They say damage will go down in optimized groups, and floor damage will rise, while introducing more buffs to the game (brittle) how are less optimized groups gonna get more damage when there is an additional buff to track (which is currently bugged), is beyond me. Additionally now that crit is smaller, stacking it is stronger, and the gap between meta and non meta gear is bigger (especially with major force and brittle buffs). Once again they prove they know nothing of the combat. And that their vision is not corresponding to their changes.
Absolutely agreed.
How can you raise the floor and lower the ceiling by making changes that affect all? First of all, is it even desirable to do this whole raise the floor lower the ceiling thing? Maybe it would be better to teach people? Maybe one of the good things about eso is that combat is fun exactly because it allows a lot of freedom when building? Which means that you can either be really bad or really good?
I've said this before and I will continue to say it:
The simplest and easiest way to raise the floor and lower the ceiling would be to nerf LA damage by a reasonable amount while buffing ability damage to compensate.
Most of the difference between the top end dpsers and lower end ones is just weaving effectively and having high apm.
Most of the competent lower end people can handle an ability rotation, but either don't weave at all or don't weave effectively.
If you nerf light attacks and buff abilities the bleeding edge perfect rotation types will still be at the top, just not by as much. And those who can do a decent ability rotation are less penalized by having less than perfect weaving. The people capable of getting Godslayer will still get Godslayer, and maybe pug dungeons with randos are a bit less painful. Problem solved.
KhajiitLivesMatter wrote: »la weaving is the easiest thing in the game just spam ur left mouse key
And also there is another point that i think is important, if you nerf damage, healing or mitigation, where exactly is the progression in this game?
KhajiitLivesMatter wrote: »la weaving is the easiest thing in the game just spam ur left mouse key
Yeah cool, we can talk about whether weaving is easy or not all day, the fact of the matter is that doing it effectively is the primary difference between top end and low end dps, and that most people don't do it effectively.
And also there is another point that i think is important, if you nerf damage, healing or mitigation, where exactly is the progression in this game?
I am not arguing for or against changes to crit. However, progression in any game, the idea of us becoming stronger, is always a myth. In any well-managed game that progression is reset to a new baseline. ESO is the only game I have seen that has allowed power creep to run amok without check.
Granted, most of the power creep is due to changes Zos makes directly to the game via new sets and tweaks to skills but as it is much of the group content intended to offer some sort of challenge has been trivialized into an utter joke.
KhajiitLivesMatter wrote: »la weaving is the easiest thing in the game just spam ur left mouse key
Yeah cool, we can talk about whether weaving is easy or not all day, the fact of the matter is that doing it effectively is the primary difference between top end and low end dps, and that most people don't do it effectively.
Disagree. The primary difference is that they don't use skills fast enough. Mag builds might have the light attacks such bigger chunck of their damage, but the offender is not light attacks, but maelstrom staff.And also there is another point that i think is important, if you nerf damage, healing or mitigation, where exactly is the progression in this game?
I am not arguing for or against changes to crit. However, progression in any game, the idea of us becoming stronger, is always a myth. In any well-managed game that progression is reset to a new baseline. ESO is the only game I have seen that has allowed power creep to run amok without check.
Granted, most of the power creep is due to changes Zos makes directly to the game via new sets and tweaks to skills but as it is much of the group content intended to offer some sort of challenge has been trivialized into an utter joke.
Worst is now they can't nerf us properly, without making the new content too hard.
And also there is another point that i think is important, if you nerf damage, healing or mitigation, where exactly is the progression in this game?
I am not arguing for or against changes to crit. However, progression in any game, the idea of us becoming stronger, is always a myth. In any well-managed game that progression is reset to a new baseline. ESO is the only game I have seen that has allowed power creep to run amok without check.
Granted, most of the power creep is due to changes Zos makes directly to the game via new sets and tweaks to skills but as it is much of the group content intended to offer some sort of challenge has been trivialized into an utter joke.
I've said this before and I will continue to say it:
The simplest and easiest way to raise the floor and lower the ceiling would be to nerf LA damage by a reasonable amount while buffing ability damage to compensate.
Most of the difference between the top end dpsers and lower end ones is just weaving effectively and having high apm.
Most of the competent lower end people can handle an ability rotation, but either don't weave at all or don't weave effectively.
If you nerf light attacks and buff abilities the bleeding edge perfect rotation types will still be at the top, just not by as much. And those who can do a decent ability rotation are less penalized by having less than perfect weaving. The people capable of getting Godslayer will still get Godslayer, and maybe pug dungeons with randos are a bit less painful. Problem solved.
Lol, fat chance this one says.I have less concern over whether crit stays, buffed, or nerfed than making sure skills which proc off crit are rebalanced if crit meta is changed.
e.g. some skills/builds were originally made by zos to proc off and depend on crits (sorc crit surge for example).
They say damage will go down in optimized groups, and floor damage will rise, while introducing more buffs to the game (brittle) how are less optimized groups gonna get more damage when there is an additional buff to track (which is currently bugged), is beyond me. Additionally now that crit is smaller, stacking it is stronger, and the gap between meta and non meta gear is bigger (especially with major force and brittle buffs). Once again they prove they know nothing of the combat. And that their vision is not corresponding to their changes.
Absolutely agreed.
How can you raise the floor and lower the ceiling by making changes that affect all? First of all, is it even desirable to do this whole raise the floor lower the ceiling thing? Maybe it would be better to teach people? Maybe one of the good things about eso is that combat is fun exactly because it allows a lot of freedom when building? Which means that you can either be really bad or really good?
Nerfing crit would do just about as much as nerfing weapon or spell or magicka or stamina would when it comes to lowering the ceiling, everyone would lose damage equally.
What they should do about crit is exactly this: NOTHING, make other stats scale better, by making sorcery, brutality, cp resource increase higher.
What they should do about crit is exactly this: NOTHING, make other stats scale better, by making sorcery, brutality, cp resource increase higher.
What they should do, is nothing for now. They first need to rebalance CP, since they intend to do so anyway. Wtf is the reason to try rebalancing things every patch when a whole system is planned to be scrapped. Just hurry up scrapping it, and then rebalance after, u know, after testing is actually done. No more random swings plz.
they should make more interesting perks for the cp system, the ones that you unlock after a certain threshold.
What they should do about crit is exactly this: NOTHING, make other stats scale better, by making sorcery, brutality, cp resource increase higher.
What they should do, is nothing for now. They first need to rebalance CP, since they intend to do so anyway. Wtf is the reason to try rebalancing things every patch when a whole system is planned to be scrapped. Just hurry up scrapping it, and then rebalance after, u know, after testing is actually done. No more random swings plz.
I have to disagree with that since i like progression systems like that.
Penalties would detract from the system, it's supposed to make you stronger, penalties should remain on some gear sets that are very strong, like new moon for example. But not cp i think.
What they should do about crit is exactly this: NOTHING, make other stats scale better, by making sorcery, brutality, cp resource increase higher.
What they should do, is nothing for now. They first need to rebalance CP, since they intend to do so anyway. Wtf is the reason to try rebalancing things every patch when a whole system is planned to be scrapped. Just hurry up scrapping it, and then rebalance after, u know, after testing is actually done. No more random swings plz.
I have to disagree with that since i like progression systems like that.
You like "progression" systems where the developers are making random swings every patch? Random swings that are said to have 1 effect by the developers but actually have the opposite effect?
This fantasy of raising the floor and lowering the ceiling will just never ever happen. Whatever is implemented to buff the floor is openly available for the ceiling too. There isn’t a rule where if you hit less than X amount on a dummy then you’ll be given special treatment. The special treatment applies globally to the entire player base - the ceiling included. If it takes less skill to perform well, you’re just making the ceilings lives substantially easier. Honestly, the gap is entirely down to knowledge. Teach players rather than “nerf” those who have already learnt, it’s never going to be applicable to just one group. You buff one persons abilities whilst nerfing their light attacks, you’re buffing the ceilings too who have *built* and *optimised* for the changes thrown at them and will again, just perform 10x better.
This fantasy of raising the floor and lowering the ceiling will just never ever happen. Whatever is implemented to buff the floor is openly available for the ceiling too. There isn’t a rule where if you hit less than X amount on a dummy then you’ll be given special treatment. The special treatment applies globally to the entire player base - the ceiling included. If it takes less skill to perform well, you’re just making the ceilings lives substantially easier. Honestly, the gap is entirely down to knowledge. Teach players rather than “nerf” those who have already learnt, it’s never going to be applicable to just one group. You buff one persons abilities whilst nerfing their light attacks, you’re buffing the ceilings too who have *built* and *optimised* for the changes thrown at them and will again, just perform 10x better.
This fantasy of raising the floor
No no no, raising the floor is definitely a good thing.any game would be more enjoyable to play when more people play it. The main issues are:
1. Their attempts at raising the floor are making the opposite.
2. The amount of bugs are just crippling the option for new players to get better. If you are in PC EU, you will know that you can't even parse in prime time without lagging. The bugs are a main offender in the low level of the floor.
3. No proper role tutorial. This one is a must. A place with no external people to judge you. Where you can "git good" at your role at your pace. With different difficulties so there is progression. Only dds now have it but it is devided only into 2, very basic (nMA) and ok-ish level (vMA) it is:
A ) way too long
B ) lacking in difficulty variety.
C ) requires a set amount of survivability, which should mostly be taken care by the healer in a group, so it is less of dd tutorial and more of solo tutorial.
D ) very ping dependent
This fantasy of raising the floor
Definitely not a fantasy. It is just that they have no f***ing idea wtf are they doing.
No no no, raising the floor is definitely a good thing.any game would be more enjoyable to play when more people play it. The main issues are:
1. Their attempts at raising the floor are making the opposite.
2. The amount of bugs are just crippling the option for new players to get better. If you are in PC EU, you will know that you can't even parse in prime time without lagging. The bugs are a main offender in the low level of the floor.
3. No proper role tutorial. This one is a must. A place with no external people to judge you. Where you can "git good" at your role at your pace. With different difficulties so there is progression. Only dds now have it but it is devided only into 2, very basic (nMA) and ok-ish level (vMA) it is:
A ) way too long
B ) lacking in difficulty variety.
C ) requires a set amount of survivability, which should mostly be taken care by the healer in a group, so it is less of dd tutorial and more of solo tutorial.
D ) very ping dependent
There are also many other additional ways that will raise the floor:
In-game wiki.
Make dots line up better.
Making off meta sets/munduses more viable by balancing their overall power, without over buffing them.(Resent changes to noble dualist, undaunted sets and war maiden are a great example to it, that's the only good change combat wise in a while, they did overbuff maiden in my personal opinion by a tiny bit, but that's fine).
Better in-game tools for evaluating your own performance.
Giving away inferior leveled base sets during the role tutorials.
Additional vet overland.
There are probably more things, but these changes will definitely raise the floor.