Redguards_Revenge wrote: »Tell it like it is ZOS. You want to nerf top end players so that you can reliably track how much DPS output they can do.
Redguards_Revenge wrote: »
Expect more changes to come.
Redguards_Revenge wrote: »
Expect more changes to come.
I hope so... ZoS has just made it clear that ESO isn't for just the damage meter crowd.
A couple YouTubers kept telling us in the past couple months that the game was going to become this Raiding Utopia and us normal players would have to deal with that... They were pretty belligerent about it...it truly worried me. After all I saw a dev on one of their streams more than once.
I personally am glad they were mistaken.
The more they nerf high end DPS the more they hurt intermediate players and their game. If they want to bring high end DPS down the only answer is capping and bringing in diminishing returns for crit chance and weapon/spell damage. They had zero problems nerfing tanks into uselessness. Every other nerf will hurt the intermediate players like the foolish CP nerf they just did.
Unless, they start balancing the game off newbie players, they have no business trying to mainline DPS based off newbie players.
spartaxoxo wrote: »Most mid-tier groups absolutely do not have the same stats as top tier groups.
chessalavakia_ESO wrote: »Redguards_Revenge wrote: »
Expect more changes to come.
I hope so... ZoS has just made it clear that ESO isn't for just the damage meter crowd.
A couple YouTubers kept telling us in the past couple months that the game was going to become this Raiding Utopia and us normal players would have to deal with that... They were pretty belligerent about it...it truly worried me. After all I saw a dev on one of their streams more than once.
I personally am glad they were mistaken.
I'd argue the changes look like they are primarily driving at attempting creating a raiding utopia it's just that the developers definition of a raiding utopia and the vocal raiders doesn't exactly match.
The prime example of this would be the DOT changes.
For the DOT change to be an upgrade over the current DOT, the npc that is dotted needs to be alive for at least 15 seconds. In most of the games content that isn't going to be happening.
Trials would be one of the primary areas where it would potentially actually be a benefit.
I don't understand the point of this post. Is it "I suck, don't care to get better, therefore the company must make the game so face roll easy that I can clear all content"?
Redguards_Revenge wrote: »Tell it like it is ZOS. You want to nerf top end players so that you can reliably track how much DPS output they can do. Once you have that, you'll be able to make sure they adhere to the PVE rules you set in the dungeons.
People who can't weave and complain about it why do you? I can't weave for anything. I refuse to stand somewhere for hours in a guildhouse to accurately time my attacks for the highest dps. Yet at the same time, this is free dps that anybody could obtain without having to buy, trade, sell, etc. All it takes is time. Time I won't bother investing but none the less there for those who do.
Now as you can see 99% of players probably don't weave. So then ZoS is stuck with a dilemma. How do we design a dungeon for everyone? Yet make it challenging for the end players. The obvious answer to this is to nerf things that are variable like light attack weave.
Also 99% of players hate bar swapping. OakenSoul has shown this.
In a sense, removing the things that make the top end players top end and adding things that all players can easily do like increasing DoTs does lower the gap.... Everybody can put on DoTs and they can deal with all their problems within that 20 seconds. They can even walk away and the DPS just keeps going.
Even if they can weave to the max output they are reliably predictable since it's capped. This allows ZoS to reliably make content that is for everyone. It also allow them to reliably target us with certain things by not letting us get around it.
All that text to say " We wanted to get the high-end players in line with the system we are going forward with. To make their output predictable so that we can reliably make content"
Expect more changes to come.
spartaxoxo wrote: »I don't think everyone will lose similar amounts. People who don't light attack weave at all may lose barely any damage, while people who light attack often will lose more. The more you used light and heavy attacks in your combat, the more damage you'd lose.
From my signature: Asking ZoS for nerfs is like asking for close air support from the death star.Redguards_Revenge wrote: »Tell it like it is ZOS. You want to nerf top end players so that you can reliably track how much DPS output they can do. Once you have that, you'll be able to make sure they adhere to the PVE rules you set in the dungeons.
People who can't weave and complain about it why do you? I can't weave for anything. I refuse to stand somewhere for hours in a guildhouse to accurately time my attacks for the highest dps. Yet at the same time, this is free dps that anybody could obtain without having to buy, trade, sell, etc. All it takes is time. Time I won't bother investing but none the less there for those who do.
Now as you can see 99% of players probably don't weave. So then ZoS is stuck with a dilemma. How do we design a dungeon for everyone? Yet make it challenging for the end players. The obvious answer to this is to nerf things that are variable like light attack weave.
Also 99% of players hate bar swapping. OakenSoul has shown this.
In a sense, removing the things that make the top end players top end and adding things that all players can easily do like increasing DoTs does lower the gap.... Everybody can put on DoTs and they can deal with all their problems within that 20 seconds. They can even walk away and the DPS just keeps going.
Even if they can weave to the max output they are reliably predictable since it's capped. This allows ZoS to reliably make content that is for everyone. It also allow them to reliably target us with certain things by not letting us get around it.
All that text to say " We wanted to get the high-end players in line with the system we are going forward with. To make their output predictable so that we can reliably make content"
Expect more changes to come.
omgggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg
guys from year to year you ask ZOS to cut and nerf everything in game.... holy moly, no bar swap, no weaving, no separate phy/mag resistances and no phy/mag damage, hybrid sets, so at the end of the day we gonna have a game in which we have 3 params, HP, attack and def on top of that you stand in one place without moving and hitting just one button to attack........
ARE YOU SERIOUS!?!?!!?!?!?!?!!?!?!?!!!!?!??!?!?
Removing LA weaving would also make all sets using LA to proc useless, and its loads of them among the biz sets.spartaxoxo wrote: »I don't think everyone will lose similar amounts. People who don't light attack weave at all may lose barely any damage, while people who light attack often will lose more. The more you used light and heavy attacks in your combat, the more damage you'd lose.
When you weave in a light attack with a regular attack, you are basically getting free damage from the light attack, because you can do both within the one second cooldown. Now, if zos were to make light attacks have the same 1 second cooldown as other skills, you wouldn’t see anyone light attacking. The people who will get hit the hardest are the people (usually beginners) who do alot of light attacking and don’t keep up their other skills.
Dark_Lord_Kuro wrote: »I say wait and see on pts
As i understand, they are only capping light attack damage, wich is much closer to the nerf of a skill than the outright removal of weaving. Dont seem to be such a big deal to me but i may be missing something
Redguards_Revenge wrote: »
Now as you can see 99% of players probably don't weave. So then ZoS is stuck with a dilemma. How do we design a dungeon for everyone? Yet make it challenging for the end players. The obvious answer to this is to nerf things that are variable like light attack weave.
Also 99% of players hate bar swapping. OakenSoul has shown this.
Good players will find ways to be good. They will find workarounds for whatever changes ZOS makes that allow them to achieve maximum performance and maximum output. They will theorycraft, min-max, and spend hours and hours parsing with all kinds of combinations of skills, gear and CP until peak numbers are reached. History shows us that ZOS's attempts to limit top end damage are futile and ineffective. I'm not worried in the slightest about some big top end DPS loss with U35.
chessalavakia_ESO wrote: »
Pretend for a moment that you have a section of your game that has been relatively unpopular for years that you think might take off.
How do you try to make it take off?
You make changes to the content that make it easier to draw new people in while also attempting to not change how the content plays entirely.
If it works, the players you lose that like the content as it is will be outnumbered by those you gain.
If it doesn't work then the opposite will occur.
Personally, my money would be on it not working but, I've generally felt raids are a money pit so...
Redguards_Revenge wrote: »Tell it like it is ZOS. You want to nerf top end players so that you can reliably track how much DPS output they can do. Once you have that, you'll be able to make sure they adhere to the PVE rules you set in the dungeons.
People who can't weave and complain about it why do you? I can't weave for anything. I refuse to stand somewhere for hours in a guildhouse to accurately time my attacks for the highest dps. Yet at the same time, this is free dps that anybody could obtain without having to buy, trade, sell, etc. All it takes is time. Time I won't bother investing but none the less there for those who do.
Now as you can see 99% of players probably don't weave. So then ZoS is stuck with a dilemma. How do we design a dungeon for everyone? Yet make it challenging for the end players. The obvious answer to this is to nerf things that are variable like light attack weave.
Also 99% of players hate bar swapping. OakenSoul has shown this.
In a sense, removing the things that make the top end players top end and adding things that all players can easily do like increasing DoTs does lower the gap.... Everybody can put on DoTs and they can deal with all their problems within that 20 seconds. They can even walk away and the DPS just keeps going.
Even if they can weave to the max output they are reliably predictable since it's capped. This allows ZoS to reliably make content that is for everyone. It also allow them to reliably target us with certain things by not letting us get around it.
All that text to say " We wanted to get the high-end players in line with the system we are going forward with. To make their output predictable so that we can reliably make content"
Expect more changes to come.
Redguards_Revenge wrote: »
Now as you can see 99% of players probably don't weave. So then ZoS is stuck with a dilemma. How do we design a dungeon for everyone? Yet make it challenging for the end players. The obvious answer to this is to nerf things that are variable like light attack weave.
Also 99% of players hate bar swapping. OakenSoul has shown this.
Made-up statistics are made up and bring no value to a discussion.
The proposed changes (not even on PTS yet) will have minimal effect on min-max players and the upper echelon of 21m parsers. The changes will, however, raise the DPS of players who do not reliably light weave or heavy attack. As an added bonus, capping heavy attack damage means that some very broken heavy attack PvP builds (1 shot kill) will be corrected.
For further consideration, over the last several years, every patch or update in which ZOS claims that damage will be reduced or lowered has seen higher actual damage in both content and parses. Don't believe me? Ask someone who was running endgame content in 2016 or 2019 what was considered "top end" damage output back then. I know from personal experience that around the time of Elsweyr 80K was pretty much top end parse. As of right now 130-140k are achievable despite the "nerfs" to critical damage, item set bonuses and many other things.
Good players will find ways to be good. They will find workarounds for whatever changes ZOS makes that allow them to achieve maximum performance and maximum output. They will theorycraft, min-max, and spend hours and hours parsing with all kinds of combinations of skills, gear and CP until peak numbers are reached. History shows us that ZOS's attempts to limit top end damage are futile and ineffective. I'm not worried in the slightest about some big top end DPS loss with U35.