RaptorRodeoGod wrote: »The skill gap absolutely needs to be decreased. There's literally a 60k-90k+ DPS gap. It makes it a nightmare for people like me, who can't play consistently enough to be in a guild, to find group members good enough to do content with. I don't necessarily think some of these changes help correct that gap, but the gap does not need to be as astronomically large as it is. They need to implement something intuitive that increases the damage of lower tier players, and has no effect on upper tier players.
Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
Alchimiste1 wrote: »Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
if you are taking about from a pve perspective sustain already isn't an issue, you'll only end up over sustaining
Alchimiste1 wrote: »RaptorRodeoGod wrote: »The skill gap absolutely needs to be decreased. There's literally a 60k-90k+ DPS gap. It makes it a nightmare for people like me, who can't play consistently enough to be in a guild, to find group members good enough to do content with. I don't necessarily think some of these changes help correct that gap, but the gap does not need to be as astronomically large as it is. They need to implement something intuitive that increases the damage of lower tier players, and has no effect on upper tier players.
I don't quite understand what you are saying. lets say you had 90k dps, I don't think that would solve your issue of finding people to play with because you aren't in a guild. Forgive me if I assume wrong but I'm under the impression that if you aren't in a guild its likely the content you are trying to do is veteran dungeons but I'm certain every veteran dungeon is clear able with 60k dps. I don't think there is a dungeon with a hard dps check out.
Alchimiste1 wrote: »Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
if you are taking about from a pve perspective sustain already isn't an issue, you'll only end up over sustaining
And the change to the damage is not an issue either. It is likely to close to what it was pre-Morrowind and the top damage dealers will still be top damage dealers.
Still, have you actually tested this or just reacting to the notes Gina published yesterday?
Alchimiste1 wrote: »Alchimiste1 wrote: »Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
if you are taking about from a pve perspective sustain already isn't an issue, you'll only end up over sustaining
And the change to the damage is not an issue either. It is likely to close to what it was pre-Morrowind and the top damage dealers will still be top damage dealers.
Still, have you actually tested this or just reacting to the notes Gina published yesterday?
Do I need to test ? I already end up with like 80% resources and the end of a 21mil parse on a magdk and maplar. There is no way that with the proposed changes people wont over sustain and there is no way to build more damage. The fact that you thing that damage should be the same years later in a game like this means you missed my point. This is an mmo there should be progression.
Alchimiste1 wrote: »Alchimiste1 wrote: »Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
if you are taking about from a pve perspective sustain already isn't an issue, you'll only end up over sustaining
And the change to the damage is not an issue either. It is likely to close to what it was pre-Morrowind and the top damage dealers will still be top damage dealers.
Still, have you actually tested this or just reacting to the notes Gina published yesterday?
Do I need to test ? I already end up with like 80% resources and the end of a 21mil parse on a magdk and maplar. There is no way that with the proposed changes people wont over sustain and there is no way to build more damage. The fact that you thing that damage should be the same years later in a game like this means you missed my point. This is an mmo there should be progression.
Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
you guys do realise that what's going to happen with this patch is everyones dps drops right?
like, if you do 60k dps then you'll do 58k while someone doing 80k will do 70k?
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
Alchimiste1 wrote: »Do I need to test ?
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
starkerealm wrote: »Alchimiste1 wrote: »Do I need to test ?
Yes, you do. The entire point is to see how this actually works and feels. Sitting back and saying, "I read the patch notes so I know how this will feel, and then numbers it returns," won't work, because, frankly, you don't.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
1)General direction
I really don't understand why the developers would want to decrease the skill gap. If you are playing an mmo is it not normal for you to want to improve ? and this shouldn't be exclusive to new players. Its my opinion that for an mmo to thrive the end game shouldn't become stale. Don't reduce the skill ceiling but introduce mechanics that can make it bigger, that way end game players/veterans have something to shoot for. Just some quick things off the top of my head that contribute to the skill gap are: animation canceling which has taken a hit recently with cast times and these block changes or bash weaving. One thing that I thought was cool was the ability to brace for landing. Maybe you shouldn't take zero damage from falling off a cliff but reducing the damage taken if you do it on purpose would be nice. That way you can capitalize on the mistake of those that didn't react properly. Its mechanics like that that allow the game to shine more, it doesn't all have to be about class skills. Even the previous terrain under bridges were some things that could be used to your advantage. I don't really play in coordinated groups but I'm sure some that do can list more things.
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
3) Conclusion
In all honestly I don't know the extent to which these la/heavy attack changes would alter the game but the frustrating part is that the developers have chosen to propose these changes for the reason of decreasing the skill gap. This is an mmo, please don't kill the end game. Introduce more mechanics, make dungeon/trials more challenging, give the end game players a reason and a method for wanting to get better too.
MEBengalsFan2001 wrote: »Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
1)General direction
I really don't understand why the developers would want to decrease the skill gap. If you are playing an mmo is it not normal for you to want to improve ? and this shouldn't be exclusive to new players. Its my opinion that for an mmo to thrive the end game shouldn't become stale. Don't reduce the skill ceiling but introduce mechanics that can make it bigger, that way end game players/veterans have something to shoot for. Just some quick things off the top of my head that contribute to the skill gap are: animation canceling which has taken a hit recently with cast times and these block changes or bash weaving. One thing that I thought was cool was the ability to brace for landing. Maybe you shouldn't take zero damage from falling off a cliff but reducing the damage taken if you do it on purpose would be nice. That way you can capitalize on the mistake of those that didn't react properly. Its mechanics like that that allow the game to shine more, it doesn't all have to be about class skills. Even the previous terrain under bridges were some things that could be used to your advantage. I don't really play in coordinated groups but I'm sure some that do can list more things.
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
3) Conclusion
In all honestly I don't know the extent to which these la/heavy attack changes would alter the game but the frustrating part is that the developers have chosen to propose these changes for the reason of decreasing the skill gap. This is an mmo, please don't kill the end game. Introduce more mechanics, make dungeon/trials more challenging, give the end game players a reason and a method for wanting to get better too.
There will still be a gap between players. That gap will narrow a bit with this update. This update seem fair given how big the gap currently is.
What this is update is trying to resolve is helping a majority of players that are being left out of high end content because they have slow reaction time with light weaving attacks and paying attention to mechanics, which I would state is very true. This change would allow some players to focus a bit more on mechanics so they don't have to worry as much as about weaving light attacks because their ability to perform these actions are not on par with top players. Top players will still be able to produce more damage but the damage gap will shrink.
This update makes sense.
Oddly the entire OP is incorrect concerning the change. Those that do well with LAs will have better sustain meaning they can put more stats into damage.
It all really needs to be tested to see how it really works out and it seems OP has not done that part.
validifyedneb18_ESO wrote: »Sustain is easier, which is nice, because most of my builds are so highly tuned that even 1 wrong cast required 1-2 heavy attacks to regain sustain - doing that is really annoying but I also dont like sacraficing stuff for sutain. So like a pre-teen-dopamine-junkie I will enjoy this "resources dont matter if you weave" system.
As for the gap. Top players did 50-60k unbuffed, unexperienced players did 8k. The gap needed closing, how much is to be debated but something needed to be done.
Alchimiste1 wrote: »This post might be all over the place but I'll try my best to organize it as best I can
2) APM
Moving on to APM. I know they mention some players have high APM but really the required APM needed to reach peak utility isn't that high. This is because the game already has global cool downs. No matter how much I spam my right mouse button, I'm not going to get more than 1 light attack in a second. I am certain that almost everyone in this game can learn to press their right mouse button once per second if they wanted too. If a player seems like they are using a lot of abilities at once its more than likely due to knowing where their skills are on their bar so they don't really have to think about what to press. More importantly I don't see why that's a problem, a person doing more should be rewarded accordingly. I really don't want to see some 1 bar heavy attack magsorc build doing comparable dps to someone who has perfected their rotation.
I don't know why people are so... reluctant on accepting that ESO combat is too fast.
Compare it to other Elder Scrolls Games. Compare it to modern RPGs like The Witcher or Dragon Age Inquisition. Compare it to action MMOs like Tera or Guild Wars 2. No matter which way you look at it, ESO combat is too fast.
Other action games have abilities that take 1, 2, or up to 3 seconds to perform. Meanwhile ESO has a global cooldown of less than 1 second.
It's unrealistic, immersion breaking, unintuitive, and it leads to a meta where high APM matters more than engaging twitch-reactions (Like dodging, blocking, or using abilities at the correct time).
The game is too fast, and needs to be slowed down. Anyone saying heavy attacks are "snore inducing" needs to take a step back, and objectively look at ESO and how it compares to literally any other game.
Ive played all of those games you listed and came back for eso's fast paced combat. To you eso feels clunky but to me all of those game felt restrictive and clunky.
