llBlack_Heartll wrote: »Wouldn’t a better way to raise the floor and bring the ceiling closer to Buff all Class Skills and nerf some Buffs?
It seems to me whenever they try to improve the lives of lower end players, Zos unintentionally widens the gap between the top and bottom.
Why?
Top end players do research, talk amongst themselves, and use every trick, set, and skill to get the maximum amount of dps possible.
Less skilled players just wear what is accessible, slot what they like rather what is “efficient”, and are generally oblivious to patch changes.
Did their favorite ability/set/race get nerfed to oblivion? They may not know, at least for awhile.
Is the gap between high end and lower dps too high? Yes, undeniably. But zos needs to figure out why exactly that is and address that. Instead the process seems to metaphorically just throw darts at the wall, and hope they hit something.
And let’s be real here, the difference between high and low end is weaving and back bar set ups. Lower end dps players are not very efficient with this. And honestly why should they? It does not feel very fantasy like, or even intuitive. Many people, myself included, would love it, if ESO combat played like the ES games rather then being it’s own weird combat…thing.
Lady_Galadhiel wrote: »The ''play the way you want'' concept starts to crumble away.
llBlack_Heartll wrote: »Wouldn’t a better way to raise the floor and bring the ceiling closer to Buff all Class Skills and nerf some Buffs?
My thinking is - If an unorganised and non optimal group can put out more DPS via their own skills and require less coordination of times buffs to pass content. Then it would be better for the community, rather than gutting everyone?
How many times have you seen 2 or more colossus go off at one time, or a tank running Sax and drops their ult but you still hear a war horn going off etc.
On the other hand, Organised and Optimised groups will need to be good with their timed buffs to clear their HM content or prog groups learning to get through.
etchedpixels wrote: »llBlack_Heartll wrote: »Wouldn’t a better way to raise the floor and bring the ceiling closer to Buff all Class Skills and nerf some Buffs?
My thinking is - If an unorganised and non optimal group can put out more DPS via their own skills and require less coordination of times buffs to pass content. Then it would be better for the community, rather than gutting everyone?
How many times have you seen 2 or more colossus go off at one time, or a tank running Sax and drops their ult but you still hear a war horn going off etc.
On the other hand, Organised and Optimised groups will need to be good with their timed buffs to clear their HM content or prog groups learning to get through.
The classic way to adjust game floor and ceiling is to use curves for everything so the as you get better or stack more of each thing you get the smaller the difference it makes. Being "elite" still gives you a bigger number than your rival but in actual fact the difference isn't important other than for things I struggle to find a phrase for that will not get a "snip".
ESO has sort of done that with champion points but nothing else which is IMHO why you get these extreme outliers, why you get high meta instability and a lot of the yawning gap. It's not the whole story - there's a big skill aspect too beyond having the right build, and there should be.
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
The real actual in-game problem is the opposite of this. They are balancing the new end game content around the 1% of the 1%. Last I heard 600 characters had cleared vet Rockgrove, not 600 accounts but 600 characters and I would guess a number of those are alts clearing it a 2nd (or more) time(s).
They need to just ignore that group of people when creating their new trials, and balance around the top 15-20% like you said, but without the DPS nerfs. Who cares if the tippy-top groups can clear the 30 minute speed run in 5 minutes? It is irrelevant to everyone except the people doing it, it's not like they are getting any rewards out of it other than a worthless account wide achievement, a title and maybe a poorly re-skinned mount.
If that tiny group of people decides that isn't good enough, they can leave and play another game. Everyone has been making it clear the last few weeks that they aren't really appreciated here anyway.
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
The real actual in-game problem is the opposite of this. They are balancing the new end game content around the 1% of the 1%. Last I heard 600 characters had cleared vet Rockgrove, not 600 accounts but 600 characters and I would guess a number of those are alts clearing it a 2nd (or more) time(s).
They need to just ignore that group of people when creating their new trials, and balance around the top 15-20% like you said, but without the DPS nerfs. Who cares if the tippy-top groups can clear the 30 minute speed run in 5 minutes? It is irrelevant to everyone except the people doing it, it's not like they are getting any rewards out of it other than a worthless account wide achievement, a title and maybe a poorly re-skinned mount.
If that tiny group of people decides that isn't good enough, they can leave and play another game. Everyone has been making it clear the last few weeks that they aren't really appreciated here anyway.
That’s not the opposite, that’s what I said but with more extreme numbers. We are agreeing, just saying it in different ways.
Zos wants to make hard content. But if only 600 players can do it, that is a problem. Even 6,000 is too small a number I think.
If they can push the top end down then that top ends (re-tuned) content becomes appealing for more players, not just 600.
Ignoring the group is not a great answer, a top end content “influencer” creator may make a video about how easy the game is, even though that creator is just out distancing everyone else by miles.
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
The real actual in-game problem is the opposite of this. They are balancing the new end game content around the 1% of the 1%. Last I heard 600 characters had cleared vet Rockgrove, not 600 accounts but 600 characters and I would guess a number of those are alts clearing it a 2nd (or more) time(s).
They need to just ignore that group of people when creating their new trials, and balance around the top 15-20% like you said, but without the DPS nerfs. Who cares if the tippy-top groups can clear the 30 minute speed run in 5 minutes? It is irrelevant to everyone except the people doing it, it's not like they are getting any rewards out of it other than a worthless account wide achievement, a title and maybe a poorly re-skinned mount.
If that tiny group of people decides that isn't good enough, they can leave and play another game. Everyone has been making it clear the last few weeks that they aren't really appreciated here anyway.
That’s not the opposite, that’s what I said but with more extreme numbers. We are agreeing, just saying it in different ways.
Zos wants to make hard content. But if only 600 players can do it, that is a problem. Even 6,000 is too small a number I think.
If they can push the top end down then that top ends (re-tuned) content becomes appealing for more players, not just 600.
Ignoring the group is not a great answer, a top end content “influencer” creator may make a video about how easy the game is, even though that creator is just out distancing everyone else by miles.
I'm not sure how we are agreeing. We might(?) be coming to similar conclusions, but I think here the approach is more important than the landing spot.
As I read it you think that ZoS must create content that caters to the very tip-top players in the game. Currently they are doing this and only a few hundred people at most, are able to clear this content. This is problematic for a number of reasons (which I agree with), so they now must nerf DPS (And healing? And fun?), bringing the ceiling down closer to the average player so that the content they must create for the top of the player base is able to be completed by a larger segment of the player base.
I think both premises are wrong.
I think ZoS should not be creating and balancing content around the 1% of the 1%*. I think they should be creating content that very good players, in very good groups have a chance to reasonably prog through, instead of having the very best players in the very best groups barely able to eke the content out. If this was done then a DPS nerf is not only not required, it would be irrelevant. Then we would have more happy mid-top tier PvE players, while the tippy-top groups are not affecting anyone as they blaze through whatever they want as fast as they want to.
YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
Agenericname wrote: »YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
That content doesnt exist solely for high end groups. It exists for anyone willing to try. For everyone of those 600 characters that cleared vRG HM, many others are progging or have tried. Its serves as the next level of challenge, or goal if you will, for a much larger number of people.
If the entire game were vSO or vSO HM, then there wouldnt be a reason, or not much of one, to chase gear, new mythics, or stay on the meta treadmill at all, which ZOS counts on.
Agenericname wrote: »YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
That content doesnt exist solely for high end groups. It exists for anyone willing to try. For everyone of those 600 characters that cleared vRG HM, many others are progging or have tried. Its serves as the next level of challenge, or goal if you will, for a much larger number of people.
If the entire game were vSO or vSO HM, then there wouldnt be a reason, or not much of one, to chase gear, new mythics, or stay on the meta treadmill at all, which ZOS counts on.
That is a bit disingenuous. If only 600 odd characters (not accounts from what I understand) complete the content, that content is not “pulling its weight”. And I would suggest few players are “aspiring” to do that content. I would further suggest few people even know what that content is.
So zos is left with a decision:
A) Make easier content and just say “sorry, you don’t get anything” to top end players.
B ) Curb top end players dps and make content that their new dps limits (and others of now similar dps) can enjoy.
I think “B” is the way to go. But either way I don’t care that much about it. I am much more interested in the lives of people who don’t even pull 15k dps.
Carcamongus wrote: »There are ways to raise the floor without damaging the damagers. For example, buff a few non-meta sets that are more likely to be used by newer players, better explain important concepts (such as types of damage) and create dungeon/trial mechanics that aren't confusing (which isn't the same thing as easy) or fill the screen with so many effects one can hardly see what's going on.
Bringing floor and ceiling together always means reducing skill expression and I think a lot of players at the top are already tired of that and looking for games where skill expression matters more.
We don't need to lower the ceiling at all so long as the floor is raised. Who cares if the top is skipping all the mechanics by dealing a million dps. The game is already not very challenging to these players and the only challenge that is offered is leaderboards.
ZOS needs to focus on properly rewarding leaderboard players. How about monthly leaderboards and a shoutout to the top #1 player(s) on every leader board every month? That's something you can frame and put on your wall. An actual trophy that nobody can take away from you. People want that recognition and people want to be competitive. Lean into that rather than trying your hardest to bring the ceiling down and only cause frustrations in the process.
Agenericname wrote: »Agenericname wrote: »YandereGirlfriend wrote: »I really do not understand what the fascination is with trying to nerf the highest-end groups. Competitive, score-pushing groups are not hurting anyone and the game would be in such a better position if the developers would just left them alone and instead focus exclusively on bringing up the bottom tier of players.
It’s not the high end players fault, but high end players do “hurt” (not really the right word for it) the game as zos needs to give those players content and content costs money.
So let’s pretend that high end players are 5% of the player base (percentage just for example, not suggesting real numbers here) but the percentage of the budget used to make content for them is say 10%. That is bad.
But if they can push the 5% downward to say the top 20%. And they use that 10% of the budget for that group. That would be much better.
If they can make hard content that appeals to more players then just the small percentage of high end players that would be ideal.
EDIT: If the high end player group is too small for the budget allotted to make content that appeals to them, they become a budget liability.(?) Is that a better way of putting it?
That content doesnt exist solely for high end groups. It exists for anyone willing to try. For everyone of those 600 characters that cleared vRG HM, many others are progging or have tried. Its serves as the next level of challenge, or goal if you will, for a much larger number of people.
If the entire game were vSO or vSO HM, then there wouldnt be a reason, or not much of one, to chase gear, new mythics, or stay on the meta treadmill at all, which ZOS counts on.
That is a bit disingenuous. If only 600 odd characters (not accounts from what I understand) complete the content, that content is not “pulling its weight”. And I would suggest few players are “aspiring” to do that content. I would further suggest few people even know what that content is.
So zos is left with a decision:
A) Make easier content and just say “sorry, you don’t get anything” to top end players.
B ) Curb top end players dps and make content that their new dps limits (and others of now similar dps) can enjoy.
I think “B” is the way to go. But either way I don’t care that much about it. I am much more interested in the lives of people who don’t even pull 15k dps.
How is that disingenuous? Its not only 600 characters completing the content. Its 600 characters completing the hard mode. That however is only representative on the hardest mode in that trial. For every team that completed it, multiple ran it. Is it safe to say that there are 10 prog groups for every completion? I'd guess higher if you factored in the group starting in vet.
Im sure there are quite a few people that have no idea that it even exists. Not everyone plays group content, not everyone wants to. Thats fine. For those that do, they have something to reach for. Im farily certain that ZOS is not only aware of that, but watches it. They have said that they monitor content and make adjustments based on what they call "choke points." At this point, its a pattern. They introduce a vet DLC dungeon, a couple of patches later, it will get nerfed. They knew this would happen when they designed it.
Yes, B is probably the better option. Poorly implemented, but ultimately better. Thats not my argument though, only that the content isnt exclusively for the 600 characters that made it.
Light Attack Weaving is not difficult for someone who has been a hardcore raider over the last 25 years, but honestly... if you dont get told about it, or you don't decide to investigate it yourself (which is NOT something people should have to do) you'll be unable to play a lot of classes well..