50 shot at actually completing the DLC vet dungeon than congrats, the system is working just fine.
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
Agenericname wrote: »In SCP, and most other dungeons the mechanics are very similar if not exactly the same, just toned down a bit. You can learn most of the mechanics on normal, but in most cases groups will just heal through mistakes that would kill them in vet and continue to DPS.
I don't have anything against an additional tier of difficulty per se, but if it can be healed through without obeying the mechanics it will be.
ATreeGnome wrote: »[...] Which is the entire point of this discussion - that less experienced player often don't have opportunities to learn vet mechanics. Animation canceling has nothing to do with it.
Agenericname wrote: »In SCP, and most other dungeons the mechanics are very similar if not exactly the same, just toned down a bit. You can learn most of the mechanics on normal, but in most cases groups will just heal through mistakes that would kill them in vet and continue to DPS.
I don't have anything against an additional tier of difficulty per se, but if it can be healed through without obeying the mechanics it will be.
Except they’re not.. nSCP, like many normal dungeons, entirely omits certain mechanics. So it’s not a case of the mechanics are there but the boss’s hit points are reduced, the mechanics aren’t there at all. You can play nSCP until you can do it blindfold, but that won’t prepare you for the poison in vSCP, or the added complexity introduced in the hard mode. Those will be entirely new to you and you’ll just have to learn how to deal with them effectively. And with vSCP, it’s not figuring out what the mechanic is that’s the issue, it’s actually dealing with a hugely fatal, randomly spawning mechanic that is both poorly indicated and allows almost no leeway to escape that is the frustrating thing.
Tommy_The_Gun wrote: »At this point I think they should make 4 difficulty settings and re-vamp all dungeons & DLC dungeons.
So we would have: Normal / Medium / Veteran / Hard Mode
So the only way to learn mechs is through suffering and trial and error. Yes, you can read about it and I have, but there is a difference in that.
So the only way to learn mechs is through suffering and trial and error. Yes, you can read about it and I have, but there is a difference in that.
Okay, so how did the people who write the guides in the first place learn the mechanics?
Spoiler alert: We used trial and error too. Nobody tells us the mechanics. If I were to ask someone at ZOS to clarify how a mechanic works, the response that I'd get is that "it's player testable".
And you know what? That's a good thing. There are many players who insist on going into a new dungeon completely blind because they want to experience the joy of figuring things out for the first time.
The fix is single player Story Mode. Provide players the option to pick the role they want and fill in the rest with Undaunted AI, but it is the player that has to engage in many of the mechanics, with some being specific based on their role if it is one that role is meant to handle. This way, players can be exposed to each mechanic and learn at their own pace. New voice over can be done by the Undaunted NPC party members to help explain further for each mechanic. Might take some work but I bet this would be well appreciated. Because normal can be burned so quick, it is hard to actually learn anything, and then Veteran slams you with a sledgehammer. The amount of people who need to learn obvious mechanics is too damn high.
Always fun to read when people use animation canceling as a scapegoat. Animation canceling isn't going to boost your dps by 300%, it's just an excuse for refusing to actually learn rotations and setting up characters properly. Animation canceling only makes a small difference in the end, the issue most of the times is that people that complain about low dps don't have: 1. Good rotations (biggest factor), 2 bad gear, 3. Don't Light Attack between each skill 4. CP not set correctly/ low CP.
On the difficulty of dungeons or content in general. I do agree that the gap is way too big. I wish normal would stay as it is, veteran should be tuned down a bit and then they should implement a nightmare mode, so we have 3 different difficulty settings. However, that would actually require work on ZOS side and the question is, how big of an impact would it have in bringing in new players? Probably not a big one, so there aint $ to be made and therefore the incentive to make these changes isn't there.
What I don't understand about some people is, if you are playing an MMO and complain about having to trial and error, why do you even play a MMO? Isn't that what MMOs are all about?
Always fun to read when people use animation canceling as a scapegoat. Animation canceling isn't going to boost your dps by 300%, it's just an excuse for refusing to actually learn rotations and setting up characters properly. Animation canceling only makes a small difference in the end, the issue most of the times is that people that complain about low dps don't have: 1. Good rotations (biggest factor), 2 bad gear, 3. Don't Light Attack between each skill 4. CP not set correctly/ low CP.
On the difficulty of dungeons or content in general. I do agree that the gap is way too big. I wish normal would stay as it is, veteran should be tuned down a bit and then they should implement a nightmare mode, so we have 3 different difficulty settings. However, that would actually require work on ZOS side and the question is, how big of an impact would it have in bringing in new players? Probably not a big one, so there aint $ to be made and therefore the incentive to make these changes isn't there.
What I don't understand about some people is, if you are playing an MMO and complain about having to trial and error, why do you even play a MMO? Isn't that what MMOs are all about?
A lot of people play it for the elder scrolls experience - the MMO part is for them just tolerated and basically ignored as good as it gets. A whole lot play it just like a single player game.
What I don't understand about some people is, if you are playing an MMO and complain about having to trial and error, why do you even play a MMO? Isn't that what MMOs are all about?
A lot of people play it for the elder scrolls experience - the MMO part is for them just tolerated and basically ignored as good as it gets. A whole lot play it just like a single player game.
Dusk_Coven wrote: »SOLO. That way you are forced to experience ALL the mechanics
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
Dusk_Coven wrote: »SOLO. That way you are forced to experience ALL the mechanics
Heavens forbid that someone adds mechanics that require gasp! teamwork in a multiplayer game.
If you want your solo content, great, you have 99% of the game devoted to that style of play. Stop trying to colonize the parts of the game that is tailored for people who like crazy radical things like... teamwork and spending time with other players.
Dusk_Coven wrote: »Basic mode should be changed to SOLO. That way you are forced to experience ALL the mechanics and get an introduction to them all before you try the added complications from Veteran. No Undaunted Key, no Group Finder -- players can literally just wander into one like they do a Public Dungeon.
Veteran should be the new normal for 4-man and where you get your Undaunted Key and Helm.
Hard Mode is where you get 2 keys as normal.
Dusk_Coven wrote: »What I don't understand about some people is, if you are playing an MMO and complain about having to trial and error, why do you even play a MMO? Isn't that what MMOs are all about?
A lot of people play it for the elder scrolls experience - the MMO part is for them just tolerated and basically ignored as good as it gets. A whole lot play it just like a single player game.
Some people like trials and progression and really hard challenges.
But that's a really tiny fraction of the game content. In pretty much every game it's really just something to keep people busy spinning their hamster wheel while they make the next BIS gear and up the level cap to keep people spinning the hamster wheel even more and pay their subs because they "need" to chase gear and "achievements". They adjust the trials to keep it hard -- to keep people chasing stuff so hopefully they keep paying to grind.
A lot of people are busy doing everything else. When the story dries up they stop.
That's why the big announcement each year is not "the next new trial" foremost. It's a whole year of STORY that's basically done SOLO. Except the nonsense of putting story in Dungeon DLCs so no one can properly experience them, thanks to stupid mechanics like the first person who moves close triggers a cutscene that everyone else misses. The story team is completely out of touch with how players actually play and making mistakes other games have long since recognized and adjusted for.
Dusk_Coven wrote: »What I don't understand about some people is, if you are playing an MMO and complain about having to trial and error, why do you even play a MMO? Isn't that what MMOs are all about?
A lot of people play it for the elder scrolls experience - the MMO part is for them just tolerated and basically ignored as good as it gets. A whole lot play it just like a single player game.
Some people like trials and progression and really hard challenges.
But that's a really tiny fraction of the game content. In pretty much every game it's really just something to keep people busy spinning their hamster wheel while they make the next BIS gear and up the level cap to keep people spinning the hamster wheel even more and pay their subs because they "need" to chase gear and "achievements". They adjust the trials to keep it hard -- to keep people chasing stuff so hopefully they keep paying to grind.
A lot of people are busy doing everything else. When the story dries up they stop.
That's why the big announcement each year is not "the next new trial" foremost. It's a whole year of STORY that's basically done SOLO. Except the nonsense of putting story in Dungeon DLCs so no one can properly experience them, thanks to stupid mechanics like the first person who moves close triggers a cutscene that everyone else misses. The story team is completely out of touch with how players actually play and making mistakes other games have long since recognized and adjusted for.
God forbid people play games to learn how to play them well and complete challenges and hard content. Almost like that's been a huge aspect of video games since the beginning of their existence and the point of a lot of them...
ZOS doesn't adjust trials or dungeons to 'keep them hard'. They nerf them continuously. That's pretty much the opposite.
And story belongs in all parts of the game. It's an MMO.
Dusk_Coven wrote: »The story team is completely out of touch with how players actually play and making mistakes other games have long since recognized and adjusted for.
So the only way to learn mechs is through suffering and trial and error. Yes, you can read about it and I have, but there is a difference in that.
Okay, so how did the people who write the guides in the first place learn the mechanics?
Spoiler alert: We used trial and error too. Nobody tells us the mechanics. If I were to ask someone at ZOS to clarify how a mechanic works, the response that I'd get is that "it's player testable".
And you know what? That's a good thing. There are many players who insist on going into a new dungeon completely blind because they want to experience the joy of figuring things out for the first time.