The issues related to logging in to the European PC/Mac megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

Do not nerf crit.

JinMori
JinMori
✭✭✭✭✭
✭✭
It's a bad idea, i saw zos thinking about this. Don't.

Why is crit so strong? Well for one because it's a damage multiplier, second you can stack it more than most other stats, it's not that hard to get to 100+ crit damage, that is 50 % above the standard rate, other stats do not even come close to that, and 50 % is a moderate estimate, rather, make the other stats stack better.

The average player base of this game cannot even complete vet dlc dungeons like white gold tower, you nerf damage because the top end can get 90k? You basically make it impossible for anyone else to actually complete anything that is even moderately difficult because the average player of this game is just bad, and as someone who can actually get numbers i do not want that to happen, because what's the point of getting high numbers if at the end of the day you can't find people to play the content?

The end game community is already shrinking more and more each patch, and if you nerf players, you basically also discourage them from learning new stuff, and they will probably just stick to normal mode, because no one likes losing. If anything you should make it more clear how to actually perform in this game.

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? Why would i play a game where i always stay at the same level or become weaker over time? Which is honestly one of the reason why i only play eso for a few weeks and leave a few months at this point. No, this is a bad idea.

There are some people that do not like cp, or increasing the gear cap etc, but at this point, with transmutation you already have a tool to make it not so difficult to achieve, and at the same time you could also introduce new things to counterbalance the progressive power gain that cp gives you with the excuse of the new gear cap increase/lvl increase, and solve 2 problems at once, you can continue again with cp, we get some progression finally after years of stagnation, and the content isn't ludicrously easy but neither way too hard.

I always suggested to make a scaling system for dungeons think like mythic +, basically completely resolves the problem of power creep, because you can just scale it higher based on your skill level.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    Edited by zvavi on November 7, 2020 6:28PM
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    zvavi wrote: »
    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.

    Edited by JinMori on November 7, 2020 6:53PM
  • Mindcr0w
    Mindcr0w
    ✭✭✭✭✭
    ✭✭
    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.
    Edited by Mindcr0w on November 7, 2020 7:06PM
  • Muttsmutt
    Muttsmutt
    ✭✭✭✭✭
    every game that has crit- crit is meta.
    i'm tired of it.
    i want raw damage to be viable.
    nerf crit. let it burn.
    PC-EU // UNDEAD
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    JinMori wrote: »

    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?

    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
    Edited by zvavi on November 7, 2020 7:05PM
  • KhajiitLivesMatter
    KhajiitLivesMatter
    ✭✭✭✭
    Mindcr0w wrote: »
    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.

    la weaving is the easiest thing in the game just spam ur left mouse key
  • Mindcr0w
    Mindcr0w
    ✭✭✭✭✭
    ✭✭
    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.
    Edited by Mindcr0w on November 7, 2020 7:11PM
  • Recapitated
    Recapitated
    ✭✭✭✭
    They said they changed major/minor buffs to decrease damage, increase sustain, increase damage taken etc.

    Did they say that's what they want to achieve by adjusting crit? I just remember them saying it's too easy to get high crit without building for it which... too easy compared to what? Why shouldn't it be easy?
    Edited by Recapitated on November 7, 2020 7:14PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    JinMori wrote: »
    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.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mindcr0w 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.
    idk wrote: »
    JinMori wrote: »
    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.
  • Recapitated
    Recapitated
    ✭✭✭✭
    zvavi wrote: »
    Mindcr0w 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.
    idk wrote: »
    JinMori wrote: »
    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.

    Could just buff the old content
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    idk wrote: »
    JinMori wrote: »
    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.

    Your damage usually increases, but your damage relative to the enemy stays about the same, that's what they should aim.

    Ultimately you wouldn't get stronger in the true sense of the word, but you would still see yourself doing more things and doing more damage.

    That is what i aim. It gives a sense of progression while not making the content trivial because you are not overpowered, you are still at the same relative level to the content.

    Also, the point i made was about lowering the ceiling not being desirable, i am fine with raising the floor, but not lowering the ceiling.

    What they should do about crit is exactly this: NOTHING, make other stats scale better, by making sorcery, brutality, cp resource increase scale higher.

    And then rebalance the game around it with the excuse of gear cap increase, since they already have the transmutation thing, and finally introduce a new system to counteract the progressive power gain that should be natural in an mmo.

    Also, you gotta consider that at the moment for about 90 % of people in the game, and i am quite confident with that number, the content is hard enough or too hard, and this is supported by the fact that most people cannot even complete dlc vet dungeons. Unless there is someone there that can carry, and they are not just so bad that they are a ball and a chain.
    Edited by JinMori on November 7, 2020 7:25PM
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Mindcr0w wrote: »
    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.

    I would honestly also be fine with that, as long as they do not completely remove the possibility of doing weaving. Since the damage you lose is put into the abilities.

    I actually also brought up the idea a long time ago, i like weaving as a concept, because without it the combat would be just too barren, but i don't care whether the damage comes from abilities or light attacks, infact i would actually prefer to see bigger hits on abilities.
    Edited by JinMori on November 7, 2020 7:35PM
  • Jacozilla
    Jacozilla
    ✭✭✭✭✭
    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).
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jacozilla wrote: »
    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).
    Lol, fat chance this one says.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    JinMori wrote: »
    zvavi wrote: »
    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.

    The best way to lower the floor is simply to retune mechancis that get worse the less dps you have, stuff like the chain lightning of the first boss getting stronger in VKA if you kill that boss slowly. These things are only a way to prevent low dps groups from completing the dungeon even if they understood the mechanics of the dungeon and played them to perfection. They don't anything more. High end groups don't have to deal with them and sometimes don't even know they are a thing.
    Edited by spartaxoxo on November 7, 2020 7:41PM
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    JinMori wrote: »

    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.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    zvavi wrote: »
    JinMori wrote: »

    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.

    What they should do is not to nerf cp, because that's what's gonna happen, but instead they should create a new system to balance out cp, as i said before they could make something like mythic + for dungeons and trials, so power creep basically becomes a non issue in pve at least, if anything they should make more interesting perks for the cp system, the ones that you unlock after a certain threshold.
  • Muttsmutt
    Muttsmutt
    ✭✭✭✭✭
    JinMori wrote: »
    they should make more interesting perks for the cp system, the ones that you unlock after a certain threshold.

    i agree with this. i think this is what the CP system rework should center around.
    not shifting numbers; but creating more interesting bonuses.. and perhaps penalties.
    PC-EU // UNDEAD
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Muttsmutt wrote: »
    JinMori wrote: »
    they should make more interesting perks for the cp system, the ones that you unlock after a certain threshold.

    i agree with this. i think this is what the CP system rework should center around.
    not shifting numbers; but creating more interesting bonuses.. and perhaps penalties.

    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.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    JinMori wrote: »
    zvavi wrote: »
    JinMori wrote: »

    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?
  • Muttsmutt
    Muttsmutt
    ✭✭✭✭✭
    JinMori wrote: »
    Muttsmutt wrote: »
    JinMori wrote: »
    they should make more interesting perks for the cp system, the ones that you unlock after a certain threshold.

    i agree with this. i think this is what the CP system rework should center around.
    not shifting numbers; but creating more interesting bonuses.. and perhaps penalties.

    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.

    yeah, to clarify, limitations, not penalties.
    so as to address power creep.

    unless they do somethnig really smart about it, of course.
    the power creep, i mean.
    PC-EU // UNDEAD
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    zvavi wrote: »
    JinMori wrote: »
    zvavi wrote: »
    JinMori wrote: »

    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?

    No, that's not what i meant, that's just them making dumb decisions.

    My view on the matter is that they introduce stuff without really thinking about the long term.

    Progression systems like cp are nice, but you have to consider the long term before adding them to the game, which means there needs to be some form of development that allows that system to exist while at the same time, it does not trivialize some aspects of the game, which honestly it isn't just the fault of cp.

    What they did here is that they introduced system without considering the long term impact of the things they add, so here we are.

    I know i am repeating myself, but the best way to approach this "problem" is to make it so power creep basically becomes a non issue, which means introduce a scaling mechanic for pve content, and properly balance blue vs red vs green cp for pvp, or just disable it for pvp, but i think that is not optimal. Nerfing is also not a good option, because people do not take very well when you give to them and then take away, it's easier, but you have to consider the psychological aspect of things, I would definitely not like nerfs, it's the lazy solution, and the worst.

    Instead if you introduce a scaling mechanic where you can do more and more difficult content, you can basically introduce almost whatever you want, because power creep is basically a non issue anymore, and since people can do content that is relative to their level of skill you also don't have to worry about it being too difficult for the average person, so you can make new cps, you can make cp perks more interesting, like "do x thing, and you gain 500 weapon/spell damage for 10 seconds", or "do x, and your next ability does 50% more damage" etc.... Instead of, you gain 10 % recovery when you sprint, like who cares?
    Edited by JinMori on November 8, 2020 2:50PM
  • Astrid
    Astrid
    ✭✭✭✭✭
    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.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Astrid wrote: »
    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 is basically what it is.
  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    Astrid wrote: »
    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.

    Well said.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    Astrid wrote: »
    This fantasy of raising the floor

    Definitely not a fantasy. It is just that they have no f***ing idea wtf are they doing.
    zvavi wrote: »

    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.
    Edited by zvavi on November 8, 2020 4:57PM
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    zvavi wrote: »
    Astrid wrote: »
    This fantasy of raising the floor

    Definitely not a fantasy. It is just that they have no f***ing idea wtf are they doing.
    zvavi wrote: »

    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.

    I would be fine with those also, but in the end most of the points you made are basically about knowledge.

    Don't misunderstand everything you pointed out would be nice to have for everyone, but you wouldn't make those mistakes if you had knowledge about the game, this is basically the point.
    Edited by JinMori on November 8, 2020 5:41PM
Sign In or Register to comment.