ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
Or that the floor has no idea how to play the game, which is the case here. The tools are already in place for players to deal acceptable DPS for base game vet content, and yet some struggle to break past 5k DPS. You can literally deal that much by just spamming light attack in proper gear.
You can easily triple that with just light attacks.
That doesn't matter, you know, unless those who "have no idea how to play the game" don't do anything at all. But when they are doing something every second (using LA or HA or damage skills as a DD, using healing skills or LA or HA with psijic skill, etc.), they should have appropriate effectiveness.ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
Or that the floor has no idea how to play the game, which is the case here. The tools are already in place for players to deal acceptable DPS for base game vet content, and yet some struggle to break past 5k DPS. You can literally deal that much by just spamming light attack in proper gear.
Daemons_Bane wrote: »Why not see it from another perspective? They try to bring everyone closer together
And it's still going to fail miserably, because the floor knows nothing except spamming left click while throwing the occasional skill out, on a heavy armour wearing, inferno staff & greatsword wielding character. To properly bring everyone closer, you either need to force the ceiling to actually play like the floor, or tell the floor to toughen up and learn to play the game properly.
It's kind of our duty to pass on our knowledge to the newer players so they can learn, especially when the game itself doesn't do a good enough job being the teacher. This elitism needs to stop being about prejudice and more mentorship.
Then, I guess, all those "overland is too easy" threads should be closed on sight.Czekoludek wrote: »Incorrect example. In your example both types of players don't play together (or against each other). Here players are all together. Here players are in common overland and in one activity finder queue.Czekoludek wrote: »ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
In real life difference between a person who plays football as casual and players like Messi is more then "2-3 times".
Most of op players don't play with casuals
The only true solution is to balance the game. You will never "force" players to learn. Most will just leave and will be right at doing so.That doesn't matter, you know, unless those who "have no idea how to play the game" don't do anything at all. But when they are doing something every second (using LA or HA or damage skills as a DD, using healing skills or LA or HA with psijic skill, etc.), they should have appropriate effectiveness.ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
Or that the floor has no idea how to play the game, which is the case here. The tools are already in place for players to deal acceptable DPS for base game vet content, and yet some struggle to break past 5k DPS. You can literally deal that much by just spamming light attack in proper gear.
They shouldn't have appropriate effectiveness for only doing part of what they should be doing. Making efficient use of the GCD by casting a skill every second on the dot is just part of what makes good players effective.
Working light/heavy attacks and other actions off the GCD into your gameplay without affecting your skill usage, creating an effective rotation that feels comfortable to perform, using the appropriate gear for your character and role, using food/drink buffs, using potions, keeping your gear durability up, keeping your enchant charge up.
All of that combined is what makes good players effective, and is what the floor is missing. So many mid-tier players who are new to end game but understand all of the above are able to reach the figures you're listing (ie 2-3x less damage than the ceiling, not the 10x that the floor reaches), because they understand all of the above.
Inflating the DPS of the floor is going to do nothing when they're not playing the game properly. Actually, scratch that, it's going to make the floor worse because it'll enable them to continue scraping by doing the bare minimum (in some cases not even that), meanwhile the ceiling is still going to be astronomically high because people will do what people do: min/max the *** out of everything.
The only true solution to closing the DPS/skill gap is to give the floor some tough love, force them to learn and adopt everything I listed above. Everything else is just patting them on the back for doing the wrong thing. Sorry if it sounds harsh, but it is what it is.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Daemons_Bane wrote: »Why not see it from another perspective? They try to bring everyone closer together
Then, I guess, all those "overland is too easy" threads should be closed on sight.Czekoludek wrote: »Incorrect example. In your example both types of players don't play together (or against each other). Here players are all together. Here players are in common overland and in one activity finder queue.Czekoludek wrote: »ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
In real life difference between a person who plays football as casual and players like Messi is more then "2-3 times".
Most of op players don't play with casuals
Keywords in this thread are: work - effort - learn.... it's a game. Games are things people do for fun!
Also, as a tank I've noticed most players performing 'well' are the ones that don't look at what they are doing. They just focus on light attack weaving, animation cancelling, and skill rotations/bar swapping. Causing them to die 9 out of 10 boss attacks, instead of moving out of them. Those players might as well be facing a test dummy in their house. So I rather have players with somewhat lower damage but who actually look at mechanics, thank you!
Keywords in this thread are: work - effort - learn.... it's a game. Games are things people do for fun!
Also, as a tank I've noticed most players performing 'well' are the ones that don't look at what they are doing. They just focus on light attack weaving, animation cancelling, and skill rotations/bar swapping. Causing them to die 9 out of 10 boss attacks, instead of moving out of them. Those players might as well be facing a test dummy in their house. So I rather have players with somewhat lower damage but who actually look at mechanics, thank you!
@DeathStalker_X what if I derive my ENJOYMENT from meta of the week speed running and I do that in an organised and optimised group that doesn't touch upon you and yours? Why should I have my enjoyment lessened or impacted on because you don't like it and think it's worthless, or that your opinion if me is that I am useless? I agree, BTW, I am useless to you, just as you are to me and my optimised group.
And a lot of new players find it hard.Czekoludek wrote: »Then, I guess, all those "overland is too easy" threads should be closed on sight.Czekoludek wrote: »Incorrect example. In your example both types of players don't play together (or against each other). Here players are all together. Here players are in common overland and in one activity finder queue.Czekoludek wrote: »ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
In real life difference between a person who plays football as casual and players like Messi is more then "2-3 times".
Most of op players don't play with casuals
Overland is too easy for everyone, not just high end players with best gear. A lot of new players quickly became bored cuz they learn that you can just light attack to roll through overland. Game doesn't show them how to play properly and doesn't require that because of difficulty level. Also in overland when you have casual and pro playing on the same map, they don't group up so they don't "play together". Are you trying to tell me that when I see low cp player doing the quest in the same area as my godslayer char, we play together? That's not how it works. For me he is just some random i don't care about, for him/her it is probably the same story
Do the players who play this game for years and try to optimize as much as possible really mean so little to you that you try to make all their work nearly worthless by bringing new players closer to them every patch without them having to do anything?
We (veteran players) got the answer to this question, when they "took away" our arena weapons (which we earned in vet DSA and vet MA), and they gave these weapons to every newbie (who took a bit of time to run normal arenas after Greymoor release)We were left with "normal" weapons, as if we never did veteran arenas before Greymoor.
They showed complete disrespect to old players this way. So, even if it's very sad and discouraging, new bad decisions regarding veteran players are only expected
Also remember, for 2 years we didn't even had any CP cap increase - so we were not progressing, just to make it easier for new players to reach CP cap
Your arena weapons are still there. No one took anything away.
DeathStalker_X wrote: »DeathStalker_X what if I derive my ENJOYMENT from meta of the week speed running and I do that in an organised and optimised group that doesn't touch upon you and yours? Why should I have my enjoyment lessened or impacted on because you don't like it and think it's worthless, or that your opinion if me is that I am useless? I agree, BTW, I am useless to you, just as you are to me and my optimised group.
Then IMHO, it should be 2 separate games - those are entirely separate purposes and intents.
DeathStalker_X wrote: »[snip] It is ENJOYMENT that drives that vast majority of players - not the 0.01% that have to be "the best"/"the fastest"/the etc. If a character HAS to use specific gear, or developed in a specific way in order to succeed, that is the definition of catering and POOR programming [snip]. Personally, I HATE the Alliance Wars and won't bother with PVP (unless challenged) and can't be bothered with the Imperial City, etc. I want SOLO PVE *ONLY* - that is MY choice. I handle most Level I Group Dungeons just fine by myself. If I want more, I'll get a couple personal friends to join. Personally, I can't see myself even bothering with the Trials in the same way I won't bother with PVP.
ENJOY the freaking game [snip]
Daemons_Bane wrote: »Why not see it from another perspective? They try to bring everyone closer together
I do not think that "the new player argument works". Many of my friends are leaving the game after 10 hours because the game is easy for them. They were bored because the game was braindeath(they told me that). This is not only the story of my friands. Many gamers who tried ESO are saying that the game was boring because was too easy.
Noone says that. That would imply someone is taking away the highest skill cealing, which is not happening ever. This thread is about the low end vs high end of the skill spectrum. The highest skill cealing is only lowered somewhat, but it is not taken away. And it is still WAY above the lower end of the spectrum.Keywords in this thread are: work - effort - learn.... it's a game. Games are things people do for fun!
Also, as a tank I've noticed most players performing 'well' are the ones that don't look at what they are doing. They just focus on light attack weaving, animation cancelling, and skill rotations/bar swapping. Causing them to die 9 out of 10 boss attacks, instead of moving out of them. Those players might as well be facing a test dummy in their house. So I rather have players with somewhat lower damage but who actually look at mechanics, thank you!
For some people harder and challenging content is fun. Why do you think that the only fun activity in games is just doing casual stuffs?
Noone says that. That would imply someone is taking away the highest skill cealing, which is not happening ever. This thread is about the low end vs high end of the skill spectrum. The highest skill cealing is only lowered somewhat, but it is not taken away. And it is still WAY above the lower end of the spectrum.Keywords in this thread are: work - effort - learn.... it's a game. Games are things people do for fun!
Also, as a tank I've noticed most players performing 'well' are the ones that don't look at what they are doing. They just focus on light attack weaving, animation cancelling, and skill rotations/bar swapping. Causing them to die 9 out of 10 boss attacks, instead of moving out of them. Those players might as well be facing a test dummy in their house. So I rather have players with somewhat lower damage but who actually look at mechanics, thank you!
For some people harder and challenging content is fun. Why do you think that the only fun activity in games is just doing casual stuffs?
This thread isn't about challenging content either, otherwise why would you be against the game becoming harder for veterans because of these changes?! That technically makes content more challenging for those players. This thread is about the highest skill ceiling being lowered by a bit, which top end players(who say the game is easy) are against for some reason.
Just seems like complaining for the sake of complaining. Especially since the entire game goes through stages of nerfs/buffs, in a neverending cycle.
eKsDee The same can be said in reverse... you are playing an MMORPG, so it is to be expected not everyone wants to be a top-player all the time. Or even at all. Most parts of the game are even build for singleplayers. Every different part of the game was build for the type of player that wants to use it, even if it conflicts with how another player plays.
The only true solution is to balance the game. You will never "force" players to learn. Most will just leave and will be right at doing so.That doesn't matter, you know, unless those who "have no idea how to play the game" don't do anything at all. But when they are doing something every second (using LA or HA or damage skills as a DD, using healing skills or LA or HA with psijic skill, etc.), they should have appropriate effectiveness.ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
Or that the floor has no idea how to play the game, which is the case here. The tools are already in place for players to deal acceptable DPS for base game vet content, and yet some struggle to break past 5k DPS. You can literally deal that much by just spamming light attack in proper gear.
They shouldn't have appropriate effectiveness for only doing part of what they should be doing. Making efficient use of the GCD by casting a skill every second on the dot is just part of what makes good players effective.
Working light/heavy attacks and other actions off the GCD into your gameplay without affecting your skill usage, creating an effective rotation that feels comfortable to perform, using the appropriate gear for your character and role, using food/drink buffs, using potions, keeping your gear durability up, keeping your enchant charge up.
All of that combined is what makes good players effective, and is what the floor is missing. So many mid-tier players who are new to end game but understand all of the above are able to reach the figures you're listing (ie 2-3x less damage than the ceiling, not the 10x that the floor reaches), because they understand all of the above.
Inflating the DPS of the floor is going to do nothing when they're not playing the game properly. Actually, scratch that, it's going to make the floor worse because it'll enable them to continue scraping by doing the bare minimum (in some cases not even that), meanwhile the ceiling is still going to be astronomically high because people will do what people do: min/max the *** out of everything.
The only true solution to closing the DPS/skill gap is to give the floor some tough love, force them to learn and adopt everything I listed above. Everything else is just patting them on the back for doing the wrong thing. Sorry if it sounds harsh, but it is what it is.
So, the only true solution is to give players skills and combinations of skills that are viable. If some skill is not viable at all (like really, how many channelling skills are viable), then those skills should be either removed completely or rebalanced to be viable. It is not a fault of a player that he chooses skills that are given to him instead of meta-rotation skills. It is not a fault of a player that he uses sets that are given to him and not BiS sets. If other sets are so much worse than BiS sets, then they should be either removed completely or rebalanced to be viable.
Keywords in this thread are: work - effort - learn.... it's a game. Games are things people do for fun!
Also, as a tank I've noticed most players performing 'well' are the ones that don't look at what they are doing. They just focus on light attack weaving, animation cancelling, and skill rotations/bar swapping. Causing them to die 9 out of 10 boss attacks, instead of moving out of them. Those players might as well be facing a test dummy in their house. So I rather have players with somewhat lower damage but who actually look at mechanics, thank you!
And a lot of new players find it hard.Czekoludek wrote: »Then, I guess, all those "overland is too easy" threads should be closed on sight.Czekoludek wrote: »Incorrect example. In your example both types of players don't play together (or against each other). Here players are all together. Here players are in common overland and in one activity finder queue.Czekoludek wrote: »ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
In real life difference between a person who plays football as casual and players like Messi is more then "2-3 times".
Most of op players don't play with casuals
Overland is too easy for everyone, not just high end players with best gear. A lot of new players quickly became bored cuz they learn that you can just light attack to roll through overland. Game doesn't show them how to play properly and doesn't require that because of difficulty level. Also in overland when you have casual and pro playing on the same map, they don't group up so they don't "play together". Are you trying to tell me that when I see low cp player doing the quest in the same area as my godslayer char, we play together? That's not how it works. For me he is just some random i don't care about, for him/her it is probably the same story
All players play together, when they are facing the same mob, the same world boss or the same group event like dolmen or geyser. Grouping matters nothing here.
When a player uses skills A, B, C, D, E with ultimate X, he is playing properly. When a player uses skills F, G, H, I, J with ultimate Y, he is playing properly. Not every skill combination can be optimal, but every skill combination must be viable.
The same can be said in reverse... you are playing an MMORPG
so it is to be expected not everyone wants to be a top-player all the time
Most parts of the game are even build for singleplayers.
Every different part of the game was build for the type of player that wants to use it, even if it conflicts with how another player plays.
The problem you described here is the problem introduced by the ability to weave (cancel the animation of light attack). As you can understand, there are a lot of ways to solve this problem. First, it is possible to simply remove this ability, then raising the floor will not raise the ceiling. Second, it is possible to nerf LA damage when it is combined with skills. For example, the first LA after the skill does little damage, next LA (without skill between) does more damage, 3rd LA does even more damage. Third, it is possible to simply remove damage from LA and HA and replace it with minor and major buffs on caster (or debuffs on target).The only true solution is to balance the game. You will never "force" players to learn. Most will just leave and will be right at doing so.That doesn't matter, you know, unless those who "have no idea how to play the game" don't do anything at all. But when they are doing something every second (using LA or HA or damage skills as a DD, using healing skills or LA or HA with psijic skill, etc.), they should have appropriate effectiveness.ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
Or that the floor has no idea how to play the game, which is the case here. The tools are already in place for players to deal acceptable DPS for base game vet content, and yet some struggle to break past 5k DPS. You can literally deal that much by just spamming light attack in proper gear.
They shouldn't have appropriate effectiveness for only doing part of what they should be doing. Making efficient use of the GCD by casting a skill every second on the dot is just part of what makes good players effective.
Working light/heavy attacks and other actions off the GCD into your gameplay without affecting your skill usage, creating an effective rotation that feels comfortable to perform, using the appropriate gear for your character and role, using food/drink buffs, using potions, keeping your gear durability up, keeping your enchant charge up.
All of that combined is what makes good players effective, and is what the floor is missing. So many mid-tier players who are new to end game but understand all of the above are able to reach the figures you're listing (ie 2-3x less damage than the ceiling, not the 10x that the floor reaches), because they understand all of the above.
Inflating the DPS of the floor is going to do nothing when they're not playing the game properly. Actually, scratch that, it's going to make the floor worse because it'll enable them to continue scraping by doing the bare minimum (in some cases not even that), meanwhile the ceiling is still going to be astronomically high because people will do what people do: min/max the *** out of everything.
The only true solution to closing the DPS/skill gap is to give the floor some tough love, force them to learn and adopt everything I listed above. Everything else is just patting them on the back for doing the wrong thing. Sorry if it sounds harsh, but it is what it is.
So, the only true solution is to give players skills and combinations of skills that are viable. If some skill is not viable at all (like really, how many channelling skills are viable), then those skills should be either removed completely or rebalanced to be viable. It is not a fault of a player that he chooses skills that are given to him instead of meta-rotation skills. It is not a fault of a player that he uses sets that are given to him and not BiS sets. If other sets are so much worse than BiS sets, then they should be either removed completely or rebalanced to be viable.
The problem is the fact that a lot of players aren't even using skills to begin with, or aren't using them nearly often enough. Same can be said for wearing completely wrong gear (ie heavy armour on a DPS build).
In general, the list of things that each player at the lowest point in the floor is doing wrong is just so diverse, that there just isn't a way to inflate their DPS without also inflating the DPS of the ceiling.
Most players you see are just light attacking? You'd think the solution to increasing their DPS is to buff light attacks, but that also increases the DPS of the ceiling (sometimes even more so), while leaving those who aren't light attacking at all behind.
Most players you see are just spamming a single skill over and over? You'd think the solution to increasing their DPS is to buff that type of skill, but that also increases the DPS of the ceiling if the ceiling also uses that skill, while leaving those who aren't using or spamming that skill behind.
The only way to satisfy both is to buff both, which means that the ceiling potentially gets a DPS increase on two fronts (with one of them outpacing the floor's increase), while one part of the floor gets a DPS increase on two fronts, another gets a DPS increase on only one front, and a third gets a lesser DPS increase only on one front, because they're not performing the respective action as often.
There's no way to "raise the floor, lower the ceiling", when the floor is so wildly diverse in terms of what they're doing wrong. The only real solution is to help the floor figure out what they're doing wrong in the first place.
That is wrong understanding. Changes to buffs (debuffs?) are presented to all players, and players who have less than mid dps are not necessary the ones who are using skills once per 4 seconds.Czekoludek wrote: »And a lot of new players find it hard.Czekoludek wrote: »Then, I guess, all those "overland is too easy" threads should be closed on sight.Czekoludek wrote: »Incorrect example. In your example both types of players don't play together (or against each other). Here players are all together. Here players are in common overland and in one activity finder queue.Czekoludek wrote: »ZOS is doing good and right thing here. The difference between good and bad should be 2 - 3 times (for DPS, as well as for healer and tank effectiveness). When the difference is 10 times or more, then it simply means that the game is completely unbalanced.
In real life difference between a person who plays football as casual and players like Messi is more then "2-3 times".
Most of op players don't play with casuals
Overland is too easy for everyone, not just high end players with best gear. A lot of new players quickly became bored cuz they learn that you can just light attack to roll through overland. Game doesn't show them how to play properly and doesn't require that because of difficulty level. Also in overland when you have casual and pro playing on the same map, they don't group up so they don't "play together". Are you trying to tell me that when I see low cp player doing the quest in the same area as my godslayer char, we play together? That's not how it works. For me he is just some random i don't care about, for him/her it is probably the same story
All players play together, when they are facing the same mob, the same world boss or the same group event like dolmen or geyser. Grouping matters nothing here.
When a player uses skills A, B, C, D, E with ultimate X, he is playing properly. When a player uses skills F, G, H, I, J with ultimate Y, he is playing properly. Not every skill combination can be optimal, but every skill combination must be viable.
But ppl for which this dumb changes are presented are mostly ppl who only light attacks or use one skill per 4 seconds. I didn't hear from anybody that overland is hard in years (and i'm on very different guilds, from end game raiding ones to pure RP). The only complains for hard overland during last 4 years was about one world boss from southern Elsweyr that actually have one hard mechanic.