So once again, ZOS is considering making massive, sweeping changes to the combat system -- changes you'd more expect to see from a game in early beta than a game celebrating it's sixth year. And this time we have a whole new set of reasons that I don't recall ever being discussed in such detail: the gap between high-APM players and low-APM players.
I'm not buying it...but I think the last 18 months of progressive skill nerfs combined with the changes currently on the PTS give a clue as to ZOS true goal.
First, as to why I don't believe that the high-APM vs. low-APM gap is the issue. Don't get me wrong, I totally recognize there's a gap and it's a big one. I was a very low APM player and have spent a significant portion of my play time increasing my DPS...er...sorry, APM. My first ever dummy parse was 8k DPS. I'm now at around 35k on that same dummy. Yes, there are players who don't bother to learn the game's combat mechanics and don't want to optimize their character and don't want to practice on a dummy. And there are players who are willing to do anything they can do maximize their damage. There's a gap for sure.
But, to ZOS' immense credit, there is significant content in the game for that entire range of players. There are four-man dungeons that a group of low-APM players can complete and the rewards of that dungeon are commensurate to both their skill and dedication. And there are dungeons that a group of perfectly optimized high-APM players are challenged by and can complete. There's content so hard that only a handful of players have completed it. And there's something for everyone in between.
So while there is certainly a skill gap, I fail to see what that is such a massive problem that it requires a massive change to the games core combat mechanics.
I think there are, instead, two reasons for the latest round changes on the PTS: 1) Lowering overall damage to force more players to follow dungeon design choreography and 2) improving server performance.
I'm not going to theorize on the latter, as I think most people recognize that thinly-veiled objective. But I'll explain the first.
I'm guessing that when ZOS designs an encounter, they use a baseline group DPS number to plan the mechanics and expect the players to follow the very specific choreography they built. An over-simplified example would be "At 40,000 group DPS, the boss will be at about 80% health when we want them to put their right hand and green and their left foot on yellow. Then we'll make this and that happen until they DPS the boss to 60% where we want them to put right foot blue and left hand red..."
But when a group is doing 80,000 DPS, they start ignoring some of these lovingly designed mechanics and either burn through them or heal through them. At 120,000 (and I'm making these numbers up) they play less Twister. And 160,000, they aren't even playing Twister at all.
Here's a kinda-real-game example. Take the final round of the final boss of Stage 9 of vMA (after you've broken the three crystals). Here's how three different players approach the encounter:
Low-APM: Attack boss. Watch for gold ghosts. When they spawn, collect them. Once you have all three, activate synergy and stun the arena. DPS boss more. Watch for summoners. Leave boss to kill summoners. Return to boss. Collect gold ghosts. Kill summoners. Repeat until boss dies. Collect reward.
Med-APM: Attack boss. Prevent gold ghosts from reaching boss. DPS until boss teleports. Chase, bash, DPS. Chase, bash, DPS. Collect reward.
High-APM: DPS boss. Collect reward.
When you look back at the series of huge nerfs to skills over the last 18 months (DD skills...then AOE's...then DOTs...then AOEs again) and now the testing of LA's and HA's, I don't think this has anything to do with "low APM players not enjoying the climb" as much as it has to do with ZOS's frustration with people not following their prescribed encounter choreography step by step.
JumpmanLane wrote: »So once again, ZOS is considering making massive, sweeping changes to the combat system -- changes you'd more expect to see from a game in early beta than a game celebrating it's sixth year. And this time we have a whole new set of reasons that I don't recall ever being discussed in such detail: the gap between high-APM players and low-APM players.
I'm not buying it...but I think the last 18 months of progressive skill nerfs combined with the changes currently on the PTS give a clue as to ZOS true goal.
First, as to why I don't believe that the high-APM vs. low-APM gap is the issue. Don't get me wrong, I totally recognize there's a gap and it's a big one. I was a very low APM player and have spent a significant portion of my play time increasing my DPS...er...sorry, APM. My first ever dummy parse was 8k DPS. I'm now at around 35k on that same dummy. Yes, there are players who don't bother to learn the game's combat mechanics and don't want to optimize their character and don't want to practice on a dummy. And there are players who are willing to do anything they can do maximize their damage. There's a gap for sure.
But, to ZOS' immense credit, there is significant content in the game for that entire range of players. There are four-man dungeons that a group of low-APM players can complete and the rewards of that dungeon are commensurate to both their skill and dedication. And there are dungeons that a group of perfectly optimized high-APM players are challenged by and can complete. There's content so hard that only a handful of players have completed it. And there's something for everyone in between.
So while there is certainly a skill gap, I fail to see what that is such a massive problem that it requires a massive change to the games core combat mechanics.
I think there are, instead, two reasons for the latest round changes on the PTS: 1) Lowering overall damage to force more players to follow dungeon design choreography and 2) improving server performance.
I'm not going to theorize on the latter, as I think most people recognize that thinly-veiled objective. But I'll explain the first.
I'm guessing that when ZOS designs an encounter, they use a baseline group DPS number to plan the mechanics and expect the players to follow the very specific choreography they built. An over-simplified example would be "At 40,000 group DPS, the boss will be at about 80% health when we want them to put their right hand and green and their left foot on yellow. Then we'll make this and that happen until they DPS the boss to 60% where we want them to put right foot blue and left hand red..."
But when a group is doing 80,000 DPS, they start ignoring some of these lovingly designed mechanics and either burn through them or heal through them. At 120,000 (and I'm making these numbers up) they play less Twister. And 160,000, they aren't even playing Twister at all.
Here's a kinda-real-game example. Take the final round of the final boss of Stage 9 of vMA (after you've broken the three crystals). Here's how three different players approach the encounter:
Low-APM: Attack boss. Watch for gold ghosts. When they spawn, collect them. Once you have all three, activate synergy and stun the arena. DPS boss more. Watch for summoners. Leave boss to kill summoners. Return to boss. Collect gold ghosts. Kill summoners. Repeat until boss dies. Collect reward.
Med-APM: Attack boss. Prevent gold ghosts from reaching boss. DPS until boss teleports. Chase, bash, DPS. Chase, bash, DPS. Collect reward.
High-APM: DPS boss. Collect reward.
When you look back at the series of huge nerfs to skills over the last 18 months (DD skills...then AOE's...then DOTs...then AOEs again) and now the testing of LA's and HA's, I don't think this has anything to do with "low APM players not enjoying the climb" as much as it has to do with ZOS's frustration with people not following their prescribed encounter choreography step by step.
I'd say that's partially true, in that it is a PvE nerf. PvP centers around burst, not damage over time. And no one at ZOS PvP's much or well or ...at all really. LA/HA wont really affect burst in PvP. People will come up with builds that take advantage of the changes and, well, business as usual.
I can buy the changes (though I certainly don't agree with them). I can believe that ZOS would think about implementing them when you consider that few at ZOS could complete a vTrial without a SERIOUS community carry. They probably can't complete vet DLC dungeons without a zillion wipes.
To the degree that anyone at ZOS plays at all, I'd venture to guess it's not top tier. I mean say Hodor was selling tiral runs. Who would YOU pay, ZOS All Stars or Hodor lol
Dusk_Coven wrote: »Until 3 months ago I actually WATCHED my character use skills. That all stopped when I learned that by "animation cancelling" I could do much more damage. Now I just cause my character to spaz out in a seizure like dance....as in not doing most of his animations....
If animation cancelling made any sense at all, you wouldn't have to explain to people to do it. They'd automatically be trying to do it.
What did I end up with? A bar full of Assassination and Shadow skills because I was playing a stalking assassin. Fighter's Guild? Nope. I'm no dumb fighter. Undaunted skills? No thanks, you bunch of Goody-two-shoes. Alliance War skills? No interest.
weaving is NOT going away. So what if the light attack damage is nerfed? The top dogs will do 75k dps instead of 90k but so will the underdogs, unless there's a way to weave in heavies to bring the dps higher, if not the sustain issue will be permamently solved since you don't ever have to heavy attack for resources, just weave skills and las so there's even less playstyle diversity. I've written all of the above with PvE in mind.
Oh boy, this is a doozy of a post.
Dusk_Coven wrote: »What did I end up with? A bar full of Assassination and Shadow skills because I was playing a stalking assassin. Fighter's Guild? Nope. I'm no dumb fighter. Undaunted skills? No thanks, you bunch of Goody-two-shoes. Alliance War skills? No interest.
You made choices based on role-playing. That's a different style of gaming from number crunching for top dps.
Later you decided to ditch roleplaying for dps.
That's your choice to sacrifice roleplay for numbers.
Your early choices were intuitive for a stricter roleplay build where you deliberately ignored choices and chose not to read about other skills. You handicapped yourself. Nothing to do with overall intuitive DESIGN or not.
They/we are talking about what makes sense when you ...just you...look at the game in front of you. That's why we are using that word: intuitive.
JumpmanLane wrote: »So once again, ZOS is considering making massive, sweeping changes to the combat system -- changes you'd more expect to see from a game in early beta than a game celebrating it's sixth year. And this time we have a whole new set of reasons that I don't recall ever being discussed in such detail: the gap between high-APM players and low-APM players.
I'm not buying it...but I think the last 18 months of progressive skill nerfs combined with the changes currently on the PTS give a clue as to ZOS true goal.
First, as to why I don't believe that the high-APM vs. low-APM gap is the issue. Don't get me wrong, I totally recognize there's a gap and it's a big one. I was a very low APM player and have spent a significant portion of my play time increasing my DPS...er...sorry, APM. My first ever dummy parse was 8k DPS. I'm now at around 35k on that same dummy. Yes, there are players who don't bother to learn the game's combat mechanics and don't want to optimize their character and don't want to practice on a dummy. And there are players who are willing to do anything they can do maximize their damage. There's a gap for sure.
But, to ZOS' immense credit, there is significant content in the game for that entire range of players. There are four-man dungeons that a group of low-APM players can complete and the rewards of that dungeon are commensurate to both their skill and dedication. And there are dungeons that a group of perfectly optimized high-APM players are challenged by and can complete. There's content so hard that only a handful of players have completed it. And there's something for everyone in between.
So while there is certainly a skill gap, I fail to see what that is such a massive problem that it requires a massive change to the games core combat mechanics.
I think there are, instead, two reasons for the latest round changes on the PTS: 1) Lowering overall damage to force more players to follow dungeon design choreography and 2) improving server performance.
I'm not going to theorize on the latter, as I think most people recognize that thinly-veiled objective. But I'll explain the first.
I'm guessing that when ZOS designs an encounter, they use a baseline group DPS number to plan the mechanics and expect the players to follow the very specific choreography they built. An over-simplified example would be "At 40,000 group DPS, the boss will be at about 80% health when we want them to put their right hand and green and their left foot on yellow. Then we'll make this and that happen until they DPS the boss to 60% where we want them to put right foot blue and left hand red..."
But when a group is doing 80,000 DPS, they start ignoring some of these lovingly designed mechanics and either burn through them or heal through them. At 120,000 (and I'm making these numbers up) they play less Twister. And 160,000, they aren't even playing Twister at all.
Here's a kinda-real-game example. Take the final round of the final boss of Stage 9 of vMA (after you've broken the three crystals). Here's how three different players approach the encounter:
Low-APM: Attack boss. Watch for gold ghosts. When they spawn, collect them. Once you have all three, activate synergy and stun the arena. DPS boss more. Watch for summoners. Leave boss to kill summoners. Return to boss. Collect gold ghosts. Kill summoners. Repeat until boss dies. Collect reward.
Med-APM: Attack boss. Prevent gold ghosts from reaching boss. DPS until boss teleports. Chase, bash, DPS. Chase, bash, DPS. Collect reward.
High-APM: DPS boss. Collect reward.
When you look back at the series of huge nerfs to skills over the last 18 months (DD skills...then AOE's...then DOTs...then AOEs again) and now the testing of LA's and HA's, I don't think this has anything to do with "low APM players not enjoying the climb" as much as it has to do with ZOS's frustration with people not following their prescribed encounter choreography step by step.
I'd say that's partially true, in that it is a PvE nerf. PvP centers around burst, not damage over time. And no one at ZOS PvP's much or well or ...at all really. LA/HA wont really affect burst in PvP. People will come up with builds that take advantage of the changes and, well, business as usual.
I can buy the changes (though I certainly don't agree with them). I can believe that ZOS would think about implementing them when you consider that few at ZOS could complete a vTrial without a SERIOUS community carry. They probably can't complete vet DLC dungeons without a zillion wipes.
To the degree that anyone at ZOS plays at all, I'd venture to guess it's not top tier. I mean say Hodor was selling tiral runs. Who would YOU pay, ZOS All Stars or Hodor lol
What are you talking about, the light attack changes will absolutely neuter most builds in pvp, and strengthen the tank meta EVEN further.
JumpmanLane wrote: »JumpmanLane wrote: »So once again, ZOS is considering making massive, sweeping changes to the combat system -- changes you'd more expect to see from a game in early beta than a game celebrating it's sixth year. And this time we have a whole new set of reasons that I don't recall ever being discussed in such detail: the gap between high-APM players and low-APM players.
I'm not buying it...but I think the last 18 months of progressive skill nerfs combined with the changes currently on the PTS give a clue as to ZOS true goal.
First, as to why I don't believe that the high-APM vs. low-APM gap is the issue. Don't get me wrong, I totally recognize there's a gap and it's a big one. I was a very low APM player and have spent a significant portion of my play time increasing my DPS...er...sorry, APM. My first ever dummy parse was 8k DPS. I'm now at around 35k on that same dummy. Yes, there are players who don't bother to learn the game's combat mechanics and don't want to optimize their character and don't want to practice on a dummy. And there are players who are willing to do anything they can do maximize their damage. There's a gap for sure.
But, to ZOS' immense credit, there is significant content in the game for that entire range of players. There are four-man dungeons that a group of low-APM players can complete and the rewards of that dungeon are commensurate to both their skill and dedication. And there are dungeons that a group of perfectly optimized high-APM players are challenged by and can complete. There's content so hard that only a handful of players have completed it. And there's something for everyone in between.
So while there is certainly a skill gap, I fail to see what that is such a massive problem that it requires a massive change to the games core combat mechanics.
I think there are, instead, two reasons for the latest round changes on the PTS: 1) Lowering overall damage to force more players to follow dungeon design choreography and 2) improving server performance.
I'm not going to theorize on the latter, as I think most people recognize that thinly-veiled objective. But I'll explain the first.
I'm guessing that when ZOS designs an encounter, they use a baseline group DPS number to plan the mechanics and expect the players to follow the very specific choreography they built. An over-simplified example would be "At 40,000 group DPS, the boss will be at about 80% health when we want them to put their right hand and green and their left foot on yellow. Then we'll make this and that happen until they DPS the boss to 60% where we want them to put right foot blue and left hand red..."
But when a group is doing 80,000 DPS, they start ignoring some of these lovingly designed mechanics and either burn through them or heal through them. At 120,000 (and I'm making these numbers up) they play less Twister. And 160,000, they aren't even playing Twister at all.
Here's a kinda-real-game example. Take the final round of the final boss of Stage 9 of vMA (after you've broken the three crystals). Here's how three different players approach the encounter:
Low-APM: Attack boss. Watch for gold ghosts. When they spawn, collect them. Once you have all three, activate synergy and stun the arena. DPS boss more. Watch for summoners. Leave boss to kill summoners. Return to boss. Collect gold ghosts. Kill summoners. Repeat until boss dies. Collect reward.
Med-APM: Attack boss. Prevent gold ghosts from reaching boss. DPS until boss teleports. Chase, bash, DPS. Chase, bash, DPS. Collect reward.
High-APM: DPS boss. Collect reward.
When you look back at the series of huge nerfs to skills over the last 18 months (DD skills...then AOE's...then DOTs...then AOEs again) and now the testing of LA's and HA's, I don't think this has anything to do with "low APM players not enjoying the climb" as much as it has to do with ZOS's frustration with people not following their prescribed encounter choreography step by step.
I'd say that's partially true, in that it is a PvE nerf. PvP centers around burst, not damage over time. And no one at ZOS PvP's much or well or ...at all really. LA/HA wont really affect burst in PvP. People will come up with builds that take advantage of the changes and, well, business as usual.
I can buy the changes (though I certainly don't agree with them). I can believe that ZOS would think about implementing them when you consider that few at ZOS could complete a vTrial without a SERIOUS community carry. They probably can't complete vet DLC dungeons without a zillion wipes.
To the degree that anyone at ZOS plays at all, I'd venture to guess it's not top tier. I mean say Hodor was selling tiral runs. Who would YOU pay, ZOS All Stars or Hodor lol
What are you talking about, the light attack changes will absolutely neuter most builds in pvp, and strengthen the tank meta EVEN further.
I agree. It will strengthen tank meta by giving easier access to sustain by light attack weaving. (Though the issue of tank meta in itself is due to the nerfs to DOTs, bleeds, oblivion damage, etc).
Sure, it will wreck tons of builds as they stand in PvP. Yet, it will be far easier coming up with new builds which take advantage of the changes to LA/HA in PvP than PvE. It won't take long for elite PvP theory crafters to discover the CHEESE in the holes of the changes lol. Casuals, new players the very type of player ZOS claims to want to help will suffer in PvP. The good PvPers won't suffer long of if at all. The changes to light attack and heavies won't matter to them at all.
As for PvEers, I unno, the loss of light attack weaving will drop the DPS of some. That's concerning.
YandereGirlfriend wrote: »I just NEED to say this: Skyrim combat is BAD without mods, like REALLY BAD.
You can power attack with zero Stamina and stun-lock all bosses simply by spamming them. The other dominant playstyle is stealth archer, which is simply one-shotting enemies from the safety of stealth. BOTH of these techniques are far more mindless than anything found in ESO.
No its been discussed and its a horse that has been beat into the ground over the years, just no one used the term APM, they used "Animation Canceling" and "Twitch Reflex" instead. It is basically the same thing with better terminology. And to be fair, since beta their have been arguments against the way combat works now, lets be real, the idea of weaving was not something they expected to work the way it did, they never had a tutorial for it, or even a help entry about it, it was something players discovered and the devs let stay in because most players liked it, and because they probably had no idea how to fix it without *** up their system. ( They clearly struggle with the engine they use for this game. )
Yet weaving will be alive and well with these proposed changes, and will be more important than ever. -.-
Thevampirenight wrote: »Thevampirenight wrote: »There is no high or low APM in a game with global cooldowns. APM is irrelevant in Eso. Eso is not a strategy game that demands u to control an entire city giving a million different orders at the same time. Pressing one button every second or one and a half button every second isn't gonna change the world. Just look at the parses on the PTS. Yes people lost 10-15k DPS. But they are still doing 2-3 times more DPS than the average Joe.
Global cooldowns are essentially a soft cap to APM. What doesn't have a cooldown however is the stats and how u make ur builds allowing extreme builds with extreme results and this is more prevalent in PVP. The power creep is f***ing insane. When u see a parse and player A hits 80k with his spammable and then player B hits 40k with his spammable then that creates a power gap so big that makes the APM argument non existent.
Well no it would still be apm its just not as much as people are imagining. Its not like players are able to cast over a hundred abilties per minute no it would likely be maybe less then fifty. Not the best with mechanics as I'm a noob with them however this is a hypethetical example of what High Apm Vs Low Apm would look like and yes it is relevant.
Examples
Player 1 he does not animation cancel abilties and it takes 4 seconds to complete the ability. In a minute which is 60 seconds and divide that by that four seconds that person is able to cast that ability to cast 15 times. Player 2 with animation canceling it takes 2 or even 1.5 seconds instead of 4 because they canceled it. She is able to cast that ability 30 to 40 times. So when they are talking about apm they are talking about Animation canceling and how it allows for players to cast abilities much quicker then not using animation canceling. That is a huge difference in dps and healing potential and output and that is what they are meaning by actions per minute. Actions per minute without light weaving would be a lot lower apm then actions done using light weaving which would give a higher apm output. That is what they are talking about.
When they talk actions per minute they are meaning the obvious differences between light weaving and not light weaving. Like the example I made that is basically how it would work on the servers. That is why people really are against changing or ridding of animation canceling because without it they really are a lot slower then not doing it. People want to be able to do 30 to 40 actions they don't want to only be able to do 15. So that is what Apm is and that is exactly why it applies to Eso. It does matter to Eso when it comes to dps as dungeons are likely built around the concept of ani canceling/light weaving. For balancing reasons of course and that is why the skill is so vital in some areas of the game play to do if you want to complete these very hard dungeons.
That is why they put in that tip I believe so players would know how to do it to increase their dps outputs.
No its not. That is exactly the point. Animation cancelling and weaving existed long before those 100k parses. It existed at a time when this power gap wasnt that big. Animation cancelling doesnt allow you to cast abilities faster. The only thing that it allows you to do is squeeze one light attack. Just look at the PTS ffs. They nerfed light attacks by almost 80% and people are still doing well over double the DPS than the average Joe would do.
Yes light attacks needed a nerf but ffs blaming the gap on weaving is asinine. It essesntially fixed nothing. Weaving is what seperates the good from the bad, thats a good thing. But the power gap isnt because of weaving but because of the power creep ZOS created over the years with CP, itemization, ridiculously broken mechanics etc and guess what didnt exist back in the day when the gap wasnt that big. Thats exactly right, CP and itemization wass limited to freaking julianos willpower.
Talking about massive DPS boosts, let me indulge you on an actual massive DPS boost. Go ahead and do a DPS test on a normal dummy. Then go on and test ur DPS on a trial dummy which is actually harder cause u have to maintain ur rotation for a long time. Watch the results. You are doing almost double the DPS on the trial dummy. Now thats power gap right there. Thats f****ing power creep. Thats a massive DPS boost. That messed up.
Well I don't know on that, I was just guessing going by how people describe it and how much more you could do with it. Zenimax clearly defines and totals in Apm as if they do matter. To them it might to us it might not be as important but to them it is. They don't like what they are seeing with the Apm and want to address it. So maybe it doesn't matter to you it does not mean it doesn't matter to others or even the people at Zenimax Studios.
I don't think that a lot of low APM to medium APM players like me are complaining about a gap - the gap is there and it is fine, i guess the only ones thinking that there is a problem are ZOS employees. Not everyone has a problem with fighting like a wet noodle, I certainly don't - and on the positive side, normal content feels challenging enough for wet noodlers.
No its been discussed and its a horse that has been beat into the ground over the years, just no one used the term APM, they used "Animation Canceling" and "Twitch Reflex" instead. It is basically the same thing with better terminology. And to be fair, since beta their have been arguments against the way combat works now, lets be real, the idea of weaving was not something they expected to work the way it did, they never had a tutorial for it, or even a help entry about it, it was something players discovered and the devs let stay in because most players liked it, and because they probably had no idea how to fix it without *** up their system. ( They clearly struggle with the engine they use for this game. )
Yet weaving will be alive and well with these proposed changes, and will be more important than ever. -.-
Because it's not something they want to remove, they just want to change the way it works and give the concept some actual support. Its a good thing they are addressing this finally, it just remains to be seen if they make good or bad choices on how to address them.
I don't think that a lot of low APM to medium APM players like me are complaining about a gap - the gap is there and it is fine, i guess the only ones thinking that there is a problem are ZOS employees. Not everyone has a problem with fighting like a wet noodle, I certainly don't - and on the positive side, normal content feels challenging enough for wet noodlers.
Nemesis7884 wrote: »honestly top players having up to 3 times the dps than the average is definitely too much regardless of how you see it...that doesnt make sense for a game - yes skilled players should be better but not 3times on static rotations...
Is there an add-on for APM? It's a fun acronym and more irrelevant statistics, but I love statistics.
JumpmanLane wrote: »So once again, ZOS is considering making massive, sweeping changes to the combat system -- changes you'd more expect to see from a game in early beta than a game celebrating it's sixth year. And this time we have a whole new set of reasons that I don't recall ever being discussed in such detail: the gap between high-APM players and low-APM players.
I'm not buying it...but I think the last 18 months of progressive skill nerfs combined with the changes currently on the PTS give a clue as to ZOS true goal.
First, as to why I don't believe that the high-APM vs. low-APM gap is the issue. Don't get me wrong, I totally recognize there's a gap and it's a big one. I was a very low APM player and have spent a significant portion of my play time increasing my DPS...er...sorry, APM. My first ever dummy parse was 8k DPS. I'm now at around 35k on that same dummy. Yes, there are players who don't bother to learn the game's combat mechanics and don't want to optimize their character and don't want to practice on a dummy. And there are players who are willing to do anything they can do maximize their damage. There's a gap for sure.
But, to ZOS' immense credit, there is significant content in the game for that entire range of players. There are four-man dungeons that a group of low-APM players can complete and the rewards of that dungeon are commensurate to both their skill and dedication. And there are dungeons that a group of perfectly optimized high-APM players are challenged by and can complete. There's content so hard that only a handful of players have completed it. And there's something for everyone in between.
So while there is certainly a skill gap, I fail to see what that is such a massive problem that it requires a massive change to the games core combat mechanics.
I think there are, instead, two reasons for the latest round changes on the PTS: 1) Lowering overall damage to force more players to follow dungeon design choreography and 2) improving server performance.
I'm not going to theorize on the latter, as I think most people recognize that thinly-veiled objective. But I'll explain the first.
I'm guessing that when ZOS designs an encounter, they use a baseline group DPS number to plan the mechanics and expect the players to follow the very specific choreography they built. An over-simplified example would be "At 40,000 group DPS, the boss will be at about 80% health when we want them to put their right hand and green and their left foot on yellow. Then we'll make this and that happen until they DPS the boss to 60% where we want them to put right foot blue and left hand red..."
But when a group is doing 80,000 DPS, they start ignoring some of these lovingly designed mechanics and either burn through them or heal through them. At 120,000 (and I'm making these numbers up) they play less Twister. And 160,000, they aren't even playing Twister at all.
Here's a kinda-real-game example. Take the final round of the final boss of Stage 9 of vMA (after you've broken the three crystals). Here's how three different players approach the encounter:
Low-APM: Attack boss. Watch for gold ghosts. When they spawn, collect them. Once you have all three, activate synergy and stun the arena. DPS boss more. Watch for summoners. Leave boss to kill summoners. Return to boss. Collect gold ghosts. Kill summoners. Repeat until boss dies. Collect reward.
Med-APM: Attack boss. Prevent gold ghosts from reaching boss. DPS until boss teleports. Chase, bash, DPS. Chase, bash, DPS. Collect reward.
High-APM: DPS boss. Collect reward.
When you look back at the series of huge nerfs to skills over the last 18 months (DD skills...then AOE's...then DOTs...then AOEs again) and now the testing of LA's and HA's, I don't think this has anything to do with "low APM players not enjoying the climb" as much as it has to do with ZOS's frustration with people not following their prescribed encounter choreography step by step.
I'd say that's partially true, in that it is a PvE nerf. PvP centers around burst, not damage over time. And no one at ZOS PvP's much or well or ...at all really. LA/HA wont really affect burst in PvP. People will come up with builds that take advantage of the changes and, well, business as usual.
I can buy the changes (though I certainly don't agree with them). I can believe that ZOS would think about implementing them when you consider that few at ZOS could complete a vTrial without a SERIOUS community carry. They probably can't complete vet DLC dungeons without a zillion wipes.
To the degree that anyone at ZOS plays at all, I'd venture to guess it's not top tier. I mean say Hodor was selling tiral runs. Who would YOU pay, ZOS All Stars or Hodor lol
What are you talking about, the light attack changes will absolutely neuter most builds in pvp, and strengthen the tank meta EVEN further.
rager82b14_ESO wrote: »Nemesis7884 wrote: »honestly top players having up to 3 times the dps than the average is definitely too much regardless of how you see it...that doesnt make sense for a game - yes skilled players should be better but not 3times on static rotations...
This is what I still cannot understand.
You're saying that a 3x skill gap is too much but what if the better player put in 10x or 50x the practice to get that 3x improvement? How can you possibly put a cap on how much better a person can be at anything given practice?
This is classic "wanting something for nothing" mentality. It's even worse because low-APM players have NOT been asking for an improvement in their skills. They've been asking for a REDUCTION IN THE OUTPUT of better players. That blows my mind. How many posts are there asking for any easier path to 35k DPS? I can't find one. But how many posts are there asking for LA weaving to be eliminated? plenty.
That means the game is flawed if you got to put in that much work to have a huge gap from other players. This is suppose to be a elder scroll mmo. Many people still play this game like an elder scroll game that does not spam skills as fast as you can.
Nemesis7884 wrote: »honestly top players having up to 3 times the dps than the average is definitely too much regardless of how you see it...that doesnt make sense for a game - yes skilled players should be better but not 3times on static rotations...
Who decides what the floor is? If I want to sit and only light attack something then the top end dps will be 10 times better than me. Should I be considered the floor? Should we lower everything down to suit my unwillingness to actually use skills? And I would say, top end dps is no where near 3 times better than average, not even twice. Top end is, lets say around 90k on 21m dummy. I’m pretty sure I can hit 45k by just heavy attacking it down. I will have to test this : )
I only started in summerset and still remember what I thought about some mechanics when I began playing ESO. I struggled and was at about 10k dps when I was CP160, then I read about the whole light attack thing.
I think people are trying to do better dps, it’s not like (at least me) I’m talking about light attack spammers. There’s a huge portion of the population that’s stuck around the 30k dps mark. They’re using the right abilities in a rotation, but can’t get the LA weaving down.
When I started here were the kind of questions I asked:
Why are some animations longer so interfere with the next skill being cast? That’s dumb.
So it was an oversight the devs rolled with that people could light attack and then use a skill immediately on the skill GCD? Okay. So why did they double down on it and make abilities proc off light attacks and add empower, then buff light attack damage?
Personally I think other games have the gap between the bottom and top a little better. With the same gear level and skills a perfect rotation could be 50k, a new player 30k. Not a top player 60k and a new player 10k. 6x is a bit much if the person’s trying their best.