WrathOfInnos wrote: »On the original topic, DPS is looking fine next patch.
Something I've always wondered. If animation canceling was intended, as some people are saying, why did ZOS go through the trouble of having the animations designed and implemented in the first place?
Jem_Kindheart wrote: »Hexi is right about all of the above. ZoS even came out and openly stated, on record, that ani canceling was unintended but they just went with it bc it was fine. The informative on the load screen was a pretty recent addition, maybe ~8 mos ~ 1 year.
Thank you. Really.
It's so incredibly frustrating when these people refuse to accept basic facts.
ArcVelarian wrote: »Raise the floor, don't lower the damn ceiling...
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Nobody knew it wasn't a bannable thing to do for a long time. That's not even the point. The dungeon mechanics and enemy HP were not designed with weaving and ani-cancelling with block in mind.
Prove this
I was actually there at launch. Even then, when no one had traits for crafting, and yellow mats were ridiculously hard to come by, the dungeons weren't hard.
They were never designed to be.
You kinda forget that it was before Open Tamriel. These zone were deserted not because they were impossibly hard but because you literally had nothing to do in them after finishing your quests and people were thinly spread across all maps, as all alliances were playing in their own "layers".The Vet zones were COMPLETELY deserted.
The forum was full of nothing but complaints that the Vet zones were too hard.
Something I've always wondered. If animation canceling was intended, as some people are saying, why did ZOS go through the trouble of having the animations designed and implemented in the first place?
That just means You don't understand said post.Ceejengine wrote: »Jem_Kindheart wrote: »Hexi is right about all of the above. ZoS even came out and openly stated, on record, that ani canceling was unintended but they just went with it bc it was fine. The informative on the load screen was a pretty recent addition, maybe ~8 mos ~ 1 year.
Thank you. Really.
It's so incredibly frustrating when these people refuse to accept basic facts.
I'm just not understanding how people are arguing your point when the dev posts still exist. Like not only are you 100% correct but a 3 second Google search proves it...
Dragonnord wrote: »DPS nerf? Then why groups already completed in the PTS the three hard modes of the new trial?
Something I've always wondered. If animation canceling was intended, as some people are saying, why did ZOS go through the trouble of having the animations designed and implemented in the first place?
Remove the NEED to use weaving and animation cancel.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Nobody knew it wasn't a bannable thing to do for a long time. That's not even the point. The dungeon mechanics and enemy HP were not designed with weaving and ani-cancelling with block in mind.
Prove this
I was actually there at launch. Even then, when no one had traits for crafting, and yellow mats were ridiculously hard to come by, the dungeons weren't hard.
They were never designed to be.
Septimus_Magna wrote: »DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind. If they beefed up the HP pools to DLC vet dungeon levels, newbies would get demolished.
Seriously this again, people on the forums have showed dps parses of 80k without light attacks. You dont need to weave or animation cancel for good dps. Weaving was widely accepted before the first expansions (Craglorn and version II of some base game dungeons) were introduced so everything after that designed with weaving in mind, not that it makes such a big difference.
Yes it's so "widely accepted" even today that 90% of players have no idea what you're talking about when you mention it.
This game is targeted for casual Elder Scrolls fans, the "average player" isn't good at the game, because they aren't here to be good at the game, and the game needs to be designed and balanced with it's target audience in mind.
If you're looking for a challenge, PvE is not it. Never has been and never will be. They got rid of Vet levels and zones because the vast majority of their playerbase COULD NOT DO IT. The Vet zones were COMPLETELY deserted.
ArcVelarian wrote: »Raise the floor, don't lower the damn ceiling...
I think the main issue is that they appeared to have lowered the floor, and left the ceiling about where it was.
Great for home design, not so great for mmo design.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
I'm pretty sure that light attack weaving was intended. It was designed to be the equivalent of the "auto attack" from other games, only they wanted players to have to do it manually in order to make the combat feel more active.
It was using animation canceling itself to speed up rotations that wasn't intended, like using block or bar swaps to purposely cancel skill animations etc.
Goregrinder wrote: »ArcVelarian wrote: »Raise the floor, don't lower the damn ceiling...
I think the main issue is that they appeared to have lowered the floor, and left the ceiling about where it was.
Great for home design, not so great for mmo design.
Really the skill ceiling should be pretty high, almost unreachable really. Let players go as high as their brain and fingers can take them, that's how you have competition...some people will just be better at doing something than everyone else around them. But raising the floor so players who are less skilled, achieve similar performance is just bad design imo.
Goregrinder wrote: »ArcVelarian wrote: »Raise the floor, don't lower the damn ceiling...
I think the main issue is that they appeared to have lowered the floor, and left the ceiling about where it was.
Great for home design, not so great for mmo design.
Really the skill ceiling should be pretty high, almost unreachable really. Let players go as high as their brain and fingers can take them, that's how you have competition...some people will just be better at doing something than everyone else around them. But raising the floor so players who are less skilled, achieve similar performance is just bad design imo.
The problem is designing content. Do you design for the majority on the bottom? Is it cost effective to make content that only the few at the top will use?
The closer the ceiling/floor gap is, the better economic return as content opens up for everybody.
Also, if players insist on wanting a large gap, get ready for lots of “fake” dds in dungeons. You want a large gap, well there are consequences to having a large gap.
Dragonnord wrote: »DPS nerf? Then why groups already completed in the PTS the three hard modes of the new trial?PigofSteel wrote: »This is when 2 elite guilds log in just to break records and make couple youtube builds than other mortal players suffer for months.
nuff said
I hit 90k+ with an unoptimize setup(without mythics), so 100k+ should still be possible, plus the new mythic is pretty strong especially in vss. And last path godslayer time were under 24mins so even with a dps nerf its still be more than possible just not that easy.
I understand In the soon coming update overall dps for all will be nerfed. No more capable of hitting 100K+ dps. Maybe around 80Kdps max? Maybe because ZOS is not happy with people getting the "Godslayer" & more & more will get it. Maybe "Godslayer" is not suppose to be attainable but as a motivation for high end players to try to get it but would be impossible therefore they will continue playing, especially the elite players. The title "Godslayer" meaning is "God" cannot be slayed therefore it will be impossible to get it?
DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
I'm pretty sure that light attack weaving was intended. It was designed to be the equivalent of the "auto attack" from other games, only they wanted players to have to do it manually in order to make the combat feel more active.
It was using animation canceling itself to speed up rotations that wasn't intended, like using block or bar swaps to purposely cancel skill animations etc.
I bet there's someone out there with a keyboard that can macro who's macroed the heck out of light attack weaving.
So he's just pressing one button.
.
WrathOfInnos wrote: »DPS needs a nerf. No point giving us dungeon mechanics which nobody sees.
ZOS Designs a dungeon to be completed with gear gained from previous tier of content.
People with gear form the tier above the dungeon go in.
"OMG Y IS GAYME SO EZ?!"
Why don't you go do those Vet dungeons with overland and normal dungeon gear and see how it goes.
What tiers are there?
Perfect and non perfect?
That's like 1k dps?
Would overland and base game dungeons count as a tier above dungeons?
Because I can burn through stuff in 4 person fast af with bsw/ms or medusa and 2 piece crit.
It's not tiers of gear, it's tiers of knowledge.
Knowledge and skill are the key factors in dps in this game, sorry this isn't wow.
Base game vet dungeons were not designed with weaving and animation cancelling in mind.
Weaving has been here since day 1.
Let's be clear weaving was unintended.
I'm pretty sure that light attack weaving was intended. It was designed to be the equivalent of the "auto attack" from other games, only they wanted players to have to do it manually in order to make the combat feel more active.
It was using animation canceling itself to speed up rotations that wasn't intended, like using block or bar swaps to purposely cancel skill animations etc.
I’m also pretty sure light attack weaving was intended. The devs are also pretty sure it’s intended. And it’s always been something we have to do manually.
Block or bar swap clipping the visual animation does not result in speeding up rotations. You’re still locked out from casting anything for the 1s GCD. I don’t think block even affects the animations anymore, they still play while blocking. Anything about using animation canceling to cast skills faster is a myth spread relentlessly over several years by those who don’t understand the combat system. The only affect of animation canceling is retaining control of your character and allow core combat functions like block, bash, bar swap, synergies, potions and dodge without waiting for skill animations to finish.
It’s very easy to demonstrate how bad the game would feel without it, just use Dark Flare, Crystal Fragments, Jabs/Sweeps, Uppercut, Snipe, Dark Conversion, or any short cast-time skill repeatedly. All of these can be cast once per second, just like instant skills, but they prevent use of anything listed above. As a result they make combat extremely clunky and unresponsive, and much higher skill and better timing is required to use them effectively. I don’t understand how anyone could genuinely want this, yet every day there’s another confused forum post asking to remove animation canceling...