ZOS has lost its way. "Raise the Floor" will never happen when nerfing top end players. Separate PVE and PVP finally and end the needless suffering of nerfs. I could care less about players who do 100k plus. I'm not in their click/world and I never see them. ZOS should look at this as a SOLO experience because of the solo storyline experience. Everything that I do is basically solo story mode. So why not give us the tools (crap load more damage) to deal with all encounters. I would like to see in PVE a one button click for 30k + damage on a target without the need for twitch finger or key smashing 4 times to get any skills to work. Lag and no actions after key inputs is getting really old...really old. A single LA should be 10k to 15k damage and a hvy attack should be about the same and with a resource return.
SO ZOS put the damage back into damage and stop this divide between magicka and stamina. Power creep is a nothing burger to casual players. New players without a lot of cp will most likely level out and stay in overland content. There is nothing in this game that will guide a new player to get better dps. Some may pick it up LA weaving and become great players. However, what will ZOS do for casual heavy attack players? Nothing. Raising the Floor sounds like Build Back Better lol.
Dps nerf next patch is mostly fake news.
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.
While I welcome the changes that One Tamriel brought and I LOVE the CP system, as I think it's a massive improvement over vet levels, this is incorrect.
Vet zones weren't deserted at all (in fact, I personally basically lived in Craglorn at the time). The change was more that non-endgame zones ended up deserted (a la WoW), and this helped make the whole game more vibrant.
Non-vet zones were never deserted. The moment you left Coldharbour the game became a ghost-town in comparison.
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?
Morgha_Kul wrote: »DPS does need to be addressed. Rationalize it how you will, if you're doing 100k+ dps, nearly the whole game is trivial to you. That's not good for the game, or for you.
My characters average between 5-10k dps... and overland content is largely trivial to me. If I find things trivial at THAT level of dps... anyone with higher dps is only going to benefit from the top end being pulled back down to reasonable levels.
From what I've seen (and I could be wrong), a large part of the problem is animation canceling. This has allowed people to essentially fire off two attacks at once, more or less DOUBLING dps. Lower level, less experienced/skilled players are not generally able to do this effectively, so eliminating animation cancelling strikes me as a move that would lower the top end without affecting the bottom end substantially.
But, that's just my first take on it. I don't know what they've chosen to do with it.
Morgha_Kul wrote: »DPS does need to be addressed. Rationalize it how you will, if you're doing 100k+ dps, nearly the whole game is trivial to you. That's not good for the game, or for you.
My characters average between 5-10k dps... and overland content is largely trivial to me. If I find things trivial at THAT level of dps... anyone with higher dps is only going to benefit from the top end being pulled back down to reasonable levels.
From what I've seen (and I could be wrong), a large part of the problem is animation canceling. This has allowed people to essentially fire off two attacks at once, more or less DOUBLING dps. Lower level, less experienced/skilled players are not generally able to do this effectively, so eliminating animation cancelling strikes me as a move that would lower the top end without affecting the bottom end substantially.
But, that's just my first take on it. I don't know what they've chosen to do with it.
so does this mean players will finally get good animations like many mobs weapon/class skills, or are they staying basic?
Dps nerf next patch is mostly fake news.
Youtube clickbait titles have you think the opposite and waaay exaggerate the effectiveness of proc set changes.
If you do build full damage to get about the original tooltips, you're gonna have no health and die just as fast. Plus there's a lot of reactive sets ingame now that basically counter ganking cheese one shot builds. I'm more afraid of stamina bleed dot builds now though, I do feel like they were buffed and changed around a lot. Hopefully that's not too op lol.
WrathOfInnos wrote: »@Jeremy Sorry, I didn’t mean to imply that whole rant was directed at you, I partially agreed with your post. As for the guide you posted and others like it, they are some combination of wrong or outdated.
Block canceling has never increased DPS, it did once clip animations, but didn’t allow the use of another skill any faster. That one was a common misconception about 4 years ago, I remember some DPS looking silly with their blocks between every skill when target dummies were originally added, but it never helped their parse. Now it doesn’t even visually affect animations so it surprises me to hear anyone talk about block “canceling”.
Bash canceling increased DPS by the bash damage, which was pretty high for a while. It still didn’t speed anything up, but it did cut off animations awkwardly. Personally I’m glad this was fixed and the bash weave meta killed last year.
Bar swap canceling still does clip animations, but has no effect on speed of casts. I guess if you compare it to an alternate reality where every bar swap consumed a GCD the current system is a DPS gain, but I don’t think anyone wants bar swaps consuming a GCD. With the current system it has to clip the animation because it wouldn’t make sense to see your character doing an Endless Hail motion after they’ve already pulled out their swords for example.
In general, the devs have made some good updates to the animations. Light attack weaving shows animations, block casting shows animations (it’s a mystery why so many haven’t noticed this), bash weaving is discouraged except during an interruptible mechanic. But none of these were to fix some massive DPS gain from circumventing the GCD, they all just made the game look smoother, and telegraphed attacks more accurately to opponents in PVP.
WrathOfInnos wrote: »Did this really need to turn into an opinion thread with misinformation about weaving and animation canceling? There are plenty of those already.
On the original topic, DPS is looking fine next patch. Just get the kilt and you’ll be about the same as current builds without mythics, maybe a little higher. The only thing that took a large hit was Simmering Frenzy builds with Pale Order, and those were only used for score runs, not achievement attempts.
DawnsLight65 wrote: »WrathOfInnos wrote: »Did this really need to turn into an opinion thread with misinformation about weaving and animation canceling? There are plenty of those already.
On the original topic, DPS is looking fine next patch. Just get the kilt and you’ll be about the same as current builds without mythics, maybe a little higher. The only thing that took a large hit was Simmering Frenzy builds with Pale Order, and those were only used for score runs, not achievement attempts.
the kilt?
WrathOfInnos wrote: »@DawnsLight65 Harpooner’s Wading Kilt. It gives 5.7% crit chance and 10% crit damage as long as nothing is hitting you. Looks like it will be paired with 1pc slimecraw and replace other monster sets for most PVE builds (assuming there’s a tank holding aggro).
https://eso-sets.com/set/harpooners-wading-kilt
WrathOfInnos wrote: »@DawnsLight65 Harpooner’s Wading Kilt. It gives 5.7% crit chance and 10% crit damage as long as nothing is hitting you. Looks like it will be paired with 1pc slimecraw and replace other monster sets for most PVE builds (assuming there’s a tank holding aggro).
https://eso-sets.com/set/harpooners-wading-kilt
So it’s kind of ok for group content (I assume the unavoidable damage in most trials also affects this?), but kind of bad for things like the new portals, and the like. /shrug
Seems like it might be better for stealth snipers in pvp to me.
WrathOfInnos wrote: »WrathOfInnos wrote: »@DawnsLight65 Harpooner’s Wading Kilt. It gives 5.7% crit chance and 10% crit damage as long as nothing is hitting you. Looks like it will be paired with 1pc slimecraw and replace other monster sets for most PVE builds (assuming there’s a tank holding aggro).
https://eso-sets.com/set/harpooners-wading-kilt
So it’s kind of ok for group content (I assume the unavoidable damage in most trials also affects this?), but kind of bad for things like the new portals, and the like. /shrug
Seems like it might be better for stealth snipers in pvp to me.
It’s not great (the week 1 version was significantly better), but it does seem to beat mixing 2 crit sets or Zaan. And at a full 10 stacks, it beats them by enough to cancel out the effects of the CP passive nerfs. Nothing thrilling, but roughly equal to current DPS.
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.
WrathOfInnos wrote: »@Jeremy Sorry, I didn’t mean to imply that whole rant was directed at you, I partially agreed with your post. As for the guide you posted and others like it, they are some combination of wrong or outdated.
Block canceling has never increased DPS, it did once clip animations, but didn’t allow the use of another skill any faster. That one was a common misconception about 4 years ago, I remember some DPS looking silly with their blocks between every skill when target dummies were originally added, but it never helped their parse. Now it doesn’t even visually affect animations so it surprises me to hear anyone talk about block “canceling”.
Bash canceling increased DPS by the bash damage, which was pretty high for a while. It still didn’t speed anything up, but it did cut off animations awkwardly. Personally I’m glad this was fixed and the bash weave meta killed last year.
Bar swap canceling still does clip animations, but has no effect on speed of casts. I guess if you compare it to an alternate reality where every bar swap consumed a GCD the current system is a DPS gain, but I don’t think anyone wants bar swaps consuming a GCD. With the current system it has to clip the animation because it wouldn’t make sense to see your character doing an Endless Hail motion after they’ve already pulled out their swords for example.
In general, the devs have made some good updates to the animations. Light attack weaving shows animations, block casting shows animations (it’s a mystery why so many haven’t noticed this), bash weaving is discouraged except during an interruptible mechanic. But none of these were to fix some massive DPS gain from circumventing the GCD, they all just made the game look smoother, and telegraphed attacks more accurately to opponents in PVP.
WrathOfInnos wrote: »@DawnsLight65 Harpooner’s Wading Kilt. It gives 5.7% crit chance and 10% crit damage as long as nothing is hitting you. Looks like it will be paired with 1pc slimecraw and replace other monster sets for most PVE builds (assuming there’s a tank holding aggro).
https://eso-sets.com/set/harpooners-wading-kilt