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.
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.
Extended DOTs are worthless. In most cases, PvE mobs don't last 20 seconds, and in PvP players will still be cleansing and purging them just as fast as before. So basically "extended DOTs" just means "weaker DOTs."
Don't let the spin cloud your vision.
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
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.
I don't mind so much that they didn't adjust the time, but I do mind that sorc is pigeon-hole'ed to a double pet playstyle, no room for utility skills, and having to use c-frags as a spammable, because it's a nightmare to weave with. I much rather use force pulse and cast frags when they proc.
Oreyn_Bearclaw wrote: »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.
Extended DOTs are worthless. In most cases, PvE mobs don't last 20 seconds, and in PvP players will still be cleansing and purging them just as fast as before. So basically "extended DOTs" just means "weaker DOTs."
Don't let the spin cloud your vision.
It's interesting, I am really trying to look at this from all angles. Do longer dots decrease APMs, technically, yes, but only in the sense that you probably have to bar swap less. Basically a target dummy DPS rotation (no need to react to mechanics) has an APM range of 120-180 (maybe add 1.25 for potion use). 120 is the LA and Skill each second, the other 60 is that in theory you can barswap between each skill. Lets say the average is in the 145-150 range for a high end DPS, this might have reduced those APMs by maybe 10 at most.
Here is the other side. As you stated, these Dots do similar damage per cast, but its also a much longer duration. On the one hand, sure cast, forget, spam away. Most things are dead inside 20 seconds outside of vet content. In vet content however, things actually got more nuanced. Because these DOTs are ticking less per second, your decision making is even more important as to when to let your DOTs fall off as bosses get close to death. I also think it is generally easier to track shorter dots, and use muscle memory to keep them up. Long duration buffs are the ones you realize have been down for 30 seconds. haha.
So really, I think the APM reduction is neglible. The decision making process (what action comes next) on the surface perhaps get easier, but I am not sure that holds up in execute range.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
Dont call LAs spammables. You will just confuse the pugs. A spammable is the skill you cast when all other DOTS and buffs are ticking. Also, if you actually do use a LA as a spammable (which is about the puggiest thing you can do), your DPS just got nerf. Floor lowered.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.
I don't mind so much that they didn't adjust the time, but I do mind that sorc is pigeon-hole'ed to a double pet playstyle, no room for utility skills, and having to use c-frags as a spammable, because it's a nightmare to weave with. I much rather use force pulse and cast frags when they proc.
Sorc is desperately in need of bar space. There is a reason there was an overload bar once upon a time.
I actually dont mind the change to sweeps. I think its easier to weave now, but I havent really parsed to see where the damage lands.
I HATE, and when I say hate, it's because that is the strongest thing I can probably get past the mods, how frags functions as a spammable. Its brilliant as a proc based skill, but having to use it as a channeled spammable is awful. It is the biggest reason I have all but abandoned the class in PVE. At least with sweeps, you are doing AOE damage for the duration, and if something happens mid channel, its not a complete waste of a cast. With Frags, you just sit their waving your hands around, hoping your enemy doesnt break LOS while its happening, and praying you don't need to bar swap, dodge or block anytime soon.
3 changes I would make to sorc immediately.
1. Make prey go boom at 6 seconds for full strength, but if recast early on the same target, it booms for less based on how long they were cursed (longer the curse, bigger the boom). This would be interesting in PVP as it allows you to time it if needed, but it would also make it way less of a penalty for accidently casting early in PVE.
2. I would make the base skill of frags be an instant cast spammable. Adjust the strength as needed. When frags procs, I would make it hit harder, cost less, and I would give strong consideration to another benefit, perhaps making it undodgable, or increase in strength the closer you are. That is more for PVP, but right now, one dodge roll nullifies an entire sorc burst rotation.
3. Remove the necessity to double bar pets. Adjust strength if needed, but sorc bars are the most cramped in ESO. Heck even if you just did it for one of them. I am usually a fan of consistency, but Ill take anything at this point. Another option would be to make 1 morph require one bar slot and the other morph require 2. Adjust them so the one bar morph is likely the better option with high APMS, but the 2 bar morph is perhaps a bit more powerful and plays to the accessibility angle.
Oreyn_Bearclaw wrote: »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.
Extended DOTs are worthless. In most cases, PvE mobs don't last 20 seconds, and in PvP players will still be cleansing and purging them just as fast as before. So basically "extended DOTs" just means "weaker DOTs."
Don't let the spin cloud your vision.
It's interesting, I am really trying to look at this from all angles. Do longer dots decrease APMs, technically, yes, but only in the sense that you probably have to bar swap less. Basically a target dummy DPS rotation (no need to react to mechanics) has an APM range of 120-180 (maybe add 1.25 for potion use). 120 is the LA and Skill each second, the other 60 is that in theory you can barswap between each skill. Lets say the average is in the 145-150 range for a high end DPS, this might have reduced those APMs by maybe 10 at most.
Here is the other side. As you stated, these Dots do similar damage per cast, but its also a much longer duration. On the one hand, sure cast, forget, spam away. Most things are dead inside 20 seconds outside of vet content. In vet content however, things actually got more nuanced. Because these DOTs are ticking less per second, your decision making is even more important as to when to let your DOTs fall off as bosses get close to death. I also think it is generally easier to track shorter dots, and use muscle memory to keep them up. Long duration buffs are the ones you realize have been down for 30 seconds. haha.
So really, I think the APM reduction is neglible. The decision making process (what action comes next) on the surface perhaps get easier, but I am not sure that holds up in execute range.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
Dont call LAs spammables. You will just confuse the pugs. A spammable is the skill you cast when all other DOTS and buffs are ticking. Also, if you actually do use a LA as a spammable (which is about the puggiest thing you can do), your DPS just got nerf. Floor lowered.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.
I don't mind so much that they didn't adjust the time, but I do mind that sorc is pigeon-hole'ed to a double pet playstyle, no room for utility skills, and having to use c-frags as a spammable, because it's a nightmare to weave with. I much rather use force pulse and cast frags when they proc.
Sorc is desperately in need of bar space. There is a reason there was an overload bar once upon a time.
I actually dont mind the change to sweeps. I think its easier to weave now, but I havent really parsed to see where the damage lands.
I HATE, and when I say hate, it's because that is the strongest thing I can probably get past the mods, how frags functions as a spammable. Its brilliant as a proc based skill, but having to use it as a channeled spammable is awful. It is the biggest reason I have all but abandoned the class in PVE. At least with sweeps, you are doing AOE damage for the duration, and if something happens mid channel, its not a complete waste of a cast. With Frags, you just sit their waving your hands around, hoping your enemy doesnt break LOS while its happening, and praying you don't need to bar swap, dodge or block anytime soon.
3 changes I would make to sorc immediately.
1. Make prey go boom at 6 seconds for full strength, but if recast early on the same target, it booms for less based on how long they were cursed (longer the curse, bigger the boom). This would be interesting in PVP as it allows you to time it if needed, but it would also make it way less of a penalty for accidently casting early in PVE.
2. I would make the base skill of frags be an instant cast spammable. Adjust the strength as needed. When frags procs, I would make it hit harder, cost less, and I would give strong consideration to another benefit, perhaps making it undodgable, or increase in strength the closer you are. That is more for PVP, but right now, one dodge roll nullifies an entire sorc burst rotation.
3. Remove the necessity to double bar pets. Adjust strength if needed, but sorc bars are the most cramped in ESO. Heck even if you just did it for one of them. I am usually a fan of consistency, but Ill take anything at this point. Another option would be to make 1 morph require one bar slot and the other morph require 2. Adjust them so the one bar morph is likely the better option with high APMS, but the 2 bar morph is perhaps a bit more powerful and plays to the accessibility angle.
Those are some great sorc suggestions imo.
For 1, I would even add that Haunting Curse should allow the player to activate the second explosion at will within the duration it sticks to a player after the first explosion, allowing for it to be less predictable.
For the pets, they could just give a 60 second duration to them. Forcing recast after 60 seconds, but only requiring 1 bar slot.
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.
with my disabilities I agree with this post. i stopped playing for now and am looking for a new game...
Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
The majority of replies in this post are skimming over the hard truths of the interpretation of accessibility. It is not for the 0.1% of players with genuine disabilities. It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Is this to say that there are no options for disabled players? Not at all. There are options. Adaptive controllers are one. But a glaring and obvious one is macro's. Why not consider reaching out to ZOS in an email and request them to consider your disability for an approval of a macro? You could custom build a macro in any way shape or form and unlimited in number. Pressing one button would pave the way for complex rotations. Suddenly you are pushing high numbers limited only by your imagination. Realistically, concern overcome. Instead of pages and pages of negativity there could be gaming. Just a thought.
It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Oreyn_Bearclaw wrote: »Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
The majority of replies in this post are skimming over the hard truths of the interpretation of accessibility. It is not for the 0.1% of players with genuine disabilities. It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Is this to say that there are no options for disabled players? Not at all. There are options. Adaptive controllers are one. But a glaring and obvious one is macro's. Why not consider reaching out to ZOS in an email and request them to consider your disability for an approval of a macro? You could custom build a macro in any way shape or form and unlimited in number. Pressing one button would pave the way for complex rotations. Suddenly you are pushing high numbers limited only by your imagination. Realistically, concern overcome. Instead of pages and pages of negativity there could be gaming. Just a thought.
I dont see how the first part can be true and the second part is a work in progress. A DPS nerf across the board is not effectively lowering the ceiling. The ceiling is only the ceiling as it relates to the floor, cant have one without the other. If they just cut damage by 50% tomorrow, would you call that lowering the ceiling? I sure wouldnt. Just like way back when they added a bunch of zeros to DPS and enemy health. The ceiling wasn't raised in any meaningful way (the skill gap didnt increase because of the extra zeros), it was just different numbers.
I am not sold at this point that any of their changes have done anything but cause a lot of frustration if I am being honest.
The best tool they could have possibly introduced to raise the floor happened last patch, AKA oakensoul, and even that just got nerfed.
Only argument I see that the ceiling was actually lowered is that skilled players are leaving the game in droves. I am a diehard, but admittedly, feeling like I need to start from scratch on every rotation I have ever learned is making me seriously ask if the sun has set for me in Tamriel.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
This may sound nice on paper, but this is not what they did.
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 is not a spammable. Spammable is a skill. If somebody casts all DoTs and then only spams LA... well, it wont do a lot damage. Its not a HA build where those can hit harder than spammable.
You said this "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."
Now u are saying this "So technicaly yes, same APM, but it's much simpler.".
So... if u think that longer DoTs mean easier rotation then u are wrong, sorry. Im gonna use my main as example.
DoTs on my bar lasts for: 24s, 20s, 24s, 15s, 15s, 12-22-32s (carve), 20s, 18s and on top of that i have passive thats lasts 15s and i need to keep it up by casting needed skills in this timeframe, so every 12s is the best choice. It "looks" easy because those are long right? Wrong. In combat my rotation is a mess. I need to keep my eyes on DoTs duration to not mess up instead of looking at the boss. And 1 mistake in keeping up my passive means that i need to rebuild it in a middle of the combat. I doubt its an "simple" rotation now. Its a lot more dynamic and harder to perform.
There could be easier ones but most will be more dynamic than before which means harder to do.
If DoTs would last for example 10s, 10s, 10s, 20s, 20s then yes, it would be easier. DoTs with timers all over the place? Just harder as only dynamic rotation is possible.
Long DoTs also have a big problem as...
if u can kill target before DoTs would start doing damage - not worth using DoTs, and they last longer now so even stronger enemies will die faster by just spamming 1 button
if boss has teleport mechanic - not worth using DoTs as boss will remove them before those will do any damage
if boss has invulnerable phase - not worth using DoTs as boss wont take any damage from them
So in short, dummy is the only place where those long DoTs are 100% vailable
On top of that DoTs damage was nerfed. So aoe damage went down. All fights where u have to kill few targets at the same time become harder.
And thats all i have to say. More would just become back and forth.
Have fun.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
This may sound nice on paper, but this is not what they did.
It's exactly what they did (are doing) imo.
They even told us they would be adjusting balance in the next few patches as a result of these changes this patch.
They just haven't finished. They did step one, reducing the delta. Step two, likely to come, will be content re-balancing.
Edited to add that I am not even saying this is a good approach, or even the right approach. But it seems to me that they have been pretty clear with what their approach was going to be and has been, and it is a fairly logical approach. Piecing this out over a few updates ensures that they have real, live data in hand, with the damage adjustments, to properly adjust content, or skills, to better align with their goals. They try to shotgun approach the whole thing and it likely blows up in their face even more than it has so far.
Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
This is rather misleading, as according to the US Census Bureau, 19% of Americans are disabled, and other sources put the number closer to one in four. So change your example to 3,800 out of 20,000 players, and recalculate.
This is rather misleading, as according to the US Census Bureau, 19% of Americans are disabled, and other sources put the number closer to one in four. So change your example to 3,800 out of 20,000 players, and recalculate.
You would have to perform a census for the player base to get an accurate stat. Basing it off of your reply would imply that 100% of the population would have to be playing the game. This is not accurate. Also, skimmed over of the hypothetical word. Just like everyone seems to be skimming over the complexities of the original post and the interpretation of accessibility. The root cause of all this back and forth is down to an incorrect interpretation of a word. It's then slung back at ZOS as if they don't care about people with disability. Which is so far from rational. [snip]
It didn’t accomplish what it set out to do, it overcomplicated things to little if any net gain, and the across the board 10% boss reduction was not just largely ineffectual but is the sort of desperation duct tape that sets up even more complications as it leaves a persistent residue when removed.
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
SirLeeMinion wrote: »I agree with your thoughts, OP. Until they get things sorted, I've noticed this works pretty well:
Oakensoul (mythic)
Noble duelest silks (from Blessed Crucible)
Sergeant's Mail (from Wayrest sewers)
1 piece slimecraw (from wayrest sewers)
on a sorc with
unstable wall
daedric prey
caltrops
unstable familiar (ignore or replace with matriarch for self heal)
any fighter's guild skill for the passive (ignore this button)
atronach (activate as it's ready)
and lover mundus
On live, it yields about 30k on the 3M / 6M dummy by basically holding down heavy attack and pressing wall, prey, caltrops, prey, wall, prey etc...and a bit under 60K on the 21M dummy. About 2/3 of that damage is the heavy attack, so it's pretty tolerant of missing a skill activation here and there. I'm sure others already have something better but I'm using this until they post their builds.
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SirLeeMinion wrote: »I agree with your thoughts, OP. Until they get things sorted, I've noticed this works pretty well:
Oakensoul (mythic)
Noble duelest silks (from Blessed Crucible)
Sergeant's Mail (from Wayrest sewers)
1 piece slimecraw (from wayrest sewers)
on a sorc with
unstable wall
daedric prey
caltrops
unstable familiar (ignore or replace with matriarch for self heal)
any fighter's guild skill for the passive (ignore this button)
atronach (activate as it's ready)
and lover mundus
On live, it yields about 30k on the 3M / 6M dummy by basically holding down heavy attack and pressing wall, prey, caltrops, prey, wall, prey etc...and a bit under 60K on the 21M dummy. About 2/3 of that damage is the heavy attack, so it's pretty tolerant of missing a skill activation here and there. I'm sure others already have something better but I'm using this until they post their builds.
Oreyn_Bearclaw wrote: »Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
The majority of replies in this post are skimming over the hard truths of the interpretation of accessibility. It is not for the 0.1% of players with genuine disabilities. It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Is this to say that there are no options for disabled players? Not at all. There are options. Adaptive controllers are one. But a glaring and obvious one is macro's. Why not consider reaching out to ZOS in an email and request them to consider your disability for an approval of a macro? You could custom build a macro in any way shape or form and unlimited in number. Pressing one button would pave the way for complex rotations. Suddenly you are pushing high numbers limited only by your imagination. Realistically, concern overcome. Instead of pages and pages of negativity there could be gaming. Just a thought.
I dont see how the first part can be true and the second part is a work in progress. A DPS nerf across the board is not effectively lowering the ceiling. The ceiling is only the ceiling as it relates to the floor, cant have one without the other. If they just cut damage by 50% tomorrow, would you call that lowering the ceiling? I sure wouldnt. Just like way back when they added a bunch of zeros to DPS and enemy health. The ceiling wasn't raised in any meaningful way (the skill gap didnt increase because of the extra zeros), it was just different numbers.
I am not sold at this point that any of their changes have done anything but cause a lot of frustration if I am being honest.
The best tool they could have possibly introduced to raise the floor happened last patch, AKA oakensoul, and even that just got nerfed.
Only argument I see that the ceiling was actually lowered is that skilled players are leaving the game in droves. I am a diehard, but admittedly, feeling like I need to start from scratch on every rotation I have ever learned is making me seriously ask if the sun has set for me in Tamriel.
I mentioned in another thread, but I think there is a bit of miscommunication on the part of ZOS on what they are truly trying to do by lowering the ceiling and raising the floor.
I think they are trying, successfully, to reduce the delta between the ceiling and the floor. Which, at a simple level, they have done. For relative straight forward numbers/math, Say the ceiling was 100K and the floor was 10K, they reduce damage by 20% across the board. The floor is now 5K and the ceiling 80K. Yes, the floor dropped right along with the ceiling. But, the actual delta between the two values dropped, effectively bringing the floor closer to the ceiling. From a 90K difference in DPS to a 75K difference in DPS. They reduce the DPS overall by 20% and effectively reduce the gap between the ceiling and the floor by 20% as well.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
The majority of replies in this post are skimming over the hard truths of the interpretation of accessibility. It is not for the 0.1% of players with genuine disabilities. It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Is this to say that there are no options for disabled players? Not at all. There are options. Adaptive controllers are one. But a glaring and obvious one is macro's. Why not consider reaching out to ZOS in an email and request them to consider your disability for an approval of a macro? You could custom build a macro in any way shape or form and unlimited in number. Pressing one button would pave the way for complex rotations. Suddenly you are pushing high numbers limited only by your imagination. Realistically, concern overcome. Instead of pages and pages of negativity there could be gaming. Just a thought.
I dont see how the first part can be true and the second part is a work in progress. A DPS nerf across the board is not effectively lowering the ceiling. The ceiling is only the ceiling as it relates to the floor, cant have one without the other. If they just cut damage by 50% tomorrow, would you call that lowering the ceiling? I sure wouldnt. Just like way back when they added a bunch of zeros to DPS and enemy health. The ceiling wasn't raised in any meaningful way (the skill gap didnt increase because of the extra zeros), it was just different numbers.
I am not sold at this point that any of their changes have done anything but cause a lot of frustration if I am being honest.
The best tool they could have possibly introduced to raise the floor happened last patch, AKA oakensoul, and even that just got nerfed.
Only argument I see that the ceiling was actually lowered is that skilled players are leaving the game in droves. I am a diehard, but admittedly, feeling like I need to start from scratch on every rotation I have ever learned is making me seriously ask if the sun has set for me in Tamriel.
I mentioned in another thread, but I think there is a bit of miscommunication on the part of ZOS on what they are truly trying to do by lowering the ceiling and raising the floor.
I think they are trying, successfully, to reduce the delta between the ceiling and the floor. Which, at a simple level, they have done. For relative straight forward numbers/math, Say the ceiling was 100K and the floor was 10K, they reduce damage by 20% across the board. The floor is now 5K and the ceiling 80K. Yes, the floor dropped right along with the ceiling. But, the actual delta between the two values dropped, effectively bringing the floor closer to the ceiling. From a 90K difference in DPS to a 75K difference in DPS. They reduce the DPS overall by 20% and effectively reduce the gap between the ceiling and the floor by 20% as well.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
@jaws343
EDIT:
Well I had a clever response with some math, but just realized that in your example, you nerfed the ceiling by 20 and the floor by 50. Haha.
Take 2:
Always appreciate your take on things, but lets look at this another way. I will except your numbers as stated:
Example 1.
I am a 100k DPS (ceiling) and I get into GF with a 10k DPS (floor), for the sake of argument, that is all the damage in the group.
1. The raw Damage Gap is 90k.
2. I am pulling 91% of group damage, they are pulling 9%.
3. Their damage is 10% of mine. (It takes 10 floor players to equal one on the ceiling).
3 ways to basically describe the same thing, the damage gap.
Example 2, your numbers
Now the floor is 5k and the ceiling is 80k. (This may be what happened, but it doesnt represent a flat damage nerf across the board. Ceiling is 80% of previous, floor is 50%
1. The raw damage GAP is 75k. Good start.
2. I am now pulling 94% of group DPS. Hmm.. maybe not so good.
3. Their damage is, wait for it, 6.25% of mine. It now takes 16 floor players to equal a ceiling player.
Example 3, a flat 20% nerf. Ceiling pulling 80, Floor pulling 8k.
1. Raw Damage gap is 72k
2. Ceiling is pulling 91% of damage. No Change
3. Floor damage is 10% of ceiling. Again, no change. It still takes 10 of them to equal one guy on the ceiling.
So I ask, in scenarios 2 and 3, did the gap really close? I am not so sure. To meaningfully reduce the gap via nerfs on a percent basis, you have to hit the ceiling harder than the floor, and I am not sure they did. I am also not so sure that 2 isnt closer to what actually happened than 3. This was not a flat damage nerf, there is a lot going on with these changes. Experience tells me that the ceiling is going to figure things out faster than the floor and adapt, so if 2 is in fact a better representation of what happened, than the problem is even worse.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Look at this way. Let's say there are 20,000 players a day. 20 of those players have a disability. This prevents them from performing a set of actions that fully exploits the combat system.
Hypothetically: An update was designed to address these 20 players. In this update a developer said that you could slot all DOTs and all AOE to button 1. You choose your spammable for button 2. Potions, were automatic. Special abilities were automatic. The end result would be a 2 button abilities bar. All enabled with a simple click of the accessibility toggle in game. Simple right. Not really. Everyone would do it. Why? Because why work harder to achieve the same result? We are creatures of convenience. This approach would damage 99.9% of the playerbase. It would take away from the skills required to perform complex actions to achieve a goal. The 20 players with disabilities represent just 0.1% of the playerbase (hypothetically). See last paragraph for glaringly obvious solution to this concern.
The majority of replies in this post are skimming over the hard truths of the interpretation of accessibility. It is not for the 0.1% of players with genuine disabilities. It was designed to lower the ceiling (which it did) and raise the floor (which is work in progress). Avoiding this truth is what's causing frustration. We tend to only see and hear that which gels with our own reality. The vastness of reality is far broader than ourselves.
Is this to say that there are no options for disabled players? Not at all. There are options. Adaptive controllers are one. But a glaring and obvious one is macro's. Why not consider reaching out to ZOS in an email and request them to consider your disability for an approval of a macro? You could custom build a macro in any way shape or form and unlimited in number. Pressing one button would pave the way for complex rotations. Suddenly you are pushing high numbers limited only by your imagination. Realistically, concern overcome. Instead of pages and pages of negativity there could be gaming. Just a thought.
I dont see how the first part can be true and the second part is a work in progress. A DPS nerf across the board is not effectively lowering the ceiling. The ceiling is only the ceiling as it relates to the floor, cant have one without the other. If they just cut damage by 50% tomorrow, would you call that lowering the ceiling? I sure wouldnt. Just like way back when they added a bunch of zeros to DPS and enemy health. The ceiling wasn't raised in any meaningful way (the skill gap didnt increase because of the extra zeros), it was just different numbers.
I am not sold at this point that any of their changes have done anything but cause a lot of frustration if I am being honest.
The best tool they could have possibly introduced to raise the floor happened last patch, AKA oakensoul, and even that just got nerfed.
Only argument I see that the ceiling was actually lowered is that skilled players are leaving the game in droves. I am a diehard, but admittedly, feeling like I need to start from scratch on every rotation I have ever learned is making me seriously ask if the sun has set for me in Tamriel.
I mentioned in another thread, but I think there is a bit of miscommunication on the part of ZOS on what they are truly trying to do by lowering the ceiling and raising the floor.
I think they are trying, successfully, to reduce the delta between the ceiling and the floor. Which, at a simple level, they have done. For relative straight forward numbers/math, Say the ceiling was 100K and the floor was 10K, they reduce damage by 20% across the board. The floor is now 5K and the ceiling 80K. Yes, the floor dropped right along with the ceiling. But, the actual delta between the two values dropped, effectively bringing the floor closer to the ceiling. From a 90K difference in DPS to a 75K difference in DPS. They reduce the DPS overall by 20% and effectively reduce the gap between the ceiling and the floor by 20% as well.
Then, when you introduce content and re-balance content, you aren't dealing with a wild delta between the two extremes, which in turn allows you to make content with more reasoned difficulty levels, that have better accessibility and play to the average of players in a more sustainable way.
@jaws343
EDIT:
Well I had a clever response with some math, but just realized that in your example, you nerfed the ceiling by 20 and the floor by 50. Haha.
Take 2:
Always appreciate your take on things, but lets look at this another way. I will except your numbers as stated:
Example 1.
I am a 100k DPS (ceiling) and I get into GF with a 10k DPS (floor), for the sake of argument, that is all the damage in the group.
1. The raw Damage Gap is 90k.
2. I am pulling 91% of group damage, they are pulling 9%.
3. Their damage is 10% of mine. (It takes 10 floor players to equal one on the ceiling).
3 ways to basically describe the same thing, the damage gap.
Example 2, your numbers
Now the floor is 5k and the ceiling is 80k. (This may be what happened, but it doesnt represent a flat damage nerf across the board. Ceiling is 80% of previous, floor is 50%
1. The raw damage GAP is 75k. Good start.
2. I am now pulling 94% of group DPS. Hmm.. maybe not so good.
3. Their damage is, wait for it, 6.25% of mine. It now takes 16 floor players to equal a ceiling player.
Example 3, a flat 20% nerf. Ceiling pulling 80, Floor pulling 8k.
1. Raw Damage gap is 72k
2. Ceiling is pulling 91% of damage. No Change
3. Floor damage is 10% of ceiling. Again, no change. It still takes 10 of them to equal one guy on the ceiling.
So I ask, in scenarios 2 and 3, did the gap really close? I am not so sure. To meaningfully reduce the gap via nerfs on a percent basis, you have to hit the ceiling harder than the floor, and I am not sure they did. I am also not so sure that 2 isnt closer to what actually happened than 3. This was not a flat damage nerf, there is a lot going on with these changes. Experience tells me that the ceiling is going to figure things out faster than the floor and adapt, so if 2 is in fact a better representation of what happened, than the problem is even worse.
Well... that is some unfortunate mathing on my end lol, luckily not in opposition of my argument.
With that fix, it is 8K and 80K DPS after a 20% adjustment, which is an even better 25% reduction in the delta.
Also, oddly your original response showed up when I quoted. And I don't disagree that they didn't implement a flat reduction and that the reduction does vary. And I do think there is still work to be done here. (I actually think the dot changes were unnecessary and that that light/heavy attack changes were effective enough on their own). What I do think is, lower the delta between the ceiling and floor makes it easier to adjust combat and mechanics. It makes it easier because you aren't playing with wild swings of power. It's the same reason they have formalized a ton of damage values and scaling values to be more uniform. It lets them introduce a mechanic or set or skill and have a far more expected outcome of the end damage that skill will provide.