VaranisArano wrote: »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.
Just because devs decided to wrap their game around a glitch doesn't mean they intended it in the first place.
Example from other games: Team Fortress 2 has spy class who can disguise as a member of opposite team. The idea came from its predecessor Team Fortress Classic, where some players glitched and wore the colors of their enemies, confusing them. Was it intended? No. Was it incorporated well? Yeah, kinda... In another game with some limitations.
Morale: not all bugs are good.
Why ZOS left animation canceling? Probably, because it's deep in code and you can't just ask a walking by janitor to mash some buttons and fix it. Instead they pretended that it's a valid mechanics and drew some stats on sets to evaluate this glitch.
Yeah, you've accidentally pointed out the main difference. E.g., in WoW(in which I have some experience) autoattacks on physical classes performs by themselves. Mages fill their rotation with spam-spells. You don't need to spasmodically click 2 buttons with perfect timing. (Which is also not that simple with current state of servers. With ping of 100+ some actions are not even registered, or registered late). On top of that buffs last about half an hour, you don't need to renew it every 10 or so seconds.Ellimist_Entreri wrote: »Many other MMO's have a built in basic/auto-attack that happens with minimal to no player input at all while rotating through skills/abilities - All light attack weaving does here is allow that same type of functionality with ESO's Action based combat system.
I've stated this earlier. I find it ok to cancel animation in term of interrupting your action to perform another one. But to cancel an action and still get the result of this action is not ok. It's like shooting a gun. But with just pointing it to an enemy and not pulling the trigger. But the enemy still get shot.Oreyn_Bearclaw wrote: »Without AC, your ability to react to combat would be extremely limited.
Yeah, I've seen the video posted above. I like how the dev says: "We embrace it". Not "We did it on purpose" or "We designed it that way". It just strengthened my belief, that they didn't want to fix it and just play around. I guess it's normal in IT. You find a bug. Call it a feature. Build some crutches around it. That's it! Now it's a core element.But ZOS has doubled down things like light attack weaving so many times since launch that arguing over original developer intent is meaningless at this point (especially since most probably dont work for ZOS anymore).
Just because something is old and long lasting, doesn't mean it's good. You don't like the word "exploit"? Fine. Let's just call it a bad mechanics.Calling LA weaving an exploit is an absurd statement considering it has been baked into the game over the last 7 years.
Araneae6537 wrote: »Sanguinor2 wrote: »Araneae6537 wrote: »
That’s good to know. I do wonder what I am doing so very wrong. I have no aspirations to push the leaderboards, to join those of you on the ceiling, but I would like to find my way off the floor, to find someplace nice to hang out on the wall where I have the option of playing a DD in vet dungeons and pull my weight.So how does a player get there?
For builds I at least start from Alcast or others posted in this forum, with the exception that I don’t have trial DPS gear and few arena weapons, and certainly nothing perfected. CP 900+
I have no problem bar swapping and use the Action Duration Reminder add-on to make sure I keep up abilities like Critical Surge, for example. My DPS in parses and against dungeon bosses ranges from 15-28k. To my surprise, both of my mag sorc builds are on the low end of that even though I thought I had a decent rotation down. I did much better in test runs with a max crit magblade in blue gear and where I’m still working out the rotation. I was also surprised to get higher numbers with my PvP build mag warden (doing normal pledges with them for Undaunted) which is the opposite of a crit build, getting damage primarily from Bird of Prey, Advanced Species and Malacath.
I apologize if that is unneeded detail, but to me it seems diagnostic, that my numbers depend on individual attacks hitting hard one way or another. That is why I thought my general underlying problem must be a failure to properly attack weave. I should very much like to know what I am doing wrong.
Hardly the thread to go into detail about what you could be missing...
That’s true, but reading through all the comments in this thread I am skeptical that the problem isn’t LA weaving. It seems that timing it just so makes a big difference in DPS and is a major thing that most players not completely new are aware of but many will not have mastered because there really isn’t in-game feedback that you’re getting it (not that I’m aware of) and seems much more tedious than fun, at least in my opinion. I’d rather timing or combining of different skills be the factor or just situational awareness, rather than clicking the same button just so between every skill. 🤔
I've stated this earlier. I find it ok to cancel animation in term of interrupting your action to perform another one. But to cancel an action and still get the result of this action is not ok. It's like shooting a gun. But with just pointing it to an enemy and not pulling the trigger. But the enemy still get shotEllimist_Entreri wrote: »
Without AC, your ability to react to combat would be extremely limited.
Araneae6537 wrote: »Sanguinor2 wrote: »Araneae6537 wrote: »
That’s good to know. I do wonder what I am doing so very wrong. I have no aspirations to push the leaderboards, to join those of you on the ceiling, but I would like to find my way off the floor, to find someplace nice to hang out on the wall where I have the option of playing a DD in vet dungeons and pull my weight.So how does a player get there?
For builds I at least start from Alcast or others posted in this forum, with the exception that I don’t have trial DPS gear and few arena weapons, and certainly nothing perfected. CP 900+
I have no problem bar swapping and use the Action Duration Reminder add-on to make sure I keep up abilities like Critical Surge, for example. My DPS in parses and against dungeon bosses ranges from 15-28k. To my surprise, both of my mag sorc builds are on the low end of that even though I thought I had a decent rotation down. I did much better in test runs with a max crit magblade in blue gear and where I’m still working out the rotation. I was also surprised to get higher numbers with my PvP build mag warden (doing normal pledges with them for Undaunted) which is the opposite of a crit build, getting damage primarily from Bird of Prey, Advanced Species and Malacath.
I apologize if that is unneeded detail, but to me it seems diagnostic, that my numbers depend on individual attacks hitting hard one way or another. That is why I thought my general underlying problem must be a failure to properly attack weave. I should very much like to know what I am doing wrong.
Hardly the thread to go into detail about what you could be missing...
That’s true, but reading through all the comments in this thread I am skeptical that the problem isn’t LA weaving. It seems that timing it just so makes a big difference in DPS and is a major thing that most players not completely new are aware of but many will not have mastered because there really isn’t in-game feedback that you’re getting it (not that I’m aware of) and seems much more tedious than fun, at least in my opinion. I’d rather timing or combining of different skills be the factor or just situational awareness, rather than clicking the same button just so between every skill. 🤔
Youre clicking buttons anyway. What’s one more? Lol. Plus there are so many sets that require a light attack or heavy attacks to proc, plus ultimate regeneration, etc. Even if you are not a good light attack weaver, or anti-light attack-weaving, you should still be trying to use them with regularity while in combat. With that in mind, why not just try to do them between each skill?
Araneae6537 wrote: »Araneae6537 wrote: »Sanguinor2 wrote: »Araneae6537 wrote: »
That’s good to know. I do wonder what I am doing so very wrong. I have no aspirations to push the leaderboards, to join those of you on the ceiling, but I would like to find my way off the floor, to find someplace nice to hang out on the wall where I have the option of playing a DD in vet dungeons and pull my weight.So how does a player get there?
For builds I at least start from Alcast or others posted in this forum, with the exception that I don’t have trial DPS gear and few arena weapons, and certainly nothing perfected. CP 900+
I have no problem bar swapping and use the Action Duration Reminder add-on to make sure I keep up abilities like Critical Surge, for example. My DPS in parses and against dungeon bosses ranges from 15-28k. To my surprise, both of my mag sorc builds are on the low end of that even though I thought I had a decent rotation down. I did much better in test runs with a max crit magblade in blue gear and where I’m still working out the rotation. I was also surprised to get higher numbers with my PvP build mag warden (doing normal pledges with them for Undaunted) which is the opposite of a crit build, getting damage primarily from Bird of Prey, Advanced Species and Malacath.
I apologize if that is unneeded detail, but to me it seems diagnostic, that my numbers depend on individual attacks hitting hard one way or another. That is why I thought my general underlying problem must be a failure to properly attack weave. I should very much like to know what I am doing wrong.
Hardly the thread to go into detail about what you could be missing...
That’s true, but reading through all the comments in this thread I am skeptical that the problem isn’t LA weaving. It seems that timing it just so makes a big difference in DPS and is a major thing that most players not completely new are aware of but many will not have mastered because there really isn’t in-game feedback that you’re getting it (not that I’m aware of) and seems much more tedious than fun, at least in my opinion. I’d rather timing or combining of different skills be the factor or just situational awareness, rather than clicking the same button just so between every skill. 🤔
Youre clicking buttons anyway. What’s one more? Lol. Plus there are so many sets that require a light attack or heavy attacks to proc, plus ultimate regeneration, etc. Even if you are not a good light attack weaver, or anti-light attack-weaving, you should still be trying to use them with regularity while in combat. With that in mind, why not just try to do them between each skill?
We’re talking about raising the floor or lowering the ceiling here, right? I’m just bringing the perspective of someone near the floor when it comes to DPS. I would rather use my abilities than repetitively light attack, so buffing light attacks or worse, nerfing abilities, would be the opposite of helpful to anyone who plays like me.
Why don’t I just LA weave? Why doesn't anyone? I try. At first I thought it was about speed and turbo clicked between LA and attack and I don’t have to tell you that achieved nothing but crap DPS and cramped hands. So I try to watch and get a feel, but if abilities start to not go off or whatever else, I abandon the light attacks and click the **** ability until it fires. It can be frustrating.
Mahabahabtha wrote: »Sanguinor2 wrote: »
Hmm, reading your post a thought occured to me. If they got rid of the LA weaving they could introduce buffs specific to a dungeon only useable in that dungeon trial etc. Just throwing that out there. You would get a buff from a npc in the dungeon or trial and it would last as long as you are in there. I'm just speculating of course. But I digress I think horizontal progress is possible. You either have to lower the ceiling or raise the floor more. As far as weaving if it wasn't something they originally intended I wouldn't expect them to actually teach people how to do it. That wouldn't be logical. Leaving it in game is another matter that has created the situation as it is now a large gap. There maybe that 1%who will always be on top but there are a whole bunch in the middle who don't want to be left behind. So something has to give right? People play to have fun that is the main point fun is defined differently for different people. Truly I don't want homework to have to play a game. This is just my perspective on the issue.
Zos doesnt really teach anything in Eso. This is not limited to weaving. Zos doesnt even teach you that stam costing abilites scale with weapon damage/max stam only.
And again: Weaving hasnt created the situation with floor and ceiling as it is now. The gap is created by lack of knowledge on how to set up a character optimally. One example: 2 people parse. Player 1 runs a BiS build for PvE dps. While he misses 40% of LAs and recasts some dots late he still hits decent numbers. Player 2 runs ebon, lord warden and Salvation. He hits every light attack and executes a perfect rotation. He will still be several 1000s of dps behind Player 1.
Why does something have to give? The middle can easily achieve a level of performance to be able to clear nearly everything comfortably. They might not get the trifectas or the dps check on the last boss in Sunspire hardmode but vet trials can easily be done without being at the top. Also what do you define as the middle here? Everything between the floor and ceiling still has potential to have massive gaps between them.
And sure people play to have fun. No one forces anyone to do homework when playing the game. But when one enters certain group content it is not unreasonable for the rest of the group to expect that 1 guy to be able to perform at the required level. This mostly applies to vet content tho. But if people dont care about rising from the floor why should the ceiling be lowered to meet them? The floor doesnt care.
Actually weaving has created a huge amount of the difference. If you took the exact same player, with the same gear, he could do 100k with weaving and 80k without using the exact same rotation, that is a very large difference. One way that would actually help bring the floor and ceiling together is to reduce the damage of light attacks and increase the damage of spammable abilities to an according amount. Your rotation would be still be important but the weaving part would be made far less important.
Would you contradict that more than 50 k isn´t necessary in this game ?
Yeah, you've accidentally pointed out the main difference. E.g., in WoW(in which I have some experience) autoattacks on physical classes performs by themselves. Mages fill their rotation with spam-spells. You don't need to spasmodically click 2 buttons with perfect timing. (Which is also not that simple with current state of servers. With ping of 100+ some actions are not even registered, or registered late). On top of that buffs last about half an hour, you don't need to renew it every 10 or so seconds.Ellimist_Entreri wrote: »Many other MMO's have a built in basic/auto-attack that happens with minimal to no player input at all while rotating through skills/abilities - All light attack weaving does here is allow that same type of functionality with ESO's Action based combat system.I've stated this earlier. I find it ok to cancel animation in term of interrupting your action to perform another one. But to cancel an action and still get the result of this action is not ok. It's like shooting a gun. But with just pointing it to an enemy and not pulling the trigger. But the enemy still get shot.Oreyn_Bearclaw wrote: »Without AC, your ability to react to combat would be extremely limited.Yeah, I've seen the video posted above. I like how the dev says: "We embrace it". Not "We did it on purpose" or "We designed it that way". It just strengthened my belief, that they didn't want to fix it and just play around. I guess it's normal in IT. You find a bug. Call it a feature. Build some crutches around it. That's it! Now it's a core element.But ZOS has doubled down things like light attack weaving so many times since launch that arguing over original developer intent is meaningless at this point (especially since most probably dont work for ZOS anymore).Just because something is old and long lasting, doesn't mean it's good. You don't like the word "exploit"? Fine. Let's just call it a bad mechanics.Calling LA weaving an exploit is an absurd statement considering it has been baked into the game over the last 7 years.
All of you are going in the wrong direction with on how.
Someone mentioned removing LW. That would certainly help but it wouldn’t be enough of a bump for the following reasons.
DPS Checks are the most prevalent mechanic in just about every boss fight. This combined with spreed trail BS leans into making PvE more competitive than co-operative which breeds toxicity in most online games.
Skill Traps are skills that sound good/apear good but are not. Think Chain Lightning in Dragon Age games. It’s a skill that is weak and more harmful to yourself to use. So why even use it. This is common among many games with skills or abilities. However, this game is completely different in that games regard. You’re stuck with skill and have to pay a large amount of gold to respec which is a major turn off for builds. If you try skills and 75% of them are not effective or even good. It limits what you can use to improve. Since, this game wants to be more horizontal, this is a huge kick to the gut and hinders players from improving.
Hotbar Switching is most required to do any higher level content. However, hotbar switching is extremely clunky and forced players to play specific skills or rotations. This is evident when you look at guides on the internet for this game. If Hotbar Switching was treated more like actual weapon switching mechanics in other games. It’d be based more on situation and player discretion/choice.
So, what can they do?
They’d need to remove the effectiveness of LW and Hotbar Switching. They need to make these two “mechanics” more optional and play-style based.
Remove Gold Cost of Respecing Skills or Improve skills that are not used and make them just as useful. I’d lean into both, IMO.
Lastly, re-evaluate boss mechanics. Less DPS checks. It’s fine to not have a limit of dps but you need to stop catering to 1%’s of DPS in terms of balancing where you make them the bare minimum of dps needed. Make mechanics that are more involved in killing a specific enemy, interrupting a spell, and ect.
@Oreyn_Bearclaw while the guides will get you started, where better to get feedback on the timing required (and where one is having issues when learning) than from the very game that requires that timing?Oreyn_Bearclaw wrote: »Merlin13KAGL wrote: »@Goregrinder two of the four I mentioned are not single player games.Goregrinder wrote: »Merlin13KAGL wrote: »@Oreyn_Bearclaw Add more situational buffs, bonus synergies, if you will.Oreyn_Bearclaw wrote: »Kiralyn2000 wrote: »Goregrinder wrote: »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.)
You're saying you can lower the skill ceiling without lowering the skill ceiling? Or what other ceiling is there besides the skill ceiling?
DPS =/= Skill
If your Perfect Skill (build, gear, rotation, timing, positioning, etc) gets you 100k DPS.
And they change the numbers so that your Perfect Skill gets you 50k DPS.
The ceiling has been lowered (50K is smaller than 100K), but the skill required was still the same.
Of course, figuring out how to reduce the numbers gained from all those perfect buffs/synergies/combos/etc without reducing what happens from basic skill, is the challenge.
This makes absolutely no sense (or maybe I am just not understanding what you are saying). This game is a Skill game when it comes to DPS. Of the 5 things you mentioned, the first two arent skill based (perhaps they are knowledge based), and the last three are potentially skill based (not sure if there is much difference between timing and rotation). Rotation is certainly skill based and of the things you mentioned, it is the biggest piece of the pie (bigger than the other 4 put together).
If all you do is reduce damage by 50%, sure you could lower the elite DPS from 100k to 50k, but you would also shrink the those doing 10k down to 5k. From a percent standpoint, the gap hasnt changed. In that example, the gap is still 10x.
They only way to truly lower the gap between those at the bottom and those at the top is to make ROTATION less impactful. The other things are drops in the bucket. The issue of course, how do you make Rotation less impactful without gutting combat.
These would still require reaction time and would allow bonus damage in the right context. Plenty of other games have figured out how to make 'skill checks' that require the player to interact without the need for memorization of a perfect rotation.
Witcher, God of War, Atlas, heck even Dead by Daylight all have skill check windows that require player presence at the time of the check - not possible to memorize the timing, key press required, etc to accomplish the check result. (Think Combat Metronome, but the red portion isn't always in the same place at the same time.) Slottable perks and now CP could be invested that would lessen this effect directly (making the window bigger, or the moving portion slower) for players that do not have the physical ability to hit that perfect rotation mark. It would still allow high end to be higher because someone would have to opt to slot one of those perks, missing out on another that a high end player would be able to maintain because of their personal ability.
Our characters are supposed to have skill levels the players cannot. I can't walk into a crowd of 10 people, pick a fight, and hold them all off indefinitely with my IRL tanking skills. This is what the in game bonuses are intended to help counter. Perks to improve or at least soften the effect of rotation timing would go a long way in that regard.
I'd also like to see the skill overwrite of LA's go away. There is zero need for the ability queue in regard to LA's. This alone would allow people to more successfully LA between skills regardless of ping rate and other factors to achieve that higher DPS. It would take nothing away from the high end, because a perfectly timed rotation (higher LA ratio, ~ .9) would still outperform a less perfectly performed rotation (.7, .8), but the ratio wouldn't suddenly drop to 40-60% because the game is designed to overwrite the LA's because of the queue.
The LA could be part of the skill check window, rewarding higher DPS with a perfectly timed response, slightly less DPS with a less than perfectly timed response, if some kind of actual feedback (other than "your LA didn't go off for some arbitrary reason") was built into the game.
There are ways to do this that still reward the young, skilled, fast reaction times without cutting out everyone else with higher ping, lesser rigs, age, medical conditions, etc, because the character skills and perks could help compensate for this while still providing that gap between beginner-mid-high-l33t.
I'm sure those systems work great in single player games where all you have to balance is one player fighting multiple NPC's. ESO, however, is not a single player game. It's a Massively-Multiplayer Online Role-Playing game, or MMORPG, sometimes referred to as simply an MMO.
You now have multiple players involved when fighting NPCs, and you even have players fighting against other players. On top of that ESO uses an action based combat system that incorporates elements of traditional MMORPG's that came before it, such as buffs, debuffs, spells, etc.
That's already like 4 or 5 extra layers you have to balance compared to a single player game. I don't know why people still use the argument "Well Zelda Ocarina of Time was a well balanced game, I don't know why the developers of Star Citizen don't balance it the same way....it worked for Zelda!...". That argument didn't make sense to me back in 1998, and it still does not make sense to me here in 2021.
It's not much different than a synergy, but with a limited window. The only additional check would be the perks mentioned, which would most certainly be required to be slotted, so the server side check is either required or it's not, and it's no more processor intensive than any other 1 of 4 perk check.
It actually adds something dynamic to the fight, vs the combat equivalent of typing in a 15-20 letter word with perfect cadence.& where's the level up tooltip that explains to a new player why their light attacks don't go off?2. I actually would love to have online tutorial or at least a company statement from ZOS stating clearly that LA EXPLOIT, which is doing LA weaving (a VALID light attack ever other second in front of each skill) in the SAME SECOND AS A SKILL effectively getting TWO actions in ONE second, is something that they think is positive to the game and also want people to learn, and give us training on it AT THAT POINT, until they state this explicitly it is an exploit that I WILL NOT DO ON PURPOSEhttps://www.youtube.com/watch?v=ThZtwhYkKSs
LA/HA testsCombat in ESO is one of the things that truly separates our game from others like it. It’s action oriented, fast-paced, and gives you a lot of freedom over its various mechanics/interactions. It is balanced not with ability cooldowns, but via ability costs and resource pools - you can’t keep casting abilities or block/roll dodge without the proper resources to fuel those actions. We’ve found that players love this freedom and there is always a “button to press” or action to take at any point in combat.High APM play is still rewarded as the absolute highest DPS and requires a mix of both Light and Heavy attacks, interacting with Off-Balance as optimally as possible.
[snip]
[Edited for Baiting]Those arguments are absurd and you're taking floor and ceiling a bit too literally.Sanguinor2 wrote: »
Hmm, reading your post a thought occured to me. If they got rid of the LA weaving they could introduce buffs specific to a dungeon only useable in that dungeon trial etc. Just throwing that out there. You would get a buff from a npc in the dungeon or trial and it would last as long as you are in there. I'm just speculating of course. But I digress I think horizontal progress is possible. You either have to lower the ceiling or raise the floor more. As far as weaving if it wasn't something they originally intended I wouldn't expect them to actually teach people how to do it. That wouldn't be logical. Leaving it in game is another matter that has created the situation as it is now a large gap. There maybe that 1%who will always be on top but there are a whole bunch in the middle who don't want to be left behind. So something has to give right? People play to have fun that is the main point fun is defined differently for different people. Truly I don't want homework to have to play a game. This is just my perspective on the issue.
Zos doesnt really teach anything in Eso. This is not limited to weaving. Zos doesnt even teach you that stam costing abilites scale with weapon damage/max stam only.
And again: Weaving hasnt created the situation with floor and ceiling as it is now. The gap is created by lack of knowledge on how to set up a character optimally. One example: 2 people parse. Player 1 runs a BiS build for PvE dps. While he misses 40% of LAs and recasts some dots late he still hits decent numbers. Player 2 runs ebon, lord warden and Salvation. He hits every light attack and executes a perfect rotation. He will still be several 1000s of dps behind Player 1.
Why does something have to give? The middle can easily achieve a level of performance to be able to clear nearly everything comfortably. They might not get the trifectas or the dps check on the last boss in Sunspire hardmode but vet trials can easily be done without being at the top. Also what do you define as the middle here? Everything between the floor and ceiling still has potential to have massive gaps between them.
And sure people play to have fun. No one forces anyone to do homework when playing the game. But when one enters certain group content it is not unreasonable for the rest of the group to expect that 1 guy to be able to perform at the required level. This mostly applies to vet content tho. But if people dont care about rising from the floor why should the ceiling be lowered to meet them? The floor doesnt care.
Nothing in game will nor should compensate for the mix and match you speak of. No half serious DPS is trying to do so in Ebon & Warden. The gap, the real 'floor' in discussion is the mid tier. It's still the vast difference between people with the right gear, trying like hell to apply everything they know, everything they've reasonably learned in the game and still seeing a tremendous difference between the mid tier 'floor' and the high tier 'ceiling.'
If it was so blatantly obvious, if it was so easily attainable, there would not be the extremes between two people wearing otherwise identical gear.
It's like training to race a car. You put in hours every single day for years and you hit a certain limit. You're still far behind the top end drivers, only to find out the manufacturer never bothered to mention you had a whole extra gear. The tooltip stating "drive faster" simply doesn't cut it.
If there was decent in game feedback identifying where person A was falling short vs person B, it would then be strictly on the person to improve at that point.
That feedback is all but non-existent. There are no trainers. There are no advanced or role specific tutorials. There are all but useless level up tips and unintuitive gameplay. If not for a handful of add ons and some seriously dedicated people that have spent years reversing this game, we'd all still be guessing 90% of the time.
The difference this is truly about regards those low to mid-tier that are trying to improve, that are doing their homework, that are more than willing to put in the time. It takes far more than a written guide and a couple of videos or the gap there currently is simply would not be as high as it continues to be.
The actual 'floor' probably doesn't care. That is not the people that are being affected.
I would certainly not be opposed to better player tutorials, but I also believe in a little self accountability. It’s 2021. There is a thing called google. Plenty of very detailed guides on how to pull proper damage and anyone can make the choice to actually spend the time on a target dummy, which gives all the feedback you need. Admittedly, consoles could do better in that department. I also agree that the mid tier to the ceiling is the only gap you can meaningfully manage, but most of those stuck in the mid tier don’t put in the practice time to get better.
You don’t need a perfect rotation or LA weave for any content in this game, but if you practice and master it, you should be rewarded with more damage.
How much more damage is appropriate at the extreme end of things is certainly debatable from a balance perspective, but the flip side is that that there are way too many people that copy a build refuse to parse more than a handful of times and rage about the skill gap. Or maybe I should say damage gap. Most mid tier players won’t acknowledge their own skill limitations.
All of this can be achieved without turning a man into metronome using glitches. Remove the ability to fish out free damage from animation canceling and the combat system will still be "fast, reactive and skill based".Oreyn_Bearclaw wrote: »Combat is fast, reactive and skill based.
codierussell wrote: »All of you are going in the wrong direction with on how.
Someone mentioned removing LW. That would certainly help but it wouldn’t be enough of a bump for the following reasons.
DPS Checks are the most prevalent mechanic in just about every boss fight. This combined with spreed trail BS leans into making PvE more competitive than co-operative which breeds toxicity in most online games.
Skill Traps are skills that sound good/apear good but are not. Think Chain Lightning in Dragon Age games. It’s a skill that is weak and more harmful to yourself to use. So why even use it. This is common among many games with skills or abilities. However, this game is completely different in that games regard. You’re stuck with skill and have to pay a large amount of gold to respec which is a major turn off for builds. If you try skills and 75% of them are not effective or even good. It limits what you can use to improve. Since, this game wants to be more horizontal, this is a huge kick to the gut and hinders players from improving.
Hotbar Switching is most required to do any higher level content. However, hotbar switching is extremely clunky and forced players to play specific skills or rotations. This is evident when you look at guides on the internet for this game. If Hotbar Switching was treated more like actual weapon switching mechanics in other games. It’d be based more on situation and player discretion/choice.
So, what can they do?
They’d need to remove the effectiveness of LW and Hotbar Switching. They need to make these two “mechanics” more optional and play-style based.
Remove Gold Cost of Respecing Skills or Improve skills that are not used and make them just as useful. I’d lean into both, IMO.
Lastly, re-evaluate boss mechanics. Less DPS checks. It’s fine to not have a limit of dps but you need to stop catering to 1%’s of DPS in terms of balancing where you make them the bare minimum of dps needed. Make mechanics that are more involved in killing a specific enemy, interrupting a spell, and ect.
Reading your response tells me two things, first you have little knowledge on how trial mechanics actually work and second you haven't played the game a ton.
Skill respec costs a lot, are you serious? I am considered poor in the game and I have no problem respecing multiple times a day to do different trials. This is something that should not be a factor in someone testing new builds, I spend more golding out bad sets just to see what they do just to entertain my curiosity. Not to mention on PC the PTS is the place to test things.
You need to hotbar different load outs to complete hard content? Nobody on console I guess have cleared hard content, I guess those Godslayers somehow faked the whole thing.
They also tried to take out light attack weaving and they failed at it. When they tested it on pts it actually created a larger gap in dps on the high and low end.
Last thing I will touch on is dps checks. There are actually very very few dps checks in trials that cannot be overcome with group play, and the ones that are there are pretty simple to hit. The only dps checks that I can think of are last boss vaa (easy), first boss vmol (easy), committee in vhof (medium hard for low dps groups), vss portal (pretty challenging on hard mode otherwise super easy), and vka last boss execute in hard mode (not much of an issue). Every other fight can get a lot more challenging the less dps you have but nothing is at the point where it will actually wipe the group with good play.
All of this can be achieved without turning a man into metronome using glitches. Remove the ability to fish out free damage from animation canceling and the combat system will still be "fast, reactive and skill based".Oreyn_Bearclaw wrote: »Combat is fast, reactive and skill based.
Punishing doesn't have to mean hellish landscapeSilverBride wrote: »
Punishing means having to do something other than stand in a single spot and hit your spammable or you might actually die
That's fine if you like that, but don't in the next breath complain about a skill-gap lmao
You literally cannot have majority easy content and no wide skill-gap
Players (in any game) don't adapt/learn that way
Well, yes, but no. Someone, who defends animation canceling, above casually stated that you need to follow 57 BPM metronome to "weave" properly. That's just ridiculous. If you don't follow the ideal timing is it still counts as animation canceling or is it just repetative use of skill and LA? And I say it again - ping and netcode are the huge problems. Sometimes I need to push a button twice to make my character to cast a skill. Maybe someone who lives close to the server can do good weaving, I even struggle to shoot skills because they are not always registered.Ellimist_Entreri wrote: »It doesn't take twitch reflexes or metronome like precision to click your left mouse button
You're fighting in the wrong direction. I've never said anything against performing rotation.As far as actual rotations that make use of bar swapping; The devs gave us 2 hotbars to use - if they wanted you to press one button to attack, one to heal, one to shield, and one to hide they would have made it that way. Maybe the floor needs to re-evaluate what's keeping them there.
There is equally zero reason for LA's to be overwritten in the queue by other skills, which is why so many learning fall far short of the .9 LA/sec ratio that is the goal.Ellimist_Entreri wrote: »It doesn't take twitch reflexes or metronome like precision to click your left mouse button (or hit the attack trigger on controller) just before you use an ability; only the desire to do so.
lucky_Sage wrote: »I don’t feel like zos teaches people who to play the game while they level which is a huge problem. If players where forced to learn how to play the game while leveling it would raise the floor but would never have to lower the ceiling. I don’t PVE much in the game because it’s so boring. I enjoy the quest 1 time for the story because they do a great job on quest lines most of the time. They try to hard to make the game where anyone can come in and light attack there way to max lvl and be 810 cp and can’t even do 8k dps.
This is why pvp isn’t competitive they remove counter from play from combat.
Despite how much I love this game the last 3 or so years the combat gets more stale I wish they would encourage group play and socializing and not that you can come in solo most of the game and never talk to anyone. Despite that it looks like they are doing a amazing job on the companion system I don’t feel like it fits a mmo. each year it feels more and more like a solo game with a few random players you encounter and do things with but never say anything and they basically a either a great ai or bad ai npc with the lack of socialization needed.
The adventure zone was such a great idea wish they never abandoned it and just kept improving it.