So for almost as long as I've been playing the game ZoS has stated their desire to "raise the floor and lower the ceiling". That is, to make it easier for basic players to perform adequately at their roles and to make elite players engage with mechanics.
vs Them. The good players, vs everyone else that you consider to be bad.I don't really see a problem at the top end. I'm in several endgame guilds playing with very strong players: the amount of groups that are able to completely skip mechanics, at least in trials, is vanishingly small. There's a group I'm aware of that's getting close to a 0 portal nuke in VCR HM, but it's vanishingly rare and it doesn't matter. These players work insanely hard for such achievements, let them have their fun, it doesn't affect anyone else. Not to mention there are achievements in the game that require current levels of damage - the groups getting Godslayer don't have minutes in hand that could soak up a further 10% damage nerf.
But there definitely is a problem at the bottom end: there are still vast numbers of players who consider themselves damage dealers (or at least aren't tagging themselves as healers or tanks) but completely fail to deliver the role and deal meaningful damage. If you spend any time tanking random normal dungeons through group finder you'll see them all the time. Partly it's bad gear, partly it's innate lack of skill, partly it's lack of knowledge about how to do damage.
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I was with you at the beginning..So for almost as long as I've been playing the game ZoS has stated their desire to "raise the floor and lower the ceiling". That is, to make it easier for basic players to perform adequately at their roles and to make elite players engage with mechanics.
Until I saw that it was an Usvs Them. The good players, vs everyone else that you consider to be bad.I don't really see a problem at the top end. I'm in several endgame guilds playing with very strong players: the amount of groups that are able to completely skip mechanics, at least in trials, is vanishingly small. There's a group I'm aware of that's getting close to a 0 portal nuke in VCR HM, but it's vanishingly rare and it doesn't matter. These players work insanely hard for such achievements, let them have their fun, it doesn't affect anyone else. Not to mention there are achievements in the game that require current levels of damage - the groups getting Godslayer don't have minutes in hand that could soak up a further 10% damage nerf.But there definitely is a problem at the bottom end: there are still vast numbers of players who consider themselves damage dealers (or at least aren't tagging themselves as healers or tanks) but completely fail to deliver the role and deal meaningful damage. If you spend any time tanking random normal dungeons through group finder you'll see them all the time. Partly it's bad gear, partly it's innate lack of skill, partly it's lack of knowledge about how to do damage.
.
(and I snipped out your solution because while constructive, it isn't relevant to my reply)
See, I think you are missing a key point to your perspective. You are comparing top "elite" (cough) guilds and their abilities, to the pleebs you have to deal with in Normal dungeons, and how they don't measure up. And then you graciously supply a lengthy solution to bring those scrubs up to speed.
They are Normal dungeons. A large percentage of people that like to run those on a regular basis do so for a reason: to avoid the pain and bs of "end game" guilds, groups, and people that set a standard that only 5% of the playerbase will chase, and attain.
My solution to you? If you want to run Normal dungeons, then stick with your group of amazingly skilled friends who will never disappoint you with their dps. Because, it seems everyone else lacks the skill, the gear, and the knowledge to meet your expectations.
For people doing the occasional Normal dungeons that prefer to stick with that mode of gaming, they are doing just fine. It isn't Hardmode, or Vet Trials where you really need to sharpen your game. The Normal tier is designed for accessibility. And if your gear/skills/knowledge gets you through it? Then it is working as intended.
Blue_Radium wrote: »The core of the game is too skill-based to meaningfully raise the floor a lot. Performing like a near-perfect 60 BPM metronome is essentially a prerequisite to break into middle-ish tier output. That truth isn't even known by 75% of players, and not acted on by the majority that do. ZOS needs to address the power gap at that fundamental level for meaningful change to occur.
I was with you at the beginning..So for almost as long as I've been playing the game ZoS has stated their desire to "raise the floor and lower the ceiling". That is, to make it easier for basic players to perform adequately at their roles and to make elite players engage with mechanics.
Until I saw that it was an Usvs Them. The good players, vs everyone else that you consider to be bad.I don't really see a problem at the top end. I'm in several endgame guilds playing with very strong players: the amount of groups that are able to completely skip mechanics, at least in trials, is vanishingly small. There's a group I'm aware of that's getting close to a 0 portal nuke in VCR HM, but it's vanishingly rare and it doesn't matter. These players work insanely hard for such achievements, let them have their fun, it doesn't affect anyone else. Not to mention there are achievements in the game that require current levels of damage - the groups getting Godslayer don't have minutes in hand that could soak up a further 10% damage nerf.But there definitely is a problem at the bottom end: there are still vast numbers of players who consider themselves damage dealers (or at least aren't tagging themselves as healers or tanks) but completely fail to deliver the role and deal meaningful damage. If you spend any time tanking random normal dungeons through group finder you'll see them all the time. Partly it's bad gear, partly it's innate lack of skill, partly it's lack of knowledge about how to do damage.
.
(and I snipped out your solution because while constructive, it isn't relevant to my reply)
See, I think you are missing a key point to your perspective. You are comparing top "elite" (cough) guilds and their abilities, to the pleebs you have to deal with in Normal dungeons, and how they don't measure up. And then you graciously supply a lengthy solution to bring those scrubs up to speed.
They are Normal dungeons. A large percentage of people that like to run those on a regular basis do so for a reason: to avoid the pain and bs of "end game" guilds, groups, and people that set a standard that only 5% of the playerbase will chase, and attain.
My solution to you? If you want to run Normal dungeons, then stick with your group of amazingly skilled friends who will never disappoint you with their dps. Because, it seems everyone else lacks the skill, the gear, and the knowledge to meet your expectations.
For people doing the occasional Normal dungeons that prefer to stick with that mode of gaming, they are doing just fine. It isn't Hardmode, or Vet Trials where you really need to sharpen your game. The Normal tier is designed for accessibility. And if your gear/skills/knowledge gets you through it? Then it is working as intended.
Grandchamp1989 wrote: »Instead of having a quest boss be 30k HP, and dead the moment your pet looks at it, why not use these quest encounters to teach the players?
But as you've just said, it's a knowledge gap first and foremost. New players and casual players don't know you have to achieve that rhythm (actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks) and they don't know that you do better rotating skills in an order rather than spamming light attacks or button mashing. I do agree the timing requirements are pretty tight, optimally you have a 0.2s period between the LA cooldown and the skill cooldown to get your LA in so you can do your next skill bang on time.
Kiralyn2000 wrote: »Couple thoughtsGrandchamp1989 wrote: »Instead of having a quest boss be 30k HP, and dead the moment your pet looks at it, why not use these quest encounters to teach the players?
Not sure I've ever had that experience with a quest boss. And I know that I'm not as bad as some of the players out there. So that, right there, is a bit of a perspective issue - just because that's how knowledgeable/skilled players experience the quests, doesn't mean that's how the "bad" players you're trying to elevate do.But as you've just said, it's a knowledge gap first and foremost. New players and casual players don't know you have to achieve that rhythm (actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks) and they don't know that you do better rotating skills in an order rather than spamming light attacks or button mashing. I do agree the timing requirements are pretty tight, optimally you have a 0.2s period between the LA cooldown and the skill cooldown to get your LA in so you can do your next skill bang on time.
And there's the other one. Honestly, even knowing that this is a playstyle concept makes me cringe. I have literally no interest in developing this kind of skill & timing. That's not a game being played for fun, anymore.
Luckily, I also have no interest in running dungeons and/or "pushing the envelope" to do vet/hardmode/trials/etc. So the fact I'm not interested in doing this is fine. But if the rest of the game was twisted into "training" to teach me that, and require it in regular questing/overland/delves/etc? Yeah, I'd be gone.
(honestly, the fact that you could casually toss out "actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks" is terrifying to me.That seems beyond absurd to me - it's just a game.)
Grandchamp1989 wrote: »
The problem, as i see it, isn't as much boosting dmg at the buttom, as much as it's lack of education.
Kiralyn2000 wrote: »Couple thoughtsGrandchamp1989 wrote: »Instead of having a quest boss be 30k HP, and dead the moment your pet looks at it, why not use these quest encounters to teach the players?
Not sure I've ever had that experience with a quest boss. And I know that I'm not as bad as some of the players out there. So that, right there, is a bit of a perspective issue - just because that's how knowledgeable/skilled players experience the quests, doesn't mean that's how the "bad" players you're trying to elevate do.But as you've just said, it's a knowledge gap first and foremost. New players and casual players don't know you have to achieve that rhythm (actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks) and they don't know that you do better rotating skills in an order rather than spamming light attacks or button mashing. I do agree the timing requirements are pretty tight, optimally you have a 0.2s period between the LA cooldown and the skill cooldown to get your LA in so you can do your next skill bang on time.
And there's the other one. Honestly, even knowing that this is a playstyle concept makes me cringe. I have literally no interest in developing this kind of skill & timing. That's not a game being played for fun, anymore.
Luckily, I also have no interest in running dungeons and/or "pushing the envelope" to do vet/hardmode/trials/etc. So the fact I'm not interested in doing this is fine. But if the rest of the game was twisted into "training" to teach me that, and require it in regular questing/overland/delves/etc? Yeah, I'd be gone.
(honestly, the fact that you could casually toss out "actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks" is terrifying to me.That seems beyond absurd to me - it's just a game.)
Grandchamp1989 wrote: »That's literally what the tutorial does. You do the bashes, the heavy attack, the block etc.. And it doesn't seem like it scared you away lol. Sounds like you're making a huge deal out of nothing.
remove animation canceling and that will fix the problem.
classes also need to be removed but i know that will not happen, so all that can do right now is to remove animation canceling and it will balance out the damage output as was intended from the beginning.
Kiralyn2000 wrote: »Couple thoughtsGrandchamp1989 wrote: »Instead of having a quest boss be 30k HP, and dead the moment your pet looks at it, why not use these quest encounters to teach the players?
Not sure I've ever had that experience with a quest boss. And I know that I'm not as bad as some of the players out there. So that, right there, is a bit of a perspective issue - just because that's how knowledgeable/skilled players experience the quests, doesn't mean that's how the "bad" players you're trying to elevate do.But as you've just said, it's a knowledge gap first and foremost. New players and casual players don't know you have to achieve that rhythm (actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks) and they don't know that you do better rotating skills in an order rather than spamming light attacks or button mashing. I do agree the timing requirements are pretty tight, optimally you have a 0.2s period between the LA cooldown and the skill cooldown to get your LA in so you can do your next skill bang on time.
And there's the other one. Honestly, even knowing that this is a playstyle concept makes me cringe. I have literally no interest in developing this kind of skill & timing. That's not a game being played for fun, anymore.
Luckily, I also have no interest in running dungeons and/or "pushing the envelope" to do vet/hardmode/trials/etc. So the fact I'm not interested in doing this is fine. But if the rest of the game was twisted into "training" to teach me that, and require it in regular questing/overland/delves/etc? Yeah, I'd be gone.
(honestly, the fact that you could casually toss out "actually setting a metronome to 60bpm is too fast, you probably want it around 55-57bpm not to miss light attacks" is terrifying to me.That seems beyond absurd to me - it's just a game.)
Goregrinder wrote: »Those who spend time developing a skill should always be rewarded by being better at that skill than someone who does not take the same time to develop it. Lowering the skill ceiling basically tells us that they don't want people to spend time getting good...that a fresh CP 160 toon will have the same level of success as someone who has played since beta.
Kiralyn2000 wrote: »Goregrinder wrote: »Those who spend time developing a skill should always be rewarded by being better at that skill than someone who does not take the same time to develop it. Lowering the skill ceiling basically tells us that they don't want people to spend time getting good...that a fresh CP 160 toon will have the same level of success as someone who has played since beta.
You can 'lower the ceiling' without lowering the skill ceiling. Reducing the results you get from Absolute BIS Gear & Skill, isn't the same as removing the skill that's needed to get those numbers. If your perfect rotation & build gets you twice the DPS needed to clear the highest content, rather than 4x the DPS needed, you still needed your perfect build, rotation, and skill to get there, and a bad player still won't match it.
(When the range of DPS between bad players & top players gets too wide, it causes problems with even being able to design & balance new content. That can be seen in games like Star Trek Online, where low-end players might make 10k DPS, and the best players in the "DPS League" are pushing 500k.)