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The real reason for the doubling of durations?

soulreaper1213
soulreaper1213
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Server Performance. ESO has struggled with performance since it's first beta, and only recently with the upgrades that were made to servers the performance and stability has been actually very decent. But I struggle to believe the reasoning for the changes to both LAs and more importantly skills' duration. Improving accessibility is always an important aspect in any game simply because, within reason of the games' core mechanics, everyone deserves to have fun playing the game. But ESO is both famously and notoriously extremely accessible as it is. A play-how-you-want mantra, classes with the ability to do any role, all alongside overland content where the average enemy takes 1-2 abilities before it dies makes ESO the most accessible and sometimes easiest MMO on the market.

So it is very disheartening to read changes with the reasoning that accessibility and "bridging the gap" is the focus when it is almost comically obvious that performance is the key factor for doubling the duration and halving the tick frequency of skills. Less numbers going out, means less immediate computing power.

It is also very disheartening to see the patch notes vilifying these "endgame players" as another forum post has made clear. Claiming the "manipulation" of a core mechanic, LA weaving. Or talking about the "obscene" damage production of certain players and groups. Bringing a connotation that it is the fault of these players that the gap is so large, when the gap is attributed to the time they have put into the game, their skill level, and min-maxing compositions to best fit their intention whether it is simple trifecta progression or score and world record pushing. Skill gaps in cases like this are completely natural. And in a game as accessible and power-to-the-player driven as ESO, lowering the reward and minimizing the amount of more complex mechanics in the game is a poor way to treat players who utilize those things, in a game where those aspects are already few and far between. All, secretly, for the sake of performance.
  • Marto
    Marto
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    Is it really that hard to believe that ZOS is concerned that rotations are too fast, require strict timing, and leave little room for experimentation?

    Why do you need to come up with some convoluted conspiracy, when the answer they gave us is pretty clear.

    You can agree or disagree with the change, but the reason behind the change seems pretty clear to me.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • prof_doom
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    Marto wrote: »
    Is it really that hard to believe that ZOS is concerned that rotations are too fast, require strict timing, and leave little room for experimentation?

    Why do you need to come up with some convoluted conspiracy, when the answer they gave us is pretty clear.

    You can agree or disagree with the change, but the reason behind the change seems pretty clear to me.

    That sounds good, until you realize that nothing about the change fixes any of that. Might even make it worse, since with DOTs lasting so long, the only difference between the high score and the low score is gonna be how fast someone can pump out that spammable.
  • Marto
    Marto
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    prof_doom wrote: »
    the only difference between the high score and the low score is gonna be how fast someone can pump out that spammable.

    There's a global cooldown... Everyone is able to hit spammables at almost the same rate.

    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • prof_doom
    prof_doom
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    Marto wrote: »
    prof_doom wrote: »
    the only difference between the high score and the low score is gonna be how fast someone can pump out that spammable.

    There's a global cooldown... Everyone is able to hit spammables at almost the same rate.

    There's always been a global cooldown... everyone can hit every skill at the same rate.
  • soulreaper1213
    soulreaper1213
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    Marto wrote: »
    Is it really that hard to believe that ZOS is concerned that rotations are too fast, require strict timing, and leave little room for experimentation?

    Why do you need to come up with some convoluted conspiracy, when the answer they gave us is pretty clear.

    You can agree or disagree with the change, but the reason behind the change seems pretty clear to me.

    There is nothing strict about rotations in ESO. They are as free as you want with the guard of the 1 second GCD between abilities. Beyond that, you can complete your rotation however quick or slow you desire and with a disgusting amount of experimentation. What this change has achieved instead, is DoTs/Buffs are cast, last 20 seconds or more, and the rest of that exorbitant amount of time is your spammable. That is the new "rotation".

    A game where the speed of which you use your abilities is CAPPED, should not be concerned with the fact that it is too fast. As the speed is already limited.
  • Marto
    Marto
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    prof_doom wrote: »
    Marto wrote: »
    prof_doom wrote: »
    the only difference between the high score and the low score is gonna be how fast someone can pump out that spammable.

    There's a global cooldown... Everyone is able to hit spammables at almost the same rate.

    There's always been a global cooldown... everyone can hit every skill at the same rate.

    Then what do you mean by "how fast someone can pump out that spammable."? You're making no sense.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Jaimeh
    Jaimeh
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    I maintain that the overwhelming majority of the combat changes seen in the last three years have been in the name of performance: the standardization, class homogenization, the slowing of APM... all of it. ESO stands out from other MMOs because of its combat. And dynamic rotation, weaving, AC are all part of it. Systematically ruining combat because they can't or won't find other ways to improve performance will be the downfall of the game @ZOS_BrianWheeler.
  • soulreaper1213
    soulreaper1213
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    Marto wrote: »
    prof_doom wrote: »
    Marto wrote: »
    prof_doom wrote: »
    the only difference between the high score and the low score is gonna be how fast someone can pump out that spammable.

    There's a global cooldown... Everyone is able to hit spammables at almost the same rate.

    There's always been a global cooldown... everyone can hit every skill at the same rate.

    Then what do you mean by "how fast someone can pump out that spammable."? You're making no sense.

    Then you don't understand how the game works. The game mechanics allow everyone to LA weave a spammable at the same max rate. The difference is if the player is actually able to hit that cap. That is something we in the video game business call "skill".
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