Septimus_Magna wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
There are plenty players with great gear that pull low dps so I dont think capping stats would help one bit.
In the beginning of the game there were soft and hard caps on most stats, average players would pull 500-600 dps but the top was pulling around 1200-1500 depending on the class. Its basically the same difference you still see today.
Its not like ESO has very complicated rotations, its usually a couple ground AOEs, a couple DOT/buffs and a spammable. Literally every magicka class can use blockade + orb and a spammable to deal more than 20k dps. There's just not enough incentive for players to learn these things.
Septimus_Magna wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
There are plenty players with great gear that pull low dps so I dont think capping stats would help one bit.
In the beginning of the game there were soft and hard caps on most stats, average players would pull 500-600 dps but the top was pulling around 1200-1500 depending on the class. Its basically the same difference you still see today.
Its not like ESO has very complicated rotations, its usually a couple ground AOEs, a couple DOT/buffs and a spammable. Literally every magicka class can use blockade + orb and a spammable to deal more than 20k dps. There's just not enough incentive for players to learn these things.
Well if ZOS has created dungeons and boss fights where 100K DPS allows for all mechanics and everything as intended but at 110K DPS mechanics get broken and skipped (And they do NOT want that as they say) they could simple add a CAP on DPS for that fight. Meaning the group could do 100K damage per second but anything above that would just be lost. This way they could make all fights within the bounds that they intended and it wouldn't matter what players did (ie eliminate the exploit).
In addition to making each boss fight more challenging and engaging, it would eliminate the need for people to think DPS is the be all end all and forcing everyone else to play the game in a way that isn't fun at all and is more like a bad job. People could actually have fun playing a game, what a concept.
VaranisArano wrote: »Septimus_Magna wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
There are plenty players with great gear that pull low dps so I dont think capping stats would help one bit.
In the beginning of the game there were soft and hard caps on most stats, average players would pull 500-600 dps but the top was pulling around 1200-1500 depending on the class. Its basically the same difference you still see today.
Its not like ESO has very complicated rotations, its usually a couple ground AOEs, a couple DOT/buffs and a spammable. Literally every magicka class can use blockade + orb and a spammable to deal more than 20k dps. There's just not enough incentive for players to learn these things.
Well if ZOS has created dungeons and boss fights where 100K DPS allows for all mechanics and everything as intended but at 110K DPS mechanics get broken and skipped (And they do NOT want that as they say) they could simple add a CAP on DPS for that fight. Meaning the group could do 100K damage per second but anything above that would just be lost. This way they could make all fights within the bounds that they intended and it wouldn't matter what players did (ie eliminate the exploit).
In addition to making each boss fight more challenging and engaging, it would eliminate the need for people to think DPS is the be all end all and forcing everyone else to play the game in a way that isn't fun at all and is more like a bad job. People could actually have fun playing a game, what a concept.
A. You keep saying that word: exploit. There is no exploit involved in getting high DPS. Those players are using their skills and particularly their light attack weaving exactly as ZOS now intends.
B. I played ESO back when there was a cap on DPS. It worked like this: while leveling, there was a artificial miss chance that prevented me from hitting enemies too far above my level. My Stam Sorc could handle those enemies just fine, but ZOS didn't want me getting too far of what ZOS thought I could handle. And so the miss chance kicked in, and all of a sudden I couldn't fight because I was missing all the time. I had to walk away and grind on lower level enemies for a while.
It wasn't fun. It was frustrating. I could fight at that level. I wanted to fight at that level. The only thing stopping me was ZOS.
And that's what DPS caps do to players. Now, it might feel great to look at it from a perspective that says "Well, the cap is 20k DPS for this dungeon, so no one will ever pressure me to do 30k for a little faster run, hurray!" But from the perspective of someone who can do more than 20k DPS, it feels like an artifical limit where they are held back not by their own skill but purely by ZOS. That's not fun. It's frustrating for those players.
You talk about DPS as not being the be-all, end-all and not forcing players to play the game in a way that isn't fun.
A. This ignores that the "floor" is sitting at around 5k DPS. Most of my normal dungeon DPS do just fine with somewhere between 7-15k DPS. Sometimes it's a long dungeon, but we usually always clear. With only 15k DPS, you can clear the easy vet dungeons. At 20k to 30k, you're going to be pretty average for a normal trial or vet dungeon. How low do you want your DPS cap to sit so that we're not forcing players to play the game "like a bad job" in order to do stuff like vet dungeons or basic trials and arenas?
As a tank main, I'd love to see "the floor" go up so most players doing 10-15k DPS in normal dungeons. That's not going to break mechanics, its really not. If the floor went up to most players doing 15-20k DPS, I think we'd see that vet dungeons become much more accessible to more players, and that's a good thing! Again, that's not going to break mechanics. It's going to make more players capable of doing the mechanics in the first place!
B. Have you considered that artifical DPS caps would in fact make end game content less fun for some players, in a similar way that you say feeling pressured to hit certain DPS parses makes end game content less fun for other players?
VaranisArano wrote: »Septimus_Magna wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
There are plenty players with great gear that pull low dps so I dont think capping stats would help one bit.
In the beginning of the game there were soft and hard caps on most stats, average players would pull 500-600 dps but the top was pulling around 1200-1500 depending on the class. Its basically the same difference you still see today.
Its not like ESO has very complicated rotations, its usually a couple ground AOEs, a couple DOT/buffs and a spammable. Literally every magicka class can use blockade + orb and a spammable to deal more than 20k dps. There's just not enough incentive for players to learn these things.
Well if ZOS has created dungeons and boss fights where 100K DPS allows for all mechanics and everything as intended but at 110K DPS mechanics get broken and skipped (And they do NOT want that as they say) they could simple add a CAP on DPS for that fight. Meaning the group could do 100K damage per second but anything above that would just be lost. This way they could make all fights within the bounds that they intended and it wouldn't matter what players did (ie eliminate the exploit).
In addition to making each boss fight more challenging and engaging, it would eliminate the need for people to think DPS is the be all end all and forcing everyone else to play the game in a way that isn't fun at all and is more like a bad job. People could actually have fun playing a game, what a concept.
A. You keep saying that word: exploit. There is no exploit involved in getting high DPS. Those players are using their skills and particularly their light attack weaving exactly as ZOS now intends.
B. I played ESO back when there was a cap on DPS. It worked like this: while leveling, there was a artificial miss chance that prevented me from hitting enemies too far above my level. My Stam Sorc could handle those enemies just fine, but ZOS didn't want me getting too far of what ZOS thought I could handle. And so the miss chance kicked in, and all of a sudden I couldn't fight because I was missing all the time. I had to walk away and grind on lower level enemies for a while.
It wasn't fun. It was frustrating. I could fight at that level. I wanted to fight at that level. The only thing stopping me was ZOS.
And that's what DPS caps do to players. Now, it might feel great to look at it from a perspective that says "Well, the cap is 20k DPS for this dungeon, so no one will ever pressure me to do 30k for a little faster run, hurray!" But from the perspective of someone who can do more than 20k DPS, it feels like an artifical limit where they are held back not by their own skill but purely by ZOS. That's not fun. It's frustrating for those players.
You talk about DPS as not being the be-all, end-all and not forcing players to play the game in a way that isn't fun.
A. This ignores that the "floor" is sitting at around 5k DPS. Most of my normal dungeon DPS do just fine with somewhere between 7-15k DPS. Sometimes it's a long dungeon, but we usually always clear. With only 15k DPS, you can clear the easy vet dungeons. At 20k to 30k, you're going to be pretty average for a normal trial or vet dungeon. How low do you want your DPS cap to sit so that we're not forcing players to play the game "like a bad job" in order to do stuff like vet dungeons or basic trials and arenas?
As a tank main, I'd love to see "the floor" go up so most players doing 10-15k DPS in normal dungeons. That's not going to break mechanics, its really not. If the floor went up to most players doing 15-20k DPS, I think we'd see that vet dungeons become much more accessible to more players, and that's a good thing! Again, that's not going to break mechanics. It's going to make more players capable of doing the mechanics in the first place!
B. Have you considered that artifical DPS caps would in fact make end game content less fun for some players, in a similar way that you say feeling pressured to hit certain DPS parses makes end game content less fun for other players?
ZOS has already stated that there is a problem with people doing so much DPS that they are bypassing mechanics (which is textbook definition of exploit but let's forget about that, call it skill if you want).
The team that creates boss fights has a specific level of DPS at the low end to beat a boss and at the high end NOT TO BYPASS Mechanics. They know what that is supposed to be, call it artificial, but the fact is this can not be unlimited. So they need to be able to help people do enough to get through which they already did, I did 500 random dailies in the past 3 months and had NO PROBLEM getting through all of it (as tank, even as healer it was harder at times but easy) It is a myth that normal players are as bad as people like you keep saying.
And ZOS has toned down by a great extent MoS, Sclclr, MHK, etc, essentially every dungeon I used to think was hard has had many mechanics and almost all 1 shots removed. Next they will be giving everyone a 20+K DPS companion bot which will permanently solve this issue, even for vet.
The only problem I see now is the extreme power creep that needs to be addressed. And I am not talking about tweaking little things here and there and hoping it all works out. I am literally saying that each boss should have a DPS shield which allows DPS at the maximum level to NOT bypass mechanics but just doesn't damage the bosses faster than that. As I said if 110K DPS will allow someone to bypass mech, but 100K won't, let 100K happen then block 10K per second. It is actually very simple and hurts no one except people who are 'exploiting' high DPS to bypass intended mechanics. Which they will never stop doing on their own and seem dead set on trying to make everyone else do that same thing they are doing.
To be honest I don't care what actually happens I will have fun however I want. It is just a bit annoying when a tiny group of people keep trying to tell everyone else what to do with their fun time.
VaranisArano wrote: »Septimus_Magna wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
There are plenty players with great gear that pull low dps so I dont think capping stats would help one bit.
In the beginning of the game there were soft and hard caps on most stats, average players would pull 500-600 dps but the top was pulling around 1200-1500 depending on the class. Its basically the same difference you still see today.
Its not like ESO has very complicated rotations, its usually a couple ground AOEs, a couple DOT/buffs and a spammable. Literally every magicka class can use blockade + orb and a spammable to deal more than 20k dps. There's just not enough incentive for players to learn these things.
Well if ZOS has created dungeons and boss fights where 100K DPS allows for all mechanics and everything as intended but at 110K DPS mechanics get broken and skipped (And they do NOT want that as they say) they could simple add a CAP on DPS for that fight. Meaning the group could do 100K damage per second but anything above that would just be lost. This way they could make all fights within the bounds that they intended and it wouldn't matter what players did (ie eliminate the exploit).
In addition to making each boss fight more challenging and engaging, it would eliminate the need for people to think DPS is the be all end all and forcing everyone else to play the game in a way that isn't fun at all and is more like a bad job. People could actually have fun playing a game, what a concept.
A. You keep saying that word: exploit. There is no exploit involved in getting high DPS. Those players are using their skills and particularly their light attack weaving exactly as ZOS now intends.
B. I played ESO back when there was a cap on DPS. It worked like this: while leveling, there was a artificial miss chance that prevented me from hitting enemies too far above my level. My Stam Sorc could handle those enemies just fine, but ZOS didn't want me getting too far of what ZOS thought I could handle. And so the miss chance kicked in, and all of a sudden I couldn't fight because I was missing all the time. I had to walk away and grind on lower level enemies for a while.
It wasn't fun. It was frustrating. I could fight at that level. I wanted to fight at that level. The only thing stopping me was ZOS.
And that's what DPS caps do to players. Now, it might feel great to look at it from a perspective that says "Well, the cap is 20k DPS for this dungeon, so no one will ever pressure me to do 30k for a little faster run, hurray!" But from the perspective of someone who can do more than 20k DPS, it feels like an artifical limit where they are held back not by their own skill but purely by ZOS. That's not fun. It's frustrating for those players.
You talk about DPS as not being the be-all, end-all and not forcing players to play the game in a way that isn't fun.
A. This ignores that the "floor" is sitting at around 5k DPS. Most of my normal dungeon DPS do just fine with somewhere between 7-15k DPS. Sometimes it's a long dungeon, but we usually always clear. With only 15k DPS, you can clear the easy vet dungeons. At 20k to 30k, you're going to be pretty average for a normal trial or vet dungeon. How low do you want your DPS cap to sit so that we're not forcing players to play the game "like a bad job" in order to do stuff like vet dungeons or basic trials and arenas?
As a tank main, I'd love to see "the floor" go up so most players doing 10-15k DPS in normal dungeons. That's not going to break mechanics, its really not. If the floor went up to most players doing 15-20k DPS, I think we'd see that vet dungeons become much more accessible to more players, and that's a good thing! Again, that's not going to break mechanics. It's going to make more players capable of doing the mechanics in the first place!
B. Have you considered that artifical DPS caps would in fact make end game content less fun for some players, in a similar way that you say feeling pressured to hit certain DPS parses makes end game content less fun for other players?
ZOS has already stated that there is a problem with people doing so much DPS that they are bypassing mechanics (which is textbook definition of exploit but let's forget about that, call it skill if you want).
The team that creates boss fights has a specific level of DPS at the low end to beat a boss and at the high end NOT TO BYPASS Mechanics. They know what that is supposed to be, call it artificial, but the fact is this can not be unlimited. So they need to be able to help people do enough to get through which they already did, I did 500 random dailies in the past 3 months and had NO PROBLEM getting through all of it (as tank, even as healer it was harder at times but easy) It is a myth that normal players are as bad as people like you keep saying.
And ZOS has toned down by a great extent MoS, Sclclr, MHK, etc, essentially every dungeon I used to think was hard has had many mechanics and almost all 1 shots reduced. Next they will be giving everyone a 20+K DPS companion bot which will permanently solve this issue, even for vet.
The only problem I see now is the extreme power creep that needs to be addressed. And I am not talking about tweaking little things here and there and hoping it all works out. I am literally saying that each boss should have a DPS shield which allows DPS at the maximum level to NOT bypass mechanics but just doesn't damage the bosses faster than that. As I said if 110K DPS will allow someone to bypass mech, but 100K won't, let 100K happen then block 10K per second. It is actually very simple and hurts no one except people who are 'exploiting' high DPS to bypass intended mechanics. Which they will never stop doing on their own and seem dead set on trying to make everyone else do that same thing they are doing.
To be honest I don't care what actually happens I will have fun however I want. It is just a bit annoying when a tiny group of people keep trying to tell everyone else what to do with their fun time.
Nothing can be done to help the floor because the floor simply doesn't care.
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.
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.
As a new player, which means I understand I may be missing something, I have noticed from looking at builds and such that weaving a light attack is an important means to getting good DPS and that the light attack is weighted, so it does more damage. Using an addon to help me work in my rotation, I have found the game's definition of a light attack is extremely narrow based on the feedback I have received from add-ons.
If this is correct, then it would seem that means it is by design that only those players who spend considerable time to refine their rotation to near perfection will do well in that arena. So I find it hard to believe that Zenimax is actually trying to raise the floor since logic would suggest this basic mouse attack be scaled better with the length of time it is activated. This would make this attack more friendly to the entire player base instead of requiring such precise gameplay.
If I am missing something here, then oops.
VaranisArano wrote: »As for the DPS caps, again, I point out that those aren't fun for players who can do more than than DPS with the skills, gear, and gameplay mechanics the Devs designed. I suppose this makes sense to you if you think it's an "exploit" to go over the secret magic number the Devs intended to be the max DPS for an encounter. To me, it looks like making the game less fun for players who can do better than the cap with the tools the Devs gave them.
Personally, I think DPS caps are a cheap way for the Devs to extend fights without having to really challenge players.
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.
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.
So far ZoS's attempts to address this have mostly failed. The usual approach is through nerfs to reduce top-end damage, though the recent FOA changes are a bit more interesting: most of the base stats go up, but the power of CP is somewhat reduced. This hasn't worked either. ZoS are now hinting at further nerfs to the CP system in future updates. That won't work either.
It won't work because the nerfs focus too much on the individual, not the group. This nerfs bad players pretty much as hard as good players, it lowers both the floor and the ceiling. That's what has happened with the CP nerfs, and although increasing the base stats was a good idea it was counteracted by the nerfs to crit - I don't think anyone is getting higher dps on the skeleton dummies this patch than last patch, which is what you would expect to see given these represent individual rather than group performance. The right solution as far as altering power goes is to further increase the individual's ability to do damage, but to reduce the impact of group buffs and debuffs.
However more is needed. There is almost zero in-game tuition on how to be effective at dealing damage beyond the tutorial that simply teaches you how to use light and heavy attacks, block and bash. There's nothing about weaving light attacks with a skill, nothing about buffing or layering damage over time skills to create a rotation, because at the time you do the tutorial you don't have any skills, or maybe just 1. It's a terribly ineffectual system for a game with reasonably complex combat.
There are fighters guilds and mages guilds scattered all over Tamriel. Most of these (fighers guilds anyway) are full of practice dummies and archery targets, but you can't use them, and none of the guild personnel offer any advice on fighting. All the infrastructure is there to make a decent set of follow-up repeatable tutorial quests to provide much more in-depth tuition about effective dpsing, i.e. layering skills and weaving light attacks. The rhythm and pace of combat is something a lot of players seem to struggle with. And if some of those target dummies were made into actual dummies, even if with slightly different stats from skeletons or atronachs, then there would be at least some option for players who don't have their own or choose not to join a guild to be able to use one in a guildhall.
There are armourers and weaponsmiths all over the place, too. It would be really good if there was an option to get advice from them on set items you carry. So you might ask one for advice on say a purple Julianos inferno staff and he might tell you it looks a pretty good item for a mage, but that it would do better if it could be improved with resins. Given a cuirass of leeching plate he might suggest that the set looks to offer a lot of protection for a tanky sort, but doesn't help your comrades at all. He might suggest certain sets being good to use against other players and so on.
And finally it would really help if console players could get more useful feedback from the dummies. I play on PS4 EU but I recently bought the basic PC version just for a look at the FOA changes on PTS ahead of launch, and parsing on the dummy on PTS with access to CMX and light attack helper was a revelation. That, despite all the lag and glitchiness of PTS, did more for understanding where I was causing myself problems in my dpsing than years of well meaning advice from fellow players on PS4, because of the detail available. I know there's a Sony issue with introducing add-ons on console and I wouldn't really want add-ons in the way PC has, but it would be very good indeed if the core game could be improved so that we get similar information to that available from CMX in a summary report from the dummies. It's really disappointing that in order to have access to basic self-improvement tools that ought to be a core feature of the game I have to buy a second copy on a different platform than the one I chose to play on, install the PTS so I can recreate my characters from PS4, and add on some third party plugins. The other aspect of practicing is expense. Buying stacks of spell draught isn't a problem for most endgame players because they already have ways of making gold, but it is a big deterrent to practising properly for new players with little gold. I've suggested it before but I think there should be a way of making training versions of potions and poisons that never get consumed but only work inside player housing (or areas around overland target dummies if these were ever to be introduced) and when not in combat with another player. That way you could do all the parsing you wanted without burning through gold, but you would still have to use consumable potions in actual combat with enemies. Perhaps you could add an animus stone to any potion / poison recipe at the alchemy station to make the training variant - that would chime with use of animus stones in target dummies and would improve the market for them to the benefit of master crafters doing their master writs, who would have another source of income making and selling training potions (or just animus stones).
I suspect the above would have a much bigger real impact on raising the floor than constant tweaking of gear stats, but of course it would take a bit more work on ZoS's part.
Everest_Lionheart wrote: »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.
As a new player, which means I understand I may be missing something, I have noticed from looking at builds and such that weaving a light attack is an important means to getting good DPS and that the light attack is weighted, so it does more damage. Using an addon to help me work in my rotation, I have found the game's definition of a light attack is extremely narrow based on the feedback I have received from add-ons.
If this is correct, then it would seem that means it is by design that only those players who spend considerable time to refine their rotation to near perfection will do well in that arena. So I find it hard to believe that Zenimax is actually trying to raise the floor since logic would suggest this basic mouse attack be scaled better with the length of time it is activated. This would make this attack more friendly to the entire player base instead of requiring such precise gameplay.
If I am missing something here, then oops.
The thing is that global cool down actually limits DPS. I can press the buttons a lot faster than the game will allow so I find I actually need to slow down rather than speed up. This is true of many of the DPS I have trained in my own guilds. Getting whipped up into a frenetic pace causes more issues and a greater DPS loss than taking your time and actually weaving your skills properly. Better to slow down and have all the skills actually land than go too fast and. It have them cast at all. It is a delicate dance, one that new players should definitely learn.
I happen to be on console so there are no add ons to help. Only an actual metronome when I practice. Thankfully I’ve been a musician all my life so tempo just comes naturally. I get my guild mates to parse to music to keep it from getting boring for them. I find songs around 110bpm and have them alternate LA and skill to the beat it works for more skills with the exception of ele weapon and occasionally blastbones with its weird delay.
The extra weapon and spell damage plus the new armor passives especially for light armor with the extra penetration favours the button masher because it more dps. However the top end got nerfed right in the cp and crit department. It’s a fair trade to be honest. Now if those low tier players learn the timing they will climb the ranks faster for sure and that is a good thing.
Nchuleftingth wrote: »I think ZOS just needs to accept that 1% will blow through any content with enough practice. That SHOULD be perfectly fine, they're the top 1%, they play a lot, they theory craft, they hyper-optimize, they execute rotations to the best of their ability, etc. They do NOT represent the rest of the 99% of players in the game. Think of better ways to nerf things, because everytime you target that 1%, the ONLY people it actually affects are the 99%.
There are plenty of ways that ZOS can raise the floor. Provide everyone with a target dummy as a level up reward, (there are TONS of free houses, already) provide MEANINGFUL tutorials, (the game DOES NOT teach you how to play), provide resources on building a character properly, (so people don't have to use outside sources just to be able to KNOW), and provide more beneficial notes in places like quests or level up tips.
The casual playerbase can choose to ignore or use this information, but the biggest reason that the gap between the floor and the ceiling exists is the bad design that ZOS has created. Not trying to throw shade here, but the game does not teach you how to play. The ones who are middle-tier or top-tier received their information only through outside research, and zero from anything in the game.
Nothing can be done to help the floor because the floor simply doesn't care.
VaranisArano wrote: »As for the DPS caps, again, I point out that those aren't fun for players who can do more than than DPS with the skills, gear, and gameplay mechanics the Devs designed. I suppose this makes sense to you if you think it's an "exploit" to go over the secret magic number the Devs intended to be the max DPS for an encounter. To me, it looks like making the game less fun for players who can do better than the cap with the tools the Devs gave them.
Personally, I think DPS caps are a cheap way for the Devs to extend fights without having to really challenge players.
Bypassing intended game mechanics, is the definition of an exploit. If Devs create a dungeon or any boss fight specifically for tank, healer, and 2 20K DPS, and you take 4 50K DPS in there instead to blow through content and get rewards, etc. That is exploiting the system. You can call it whatever you want. You can also go out and murder someone, but if the police don't catch you or stop you doesn't mean you didn't kill someone.
People who want to play casual, have limited time, have life outside the game, have physical impediments or just don't want to do what they consider as cheating, should be able to post here with out being constantly called lazy, ignorant and/or unmotivated. If someone is so good and want challenge and only play Vet, why would they even care what people do on normal or overland. This sounds more like trying to control others is way out of control. Meanwhile no matter how easy 'casual' content is it has absolutely no effect on high DPS players at all.
But the flip side is not the case. For instance, instead of dialing back the DPS potential of the game and not letting it get so extreme, ZOS just keep adding more and more health to bosses, especially in vet content. Which has no effect on anyone at the so-called floor because they'll rarely do Vet. But for the large amount of middle level players like me who do Vet about 15-20% and normal the rest, it causes big problems. As example, whenever I do Vet with a group that has about 30K group DPS the increased boss health only makes it so mid level player have to do mechanics 2,3 or 4 times instead of once.
All this is a moot point probably because it looks like ZOS is implementing companions, which at a minimum should allow a mid level person like me and a casual player to team up with our companions and clear some Vet content. Or I am hoping for a companion team, ideally being able to play any of my other toons, I have 13 and best case would be if I took them all and did a trial.
Nchuleftingth wrote: »I think ZOS just needs to accept that 1% will blow through any content with enough practice. That SHOULD be perfectly fine, they're the top 1%, they play a lot, they theory craft, they hyper-optimize, they execute rotations to the best of their ability, etc. They do NOT represent the rest of the 99% of players in the game. Think of better ways to nerf things, because everytime you target that 1%, the ONLY people it actually affects are the 99%.
There are plenty of ways that ZOS can raise the floor. Provide everyone with a target dummy as a level up reward, (there are TONS of free houses, already) provide MEANINGFUL tutorials, (the game DOES NOT teach you how to play), provide resources on building a character properly, (so people don't have to use outside sources just to be able to KNOW), and provide more beneficial notes in places like quests or level up tips.
The casual playerbase can choose to ignore or use this information, but the biggest reason that the gap between the floor and the ceiling exists is the bad design that ZOS has created. Not trying to throw shade here, but the game does not teach you how to play. The ones who are middle-tier or top-tier received their information only through outside research, and zero from anything in the game.
VaranisArano wrote: »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.
I don't disagree that players who're doing acceptable normal dungeon DPS are doing fine in normal dungeons. Somewhere between 7k to 15k DPS will get you through just about any normal dungeon, though it may take a while. If they are alright with that, good for them!
But what you miss in your counteranalysis is that those are the players ZOS is talking about when they say "raising the floor." You may not see It as a problem, but ZOS does, and balances, buffs, and nerfs accordingly.
Not every players wants to progress beyond normal dungeons and some never do. But as far as ZOS is concerned, they want players to be able to progress beyond normal dungeons. ZOS doesn't want players hitting walls blocking them from accessing vet dungeons, Vet DLC dungeons, trials and arenas. The two biggest "walls" are mechanics and DPS.
ZOS deals with mechanics periodically. Every year or so, they reevaluate group content and then we see a string of nerfs to year-old Vet DLC dungeons and trials mechanics aimed at fixing areas where the data shows that players got stuck.
As for DPS, ZOS attempts to deal with it via "raising the floor". It usually doesn't work, because any gameplay change is going to be used more efficiently by the people who already know the basics of effective DPS - light attack weaving and rotations - better than the people who don't weave and have inefficient use of their skills. And so what's supposed to raise the floor...doesn't.
If ZOS is serious about raising the floor, then they need to give more players the opportunity to learn the basics of good DPS: rotations and weaving. And it needs to be in-game, not "Oh, you gotta watch this YouTube video, and read this website, and then maybe your parse will be worth spending a guild's time practicing with you on." ESO Logs was a good start on PC, but console needs some equivalent tools.
robertthebard wrote: »VaranisArano wrote: »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.
I don't disagree that players who're doing acceptable normal dungeon DPS are doing fine in normal dungeons. Somewhere between 7k to 15k DPS will get you through just about any normal dungeon, though it may take a while. If they are alright with that, good for them!
But what you miss in your counteranalysis is that those are the players ZOS is talking about when they say "raising the floor." You may not see It as a problem, but ZOS does, and balances, buffs, and nerfs accordingly.
Not every players wants to progress beyond normal dungeons and some never do. But as far as ZOS is concerned, they want players to be able to progress beyond normal dungeons. ZOS doesn't want players hitting walls blocking them from accessing vet dungeons, Vet DLC dungeons, trials and arenas. The two biggest "walls" are mechanics and DPS.
ZOS deals with mechanics periodically. Every year or so, they reevaluate group content and then we see a string of nerfs to year-old Vet DLC dungeons and trials mechanics aimed at fixing areas where the data shows that players got stuck.
As for DPS, ZOS attempts to deal with it via "raising the floor". It usually doesn't work, because any gameplay change is going to be used more efficiently by the people who already know the basics of effective DPS - light attack weaving and rotations - better than the people who don't weave and have inefficient use of their skills. And so what's supposed to raise the floor...doesn't.
If ZOS is serious about raising the floor, then they need to give more players the opportunity to learn the basics of good DPS: rotations and weaving. And it needs to be in-game, not "Oh, you gotta watch this YouTube video, and read this website, and then maybe your parse will be worth spending a guild's time practicing with you on." ESO Logs was a good start on PC, but console needs some equivalent tools.
The problem, of course, is that some players will never set foot in a dungeon at all. I'd raise my hand, but at one time, I was running dungeons, with the guild I was in. But now? I don't care about them one way or the other. I don't break my neck trying to run Public Dungeons for the completion, I may just go in for any associated lore books or skyshards, and beyond that, they could lock the door, and I wouldn't care. They could put both in a "lobby" at the entrance, and I'd be just fine. Of course, I can still get them, regardless, but dungeons aren't on my radar for things I "must do".
So why would I want to be "mediocre", when I can just be doing what I do? Why would I want to go through what amounts to basic training, when I'm not planning to join the military? The answer is, I wouldn't, and I won't. Well, I might, accidentally. Because as someone that used to do Progression Raiding across multiple MMOs, it's second nature, or force of habit. But the "I queued for a Normal Dungeon, and everyone in it wasn't Vet ready" type of complaints that are fairly common? Who cares? If random groups are 'wasting one's time", form a group of players that won't be and hit the random queue.
Edit: spelling is hard, need more coffee.
Animus-ESO wrote: »Harder pve content breeds better players. Until they make pve even remotely challenging instead of the weenie hut jr cake walk it is now, none of the player base is going to improve. Why would they learn to dodge or block mechanics if there is no risk of getting punished for ignoring it.
Increase the difficulty of over land and story missions and watch how quickly the average player will improve and adapt. Not only will the game community band together and actually help each other but the story will actually feel like it has meaning again since you can't 3 tap molog baal making the whole story line in the game feel like a joke.
robertthebard wrote: »VaranisArano wrote: »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.
I don't disagree that players who're doing acceptable normal dungeon DPS are doing fine in normal dungeons. Somewhere between 7k to 15k DPS will get you through just about any normal dungeon, though it may take a while. If they are alright with that, good for them!
But what you miss in your counteranalysis is that those are the players ZOS is talking about when they say "raising the floor." You may not see It as a problem, but ZOS does, and balances, buffs, and nerfs accordingly.
Not every players wants to progress beyond normal dungeons and some never do. But as far as ZOS is concerned, they want players to be able to progress beyond normal dungeons. ZOS doesn't want players hitting walls blocking them from accessing vet dungeons, Vet DLC dungeons, trials and arenas. The two biggest "walls" are mechanics and DPS.
ZOS deals with mechanics periodically. Every year or so, they reevaluate group content and then we see a string of nerfs to year-old Vet DLC dungeons and trials mechanics aimed at fixing areas where the data shows that players got stuck.
As for DPS, ZOS attempts to deal with it via "raising the floor". It usually doesn't work, because any gameplay change is going to be used more efficiently by the people who already know the basics of effective DPS - light attack weaving and rotations - better than the people who don't weave and have inefficient use of their skills. And so what's supposed to raise the floor...doesn't.
If ZOS is serious about raising the floor, then they need to give more players the opportunity to learn the basics of good DPS: rotations and weaving. And it needs to be in-game, not "Oh, you gotta watch this YouTube video, and read this website, and then maybe your parse will be worth spending a guild's time practicing with you on." ESO Logs was a good start on PC, but console needs some equivalent tools.
The problem, of course, is that some players will never set foot in a dungeon at all. I'd raise my hand, but at one time, I was running dungeons, with the guild I was in. But now? I don't care about them one way or the other. I don't break my neck trying to run Public Dungeons for the completion, I may just go in for any associated lore books or skyshards, and beyond that, they could lock the door, and I wouldn't care. They could put both in a "lobby" at the entrance, and I'd be just fine. Of course, I can still get them, regardless, but dungeons aren't on my radar for things I "must do".
So why would I want to be "mediocre", when I can just be doing what I do? Why would I want to go through what amounts to basic training, when I'm not planning to join the military? The answer is, I wouldn't, and I won't. Well, I might, accidentally. Because as someone that used to do Progression Raiding across multiple MMOs, it's second nature, or force of habit. But the "I queued for a Normal Dungeon, and everyone in it wasn't Vet ready" type of complaints that are fairly common? Who cares? If random groups are 'wasting one's time", form a group of players that won't be and hit the random queue.
Edit: spelling is hard, need more coffee.
VaranisArano wrote: »nihoumab14_ESO wrote: »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.
This so much. I love everything about this game aside from light attack weaving. Weaving, while doable, just isn't comfortable. It looks janky as hell.
Saying people should be light attack weaving is all fine and dandy, but the truth is nobody enjoys weaving. I've never heard someone say they like weaving. It's always "you have to do it for good damage" or "you'll get used to it."
It's like was said, the majority who know of light attack weaving don't do it. I know i certainly don't always do it, because it isn't fun, it takes me out of the game when i do it.
Are there games with combos in them like that? Yes, but it isn't after every single ability. You don't have to hit the same button between every other button press to do things better in any other game i can think of. There's a difference between mechanical skill from a game like Overwatch versus hitting left click right before every skill in ESO
Yes you nailed it. The reason why LA EXPLOIT gives so much extra Damage Per Second is because it is unintended. Crit has also always been way too high, these are overtuned aspects of the game that should never have existed. As you say, mashing an extra button in between each ability, is very annoying to do and IMO not 'skillful' to the extent people keep telling us it is.
But realistically, the 'floor' isn't that bad, I have been doing random daily dungeon on 6 toons every day for a few months and so for 500 runs have been able to complete every dungeon even DLC with practically NO deaths. Except when some PVP dude runs ahead of me as tank and keeps doing it, until I let a boss of 2 just kill him when I don't taunt (as xynode says you pull him you tank him).
That being said the only problem now is actually the 'ceiling' is way over tuned and needs to be toned way down. There are several options; quickest/easiest would be to CAP the amount of DPS any given boss can sustain. For instance, if all mechanics function properly when group does 50K DPS but doing 60K DPS will skip mechanics, then just cap the damage that boss can receive at 50K DPS, meaning in each second you can only do 50K damage anything above that is lost. Problem solved.
A second method, which might be a little more complex (but could fix PVP also) is to CAP most settings, kind of like resistance. For instance, Stam/Mag/Hlth could be capped at 40K, wpm/spl dmg capped at 4K, crit chnc/cmg 50% cap, etc. With either method the CAPs could be adjusted based on the content/area, overland, normal/vet dungeon/trial, PVP, just changing the caps per environment would control power creep and allow all content to remain challenging.
One thing is for sure the piecemeal changes and trying to tweak many sets, passives, cps, skills, etc will NEVER work because that is wackaMole, a never ending cycle of buffs and nerfs that never fixes the problem of stacking into 1 thing until it is over powered. As an example, ZOS created 'mother sorrow' as a light armor to use as a mag crit set, then creates Medusa as a heavy set thinking no one will use both sets together but that is exactly what they do. Instead of just nerfing all those sets and make them useless, if they just cap Crit chance at 50% they are done, don't even have to change any sets, CP etc.
Light Attack Weaving isn't an exploit.
Oh, I know, people like to complain that the Devs didn't originally intend for it to be a major part of the combat system from the beginning, but by those lights we've got a ton of "exploits" running around that the Devs didn't intend. Like Champion Points.
So maybe it's time to comes to terms with the reason that Light Attack Weaving gives so much extra DPS is that the Devs fully intended to buff Light attack damage with Summerset, the patch after ZOS introduced the Level Up Advisor with its tip about light attack weaving. Or that Relequen set, which relies on light attack weaving to build stacks. This reliance on Light Attack Weaving was intended, or at least, easy for the Devs to predict based on their own design decisions.
Let's not go calling "exploit!" where there is none.
Nchuleftingth wrote: »I think ZOS just needs to accept that 1% will blow through any content with enough practice. That SHOULD be perfectly fine, they're the top 1%, they play a lot, they theory craft, they hyper-optimize, they execute rotations to the best of their ability, etc. They do NOT represent the rest of the 99% of players in the game. Think of better ways to nerf things, because everytime you target that 1%, the ONLY people it actually affects are the 99%.
There are plenty of ways that ZOS can raise the floor. Provide everyone with a target dummy as a level up reward, (there are TONS of free houses, already) provide MEANINGFUL tutorials, (the game DOES NOT teach you how to play), provide resources on building a character properly, (so people don't have to use outside sources just to be able to KNOW), and provide more beneficial notes in places like quests or level up tips.
The casual playerbase can choose to ignore or use this information, but the biggest reason that the gap between the floor and the ceiling exists is the bad design that ZOS has created. Not trying to throw shade here, but the game does not teach you how to play. The ones who are middle-tier or top-tier received their information only through outside research, and zero from anything in the game.
Agenericname wrote: »robertthebard wrote: »VaranisArano wrote: »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.
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(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.
I don't disagree that players who're doing acceptable normal dungeon DPS are doing fine in normal dungeons. Somewhere between 7k to 15k DPS will get you through just about any normal dungeon, though it may take a while. If they are alright with that, good for them!
But what you miss in your counteranalysis is that those are the players ZOS is talking about when they say "raising the floor." You may not see It as a problem, but ZOS does, and balances, buffs, and nerfs accordingly.
Not every players wants to progress beyond normal dungeons and some never do. But as far as ZOS is concerned, they want players to be able to progress beyond normal dungeons. ZOS doesn't want players hitting walls blocking them from accessing vet dungeons, Vet DLC dungeons, trials and arenas. The two biggest "walls" are mechanics and DPS.
ZOS deals with mechanics periodically. Every year or so, they reevaluate group content and then we see a string of nerfs to year-old Vet DLC dungeons and trials mechanics aimed at fixing areas where the data shows that players got stuck.
As for DPS, ZOS attempts to deal with it via "raising the floor". It usually doesn't work, because any gameplay change is going to be used more efficiently by the people who already know the basics of effective DPS - light attack weaving and rotations - better than the people who don't weave and have inefficient use of their skills. And so what's supposed to raise the floor...doesn't.
If ZOS is serious about raising the floor, then they need to give more players the opportunity to learn the basics of good DPS: rotations and weaving. And it needs to be in-game, not "Oh, you gotta watch this YouTube video, and read this website, and then maybe your parse will be worth spending a guild's time practicing with you on." ESO Logs was a good start on PC, but console needs some equivalent tools.
The problem, of course, is that some players will never set foot in a dungeon at all. I'd raise my hand, but at one time, I was running dungeons, with the guild I was in. But now? I don't care about them one way or the other. I don't break my neck trying to run Public Dungeons for the completion, I may just go in for any associated lore books or skyshards, and beyond that, they could lock the door, and I wouldn't care. They could put both in a "lobby" at the entrance, and I'd be just fine. Of course, I can still get them, regardless, but dungeons aren't on my radar for things I "must do".
So why would I want to be "mediocre", when I can just be doing what I do? Why would I want to go through what amounts to basic training, when I'm not planning to join the military? The answer is, I wouldn't, and I won't. Well, I might, accidentally. Because as someone that used to do Progression Raiding across multiple MMOs, it's second nature, or force of habit. But the "I queued for a Normal Dungeon, and everyone in it wasn't Vet ready" type of complaints that are fairly common? Who cares? If random groups are 'wasting one's time", form a group of players that won't be and hit the random queue.
Edit: spelling is hard, need more coffee.
Why would that be a problem? If I understand their point, they are asking for an avenue to learn and progress for those who want to. For those who do not, fine. No big deal.
The issue isn't necessarily that the information isn't there. It is. There are many guides on this stuff. Its that there isn't anything in the game to tell a player that are or are not ready for any given piece of content aside from the level based requirements. To put that into perspective, they're the same for WGT and LoM. So when a player hits 300CP they can get a vet DLC in their daily random. They can now get Stone Garden, Lair of Marselok, Moon Hunter Keep, or something easier like WGT, RoM, or CoS. They just spent 50 levels and 300 CP through what is relatively easy content and now in content where if you miss an interrupt, block, or dodge, someone will probably die. Up to that point they had no reason to ever question whether or not they were ready, and if they knew, they were told by a friend or guild mate.
The entire scope of this is for people who want to progress.