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Thoughts on "raising floors, lowering ceilings"

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Tulshe 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.

    ZOS absolutely intended animation canceling to some degree. That is why the priorities of skills, LAs, Dodge rolls, block, bar swap, were originally written.

    Without AC, your ability to react to combat would be extremely limited. Did the player base figure out some nuances to the system that perhaps weren't originally considered? Of course they did. Would a ZOS developer be blown away if they somehow would have been able to see a fully dynamic 100k parse from today back at launch? I bet they would have been.

    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). Calling LA weaving an exploit is an absurd statement considering it has been baked into the game over the last 7 years.
    Edited by Oreyn_Bearclaw on April 16, 2021 9:31PM
  • Tigertron
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    Hmmm
    Tl;Dr

    It’s not Zenimax of Studios. It’s Zenimax Online Studios. Or ZOS for short.
  • Tulshe
    Tulshe
    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.
    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.
    Without AC, your ability to react to combat would be extremely limited.
    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.
    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).
    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.
    Calling LA weaving an exploit is an absurd statement considering it has been baked into the game over the last 7 years.
    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.
    Edited by Tulshe on April 17, 2021 12:35AM
  • Auztinito
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    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.
  • carlos424
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    Sanguinor2 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. :sweat_smile: 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. :frowning:

    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?
    Edited by carlos424 on April 17, 2021 1:27AM
  • carlos424
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    Tulshe wrote: »

    Without AC, your ability to react to combat would be extremely limited.
    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

    But you do actually have to pull the trigger. You activate the light attack and then go on to another ability. If you do it fairly quickly the light attack will not go through its full animation. Thats all. Think of it as not having to pull back the hammer on the gun every time, more like an automatic ; )

    Edited by carlos424 on April 17, 2021 1:52AM
  • lucky_Sage
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    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.
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • Araneae6537
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    carlos424 wrote: »
    Sanguinor2 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. :sweat_smile: 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. :frowning:

    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. :persevere:
  • Zinggling
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    carlos424 wrote: »
    Sanguinor2 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. :sweat_smile: 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. :frowning:

    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. :persevere:

    Make a heavy attack build, if you play a sorc, it works nicely, no more headaches with light attack and weaving, no more cramped hands and you'll sit between 30k and 40k without much effort. Vet dungeons will almost feel like normal dungeons!
  • zvavi
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    Flamebait wrote: »
    Sanguinor2 wrote: »
    Alurria 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 ?

    vSS hm said hi. Since, naturally, the benchmark we are using to compare dps is the trial dummy, dds that deal 85k/90k+ are needed, they can manage the needed consistent 50k from 3 dds while doing mechanics, to pass the portal mechanic.
    Edited by zvavi on April 17, 2021 2:59AM
  • Oreyn_Bearclaw
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    Tulshe 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.
    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.
    Without AC, your ability to react to combat would be extremely limited.
    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.
    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).
    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.
    Calling LA weaving an exploit is an absurd statement considering it has been baked into the game over the last 7 years.
    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.

    I think LA Weaving is brilliant to be honest. It is a big part of why ESO is the best combat of any MMO out there. Combat is fast, reactive and skill based. WOW was still running last I checked if you what a dumbed down combat experience, but I certainly don't support turning ESO into that nonsense..
  • 5_RAGEsMW
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    The problem this game always had with its new player base is that they never learn what a rotation is. They don't even use food buffs for [snip] sakes.

    [Edited to remove Profanity]
    Edited by ZOS_ConnorG on April 20, 2021 12:41PM
    pvp sucks.
  • codierussell
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    Auztinito 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.
  • Merlin13KAGL
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    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.
    @Oreyn_Bearclaw Add more situational buffs, bonus synergies, if you will.

    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.
    @Goregrinder two of the four I mentioned are not single player games.

    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.
    nqvarihs wrote: »
    Merforum wrote: »
    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 PURPOSE

    https://www.youtube.com/watch?v=ThZtwhYkKSs


    LA/HA tests
    Combat 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.

    iJy2v9G.jpg


    [snip]

    [Edited for Baiting]
    & where's the level up tooltip that explains to a new player why their light attacks don't go off?
    Sanguinor2 wrote: »
    Alurria 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.
    Those arguments are absurd and you're taking floor and ceiling a bit too literally.

    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.
    @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?

    You can eventually deduce some things from line by lining Metrics. You might even find insight from a handful of other addons that will show patterns in a personal parse. The dummy by itself will only ever give you the end result. A lot of people I know raised their DPS by trial and error. It's hard to know what's 'broken' simply by the final DPS score.

    I realize you don't need top 1% for any content. It's simply about the desire to improve and having tools available to allow that pursuit without all the guesswork. I feel like that should be available from a game of this caliber for anyone from 10k to 80k+.

    Someone ultimately figured it out the first time, before there were guides to be read. How much farther would we be if they had not had to guess to make those discoveries in the first place.

    There's an absolute wealth of information out there. It's sad that it's missing most in the one place it should be.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Tulshe
    Tulshe
    Combat is fast, reactive and skill based.
    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".
  • xAarionx
    xAarionx
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    Honestly, It's not a Good Decision to make the Progression of the game so horizontal like it is today

    One thing that really bothered me when I started plaiyng the game was the lack of sense of progression that I had Between Level 1 to 160 CP. It really felt like I was leveling, laveling and leveling and I was not getting stronger - in fact Without Changing My gear I was getting weaker!

    I am of the opinion that this is a critical Flaw of the game since this lack o sense of progression really almost made drop it. I only Stayed becouse the storyline and the fact I am a Skyrim Fanboy held-me to it. But other people that don't value such Things would hardly stay, since the sense of progression is what I belive one of the most important things in keeping the player attached to the game

    I'm not saying that I don't uderstand why things are made that way. Thank to that we have a system that allows players to start pvping at low levels, and ther's a lot of benefits in therms balancing early stages and making you feel like you can do most content early

    So, I don't thing the current early stage leveling system should change

    I Do, however, point out that making CP do not matter to much (Lowering the ceiling) WILL make this problem start appearing in later stages of your gameplay. THAT'S, i think, WILL BE REALLY BAD to game health in general. People will not be comppeled to get levels and eventually will lose attachment to the game, because they will not see their character progressing, no matter how hard they try, or how they level up, or change their builds, it'll stay the same.

    Even though there will be many people that will say "Hmm, but I don't need those things, I'll keep playing becouse I lake other things of the game blah blah" sure, you may be an exception, But I do Belive that MOST people will be less compelled to play, since this effect related to to the human behavior of needing to feel rewarded at his actions. The lack of reward will make you less compeled to do anything in general.
    Edited by xAarionx on April 18, 2021 5:57AM
  • Auztinito
    Auztinito
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    Auztinito 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.


    [snip] Are you telling me you never switch weapons or hot bars to achieve high end content dps numbers? 99% guides suggest you use both hotbar and create a rotation. Remember, you have only 6 slots in one hotbar. Most guide state you must use both to do high end content like vet dungeons. It’s even stated on these forums. [snip]

    Have you though how difficult it is to get gold without Thieves Guild or Market Selling for new players. [snip]

    Do you know how much it costs? It cost 6k plus and that’s a huge jump in gold when you hit max level not max cp. It’s actually quite easy to invest in crappy skills and be forced to buy respecs. [snip] You do remember that you don’t have a choice in skills when starting fresh, right?

    They never removed LW and stated they couldn’t even fix it. Not that fixing it created a gap. [snip] It’s the classic “bug” turned into a feature no different than CoD’s quick-scoping.

    [snip]

    [Edited to remove Bashing and Baiting]
    Edited by ZOS_ConnorG on April 18, 2021 12:53PM
  • Ellimist_Entreri
    Ellimist_Entreri
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    Tulshe wrote: »
    Combat is fast, reactive and skill based.
    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".

    Then it would need to be added back in somewhere (like the truly free damage dolled out by auto attacks in other games).
    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.

    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.
    Edited by Ellimist_Entreri on April 18, 2021 5:33PM
  • Sylvermynx
    Sylvermynx
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    What's keeping me on one bar is that bar swap on satellite almost never works.... so there's no reason to try it mostly.
  • Karm1cOne
    Karm1cOne
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    There needs to be dummies in the world that teach light attack weaving. Light up when done correctly or something and a teacher npc to tell you how and why. And don't just make em craftable in guild houses, out in starter zones where noobs can play with them.
    Edited by Karm1cOne on April 18, 2021 4:32PM
  • Amottica
    Amottica
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    VLVDIMYR wrote: »
    VLVDIMYR wrote: »
    I've been around the block a few times myself, played many different MMOs and I can tell you ESO's overland & story content is the *least punishing/challenging*

    Those of us who play to have a fun relaxing experience would like to keep it that way.
    Punishing doesn't have to mean hellish landscape
    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

    Punishing to one player is a joke to some and a hellish landscape to others.

    While new to ESO, it is my experience in MMORPGs that "overland" is fairly easy. This would seem to be due to a wise business model of catering to the masses since every MMORPG I have played has offered more challenging content elsewhere in the game for those interested in it.
  • ghost_bg_ESO
    ghost_bg_ESO
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    This "lowering ceilings" with CP2.0 doesn't work well for half of my characters.

    I don't hate weaving i find it useful on new characters that i started later and have been building rotation with it, at the same time all my older characters i haven't used it AND on CP1.0 i was fine to do content that i want or to try and adapt my build (not my rotation). Fine to the point to start learning to solo DLC dungeons. At the curent moment i don't even look to solo vet non-dlc. It was just question of accumulating more CP for better results.

    Reading "bonus" percentages in CP2.0 makes me to ask myself if my CP is just to mesure days spend playing...
  • Tulshe
    Tulshe
    It doesn't take twitch reflexes or metronome like precision to click your left mouse button
    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.
    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.
    You're fighting in the wrong direction. I've never said anything against performing rotation.
    Edited by Tulshe on April 18, 2021 6:56PM
  • Merlin13KAGL
    Merlin13KAGL
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    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.
    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.

    It's not that people aren't pressing the buttons. It's that the game voids one press if the timing is not spot on or dialed back so far as to be slow.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Iccotak
    Iccotak
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    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.

    They could have done a Normal / Veteran instance for all zones.

    Or at least all chapter zones.

    Normal would be the same as usual is while Veteran is the "Adventure Zone" version of the zone.

    A more refined version of it that is, more solo friendly while still encouraging players to socialize.

    I think that would have done alot to keep players engaged in overland content.
  • Jem_Kindheart
    Jem_Kindheart
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    One thing I absolutely agree with OP and I've said it for years: the game lacks sufficient instruction oh how to perform roles at even a mediocre level. It then falls on friends and guildies to help in-game, if the player even has the will or access to those lol.

    As was mentioned by OP and others, the game would benefit greatly from some additional tutoring system for things like: weaving, how to stack dots, the concepts of self buff skills, what is aoe vs single target, what is a rotation, what is a spammable, things like this.

    For healers, I wouldn't even know how the game could implement an educational system lol. It took me a couple years and lots of mentoring to be a good vet / HM / Trial healer. I imagine it will continue to need to be up to guildies and guides for healing.

    Tanking could use some in-game tutoring too without too much trouble for ZoS, maybe even a dummy that can fight back, in a controlled environment, especially if it had an adjustable "strength".

    But mainly, this being a game with lots of combat, both solo and group, it could use a much more robust teaching system for basically how to do damage within the game's parameters.
    Longtimer since beta, the usual. 26 CP toons. ~1700cp on main account, 1000cp on 2nd account. Endgame-ish lol. Most Vets / some HM's cleared.
  • Tulshe
    Tulshe
    @Jem_Kindheart, it's not rocket science. And it was implemented already in other games. Final Fantasy 14 and (now closed) Wildstar have tutorial with bots, which teaches you how to tank and heal. For healers you have glass ally and thick enemy. You need to heal ally while he kills enemy. For tanks you need to hold aggro on yourself while ally kills enemy, and you almost deal no damage.
    To make sure everybody pass the training, group finder can be locked untill the quests are completed.
    Edited by Tulshe on April 19, 2021 8:54AM
  • Stevie6
    Stevie6
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    To make sure everybody pass the training, group finder can be locked untill the quests are completed. [/quote]

    That wouldn't work at all. You would end up with a new player leaving or turn into a soloist. I solo because I really don't like how group play works. Group finder needs to be reworked altogether allowing for different combinations of classes to play and player skill level.

    The Devs can determine via in house player stats what you need to help your particular play style. Armor types, weapons, and item set should play a HUGE factor into your overall damage output. Not twitch finger mouse button and keyboard smashing. It's great that a lot of players can do rotations and weave. However, you are forgetting a huge chunk of the player base that cannot or never will do to several circumstances. From where I live at I have a great connection to Guild Wars 2 and hardly any lag. Can't say that with ESO. Yesterday I was hitting 120 ms while getting on the server. Going into dungeons...240 ms to 999+ ms every time. Highest was 1252 ms. Ummm can't weave with that.

    So, I usually end up making a heavy attack build on every character..pffff.

  • Lysette
    Lysette
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    it is no wonder to me when people classify themselves as DD, even if they cannot really fulfill this role - they have to check either DD, healer or tank. Now what does someone not familiar with roles do?- He/she is considering "am I a tank", nah, hm, "am I a healer", nah, not really - so the only option left is DD - and they check DD - that simple.
    Edited by Lysette on April 19, 2021 12:56PM
  • beadabow
    beadabow
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    I think the dynamic approach to raising the power floor and lowering the power ceiling is an effort in futility. As long as people have differing skill levels, the "ideal" is unobtainable. There is no sweet spot. Sweet spot for who? The most mediocre player?
    How do you define the most mediocre player? And what happens when a "more mediocre" player comes along? I appreciate the effort, but don't wear yourselves out trying to find middle ground in an evolving player base. The phrase "dog chasing its own tail" comes to mind.
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