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Some Optimism for U35

Ksariyu
Ksariyu
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There's no need to reiterate all the many, many critiques about U35. There's a few dozen threads already with ample discussion of those topics. I would however like to take the time to both thank the devs for really taking some of the early criticisms into consideration, and ponder on some of the hidden positives that they may have stumbled upon with the resulting changes they've made. I'll mostly be looking at these with the devs' proposed goals in mind, as well as some personal perks I've found.

The big one: Lower DPS at the highest level, with lower HP on the strongest enemies
Obviously this change sparked the hottest debates overall, as nobody likes their damage being nerfed. However, despite a lot of the criticism about how this merely shifts the numbers without helping the skill gap, there is some benefit when we zoom out and look at the entire game's combat. Quite literally, this change shrinks the gap between beginner content (Overland, delves) and end-game content, making the shift from one to the other less drastic and intimidating. For the top-tier players, there shouldn't be any major difference in time-to-kill (theoretically) after the damage nerfs, but for lower- to mid-tier players, a lot of this content will finally become more accessible, which ultimately was the entire goal of this patch.

. . . But they also nerfed healing
Honestly, I'm sort of counting this as a blessing in disguise, as it facilitates an overall shift in power that I personally wanted to see. My hope is that DPS will be required to run defensive skills and sets more often, rather than every single DPS being a glass-cannon build. By lowering the ability for DPS characters to run 10 damage skills, this creates an opening for builds that already needed extra defense to stay alive (Mainly melee builds) to compete at a similar level without being at an overwhelming disadvantage in sheer damage output. This also feeds into the next topic. . .

Resto-DPS is kind of a thing now
This more just reflects a change that I really think the game needs, which is to allow support roles (Tank and healer) to put out respectable damage on their own. There's two main reasons why I believe this will ultimately help the game. One, beginning players should be able to build for their preferred role without massively handicapping themselves in solo content. Right now, a player who wants to build for a healer has to either create a second build for solo, or just accept the fact that everything will become a slog (Relatively: see overland difficulty thread). Two, this will help players in PUGs who find themselves with less-than-ideal DPS players, allowing them to take a more active role in completing content without once again having to switch to a different build. Obviously at this stage it's really only healers who will get any benefit, and of course they would still need to equip DPS skills to get anywhere near those 80k parses people are using as clickbait (It doesn't count if it's literally a DPS build with a Resto staff), but it feels like a step in the right direction. Ultimately, I feel that simply equipping a Resto staff or SnB shouldn't result in your DPS dropping off the face of the earth. It should be your active skills and actual actions in combat that determine your role.

At the end of the day, I know that I'm just grasping for straws. I know there's a lot of negative coming with U35 still and it will likely be U36 at the earliest before we'll see some fixes for those. However, I wanted to highlight some areas where I feel like the devs are going the right direction, so that hopefully they'll be encouraged to listen to the community more and continue to follow up on changes where there is positive feedback.
  • Tannus15
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    Speaking of PvE only:

    i like that the backbar meta isn't so overwhelmingly 2h now.
    i like the synergy change to storm atro
    i actually really like the empower change and the avenue for legit heavy attack builds

    I can't think of much else i'm a fan of.

    at best we're hoping the dps loss and the boss nerfs come out even and that the healing changes are not terrible.
  • beer781993
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    I hate all of the combat changes. Why reduce dmg and than nerf enemy health, its like wtf?

    They also only plan to reduce Boss health but how are we able to clear for example solo portals in vcr+3 for gh? How do we clear vss portals in time for gs? The reduced damage screws everything.

    Plus I really would hate to play heavy attack builds or weave medium attacks. That would result in slow and boring gameplay and was nerfed years ago only to come back again now...


    The combat team has absolutely no clue about this game.

    Class identity = 0.
    Class skills feel like the same and are weaker than most weapon skills.

    This changes will destroy the game. I hope they revert most in the coming weeks.
  • merpins
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    I doubt the heavy attack changes will make it into the game, and if they do, they'll only stick for a patch. I'd like them to stick and stay since heavy attack builds are pretty fun, but ZoS likes nerfing the things the players use too often. Like Jabs. or Light Attacks. Or the Oakensoul Ring.
  • Rimskjegg
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    Why should DDs carry resto staves?
    Why shouldn't healers have separate builds for group and solo content?
    Why make theoretical points about content adjustments that cannot possibly be properly tested in time?
    Why grasp at straws instead of joining everyone in requesting that the combat changes be put on hold until at least Update 36, while reworking them over the course of the next PTS?
    IMO, real grounds for optimism here are twofold. One, ZoS didn't stick to all the failed changes. So they can listen. Two, if they choose to continue listening, they can also shelve the combat and content changes for more adjustments over whatever time that takes and just release the new dungeons.
  • IZZEFlameLash
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    Exactly 0 optimism. Because we all know whatever this update pushes out will be altered again in subsequent updates.
    Edited by IZZEFlameLash on August 6, 2022 7:16AM
    Imperials, the one and true masters of all mortal races of Tamriel
  • Norbert
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    Finally, i will put on my dmg healer setup. Killing all around with my feared heal0r staff. While im doing that, i have flashbacks and memories to the old days where i jabbed them.
    Logres Midgard!
  • Ardriel
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    Ksariyu wrote: »
    ... but for lower- to mid-tier players, a lot of this content will finally become more accessible, which ultimately was the entire goal of this patch...

    I lost more than 20k dps on my templar and even more on my warden. So how exactly is this giving me more accessibility to vet content???
  • GloatingSwine
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    Login queue will be short?
  • shadyjane62
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    Login queue will be short?

    And they fixed the lag at last. Less people, less lag.
  • FluffyBird
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    I like running nDLC dungeons duo or solo, it was just the right amount of challenge. For most of those dungeons I wasn't quite there yet for soloing. With both DPS and healing nerfed there's no way I'll be able to clear and I have doubts about whether we will be.

    I'll check out new dungeons in last couple of days of my sub and those dungeon where we struggle the most and if we won't clear them... I'd love to say I'll be playing only for the story, but the story is also getting quite meh.
  • chessalavakia_ESO
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    FluffyBird wrote: »
    I like running nDLC dungeons duo or solo, it was just the right amount of challenge. For most of those dungeons I wasn't quite there yet for soloing. With both DPS and healing nerfed there's no way I'll be able to clear and I have doubts about whether we will be.

    I'll check out new dungeons in last couple of days of my sub and those dungeon where we struggle the most and if we won't clear them... I'd love to say I'll be playing only for the story, but the story is also getting quite meh.

    I would note that the majority of the comments you see from the PTS are people trying to do harder Veteran content/ PvP.

    For example, Warden's were changed to have additional penetration instead of additional damage. Needless to say penetration is generally less useful for people at the top who have already planned to cover their penetration needs so people at the top are significantly displeased by the change which reduces their damage but, is more of a meh for other players.

    The Warden's taken a healing hit to many of our over time abilities but, one of the heals in the tank line is actually better than it used to be currently. Some of my PTS Wardens can heal themselves and an ally for 20k in burst and an additional 25k over the next 10 seconds.

    One of the Warden's damage skills that does big burst damage had it's damage reduced and it's cost increased but, had a second burst added that does more damage than the first. Needless to say, the PvP players are displeased by the change as the later burst isn't going to be easy for them to hit and they counted on the first hit doing a lot but, for most everyone the damage for the skill will likely be up significantly per button press.

    I can't say the new dungeons are soloable because I raqe quit the one I tried half way through and didn't bother with the other. I don't really like Druids much so the story wasn't interesting to me and the mechanics got old (My solo build is very durable but low DPS which makes fights last a long time in the newer dlc content where the bosses have increased hp) the visuals were nice though. I died abruptly to a boss when it had very little hp left and I wasn't enjoying the experience enough to do the fight a few more times as I couldn't tell what had killed me so I didn't know if I should be trying to increase my dps to avoid an enrage or playing more conservatively to avoid getting hit as hard.).

    For much of the games content the changes appear to mess up being able to play the game how you want to play it more than they mess up the ability to actually complete content. Granted, the changes have been a bit extreme so it's possible next week they'll actually mess up the ability to complete content.
  • FluffyBird
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    For much of the games content the changes appear to mess up being able to play the game how you want to play it more than they mess up the ability to actually complete content. Granted, the changes have been a bit extreme so it's possible next week they'll actually mess up the ability to complete content.

    Yep, that's what I've heard from some streamers. Thank you for info on Wardens though, I've been messing with my Warden recently, but my brain is thoroughly nightbladed and I decided to wait for the update to drop.
  • Wyrd88
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    There's no optimism, only disappointment.
    Edited by Wyrd88 on August 6, 2022 4:16PM
  • Mr_Stach
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    I like that I will have more time for other games when U35 launches.

    Unless next week is the biggest surprise in them just Reverting most of the changes. But I doubt that.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Ragnarok0130
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    Ksariyu wrote: »
    Quite literally, this change shrinks the gap between beginner content (Overland, delves) and end-game content, making the shift from one to the other less drastic and intimidating...[sic]..but for lower- to mid-tier players, a lot of this content will finally become more accessible, which ultimately was the entire goal of this patch.

    No this actually does quite the opposite. It will be harder for people to make the jump to end game group content because you'll need to be even more on point with your timing, rotation, and buff management since overall DPS will be less and there will be less room for experienced group members to cover lower DPS players as they learn and progress IMO.
    Ksariyu wrote: »
    . . . But they also nerfed healing
    Honestly, I'm sort of counting this as a blessing in disguise, as it facilitates an overall shift in power that I personally wanted to see. My hope is that DPS will be required to run defensive skills and sets more often, rather than every single DPS being a glass-cannon build. By lowering the ability for DPS characters to run 10 damage skills, this creates an opening for builds that already needed extra defense to stay alive (Mainly melee builds) to compete at a similar level without being at an overwhelming disadvantage in sheer damage output. This also feeds into the next topic. . .

    I'm a trial and dungeon healer. We've been lamenting for a long time how the current over abundance of strong self heals are making our role largely unneeded in all but the hardest content and now they are making everyone heal themselves more? No this is bad for healers and bad for groups; there is no silver lining in this course of action.
    Ksariyu wrote: »
    Resto-DPS is kind of a thing now
    This more just reflects a change that I really think the game needs, which is to allow support roles (Tank and healer) to put out respectable damage on their own. There's two main reasons why I believe this will ultimately help the game. One, beginning players should be able to build for their preferred role without massively handicapping themselves in solo content. Right now, a player who wants to build for a healer has to either create a second build for solo, or just accept the fact that everything will become a slog (Relatively: see overland difficulty thread).

    Sorry if I wanted to do damage I'd queue as a DPS, I want to heal and don't care about "putting out respectable damage as a healer" as that's not my job. My job is to buff the group, debuff the enemy, and heal the group and adjust on the fly and contribute DPS in between my responsibilities. Making my actual job less effective for a role that we already have 8 players to fulfill makes no sense.

    Regarding your comment on solo content, ZoS gave us the free armory system - there's no need to run my healer spec overland any more so this is a justification without a need. My toons all have several builds in the armory, solo/hybrid for overland, DPS, healer, tank, and PVP. I've been playing since closed beta and am overjoyed that I don't have to run a hybrid healer or have a toon reserved just for a specific role in group content any longer due to the armory system. Laziness when it comes to making a secondary build is no justification for the changes in update 35 and new players are not handicapping themselves when ZoS spams respec scrolls at them every few levels.
  • Urvoth
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    beer781993 wrote: »
    I hate all of the combat changes. Why reduce dmg and than nerf enemy health, its like wtf?

    They also only plan to reduce Boss health but how are we able to clear for example solo portals in vcr+3 for gh? How do we clear vss portals in time for gs? The reduced damage screws everything.

    Plus I really would hate to play heavy attack builds or weave medium attacks. That would result in slow and boring gameplay and was nerfed years ago only to come back again now...


    The combat team has absolutely no clue about this game.

    Class identity = 0.
    Class skills feel like the same and are weaker than most weapon skills.

    This changes will destroy the game. I hope they revert most in the coming weeks.

    The hybrid changes killed a lot of class identity, especially between mag/stam specs. Now it just comes down to slotting the clearly most damaging option so mag/stam specs are virtually the same.
  • Ksariyu
    Ksariyu
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    Rimskjegg wrote: »
    Why should DDs carry resto staves?
    Why shouldn't healers have separate builds for group and solo content?
    Why make theoretical points about content adjustments that cannot possibly be properly tested in time?
    Why grasp at straws instead of joining everyone in requesting that the combat changes be put on hold until at least Update 36, while reworking them over the course of the next PTS?
    IMO, real grounds for optimism here are twofold. One, ZoS didn't stick to all the failed changes. So they can listen. Two, if they choose to continue listening, they can also shelve the combat and content changes for more adjustments over whatever time that takes and just release the new dungeons.

    1. Nobody every said they should.
    2. It's tedious and ruins character identity.
    3. We know trials are getting nerfed HP. The specifics may still be up in the air, but at the very least we know the damage nerf won't hurt as bad in endgame content as it seems it will right now.
    4. I do still support the idea of holding off on the changes going live. If the dev team would separate combat updates from DLC releases, I think everything would go a lot smoother. Sadly that's just not the case. So in the meantime, I'm at least going to point out avenues where I think they could move forward, rather than throw up roadblock after roadblock with nothing helpful to say.
    No this actually does quite the opposite. It will be harder for people to make the jump to end game group content because you'll need to be even more on point with your timing, rotation, and buff management since overall DPS will be less and there will be less room for experienced group members to cover lower DPS players as they learn and progress IMO.

    Rotations and buff management are both getting easier with U35, not harder. That's why everyone's complaining about, for example, the new NB rotations being boring because it's just a few DoTs and spamming Surprise Attack (Which I don't particularly like myself, but that's a different topic). Further, high-end players are still parsing 100k+ on PTS; a year ago this was pretty much the top end of DPS anyway, so I'd imagine all the people who could clear it then will be just fine, especially considering the reduced enemy HP. Finally, we have people moaning about how easy DPS is with heavy attack builds now, which goes entirely against the argument that DPS will be so hard for lower-end players. Yes, weaving will be tougher, but now there's other options if you're really struggling.
    I'm a trial and dungeon healer. We've been lamenting for a long time how the current over abundance of strong self heals are making our role largely unneeded in all but the hardest content and now they are making everyone heal themselves more? No this is bad for healers and bad for groups; there is no silver lining in this course of action.

    As is evident in every game with a holy trinity, pure healer/tank playstyles are just not that popular. Just look at the queue times between roles, even when the demand for DPS is 2-4x that of tanks and healers. I understand completely the desire to play a heavily support-oriented character; I'd even made a post a while back that suggested taking some of the bigger buffs away from DPS builds/skill lines and giving them to supports. As you can imagine though, that got met with just as much backlash from the DPS players who want to keep that utility. This is a very subjective balance and you're unlikely to make everyone happy. Your opinion about it though does nothing to discredit the potential benefits I listed. It also disregards the fact that if ALL healing is nerfed, that includes the healing you claim takes away from your role's value. Having a dedicated healer would now be more important, especially if your group can no longer burn through mechs as fast.
    Sorry if I wanted to do damage I'd queue as a DPS, I want to heal and don't care about "putting out respectable damage as a healer" as that's not my job. My job is to buff the group, debuff the enemy, and heal the group and adjust on the fly and contribute DPS in between my responsibilities. Making my actual job less effective for a role that we already have 8 players to fulfill makes no sense.

    Same as the last one, I understand and to an extent agree with your perspective, but that's not how everyone or even the majority of players feel, even with in those roles. There have been several threads created by people who dislike the current meta of tanks and supports simply being buff/debuff bots. As with everything, I'm advocating for more variety and more choices for the players. I don't want them to eradicate pure support builds, I just want more options for players who like to blur the lines a bit. You even state you like to adjust on the fly; having access to damage without a complete build change gives you that flexibility when things go south mid-fight. And again, this change is really more of a boon to PUGs. Coordinated groups don't usually have trouble with DPS and therefore the supports will still spend most of their time supporting.
    Regarding your comment on solo content, ZoS gave us the free armory system - there's no need to run my healer spec overland any more so this is a justification without a need. . . Laziness when it comes to making a secondary build is no justification for the changes in update 35 and new players are not handicapping themselves when ZoS spams respec scrolls at them every few levels.

    The armory system is great for when you have a completed build you like but you want to try something else. Its supposed to aid in the horizontal progression aspect that ZoS has been pushing for recently. Once again though, this is a purely subjective opinion on what's more fun. You argue that it's "laziness" to not want to create build for every activity. I argue that if I spent the time grinding and perfecting a build I like, I want to be able to use that build in more than one type of content. It's the same principal as when people say they don't want to unequip their gear/CP to enjoy overland. It's disappointing to put effort into something just to have to ditch it because it's now hampering your enjoyment of the specific content you want to do.
  • Toxic_Hemlock
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    Well I am optimistic that I will get my speed back after removing all my oakensoul rings from my alts as the nerf does not warrant the 1 bar cost anymore IMO.

    Other than that nothing I can see impresses me about U35 at all.
  • merpins
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    Oakensoul is getting nerfed into the ground along with lots of sorc nerfs, templar is getting the spammable's animation changed into hot garbage, and warden is getting a 10% at minimum nerf from one change across the board along with every other change. That covers my 3 mains; they all got pretty gutted. I don't really see any positives here other than "haha funny heavy attack."
  • BronzeCaiman
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    I like the large majority of the changes. Its a few things that are a little odd to me, like Necromancer´s Damage Tether getting changed to 20 seconds, Fire Rune getting extended to 24 seconds, Shalk´s getting changed quite drastically. I think Shalk´s should have just had a DoT thrown on it, or had a morph you could reactivate to blow it up on demand, though for less damage.

    I understand most of the frustration around this update is about endgame content, specifically vTrials and vDungeons, but I like to believe the large majority of people who bother making a forum account and making comments are not the casual players the many factors of update 35 are focused on.

    I am optimistic, but I think the only way they will get enough meaningful feedback is if this update goes live. Update 36 will have more fine tuning for sure, and I´m not terminally ill so I can wait 3 months.

    Oh and as for Oakensoul, I never liked Mythics to begin with, so I am indifferent to what happens to them.
  • xaraan
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    The idea of reduced healing forcing players to run more defensive skills being a good thing is neat in concept, but broken in practice. All it does is widen the gap.

    If you have a team that can manage to not need to self heal/defend, healers that can carry the heavier load, players that burn faster and need less healing, etc. Then you are putting all the players under that level into a position where now they have to use skill slots and resources to do things that those other teams don't, making them further behind.

    That idea never plays out in game.

    As for the DPS LA/HA changes, I'm no fan of. I get that many players love the hold my button down to do almost as much DPS as players that are actually working, but it's boring gameplay to me and its the reason I've already canceled my sub. Dots/Hots have gotten more confusing to manage and 'sticky' dots are almost useless in some game scenarios now. And there is no reason to nerf damage and nerf content - essentially that just puts you in the same place - except that assumes they nerf/balance content well - which they will not. Especially with things like healing ticks working differently now when you are taking one-shot level damage from bosses every half second in some situations.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Lena_HJ
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    [I only heal in ESO]

    I hope Roaring Opportunist will become a valid DPS choice so I would not have to wear it ever again. Cause hate it so so much since it procs from heavy attacks and not all classes need to HA that to get major mending [waste on DKs and Wardens]. It does give 1487 Offensive Penetration as 2 pieces bonus after all XD

    I am actually very curious about the numbers my templar or sorc heals [they do profit from Resto HA passives] will be able to pull off during runs while still being primarily healers. I wish there was a dummy for that.
    Orc Elf == Best Elf :]
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