Anything you suggested is dumbing down the game, you are asking for:
1. Slower combat.
2. Gear to not matter. (It doesn't even balance stam Vs mag correctly, since stamina gets bonus weapon damage from armor).
3. Buffs to not matter (heck, people will be forced to NOT bring buffs, to ensure only the strongest one exists).
4. Ultimates to not matter (since during ultimate time your damage spikes up above your usual damage)
5. Gear to not matter, again.
You may enjoy such a game, I wouldn't. As I mentioned the previous list of what zos should really do, there are ways to help floor without dumbing down the game.
Ippokrates wrote: »
Me too, but I cannot shot in proper tempo. How many ticks you are using? I was trying somewhat between 60-67.
1. Yes everyone wants bug/lag fixes, new hardware.
2. On PTS right now they have 'combat tips' which tells people when to block/roll/interrupt which is really great and wish I had from beginning, also the have companions which will help the 'floor', which is not the issue at all
But none of that or anything many people say on this forum addresses the insane power creep, which ZOS knows is a big problem and should address directly with any of my suggestions. The fact that you personally benefit from such overtuning is why you are constantly going on threads trying to convince people that anything that could fix that is bad idea. ZOS will either fix it or they won't.
Oreyn_Bearclaw wrote: »
Agree with @Everest_Lionheart. Cant go above 60 as its a theoretical limit. I used to set at 55. Havent done it in a while, but that will get you about .91-.92, which is usually what I am for. I tend to always speed up a bit in actual content, so I want just a bit of head room.
The other way I use music is to think of certain rotations as being on a given count. If I am playing Necro or Warden, its a 3 count with Sub Assualt/Blastbones always on the 1. With my sorc, its on a 6 count with Daedric Prey always on the 1, etc. Most classes have a class defining damage skill that needs to be at the center of your rotation.
Power creep is present in every MMO. There is no way to completely avoid it but there are certainly things that you can do to manage it. Removing AC is not a long term solution to power creep. Would it reduce the ceiling in the short term? Sure it would, but it would also lower the floor. Bad players AC more than they even realize, and if you removed AC from the game, there would be a lot of Dead DPS because they couldn't react in time. Its also a nuclear approach that you can only do one time, and then power would just start creeping up again.
Power creep is much better addressed with things like adjustments to gear, base stats, CP passives, skills, or even NPC health. You are trying to address power creep by fundamentally changing combat mechanics that have been in the game since launch. It's a bad solution any way you slice it.
lolo_01b16_ESO wrote: »While your suggestions would reduce top dps, I honestly doubt it would reduce the gap. Instead it would increase the need to have a perfect group composition for the boss you fight.
Right now most buff sets are relatively well balanced, so it doesn't matter much which set you wear as a tank or healer, as long as you get a good uptime on the sets you use. But if you put caps on stats you can get a situation where the "mid level" healer wearing spell power cure adds nothing to the group because everyone is already at the weapon damage cap, while the healer in the "high level" group checked everyones weapon damage and the available buffs before the fight and decided to use e.g. martial knowledge instead of spell power cure.
Capping dps will have a huge impact on balance between classes or builds. Keep in mind, that there are some classes that have very consistant damage, while others have high damage spikes with phases of lower damage inbetween. So if you put a cap, the consistant build will easiely manage, while the "spiky" build will suffer loosing its damage spikes.
In my opinion a better way to address this would be to design fights in a way, so they become mechanically more difficult when you have higher dps. Have adds and mini bosses spawn based on boss hp and not on a timer, don't allow us to skip mechanics with high dps and instead make multiple mechanics happen in rapid succession if we have too high dps.
Maybe even let the boss enrage more and more when he takes too much damage.
I have heard all the doom and gloom predictions from the same people over and over and how they will quit game, then the changes go through and everyone adapts. Removing the terrible LA/AC will have no long term negative effects, but you are right that wouldn't be the only thing to eliminate power creep.
They have been doing the tweaking around the edges of gear, stats, skills, buffs, and it will NEVER work because it is not a holistic approach. The problem is and always will be allowing any one thing to be overtuned/abused and the only way combat that permanently is to put a cap on it. It is so simple and obvious. For instance, if people stack into crit too much instead of tweaking different sets, passives etc. just put cap, I say 50% but it could be 100%, I don't care which cap they figure out but it is a no brainer that if you want any type of control or consistency this is the only way to do it successfully.
BTW I have another suggestion with skipping boss mechanics, if you don't cap DPS directly then just make the boss immune to damage throughout any mechanic phase, that way you can still get them to 75% fast but until the mechanics are over you can't get them to 50% and skip that round of mechanics.
Oreyn_Bearclaw wrote: »
Clearly we are not going to agree on this, but to be candid,[snip]
"if you don't cap DPS directly then just make the boss immune to damage throughout any mechanic phase, that way you can still get them to 75% fast but until the mechanics are over you can't get them to 50% and skip that round of mechanics."
Tons of fights in this game work EXACTLY like that.
"I have heard all the doom and gloom predictions from the same people over and over and how they will quit game, then the changes go through and everyone adapts. "
We aren't talking about your favorite class getting a nerf or the new gear you just farmed being worthless in an update. It has happened to all of us at one time or another, and sure, it is often met with rage quit threads and the like.
What you are suggesting a fundamental redesign of combat in this game to vastly remove skill and effort from the damage equation. Most of the end game community is not going to be on board with that, sorry to say. The combat system is why most of us are here. It is better than any other MMO I have experienced, but admittedly, the learning curve is higher than most games and certainly not for everyone. The good news, you dont need to be a master to clear 95% of content.
My advice: Rather than try to redesign the game to fit your abilities, work on improving your abilities to fit the game, or perhaps find another one to play. Do some research on builds, spend some time on a dummy, find a decent trial progression group, play through VMA a few times, etc. All will make you a better player and you might actually realize just how good combat actually is in this game along the way. Or maybe, you will realize that end game ESO is just not your cup of tea, which is perfectly okay.
Bear Out.
Is a keyboard better for AC vs a PC game controller?
When using the controller I was trying to alternate between light attacks and the puncture skill.
It turned out be 2:1 Puncture:LA
But the button presses are 1:1
I am guessing it should be 1:1 for LA:Skill, right?
There is no way to AC back to back LAs?
Am I just doing this wrong, or is there a better visual cue? Sound?
Thoughts?
Tanks,
Z
Everest_Lionheart wrote: »
It’s more in the timing/tempo no matter which you use. If you are going 2:1 that means you are probably inputting faster than 1 LA + 1 skill per second. Both have their own independent cooldown. Channeled skills are a different animal entirely and take some getting used to how to weave and AC. You will notice certain skills you can’t even barswap on until the animation completes.
I’m not sure you mean the S&B skill puncture here as you don’t necessarily need to weave as a tank. So I assume you meant puncturing sweeps which is one of those channeled skills I mentioned above. Best way to weave using that skill, use a metronome and set it to 110bpm, alternate LA and skill with each beat. That going to smooth out your inputs a bit as opposed to setting tempo at 55 and doing LA+skill every beat. That smoother input of alternating using the double tempo allows the channel to finish and allows you to ani cancel the second half of it. You would still have the barswap issue however which is why magplar rotation on the front bar finishes with either spear or PL (build dependant) for a more effective swap cancel.
James-Wayne wrote: »Just nerf how much damage a light attack actually does and instantly you have closed the gap between players that can or can't weave for whatever reason.
James-Wayne wrote: »Just nerf how much damage a light attack actually does and instantly you have closed the gap between players that can or can't weave for whatever reason.
Everest_Lionheart wrote: »
Leave light attack alone and give a strong buff to heavy attack one that offsets the DPS loss by needing to actually use it over a light attack in between casting skills. The reason we LA is because it allows us to flow much more quickly through our skills and get out all of our dots and buffs more efficiently. If heavy attacking offered something to offset in the way of damage there would be more variety in play style. The people heavy attacking for half the battle would instantly get the boost they need to close the gap and while it’s likely the top end will find a way to use heavy attacks to boost their dps even more it would be on a smaller scale than those at the lower end that almost exclusively heavy attack and sprinkle in some skills.
Oddly enough though heavy attack AC is quite interesting and more more noticeable than LA weaving. In fact I find it to be easy mode because you never have to let go of the heavy button. Just press your skill every second and it will fire automatically between heavies.
They admit it, even have something on one of the Splash Screens about it. They even talk about how to optimize the operation of it behind the scenes. I sat in one of the meetings where the developers talked about it.
People think that Animation Canceling is a mistake because it was not designed in at early alpha. That is not simply not true. Just like Vulcanized Rubber or Post It Notes or Rogaine, it was something that was discovered along the way during early development. They could have replaced it with Global Cooldowns, but combat is more fluid without those.
Flat out false they said it was a bug that they could not fix during beta, it had to do with the fact tanks and other have to block and dodge so those skills had to have priority over attack animations. After a while it was simply accepted as being a part of the game and the top tier players loved to sit there and brag how great they were. A really simple fix for it would be to change the damage to occur only at the end of the attack rather than the start, if you cancel the attack, no damage.
Flat out false they said it was a bug that they could not fix during beta, it had to do with the fact tanks and other have to block and dodge so those skills had to have priority over attack animations. After a while it was simply accepted as being a part of the game and the top tier players loved to sit there and brag how great they were. A really simple fix for it would be to change the damage to occur only at the end of the attack rather than the start, if you cancel the attack, no damage.
Every discussion regarding DPS (damage per second) and how to get it as high as possible inevitably end up talking about Light Attack Weaving but not much is said about WHY it offers such insanely high damage. So let's see why that is. If X represents light attack damage and Y represents 'average skill' damage, if you do a perfect Anim Cancel for 10 seconds it looks like this,
X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y + X+Y = 10X + 10Y
LA Weave without Anim Cancel looks like this
X + Y + X + Y + X + Y + X + Y + X + Y = 5X + 5Y
It becomes very apparent that a perfect LA weave does 100% more damage than a LA weave without animation canceling because by doing AC you get TWO actions/second while not doing it you only get ONE action/sec. And if most of your skills are DOTs/AOEs it is even more than 100% because they are UP longer and triggered sooner.
Now in real life most 'elite' players get only 90% AC so let's call it 9X+10Y, and most people who try AC but don't succeed get maybe 10% so 6X+5Y, but you can see no matter what you do to change the X LA damage or Y skill damage there will still be a huge difference, if we plug in X=1K, Y=2K, we get elite 29K, normal 16K. IRL the numbers have much more disparity that this so this is probably just one issue.
There is actually 2 ways to fix this if you are really concerned about (raising the floor/lowering the ceiling) or balancing.
1. Make it much easier to animation cancel by buffering button pushes so if someone pushes LA, then a skill within 1 second it will register more often. Instead of the way it is now where even the best of the best can only do it 90% of the time and that is on a dummy, in real content I bet they don't get that much. If it was easy enough so literally everyone could do it 75% of time and elite 100% that would really help.
2. Make LA use same GCD as everything else, ie don't allow 2 actions per second only 1 action. Still allow block, roll, bash etc to cancel animation but it should cancel the ACTION also not just the Animation, that way people won't feel the need to use this as a combat tactic.
Personally I prefer the second option because with all the lag and disparity of ping/FPS on systems, some people having high end rigs, video, KBM, etc, more than one action per second seems to be literally too fast for ESO system to handle and probably causing some of the lag. Action would still be super fast just not too fast for the servers and everyone playing to react to. Sorry this is a whole separate problem but related to why some people no matter how hard they try can't do AC very well.
KhajiitLivesMatter wrote: »
light atack weaving is very easy atm
simpel tutorial:
1. download perfect weave
2. go to options and turn mode to hard
3. spam lightatacks as fast as possible
4. press skills in between
5. ...
6. profit
Oreyn_Bearclaw wrote: »
Agree with @Everest_Lionheart. Cant go above 60 as its a theoretical limit. I used to set at 55. Havent done it in a while, but that will get you about .91-.92, which is usually what I am for. I tend to always speed up a bit in actual content, so I want just a bit of head room.
The other way I use music is to think of certain rotations as being on a given count. If I am playing Necro or Warden, its a 3 count with Sub Assualt/Blastbones always on the 1. With my sorc, its on a 6 count with Daedric Prey always on the 1, etc. Most classes have a class defining damage skill that needs to be at the center of your rotation.
Power creep is present in every MMO. There is no way to completely avoid it but there are certainly things that you can do to manage it. Removing AC is not a long term solution to power creep. Would it reduce the ceiling in the short term? Sure it would, but it would also lower the floor. Bad players AC more than they even realize, and if you removed AC from the game, there would be a lot of Dead DPS because they couldn't react in time. Its also a nuclear approach that you can only do one time, and then power would just start creeping up again.
Power creep is much better addressed with things like adjustments to gear, base stats, CP passives, skills, or even NPC health. You are trying to address power creep by fundamentally changing combat mechanics that have been in the game since launch. It's a bad solution any way you slice it.
KhajiitLivesMatter wrote: »
light atack weaving is very easy atm
simpel tutorial:
1. download perfect weave
2. go to options and turn mode to hard
3. spam lightatacks as fast as possible
4. press skills in between
5. ...
6. profit
Flat out false. There was not a single ZoS's dev that would said animation cancelling or light attack weaving was a bug they couldn't fix. What You're saying is a twisted version of what devs actually said , created to fit anti AC crowd agenda. Twisted version of one particular comment. Here is the original post created before game even launched that most people saying what You've said is reffering to. Can You show where excatly it's being said that weaving is a bug they couldnt fix?
Fact that dev team didnt expect that players will start to use one particular mechanic to maximize DPS doesn't mean mechanic itself was a result of a bug or that devs couldn't change it if they wanted to. Separate global cooldowns with different priorities for different actions were core element of this game since early stages of combat development. Fact that devs didn't predict every possible outcome of that design does not make it weaving a bug. A bug by definition is an error in a computer program or system. It's hard to call weaving a bug when it was correctly following all the rules of combat design. At best it can be called an oversight but even that is kinda stretched theory since devs embraced and liked the use of it since the 1st day people started to show them what they can do with it.
There is plenty of quotes from very early days of the game where devs said weaving/AC is not a bug ,cheat or exploit and they encouraged people to practice it. Can You link even one source which would support Your comment?
Obviously if you tune a game without taking into account an 'unintended programming error', especially when that error gives exploiters 30-100% higher DPS, it shows exactly why some content is too easy for 5% and just right for 95% of people. The game effects of this aren't even the whole story, for people who have no clue about programming, there is a basic concept called 'unhandled exception' which happens when you don't take into account something that might happen and give specific instructions what to do. EX.
If X do (A)
If Y do (B)
If Z "oops we didn't think anyone would do Z so we'll just hang here for a while and maybe after this happens 50 times the system will lag out"
It has been absolutely proven without an doubt
1. LA/AC gives some people 30-100% more DPS
2. A mechanic that gives even 10% more DPS should not be completely based on precise timing of .1-.2 seconds when there is network/system lag and spikes that makes it extremely difficult (and might be even causing the lag)
Obviously if you tune a game without taking into account an 'unintended programming error', especially when that error gives exploiters 30-100% higher DPS, it shows exactly why some content is too easy for 5% and just right for 95% of people. The game effects of this aren't even the whole story, for people who have no clue about programming, there is a basic concept called 'unhandled exception' which happens when you don't take into account something that might happen and give specific instructions what to do. EX.
If X do (A)
If Y do (B)
If Z "oops we didn't think anyone would do Z so we'll just hang here for a while and maybe after this happens 50 times the system will lag out"
It has been absolutely proven without an doubt
1. LA/AC gives some people 30-100% more DPS
2. A mechanic that gives even 10% more DPS should not be completely based on precise timing of .1-.2 seconds when there is network/system lag and spikes that makes it extremely difficult (and might be even causing the lag)
that comment, by Jessica Folsom, is proof enough that its free damage that is not intended and that high amount of instant FAST Damage should be removed.
Oreyn_Bearclaw wrote: »
Again with the miss information. Please stop with the 30-100% nonsense. You have been shown ad nauseum that this is objectively false. You haven't proven anything in this regard. Your second point isn't even something that can be "proved" as its a personal opinion of yours. An opinion that is not shared by any skilled player I have talked to in all my time in game or on these forums, which is quite a lot. You want a game balanced around poor internet and an inability to press buttons in a competent manner, sorry not on board.
Also, AC was brought to light beta. The game has been balanced and rebalanced countless times since then with this specifically in mind. Classes, Skills, Gear Sets, Enemy Stats, Achievements, have all been designed and balanced around AC since the game was officially launched.
that comment, by Jessica Folsom, is proof enough that its free damage that is not intended and that high amount of instant FAST Damage should be removed.