Because changes are too frequent and seem poorly thought out. Change itself in an mmo is a good thing to keep things dynamic but it's reached the point where the devs seem to change things to "look busy" at their jobs.
Not to mention these changes seem more like live experiments, like an eternal beta test.
I highly doubt anyone threatening to leave ESO will actually leave. Just saying, threatening to quit MMOs is as old as MMOs themselves.
37% of your DPS coming from LAs sounds like a non-meta thing, I was speaking from High Isle parses I saw. What build did you use?
Necrotech_Master wrote: »in what world are you living in that dots ticking every 2 sec is a good change? lol
that is VERY slow, not to mention many bosses move around a lot, so any kind of ground dot is going to be utterly useless outside of maybe the maelstrom bow with volley
Single target DoTs already tick every 2 seconds. For mobile fights, you can switch to sticky DoTs instead.
Hortator Indoril Nerevar wrote: »5. The world first guild to get vDreadsailReef trifecta all quit because it will no longer be POSSIBLE to do it. Its not a case of adapt and do it slower but IT WONT EVEN BE PHYSICALLY POSSIBLE anymore.
6. Noone will do last boss vRockgrove trifecta/hm because it wont be possible. At all.
7. Everyone does less dps including the casuals. Somehow they are convinced this is only a top dps nerf.
[snip]
Content can be adjusted post U35 to new DPS standards. vRG HM etc. with the insane DPS checks are clearly designed with DPS powercreep in mind, that was the year they dropped the OP Kilt.
ZOS even said so in the Preview Post, that they are reducing the DPS delta to design combat content better. Having a sensible DPS range is a big part of that IMO.
FantasticFreddie wrote: »
Because very few enemies in this game are kind enough to sit still and allow you to whack them for 20+seconds
Necrotech_Master wrote: »Enemy-of-Coldharbour wrote: »OP Quote: The current DPS ceiling goes upto 140k+
The average player comes nowhere close to that.
Okay? It's called ceiling for a reason. The average player's DPS is between floor and ceiling.
In U35, with more forgiving LA weaving and less stress DoT upkeep, the average players' DPS goes up. That's the idea.
except light/heavy attacks and dot dmg is getting flat nerfed, from what ive been seeing a top tier end gamer who modified their build loses like 10-15% dmg, a mid to low tier player loses 40-50% of their dmg
so how is this helping an average dps player? it doesnt
if they only added longer timers without changing tick rate, dmg per tick on the DoTs then yes it might have helped the average player
The average player is hitting between 30-60k. Someone on PTS who hits 60k got knocked down to 48k. It's going to effect the average player badly.Those who play more casually will still continue to play as is. People in the middle will be hit very hard.
How so? Have you tested this?
This doesn't even make sense on paper. In the current system, a so-called "average player" has to keep up DoTs every 7-8 seconds realistically. In the new system they have to do it half as much, over the course of the whole fight this means that the number of missed DoTs will be cut in half?
Feedback from content creators like Deltia say the opposite, where he got >80k DPS without stressing
Hortator Indoril Nerevar wrote: »5. The world first guild to get vDreadsailReef trifecta all quit because it will no longer be POSSIBLE to do it. Its not a case of adapt and do it slower but IT WONT EVEN BE PHYSICALLY POSSIBLE anymore.
6. Noone will do last boss vRockgrove trifecta/hm because it wont be possible. At all.
Hortator Indoril Nerevar wrote: »7. Everyone does less dps including the casuals. Somehow they are convinced this is only a top dps nerf.
Hortator Indoril Nerevar wrote: »[snip]
FantasticFreddie wrote: »
Because very few enemies in this game are kind enough to sit still and allow you to whack them for 20+seconds
That's exactly the point. It feels boring because you're whacking the dummy. In a real PvE situation you focus on a lot more things like placement, AoEs, team callouts etc.
Let's say you don't LA weave, the difference in U35 is that your DPS loss is 2-4% lesser than in U34 for meta builds.Necrotech_Master wrote: »Enemy-of-Coldharbour wrote: »OP Quote: The current DPS ceiling goes upto 140k+
The average player comes nowhere close to that.
Okay? It's called ceiling for a reason. The average player's DPS is between floor and ceiling.
In U35, with more forgiving LA weaving and less stress DoT upkeep, the average players' DPS goes up. That's the idea.
except light/heavy attacks and dot dmg is getting flat nerfed, from what ive been seeing a top tier end gamer who modified their build loses like 10-15% dmg, a mid to low tier player loses 40-50% of their dmg
so how is this helping an average dps player? it doesnt
if they only added longer timers without changing tick rate, dmg per tick on the DoTs then yes it might have helped the average player
DoT damage was nerfed by 33% but with the same cost so that players can use active skills more, which makes up the difference. The LA damage still contributes around 8-9k damage on the 21m dummy, which is 2-4% lower.
How are they losing 50% of their damage, if their competence remained the same?
FantasticFreddie wrote: »
Because very few enemies in this game are kind enough to sit still and allow you to whack them for 20+seconds
That's exactly the point. It feels boring because you're whacking the dummy. In a real PvE situation you focus on a lot more things like placement, AoEs, team callouts etc.
Let's say you don't LA weave, the difference in U35 is that your DPS loss is 2-4% lesser than in U34 for meta builds.Necrotech_Master wrote: »Enemy-of-Coldharbour wrote: »OP Quote: The current DPS ceiling goes upto 140k+
The average player comes nowhere close to that.
Okay? It's called ceiling for a reason. The average player's DPS is between floor and ceiling.
In U35, with more forgiving LA weaving and less stress DoT upkeep, the average players' DPS goes up. That's the idea.
except light/heavy attacks and dot dmg is getting flat nerfed, from what ive been seeing a top tier end gamer who modified their build loses like 10-15% dmg, a mid to low tier player loses 40-50% of their dmg
so how is this helping an average dps player? it doesnt
if they only added longer timers without changing tick rate, dmg per tick on the DoTs then yes it might have helped the average player
DoT damage was nerfed by 33% but with the same cost so that players can use active skills more, which makes up the difference. The LA damage still contributes around 8-9k damage on the 21m dummy, which is 2-4% lower.
How are they losing 50% of their damage, if their competence remained the same?
lordspyder wrote: »I am disabled and have hand mobility issues. My DPS went from 30k to 15k. I'm now going to be locked into only doing overland content now. But I'm glad you think these changes are good. I hate them.
starkerealm wrote: »
Holycannoli wrote: »
So if they're going to adjust all content to fit this patch, why change anything at all? Why nerf damage and then content so that the damage nerf doesn't affect gameplay? That's an awful lot of work that can be avoided by simply not going forward with the combat changes at all.
Fixed it for you.
EDIT:
I also want to point out that 80k on the new pts dummy, if normalized, is LESS THAN THE 35k ON THE 3m/6m DUMMY THAT USED TO BE REQUIRED FOR VMOL YEARS AGO.
Ponder that. And ponder how this will improve accessibility to vet content.
That's absolutely me. And I'm glad they decided to do something about LA weaving at this point.
They tried to change this in 2020, which I think was before they started wasting time changing things around. If they addressed it back then, we probably wouldn't be so jaded at this point.
Holycannoli wrote: »That's absolutely me. And I'm glad they decided to do something about LA weaving at this point.
They tried to change this in 2020, which I think was before they started wasting time changing things around. If they addressed it back then, we probably wouldn't be so jaded at this point.
LA weaving is not why people are jaded.
MMOs imploding because of [snip] developers pushing through game updates despite objections from the community is also as old as MMOs themselves.
¯\_(ツ)_/¯
Necrotech_Master wrote: »
a tick every 2 sec means the dps of the tick is 50% of what its doing, and with tick dmg down an avg of 33% (some its less some its more like winters revenge for warden) that is going to make them awful to use
FantasticFreddie wrote: »
The power increase people are going to see is literally on dummy parses, and only from extremely specific builds and people.
Holycannoli wrote: »
LA weaving is not why people are jaded.
MMOs imploding because of [snip] developers pushing through game updates despite objections from the community is also as old as MMOs themselves.
¯\_(ツ)_/¯
I'm just saying, sunk time cost is a real thing. People with thousands of hours in this game are gonna think real hard about quitting something they've invested so much time into.
I guess I just don't agree that this combat change will kill ESO. Quite the contrary, I think a lot of people on the fence about ESO who don't like the combat because of animation canceling and DoT heavy playstyle might be more interested post U35.Necrotech_Master wrote: »
a tick every 2 sec means the dps of the tick is 50% of what its doing, and with tick dmg down an avg of 33% (some its less some its more like winters revenge for warden) that is going to make them awful to use
I think a lot of these specific DoTs will be addressed in the live Patch Notes
Anyone who has pugged a Vet DLC Dungeon recently will know that the average DPS might top out at 30K on a good day, so there is no way that you can convince me that lowering DPS across the board in the way that's being proposed is a good thing.
Dragonlord573 wrote: »The average player is hitting between 30-60k. Someone on PTS who hits 60k got knocked down to 48k. It's going to effect the average player badly.
Necrotech_Master wrote: »
competence cant change the fact that if they were using a heavy attack build for accessibility reasons, that it is going to do 50% less dmg next update, how does that improve their "average dps"?
[Necrotech_Master wrote: »
competence cant change the fact that if they were using a heavy attack build for accessibility reasons, that it is going to do 50% less dmg next update, how does that improve their "average dps"?
Can't this be fixed by changing their build?