well, they extended dots for 20 seconds, so players don't need to recast them that much, which leads to a reduction in the requirements for APM. There is a pretty clear developer comment in patch notes about it. Also they reduced bosses health in all vet content.FluffyBird wrote: »What they say doesn't add up with what they do
well, they extended dots for 20 seconds, so players don't need to recast them that much, which leads to a reduction in the requirements for APM. There is a pretty clear developer comment in patch notes about it.FluffyBird wrote: »What they say doesn't add up with what they do
ZOS trying to balance disabled PvE vs casual PvE vs tryhard PvE vs PvP. If they touch any part of the game, it immediately leads to disappointment of a certain group of players and here i completely agree.
They're not going to be able to please everyone. That's not how it works in life, either.
GreatGildersleeve wrote: »The term accessibility has a couple of different connotations. Most people took it to mean making content more available to those with disabilities or challenges playing. ZoS appears to have taken it as making more content ‘available’ to more players (and therefor accessible).
It seems that they missed the mark on the intended purpose of U35. We told them, but they didn't listen.
well, they extended dots for 20 seconds, so players don't need to recast them that much, which leads to a reduction in the requirements for APM. There is a pretty clear developer comment in patch notes about it. Also they reduced bosses health in all vet content.FluffyBird wrote: »What they say doesn't add up with what they do
ZOS trying to balance disabled PvE vs casual PvE vs tryhard PvE vs PvP. If they touch any part of the game, it immediately leads to disappointment of a certain group of players and here i completely agree.
They're not going to be able to please everyone. That's not how it works in life, either.
47k more than enough for any content, even some vet trials, if of course the group can give that many buffs.FluffyBird wrote: »70k to 47k is not OK.
And ZOS's goal was accessibility, so wet noodle LA spammer shouldn't have lost ANY damage at all, no?
And since we don't know real numbers/build/rotation of original poster (we have only emotions, as usual), we can only guess and give blind advice.
Oreyn_Bearclaw wrote: »I dont struggle with disability, but I will say this. The two easiest PVE classes to play since launch (mag sorc and mag templar), both just got harder to play.
In the world of "increasing DOT lengths to ease rotations," well, sorcs 6 second prey is now mandatory that you are near perfect with it. Recast to soon, you miss the boom. Recast too late, and your pets hit like a wet noodle.
nokturnihs wrote: »Hey ZOS,
I'm a casual player, mainly sticking with overland content, normal and (some) vet dungeons and doing the maelstrom arena. I've been playing since launch and am disabled, with coordination issues that make weaving... challenging....
So.... Accessibility???
All I see is that my DPS dropped about 33% and now I'm crushing my hands doing twice as much work as I was before with overland groups... I'm not sure where the accessibility is? I see you reduced veteran dungeon boss health by 10% and as far as I can tell the high APM players are still gonna have ridiculously better performance compared to us low APM players so.... where's the accessibility?
You're pushing heavy attacks over light, you've nerfed the crap out of 2h builds of any kind, and overall damage output is lower while the ONLY change to mob difficulty is in areas that already require more than some casual players (or disabled people) can handle smoothly.
I play on PC using a controller to make the game PLAYABLE with my crippled up hands and as far as "accessibility" all this feels like is stretching the gap between high APM and low APM, punishing normal content/quest/overland players for playing that content because PVP is broken (and PvP is NEVER gonna be balanced with how you handle things ATM).
Please tell me what I'm missing? How'd this make the game more approachable to new players, disabled players, casual players? What did it do for accessibility other than force people to grind longer at the same tasks they were before?
You could have implemented a system to meter the high APM players by having a Scaling cooldown on the global cooldown on activations or simply discard weaving in general.... instead we get almost across the board nerfs with some bones thrown specifically at vet/endgame players and the PvP crowd. While I'm happy for them, I'm wondering if your messaging is off, you don't understand the casual players gameplay loops or you're intentionally trying to push out the filthy casuals who enjoy rolling through zones and completing side quests to favor the repetitive grind mechanic of dungeons/trials and PvP???
Frustrating to be sure... either way if it was a sincere push for accessibility with update 35, I'm sorry to say it's quite a failure in that regard...
spammable is way easier to perform and if it's a light attack (not skill), then sustain (resources) too.3 DoTs 10s = 18 casts per min and 42 casts of spammable
3 DoTs 20s = 9 casts per min and 51 casts of spammable
As i said, nothing changes in APM
wolfie1.0. wrote: »[snip] Really with the changes we got they should not have lead with accessibility and as using that keyword was the downfall of this update. Its clear from the changes that ZOS feels that the player base as a whole is overperforming when it comes to PVE and PVP content, thus they nerfed it.
Also, when it comes to PVE dungeons and trials. There are a LOT of mobility, DPS, Tank, heal, health, and mechanical checks built into Vet DLC content and their related achievements. many of which require a good amount of skill, knowledge, equipment, and APM to achieve. Some of these factors are easier to obtain than others (ie gear vs skill). And some mechanics are easier to complete than others. All of these things combined act as barriers to entry into higher end content if you don't have the right gear to help a group optimize, your out. if you can't hold your weight in HPS/DPS or can't preform correct tanking actions you are out. If you can't learn or perform the mechanics you are out. If you want to have high end content be accessible to more players you provide them with the tools they need to either overcome these barriers OR you lower those barriers. reducing a bosses health by 10% doesn't mean much when a boss can one hit the entire group.
IT is possible that they may have tried to initiate an overall damage cap on attacks and healing but the servers just are not capable of handling that type of activity across the board just now. speculation on my part i know, but with crit damage being capped it should have been possible to cap overall damage at the top end without even touching the people at the bottom. The Crit damage cap did this and it worked in doing just that. applying similar caps across the game should have done the same, and the lower end players probably wouldn't have felt the difference. or maybe something different, but then it could have broken the servers with too many calcs.
Change Fatigue and the lack of combat identity. ZOS has gone practically everywhere with combat. Players are tired of it. whether its because there is a lack of direction or other reasons, there needs to be a solid goal made with combat and it needs to be stuck with. whether that means designing combat based on content type, or designing content based on combat a plan must be made and stuck with.
last point, accessibility. I honestly don't think ZOS knows what it feels like. For example. unlike other competitors this game does not have a colorblind mode. They also probably don't know what its like to play ESO with a handicap. my suggestion? the Devs should play ESO with a black and white overlay while also wearing finger splints on several fingers with both a keyboard and mouse and controllers. Also try it with a bad server connection and lag spikes. see what playing like that is like and it may help understand some peoples frustrations are with accessibility options.
At the end of the day though, ZOS has gone through with the patch. the only real hope is that with ZOS's quarterly updates we get better changes/hope in the next patch. this is probably one of the few times that i will say that the aggressive release schedule is probably a good idea. but we will see.
nokturnihs wrote: »Hey ZOS,
I'm a casual player, mainly sticking with overland content, normal and (some) vet dungeons and doing the maelstrom arena. I've been playing since launch and am disabled, with coordination issues that make weaving... challenging....
So.... Accessibility???
Accessibility is tales of tribute!!
nokturnihs wrote: »Hey ZOS,
KlauthWarthog wrote: »Accessibility is tales of tribute!!
That thing which is not even correctly functioning right now?
https://forums.elderscrollsonline.com/en/discussion/615574/heads-up-locking-tribute-campaign-on-pc-megaservers
spammable is way easier to perform and if it's a light attack (not skill), then sustain (resources) too.3 DoTs 10s = 18 casts per min and 42 casts of spammable
3 DoTs 20s = 9 casts per min and 51 casts of spammable
As i said, nothing changes in APM
Also LA as spammable are faster than skill, afair. 700ms vs 1 sec.
So technicaly yes, same APM, but it's much simpler.
upd: however, in practice it may be that the boss won't let you spam him, while the long-playing dots will do it
LA can be spammable as much as any skill. We not talk about weaving, we talk about players with disabilities.LA is not a spammable
KlauthWarthog wrote: »Accessibility is tales of tribute!!
That thing which is not even correctly functioning right now?
https://forums.elderscrollsonline.com/en/discussion/615574/heads-up-locking-tribute-campaign-on-pc-megaservers
So yes - longer dots will reduce requirements for APM. Simplify it.
As a person who is neurospicy, this update is a disaster.
I have played this game for years and I still don't know weaving. I have tried to learn it so many times, but for me it is just not logical. I have made a bit of progress with those sparse classes and skills you haven't constantly changed (yes I need to learn the whole rotation completely from the scratch if anything changes a bit).
I bought the High Island chapter JUST for the Oakensoul, that is now nerfed to oblivion. I loved every second of the time I had with the ring. All my toons had their one bar builds, and it felt really good to be able to do an actual damage once and not get instantly nuked in PvP.
Now, you have nerfed the light/heavy attacks, as well the overall damage. You realize, the demand for perfect weaving is not gonna go down but up, bc you really need to squeeze the little extra damage that you can have. Witch means endless boring hours in front of a dummy, doing something that feels highly illogical to me. This update has made my gaming harder and the thought of being accepted in vet trials further away.
Also, why in the name of Mara have you nerfed the easiest class, the Templar, so badly? Those pokeypokes are useless now. ;_;
What was the point of all this? Not accessibility, that is for sure.
upd: im trying to support disabled players as much as i can, yet most of the other players have only negative things to say.