Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
PrincessOfThieves wrote: »
You need relatively high APM to play optimally. An average ESO player doesn't care about optimal dps, though. Non-meta builds are very popular - Xynode, Hack the Minotaur and other non-meta creators have tons of views and subscribers, and many people outright refuse to play the optimal (meta) way.
Dps only really matters in veteran content, and even then most dungeons and even hardmodes can be done with like 50% of highest possible dps. So I would not say that ESO APM requirements are that high. They are high for people who want to do trial hardmodes and especially trifectas, but those people are the most hardcore minority and usually don't have problems with that.
PrincessOfThieves wrote: »PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
You need relatively high APM to play optimally. An average ESO player doesn't care about optimal dps, though. Non-meta builds are very popular - Xynode, Hack the Minotaur and other non-meta creators have tons of views and subscribers, and many people outright refuse to play the optimal (meta) way.
Dps only really matters in veteran content, and even then most dungeons and even hardmodes can be done with like 50% of highest possible dps. So I would not say that ESO APM requirements are that high. They are high for people who want to do trial hardmodes and especially trifectas, but those people are the most hardcore minority and usually don't have problems with that.
(Bold for emphasis.)Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
PrincessOfThieves wrote: »PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
You need relatively high APM to play optimally. An average ESO player doesn't care about optimal dps, though. Non-meta builds are very popular - Xynode, Hack the Minotaur and other non-meta creators have tons of views and subscribers, and many people outright refuse to play the optimal (meta) way.
Dps only really matters in veteran content, and even then most dungeons and even hardmodes can be done with like 50% of highest possible dps. So I would not say that ESO APM requirements are that high. They are high for people who want to do trial hardmodes and especially trifectas, but those people are the most hardcore minority and usually don't have problems with that.
Well we are talking about skill gaps here and I was responding to someone who said:(Bold for emphasis.)Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
I was simply pointing out that the average person can’t really do that (60 APM).
Your saying that high APM is only important to play optimally. So I feel I am caught between you two.
Either high APM is important or it’s not, I can’t say (it probably is?). I am just saying high APM is not what the average player can do.
https://www.youtube.com/watch?v=EU_rpgIU1vAguarstompemoji wrote: »https://www.youtube.com/watch?v=EU_rpgIU1vA
Dotz discusses this issue, and its solutions, eloquently. He brings up many points that have been expressed over and over again in the forums, but brings them together in a cohesive way.
To be frank, "increasing overland difficulty" by undoing the changes ZOS did ages ago when they made tank mobs more damaging/less durable and damage dealing mobs less damaging/more durable would actually help, since if enemies are able to be different enough for those differences to actually be noticed, it'd add some texture to the overland and give some meaningful differences in how people approach encounters. Difficulty through every encounter not being exactly the same, not by making the mobs themselves more challenging or demanding.
To be frank, "increasing overland difficulty" by undoing the changes ZOS did ages ago when they made tank mobs more damaging/less durable and damage dealing mobs less damaging/more durable would actually help, since if enemies are able to be different enough for those differences to actually be noticed, it'd add some texture to the overland and give some meaningful differences in how people approach encounters. Difficulty through every encounter not being exactly the same, not by making the mobs themselves more challenging or demanding.
I agree with this.. in 2014 things were much more balanced and overland content was actually challenging but maybe too challenging and was difficult to solo as tank or heals. Now its the reverse and overland is far too easy and vet or hardmode content is still incredibly challenging creating a huge gap and not preparing new players well for more advanced content!
Kiralyn2000 wrote: »Captain_Devildog wrote: »BUT HOLD YOUR HORSES!!!
Litterally every person i met in this game, doesn't matter if they are new or doing questing all day. Or they are casual or whatever.. Litterally all of them did veteran and pvp maybe hm sometimes even when they did questing all day they still played all the other aspects of the game.
Been playing since 2016. I've never done a trial, I've never had a character step a single foot in Cyro or IC, I've run less than 10 dungeons in normal mode, and never done anything vet. Never joined a guild or sold anything to another player or used a target dummy. I quest, zone, craft, house, thief, gather, explore, do holidays that aren't PvP or dungeon. I've got 8 characters.
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
Are you talking about players who do vet content? Because most players do not want to do vet content, most players don’t want to even do normal dungeons.
They are not bothering you. No need to punish the people who just do overland.
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
Are you talking about players who do vet content? Because most players do not want to do vet content, most players don’t want to even do normal dungeons.
They are not bothering you. No need to punish the people who just do overland.
Define punish? Balancing challenge/reward I dont see as punishing. The easier something is the more worthless it is and the rewards that come from it. Your saying you'd prefer overland content to be much easier because you feel its a waste and JUST WANT THE LOOT? or what? Or you find overland content actually challenging now?
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
Are you talking about players who do vet content? Because most players do not want to do vet content, most players don’t want to even do normal dungeons.
They are not bothering you. No need to punish the people who just do overland.
Define punish? Balancing challenge/reward I dont see as punishing. The easier something is the more worthless it is and the rewards that come from it. Your saying you'd prefer overland content to be much easier because you feel its a waste and JUST WANT THE LOOT? or what? Or you find overland content actually challenging now?
You are targeting the wrong set of people.
Maybe there needs to be an intermediate dungeon range between normal and vet, or the difficulty of normal needs to be raised slightly. But people who stay in overland content are not the ones making your dungeon run go slower.
They are not involved with the vet content issue. They don’t want to be involved with the vet content issue. Leave them out of it.
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
Are you talking about players who do vet content? Because most players do not want to do vet content, most players don’t want to even do normal dungeons.
They are not bothering you. No need to punish the people who just do overland.
Define punish? Balancing challenge/reward I dont see as punishing. The easier something is the more worthless it is and the rewards that come from it. Your saying you'd prefer overland content to be much easier because you feel its a waste and JUST WANT THE LOOT? or what? Or you find overland content actually challenging now?
You are targeting the wrong set of people.
Maybe there needs to be an intermediate dungeon range between normal and vet, or the difficulty of normal needs to be raised slightly. But people who stay in overland content are not the ones making your dungeon run go slower.
They are not involved with the vet content issue. They don’t want to be involved with the vet content issue. Leave them out of it.
??? IM not sure who your talking about but to me it sounds very much like the people that aren't or can't do vet content that complain about its difficulty. The ones that can do vet content aren't the ones on the forums complaining about its difficulty