They didn't say either of those things. Weaving change was just intended as a pure DPS nerf. They never said they expected the change to make people who weaved stop weaving.Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
The DOT/HOT change was intended to make rotations more manageable for people struggling to keep 100% uptime or for people who wanted to watch the timers less and actually watch the mechanics around them.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta.
Skjaldbjorn wrote: »starkerealm wrote: »These kinds of punitive balance changes can easily become festering wounds for an MMO's reputation.
Balance changes like this can kill MMOs. That's not hyperbole. It's not immediate, and by the time the full scope of the damage has been realized, it's far too late.
So, yeah, it's fair to say, "you should try it out." However saying, "you need to spend X amount of time testing or it's not valid," is an attempt to filter the results for the most favorable opinions, and it is a fatal mistake.
This patch sucks, and if it goes live, the consequences will be dire.
This is literally what happened to New World. It was 1-2 patches of underwhelming, depressing "solutions" and changes that absolutely crushed the game. From 410k average players at release to less than 13k now.
This is the kind of collapse MMOs can easily have, and it's often due to ludicrous, terribly designed changes just like these. AGS listened to the community to a point, but refused to back off bad ideas until it was far, far too late.
They didn't say either of those things. Weaving change was just intended as a pure DPS nerf. They never said they expected the change to make people who weaved stop weaving.Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
The DOT/HOT change was intended to make rotations more manageable for people struggling to keep 100% uptime or for people who wanted to watch the timers less and actually watch the mechanics around them.
Skjaldbjorn wrote: »starkerealm wrote: »These kinds of punitive balance changes can easily become festering wounds for an MMO's reputation.
Balance changes like this can kill MMOs. That's not hyperbole. It's not immediate, and by the time the full scope of the damage has been realized, it's far too late.
So, yeah, it's fair to say, "you should try it out." However saying, "you need to spend X amount of time testing or it's not valid," is an attempt to filter the results for the most favorable opinions, and it is a fatal mistake.
This patch sucks, and if it goes live, the consequences will be dire.
This is literally what happened to New World. It was 1-2 patches of underwhelming, depressing "solutions" and changes that absolutely crushed the game. From 410k average players at release to less than 13k now.
This is the kind of collapse MMOs can easily have, and it's often due to ludicrous, terribly designed changes just like these. AGS listened to the community to a point, but refused to back off bad ideas until it was far, far too late.
@Skjaldbjorn New World cratered for three reasons.
1. It was a shallow game to start with and still is.
2. Cheating was rampant in many areas of the game. In a game that is heavily PvP the level of cheating that was going on in New World spells its demise.
3. Games have a huge surge of players at launch. With the small size of servers for NW they were slow to react to player leaving which lead to many servers pretty much dying. Players had no means to transfer servers after one transfer other than starting all over from scratch.
I recall most of the players left in the first couple of weeks of the game being live and before any major changes were made. NW is a prime example of a company entering a business segment they have no clue about.
I started playing NW back in Alpha and into Beta. Even though I knew what to expect I still bought the game (glutton for punishment) and fully leveled up a character in PvE and PvP.
Lapin_Logic wrote: »The tests for Balance are "Is content Achievable" and "in PVP is the playing field equal", Yes damage is going down but the new changes will happen (for server and accesibility reasons, i.e slower ticking DoT's and HoT's, lower requirement to hit every weave to come still come close-ish to a veteran player) This is our opportunity as a community to actually help Balance the game for the future so offer Constructive feedback from experience with that in mind.
I think you have good intentions, and I think ppl like xynode have good intentions, but you are unintentionally misleading ppl into thinking these changes will not negatively affect them.
Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
Everyone sees their damage go down on PTS. Everyone. For an elite raider, that may mean vet trials are completed a little bit more slowly and with more effort. For mid-tier players, it will be the difference between getting that monster helm or not, or getting that VMA clear or not. The difference will be felt MUCH more keenly by exactly the players ZOS says they are trying to help.
In terms of LA weaving, the new BiS that falls out from all these changes is relequen+kinras+vma inferno, ALL OF WHICH REQUIRE PERFECT WEAVING. Zos has accomplished the opposite of what they set out to do. There is a really good post now with some numbers showing that by X_K.
Look past what ZOS is telling you they are trying to do and see what they actually did.
Pevey
Gilliam clearly stated their intention was to reduce the damage potential from weaving. If they are reducing the amount of damage done with weaving, and especially what LA weaving provides, then they are in fact making weaving less important.
Also, I may be a noob as I have only been around ESO a little more than a year, but the current combat design on the Live servers requires a "PERFECT" LA weave to get the most damage whereas the PTS change are much more forgiving on timing.
Even with the use of Relequen, Kinras, or the vMA inferno staff the requirements for PERFECT delivery of weaving to obtain optimal and near-optimal DPS is eliminated. This is all on paper at least as I have not had the time to download the PTS ujpdate.
It would be interesting to hear about players experience testing these changes on the PTS.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »starkerealm wrote: »These kinds of punitive balance changes can easily become festering wounds for an MMO's reputation.
Balance changes like this can kill MMOs. That's not hyperbole. It's not immediate, and by the time the full scope of the damage has been realized, it's far too late.
So, yeah, it's fair to say, "you should try it out." However saying, "you need to spend X amount of time testing or it's not valid," is an attempt to filter the results for the most favorable opinions, and it is a fatal mistake.
This patch sucks, and if it goes live, the consequences will be dire.
This is literally what happened to New World. It was 1-2 patches of underwhelming, depressing "solutions" and changes that absolutely crushed the game. From 410k average players at release to less than 13k now.
This is the kind of collapse MMOs can easily have, and it's often due to ludicrous, terribly designed changes just like these. AGS listened to the community to a point, but refused to back off bad ideas until it was far, far too late.
@Skjaldbjorn New World cratered for three reasons.
1. It was a shallow game to start with and still is.
2. Cheating was rampant in many areas of the game. In a game that is heavily PvP the level of cheating that was going on in New World spells its demise.
3. Games have a huge surge of players at launch. With the small size of servers for NW they were slow to react to player leaving which lead to many servers pretty much dying. Players had no means to transfer servers after one transfer other than starting all over from scratch.
I recall most of the players left in the first couple of weeks of the game being live and before any major changes were made. NW is a prime example of a company entering a business segment they have no clue about.
I started playing NW back in Alpha and into Beta. Even though I knew what to expect I still bought the game (glutton for punishment) and fully leveled up a character in PvE and PvP.
I beta-tested New World and played until around November. There were a lot of good things happening. They could have brought the population back to stability by implementing sound, logical solutions in a timely fashion. They did not. If they had, I would still be there.
Lapin_Logic wrote: »If you said nothing against Dark Convergenc, Plaguebreak or Oakensoul during their PTS.
No where in that paragraph do they say they want to make weaving less important. Their logic is that weaving is most optimally utilised by top players who manage more la/s than lower end players so nerfing weaving should in theory affect top end players more than lower end players. This assumption in fact relies on top end players continuing to weave.They didn't say either of those things. Weaving change was just intended as a pure DPS nerf. They never said they expected the change to make people who weaved stop weaving.Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
The DOT/HOT change was intended to make rotations more manageable for people struggling to keep 100% uptime or for people who wanted to watch the timers less and actually watch the mechanics around them.
Directly from the combat preview:Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta.
Yes, they did say they wanted to make weaving less important and less impactful. They ended up making it more important and more impactful.
No where in that paragraph do they say they want to make weaving less important. Their logic is that weaving is most optimally utilised by top players who manage more la/s than lower end players so nerfing weaving should in theory affect top end players more than lower end players. This assumption in fact relies on top end players continuing to weave.They didn't say either of those things. Weaving change was just intended as a pure DPS nerf. They never said they expected the change to make people who weaved stop weaving.Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
The DOT/HOT change was intended to make rotations more manageable for people struggling to keep 100% uptime or for people who wanted to watch the timers less and actually watch the mechanics around them.
Directly from the combat preview:Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta.
Yes, they did say they wanted to make weaving less important and less impactful. They ended up making it more important and more impactful.
Shortening the delta does not necessitate raising the floor. If the lower end of damage is nerfed by 10% and the top end is nerfed by 30% the delta has been shortened. No where did they say they expected the changes to increase your access to content.
The main focuses in Update 35 are twofold: improving accessibility…
Going from 42:15 like you suggested they're talking about lowering the progression curve. They're not talking about any of these changes granting instant access or buffing the floor. If weaving does less damage than the DPS difference between a perfect weaver and a non-perfect weaver is less. If rotations are longer then it's much easier to keep maximum uptime so there's in theory less people losing DPS due to rotation management. A lower progression curve means they can design future content for a wider audience since the barrier falls further along the line of a gentle curve than a steep one.They didn't say either of those things. Weaving change was just intended as a pure DPS nerf. They never said they expected the change to make people who weaved stop weaving.Zos may have intended these changes to make content more accessible, but that is NOT what they achieved.
Zos may have intended these changes to make weaving less important, but that is NOT what they achieved.
The DOT/HOT change was intended to make rotations more manageable for people struggling to keep 100% uptime or for people who wanted to watch the timers less and actually watch the mechanics around them.
Watch this past Monday’s eso live. They said they wanted to decrease the distance between high end and low end dps, so they can make content more universally used.
Go to about 42:15 in.
Also;
“Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.”
https://www.elderscrollsonline.com/en-us/home
So yes, they wanted to “make content more accessible” and “make weaving less important” which they failed at doing.
NanoTechnicianHQ wrote: »Lapin_Logic wrote: »I have seen many rants but very little footage of the PTS saying "It's Gamebreaking"If you said nothing against Dark Convergenc, Plaguebreak or Oakensoul during their PTS.
If you released Build videos saying "it's Ya Boi with an awesome new build"
If you ran a golded out version of these builds.
Then it is difficult for me to think you have "Game Balance" in mind when these changes literally make every class 90% balanced instead of the 20% and constant "BIS/best class/Meta change" we have had for over 4 years.
The "Rock, Paper, scissors" formula doesn't work when power creep and layers of spaghetti have turned the 'Paper' into a single square of wet toilet paper yet the 'Rock' is now a 40 tonne Granite slab
When sets and builds are "Banned from tournaments" then "Balance" is an illusion that everyone is gaslit to accept.
The tests for Balance are "Is content Achievable" and "in PVP is the playing field equal", Yes damage is going down but the new changes will happen (for server and accesibility reasons, i.e slower ticking DoT's and HoT's, lower requirement to hit every weave to come still come close-ish to a veteran player) This is our opportunity as a community to actually help Balance the game for the future so offer Constructive feedback from experience with that in mind.
Just adding two gold to this, part of the reason is to prevent numbers creep, if you've seen this being solved make a post about how it was fixed. If you know of a way of making content scale differently, like a Vet+ then post it.
If anything if you're reading this go get the PTS and see whats going on, the team need data, post changes using addons showing hard data differences, also unexpected changes as well between live and PTS for example. Even if you've not done this before think of it as opportunity.
Good points Lapin_Logic.
Lapin_Logic wrote: »Heck it doesn't even mean I like it, No one likes to deal relatively less damage, but I do like having balance in the games I play and hope by week 5 we see the shell of that instead of the PTS being deserted then week 1 of live is a dumpster fire similar to High Isle launch where Quests were bugged, Ember was bugged in the clothing station and the 2 person horse drops in the crown store with it's "speed upgrade" floating off it's legs
Lapin_Logic wrote: »If you said nothing against Dark Convergenc, Plaguebreak or Oakensoul during their PTS.
There were dozens of threads on all three of these sets during their PTS runs. Hundreds of comments. Please, let's not pretend everyone has been sitting around just letting it all happen and ONLY turned out for this patch.
Skjaldbjorn wrote: »Lapin_Logic wrote: »Heck it doesn't even mean I like it, No one likes to deal relatively less damage, but I do like having balance in the games I play and hope by week 5 we see the shell of that instead of the PTS being deserted then week 1 of live is a dumpster fire similar to High Isle launch where Quests were bugged, Ember was bugged in the clothing station and the 2 person horse drops in the crown store with it's "speed upgrade" floating off it's legs
But...there's not balance. That's the issue. Sorcs and Wardens are both basically in the dumpster. Balance is better right now on live than what these proposed changes accomplish.
Lapin_Logic wrote: »
I have Muscular Dystrophy and Tendonitis, My Sorc with 'My Rotation' feels fine without any changes, my Necro (in the same gear) never performed well for me just as they did on live, but I likely need to run different skills or buffs on the necro (and I hate confused Blast Bones).
Maybe you need to check your CP or buffs to up your damage.
Planesbreaker is incredibly difficult within the vacuum of current DPS. Now take away ~20k from everyone in the raid. Explain to me how we're supposed to "get that back"? Especially on mobile fights like Bahsei where having longer DoT duration and fewer ticks is actually directly detrimental to us.
Lapin_Logic wrote: »Skjaldbjorn wrote: »Lapin_Logic wrote: »Heck it doesn't even mean I like it, No one likes to deal relatively less damage, but I do like having balance in the games I play and hope by week 5 we see the shell of that instead of the PTS being deserted then week 1 of live is a dumpster fire similar to High Isle launch where Quests were bugged, Ember was bugged in the clothing station and the 2 person horse drops in the crown store with it's "speed upgrade" floating off it's legs
But...there's not balance. That's the issue. Sorcs and Wardens are both basically in the dumpster. Balance is better right now on live than what these proposed changes accomplish.
I feel like I keep saying this.
This is Why ZOS needs your data so they have a large pool and know what any outliers are.
This is Week One.
Aardappelboom wrote: »
- Everyone is saying all classes are effectively destroyed, but if all classes are destroyed, some more, others less, doesn't that basically level the playing field in the grander scheme of things?
[*] Also when everyone's DPS is going down, weaving has a lower impact, and everyone use longer DOTS and spams their spammable, which in turn again has impact on DPS. Doesn't that mean ceiling and floor are effectively closer together.
[*] then finally, what if, hypothetically, some content was scaled back a bit to compensate for the DPS loss, wouldn't that make it accessible again?
PrincessOfThieves wrote: »Lapin_Logic wrote: »
I have Muscular Dystrophy and Tendonitis, My Sorc with 'My Rotation' feels fine without any changes, my Necro (in the same gear) never performed well for me just as they did on live, but I likely need to run different skills or buffs on the necro (and I hate confused Blast Bones).
Maybe you need to check your CP or buffs to up your damage.
Can you post parses for comparison? From what I've seen so far, sorcs were hit the hardest.
Aardappelboom wrote: »Planesbreaker is incredibly difficult within the vacuum of current DPS. Now take away ~20k from everyone in the raid. Explain to me how we're supposed to "get that back"? Especially on mobile fights like Bahsei where having longer DoT duration and fewer ticks is actually directly detrimental to us.
I went ahead and quoted you even though not all of my post is related to your comment. Now I kind of fancy my high APM dots an hots gameplay and I definitely see that a few of these changes having a big (for me more or less negative) impact, but apart from all that and just to think a bit out of the box here, I do wonder about a few things, maybe someone can clarify based on testing since I can't get on PTS.
- Everyone is saying all classes are effectively destroyed, but if all classes are destroyed, some more, others less, doesn't that basically level the playing field in the grander scheme of things?
- Also when everyone's DPS is going down, weaving has a lower impact, and everyone use longer DOTS and spams their spammable, which in turn again has impact on DPS. Doesn't that mean ceiling and floor are effectively closer together.
- then finally, what if, hypothetically, some content was scaled back a bit to compensate for the DPS loss, wouldn't that make it accessible again?
Now I'm not saying anything about the quality of these changes, I still think that no one was really asking for these changes and there were other options to go at it that didn't involve a rescaling of difficulty but I'm wondering objectively if they really missed the mark on closing the gap, as I see it, it'll probably turn out that they succeed in what they wanted to do.
I'm not gonna take the odd player that only uses light attacks into account here, I've been playing for 3 years on Xbox and I haven't met that guy/girl just yet, most beginners have at least a notion of using skills.
Lapin_Logic wrote: »PrincessOfThieves wrote: »Lapin_Logic wrote: »
I have Muscular Dystrophy and Tendonitis, My Sorc with 'My Rotation' feels fine without any changes, my Necro (in the same gear) never performed well for me just as they did on live, but I likely need to run different skills or buffs on the necro (and I hate confused Blast Bones).
Maybe you need to check your CP or buffs to up your damage.
Can you post parses for comparison? From what I've seen so far, sorcs were hit the hardest.
I don't really "Parse" I more just go into situations and try content, like 1/2 the loop of skyreach mob pack, the Werewolf world boss in Eastmarch, Banished Smells 1 full run.
Usually once it goes live Me (Sorc, NMA, VMA lightning, Illambris, Mothers sorrow) and my partner (Buff Healer warden, Spauldr, SPC,) go into nWhite Gold Tower, the benchmark is Planar inhibitor before it goes blue and Molag Kena to 35% on her first shield drop, it's not my best toon, it's just a comfy toon because of it'srange, Deadly strike stamplar is by biggest damage dealer.
Lapin_Logic wrote: »I have seen many rants but very little footage of the PTS saying "It's Gamebreaking"
If you said nothing against Dark Convergenc, Plaguebreak or Oakensoul during their PTS.
If you released Build videos saying "it's Ya Boi with an awesome new build"
If you ran a golded out version of these builds.
Then it is difficult for me to think you have "Game Balance" in mind when these changes literally make every class 90% balanced instead of the 20% and constant "BIS/best class/Meta change" we have had for over 4 years.
The "Rock, Paper, scissors" formula doesn't work when power creep and layers of spaghetti have turned the 'Paper' into a single square of wet toilet paper yet the 'Rock' is now a 40 tonne Granite slab
When sets and builds are "Banned from tournaments" then "Balance" is an illusion that everyone is gaslit to accept.
The tests for Balance are "Is content Achievable" and "in PVP is the playing field equal", Yes damage is going down but the new changes will happen (for server and accesibility reasons, i.e slower ticking DoT's and HoT's, lower requirement to hit every weave to come still come close-ish to a veteran player) This is our opportunity as a community to actually help Balance the game for the future so offer Constructive feedback from experience with that in mind.
FantasticFreddie wrote: »[snip]