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Easy way to increase the floor for the casuals and reduce the ceiling.

Styxius
Styxius
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Floor solution:
Increase baseline abilities/actions damage output.
Ceiling solution:
Reduce the effectiveness of buffs provided. (Few %'s here and there could lower this steadily)

  • Kusto
    Kusto
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    Why rise to floor if they only do overland and maybe normal group content? And if they go to vet then how they gonna be raised because the group buffs are lowered for everyone and vet players also have increased abilities? This would change nothing.
  • Styxius
    Styxius
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    Kusto wrote: »
    Why rise to floor if they only do overland and maybe normal group content? And if they go to vet then how they gonna be raised because the group buffs are lowered for everyone and vet players also have increased abilities? This would change nothing.

    While I am not advocating for raising the floor or against it. ZOS's stated goal is to raise the floor for accessibility. I'm merely providing a straightforward way to resolve it.
  • Sandman929
    Sandman929
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    If dungeon difficulty is lowering accessibility, lower difficulty. There's nothing that's going to make everyone happy, but lowering damage for everyone doesn't help anyone, especially not those at the bottom.
  • Tendoshii
    Tendoshii
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    Why can’t we just raise the floor? Why is lowering the ceiling always coupled to this? The logic is that they want to separation between the two to be lessened, but why is that important? How does that make the game better if the best are not rewarded for being better?
  • lucky_Sage
    lucky_Sage
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    how to raise the floor add in things in game that teach weaving. make grouping more necessary and promote group play and communication in game. then the players will be more willing to help and learn from each other that how it use to be in mmos. thats is how you do it lowering the ceiling just makes combat boring and long term loses players. queing for a dungeons is like letting them game pick npcs to help you.
    Edited by lucky_Sage on July 25, 2022 4:04PM
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  • FantasticFreddie
    FantasticFreddie
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    Make.heavy.attack.build.more.viable.

    Done. That's it.
  • WrathOfInnos
    WrathOfInnos
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    The buff % reductions were already performed a few patches ago. Difficult to manage, but important group buffs were significantly changed. Major Vuln went from 30% to 10%, Minor Vuln from 8% to 5%. Major Berserk dropped from 25% to 10% and Minor Berserk from 8% to 5%. Major slayer went from 15% to 10%. Some things had durations increased to make them more manageable in mid-tier groups (Necro Colossus and Combat Prayer being 2 examples).

    We had a similar change in CP 2.0, reducing the multipliers on various damage types from about 20% to 10%, then recently these were dropped again from 10% to 6%. Did this help the floor? It barely affected the ceiling.

    In theory this should have made the ceiling and floor closer (although it also nerfed the floor), but I can't say I've seen that result in practice. Not sure how much further we could go with this trend, or if it would even have the desired effect.
  • prof_doom
    prof_doom
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    Kusto wrote: »
    Why rise to floor if they only do overland and maybe normal group content? And if they go to vet then how they gonna be raised because the group buffs are lowered for everyone and vet players also have increased abilities? This would change nothing.

    Then there's zero reason for this patch to exist.
  • Troodon80
    Troodon80
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    Styxius wrote: »
    Floor solution:
    Increase baseline abilities/actions damage output.
    Ceiling solution:
    Reduce the effectiveness of buffs provided. (Few %'s here and there could lower this steadily)
    Both of these suggestions are intertwined, though.

    If you increase the baseline for abilities/actions output, then the ceiling also benefits from it. Bearing in mind that ability damage and healing is derived from stats/resources. So the suggestion is somewhat flawed. If you increase the baseline multiplier then you would need to introduce a cap at the top end in some way, otherwise you're not lessening the gap; simply moving the numbers along a bit.

    If you decrease the effectiveness of buffs, the floor also gets hit. At least for those who bother to use them. You cannot make people use buffs or debuffs or, indeed, any ability, and I'm not sure why the top end would need to get nerfed because someone else decides to play in a different way.

    @Troodon80 PC | EU
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