Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
100% this. I have heard that the ESO community is one of the more helpful/non toxic communities when it comes to MMOs. There's lots of friendly end gamers who want to help newer players get into vet content and help them learn how to be better.
There will always be people pulling higher DPS in groups and the only people who complain that people are better than them are the "toxic casuals" who seem to gatekeep and try to scare off new players from trying vet content and interacting with end game players. They like to paint a picture of insane toxicity and abuse, when that is hardly the case currently. You will always have bad apples but the end game community is overall very friendly, welcoming, and willing to share information and how to improve.
However, I believe with these changes we will start to see a change in the community. Groups will be less willing to "carry" lower tier players through content, and vet dungeon pugs will be hell. ZOS is creating more of a rift between the casual and veteran players now, when their goal was to close that gap. Good job, you've gone and killed the good community you built.
I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
Correctly closing the gap would be important because it makes the progression smoother from newbie to mid to high. It makes content easier to design, and you can more easily design variable approaches to content. If the dps gap was 10-40k instead of 5-125k, then you could target overland at 10, normal at 10-20, vet at 20-30, HM at 30-35 and special achievements at 35+. A group on the low end of a band could use creative approaches to content to make up for their lower dps. With the current gap, a group of 10k dps players can't approach 50k dps content no matter how creative they are, because the mechs are too harsh, much less 80k+ content with quasi dps checks. On the flip side overland content is a joke for most players, and even most normal dungeons are easy for middling players. A narrower gap would make content below someone's power level easier, but still engaging. It's better for players and easier for designers to work within a band that is wide enough to give progression but still narrow enough for the low end to be able to see and understand the high end.I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
starkerealm wrote: »Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
Try "welcome back to 35k." Being able to walk through these changes while only losing 10k is extremely optimistic. And it hits pretty much agnostic of your level.
MovesLikeJaguar wrote: »starkerealm wrote: »Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
Try "welcome back to 35k." Being able to walk through these changes while only losing 10k is extremely optimistic. And it hits pretty much agnostic of your level.
Depends on your class. I saw a 15k decrease in DPS during my testing on my templar. I also saw a 25k DPS loss on my Stam Sorc and a 30k dps loss on my Warden. After tweaking, it was 10k on my templar, 15k on my stam sorc, and 20k on my warden. Not that I'm happy. Templar feels like garbage to play now with the changes to its main two attack skills, especially jabs, so I probably won't even touch it again if ZoS decides to go through with the jabs change. Even with a 20k dps loss, my warden still does 105k dps, which is more than my other builds.
Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
MovesLikeJaguar wrote: »starkerealm wrote: »Next patch, dps will be more important than ever. These nerfs will create more toxicity and gatekeeping. No one can afford to carry others anymore. You think it's bad now, low dps being kicked from dungeons, tanks bailing etc, wait until next patch. Did you just break 60k and got into trials? yay! , hold on...., um back to 50k. Sorry mate, you're out.
Try "welcome back to 35k." Being able to walk through these changes while only losing 10k is extremely optimistic. And it hits pretty much agnostic of your level.
Depends on your class. I saw a 15k decrease in DPS during my testing on my templar. I also saw a 25k DPS loss on my Stam Sorc and a 30k dps loss on my Warden. After tweaking, it was 10k on my templar, 15k on my stam sorc, and 20k on my warden. Not that I'm happy. Templar feels like garbage to play now with the changes to its main two attack skills, especially jabs, so I probably won't even touch it again if ZoS decides to go through with the jabs change. Even with a 20k dps loss, my warden still does 105k dps, which is more than my other builds.
I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
PeacefulAnarchy wrote: »Correctly closing the gap would be important because it makes the progression smoother from newbie to mid to high. It makes content easier to design, and you can more easily design variable approaches to content. If the dps gap was 10-40k instead of 5-125k, then you could target overland at 10, normal at 10-20, vet at 20-30, HM at 30-35 and special achievements at 35+. A group on the low end of a band could use creative approaches to content to make up for their lower dps. With the current gap, a group of 10k dps players can't approach 50k dps content no matter how creative they are, because the mechs are too harsh, much less 80k+ content with quasi dps checks. On the flip side overland content is a joke for most players, and even most normal dungeons are easy for middling players. A narrower gap would make content below someone's power level easier, but still engaging. It's better for players and easier for designers to work within a band that is wide enough to give progression but still narrow enough for the low end to be able to see and understand the high end.I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
This isn't what ZOS is doing at all, but in theory, that's the conceptual idea behind closing the gap. Also people like to use the term "skill gap" but most of the problem is a power gap. Some of that power gap from skill, but a lot of it comes from knowledge.
JustAGoodPlayer wrote: »But what i see in PTS is some SPARTA !!!
Oh sorry, wrong word - this is MADNESS !!!
ONLY if the content stays at it is. I doubt that with so much "feedback", they wont downscale the content back to an equal levelHolycannoli wrote: »They may think they are but they're actually increasing it a point the casuals will be shut out of vet content.
ONLY if the content stays at it is. I doubt that with so much "feedback", they wont downscale the content back to an equal levelHolycannoli wrote: »They may think they are but they're actually increasing it a point the casuals will be shut out of vet content.
spartaxoxo wrote: »I don't really get how "closing the gap" is important in a PvE context. How does a high end player doing 120K DPS in vet trials impact the game experience of a player still working on perfecting their rotation in normal dungeons?
People get stuck in normal content and quit because the gap is not surmountable for a wide swath of players. It's actually so high now that some guilds struggle to fill rosters and the endgame population is unsustainably low. Part of that is the dps gap being too wide, part of it is that they keep upping the requirements to complete hard content, which results in prog groups having to up their requirements too.
This problem is exacerbated by the patch though rather than helped by it.