FeedbackOnly wrote: »Because they didn't adapt people
The skill gap is larger because high end players have a drive to have the best dps possible. They adapt, grind gear, experiment, and communicate.
Lower tier players are generally fine with “good enough”. They are slower to change, and have less access to gear to adapt against negative changes. Also many probably won’t even start changes until they get access to a build video/site that directly address their class and spec.
UnabashedlyHonest wrote: »U35 is why the skill gap is so much wider now.
This, like on all large combat changes the more causal players are slow to update builds and will often go for the wrong ones.UnabashedlyHonest wrote: »U35 is why the skill gap is so much wider now.
https://www.youtube.com/watch?v=ArpuZKqDekcThe skill gap is larger because high end players have a drive to have the best dps possible. They adapt, grind gear, experiment, and communicate.
Lower tier players are generally fine with “good enough”. They are slower to change, and have less access to gear to adapt against negative changes. Also many probably won’t even start changes until they get access to a build video/site that directly address their class and spec.
This so much, self buffs should be pretty long lasting like 30-36 seconds and pretty standardized, dots 10-12 seconds.Oreyn_Bearclaw wrote: »Because ZOS has a very poor handle on how their game works from the perspective of players at various skill levels, and as a result they have a very poor handle on what actually causes the skill gap they keep trying to shrink.
If you asked most people, they would say something about weaving. I wouldn't be honest if I said it plays no part, but it doesn't play nearly as large as most people think. For the sake of argument, lets say its all weaving (its not), what could they do? Well, on its face, they could lower LA damage, which they did. Did the gap close? Nope.
Weaving basic skills is just not that hard, and really only adds like 10-12% DPS, but what we have now on multiple classes are inconsistent weave timers. That is a far bigger issue.
Both sorc and templar, probably the two easiest specs to play historically, have a .8 second channel for the spammable. Yes it can be weaved, but its almost certainly different timing than every other skill. Throw in that for some reason, it makes sense to have stampede be the best back bar ground DOT (I wish they would just nerf this skill into the ground as a bandaid), you now have a mandatory back bar skill that also has a wonky weave. Not to mention, all of the above skills cause bar swapping issues as well. In the case of sorc, throw in Overload, which has its own weave, and now you have the 2 easiest classes with 3-4 distinct weave timings. That has exploded the skill gap. I am a pretty darn good sorc. I have never struggled more with the meta sorc rotation than I have right now. I would argue that the current meta sorc rotation is the most difficult rotation in ESO since launch.
Another and perhaps bigger issue, is ZOS missed the mark on skill duration. We dont need longer skills, we need CONSISTANT skill timers. Nothing lines up these days. I would argue that skills longer than about 10-12 seconds become more difficult to manage, not easier. You end up playing a minigame about trying to make decisions about what is worth the cast or not, and its also easier to forget about them. I am finding personally, that especially in execute, the game has gotten harder, not easier with this change. Again, skill gap bigger.
Lastly, group buffs. Not only do they have the number 2 problem of inconsistent timers, ZOS keeps introducing gear and buffs that really can only be utilized to their fullest potential by highly coordinated groups. Every patch, it gets harder and harder to keep up buffs in an optimal manner.
ZOS needs to take a step back.
First: They need to reevaluate skill duration and figure out a way to have all skills be multiples of each other, so static rotations lineup well. Perhaps certain class skills at 6 seconds (curse, shalks, Talons, POTL, Etc) like they are, the vast majority of DOTs and Set procs at double that, 12 seconds, that way not only do you DOTs lineup, it takes less effort to micro manage sets. Have a handful of skills that make sense to have a longer duration at 24 seconds, and maybe a few long duration buffs at 48 seconds. That way everything can lineup nice and neat, and the advantage of a dynamic rotation over a static rotation is minimized. I would also eliminate class passives that increase skill duration, and avoid morphs of the same skill with different duration (lighting flood, blockade, etc.). Could also do 5. 10. 20 40 seconds. Just make them consistent multiples.
Second: Fix weaving. 0.8 second channels are a nightmare. Figure out how to make them weave the same as other skills or remove them. Don't get me wrong, sweeps being .8 over 1.0 is an improvement, and I dont mind some channeled skills for variety, but things like hard cast frags simply need removed. Make it instant cast so it can be weaved and bar swapped from in the same way as every other skill, adjust the damage as necessary. Why is a channeled hard cast frags better for the game? Make the base skill instant cast, make the proc hit harder and cost less. The ceiling potential is identical, the floor potential would be raised significantly.
Third: Take a look at the obvious group buffs, and figure out a way to make them fit better into a reasonable support build and rotation. I cant imagine having to manage something like Minor Brittle these days as a tank, what a freaking nightmare. I am all for a good group being able to help their DPS better than a bad group, but give the bad groups a fighting chance.
I have been echoing most of these sentiments for a few months. @code65536 said it better on the PTS forum. It should be required reading for everyone at ZOS, and every player on this forum. ZOS, give that man a job and pay him well. He knows the game from a combat mechanic standpoint better than anybody I know, and I would venture, better than almost anyone that is currently employed by ZOS. That is not meant to be a dig at any specific dev, just a factual statement about how much he knows. It really is mind-blowing
Code's Post:
https://forums.elderscrollsonline.com/en/discussion/611505/why-the-changes-in-update-35-miss-the-mark-and-fail-to-fix-the-issues-that-it-seeks-to-address/p1
For those that like Videos, Skinny Cheeks dives into the post:https://www.youtube.com/watch?v=ArpuZKqDekc

FeedbackOnly wrote: »Because they didn't adapt people
Oreyn_Bearclaw wrote: »Because ZOS has a very poor handle on how their game works from the perspective of players at various skill levels, and as a result they have a very poor handle on what actually causes the skill gap they keep trying to shrink.
If you asked most people, they would say something about weaving. I wouldn't be honest if I said it plays no part, but it doesn't play nearly as large as most people think. For the sake of argument, lets say its all weaving (its not), what could they do? Well, on its face, they could lower LA damage, which they did. Did the gap close? Nope.
Oooh. I liked your post @Auldwulfe !
Ummm...p.s. is this thread different from the thread with almost the same name on page 2 of the forum?
wolfie1.0. wrote: »FeedbackOnly wrote: »Because they didn't adapt people
It's more that ZOS didn't make it easy to adapt to the changes.
Players will adapt. Some may take some time though, and some will adapt by changing content, and others will quit...
Captain_Devildog wrote: »So i felt the skill gap became much bigger then before, and now i'm starting to refuse helping randoms. I liked to do it before i can do HM solo i got an amazing proc group. But when i play with randoms i just let them die because i rather have my companion in the group. My companion can do more damge or better tanking so i just finish dungeons on my own even when the randoms died.
So now i just can't carry randoms anymore i just play with them for the pledge or the random dungeon thing but they are just decoration.
Why is the skill gap bigger?
Their damage sucks they die very fast. And i just put heals on for them and that's not even enough.
I don't understand i used to like carrying randoms to achievements.
StarOfElyon wrote: »Captain_Devildog wrote: »So i felt the skill gap became much bigger then before, and now i'm starting to refuse helping randoms. I liked to do it before i can do HM solo i got an amazing proc group. But when i play with randoms i just let them die because i rather have my companion in the group. My companion can do more damge or better tanking so i just finish dungeons on my own even when the randoms died.
So now i just can't carry randoms anymore i just play with them for the pledge or the random dungeon thing but they are just decoration.
Why is the skill gap bigger?
Their damage sucks they die very fast. And i just put heals on for them and that's not even enough.
I don't understand i used to like carrying randoms to achievements.
I don't know but I can say with absolute certainty that no one saw this coming and/or warned us.
Oreyn_Bearclaw wrote: »StarOfElyon wrote: »Captain_Devildog wrote: »So i felt the skill gap became much bigger then before, and now i'm starting to refuse helping randoms. I liked to do it before i can do HM solo i got an amazing proc group. But when i play with randoms i just let them die because i rather have my companion in the group. My companion can do more damge or better tanking so i just finish dungeons on my own even when the randoms died.
So now i just can't carry randoms anymore i just play with them for the pledge or the random dungeon thing but they are just decoration.
Why is the skill gap bigger?
Their damage sucks they die very fast. And i just put heals on for them and that's not even enough.
I don't understand i used to like carrying randoms to achievements.
I don't know but I can say with absolute certainty that no one saw this coming and/or warned us.
@StarOfElyon
Sorry, but that part simply isn't true. The post by Code and the video by skinny cheeks both were during the PTS. I have been ranting on these forums about the skill gap and consistent skill duration for over a year. I understand that not everyone uses or gives 2 cents about the PTS, but ZOS was warned that their approach to lower the skill gap would have the complete opposite effect, and that is EXACTLY what happened.
Agenericname wrote: »Oreyn_Bearclaw wrote: »Because ZOS has a very poor handle on how their game works from the perspective of players at various skill levels, and as a result they have a very poor handle on what actually causes the skill gap they keep trying to shrink.
If you asked most people, they would say something about weaving. I wouldn't be honest if I said it plays no part, but it doesn't play nearly as large as most people think. For the sake of argument, lets say its all weaving (its not), what could they do? Well, on its face, they could lower LA damage, which they did. Did the gap close? Nope.
The bolded statement I hold ZOS partially responsible for.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview/p1
That statement, especially the "miles behind" statement puts a lot of emphasis on weaving light attacks, but not much on everything else, which also matter, quite a bit. Tempo, rotation, gear, abilities, etc. Collectively they matter more. I don't feel that drastic gap rest solely on the shoulders of weaving light attacks.
But, here we are
https://www.youtube.com/watch?v=d7Cx1072d_UAgenericname wrote: »Oreyn_Bearclaw wrote: »Because ZOS has a very poor handle on how their game works from the perspective of players at various skill levels, and as a result they have a very poor handle on what actually causes the skill gap they keep trying to shrink.
If you asked most people, they would say something about weaving. I wouldn't be honest if I said it plays no part, but it doesn't play nearly as large as most people think. For the sake of argument, lets say its all weaving (its not), what could they do? Well, on its face, they could lower LA damage, which they did. Did the gap close? Nope.
The bolded statement I hold ZOS partially responsible for.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview/p1
That statement, especially the "miles behind" statement puts a lot of emphasis on weaving light attacks, but not much on everything else, which also matter, quite a bit. Tempo, rotation, gear, abilities, etc. Collectively they matter more. I don't feel that drastic gap rest solely on the shoulders of weaving light attacks.
But, here we are
Weaving IS part of your rotation. lol. Some gear even encourage you to weave your light attacks. Also weaving has ALWAYS been a part of whether someone is more effective and efficient in ESO's combat. You DO need to learn how to weave if you want to put it more damage, it has been the case since day one. what did you think end game players didn't weave before?
Also for OP, real people who carry, just carry. They don't complain if their party dies or if they don't know their rotations. I really don't like people who act as if they are better than others. Real end game players just carry if they do randoms. They don't complain, they don't berate people and tell them that their companions are better than them.
I'm a returning player. I've been reading so many post from players here saying that their damage output is lower now. You must be new to the game. You think Templars were nerfed now? lol. Templars have been nerfed MANY MANY times before. Remember when Repentance was still a thing? Remember when Breathe of Life could heal through walls and three people at the same time? Remember when Jesus Beam would actually execute at 50%? You think Sweeps/Jabs is the only identity Templars have? No. It's the only left that stands out now. But before Sweeps/Jabs was but one of the many identifying skills Templars have.
I'm not saying ZOS shouldn't be called out for what they are doing to the game. One of the reasons why I stopped playing the game in the past is because I got burned out, but I never came in here and cried that I couldn't carry random players now because they nerfed my class.
Agenericname wrote: »Oreyn_Bearclaw wrote: »Because ZOS has a very poor handle on how their game works from the perspective of players at various skill levels, and as a result they have a very poor handle on what actually causes the skill gap they keep trying to shrink.
If you asked most people, they would say something about weaving. I wouldn't be honest if I said it plays no part, but it doesn't play nearly as large as most people think. For the sake of argument, lets say its all weaving (its not), what could they do? Well, on its face, they could lower LA damage, which they did. Did the gap close? Nope.
The bolded statement I hold ZOS partially responsible for.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview/p1
That statement, especially the "miles behind" statement puts a lot of emphasis on weaving light attacks, but not much on everything else, which also matter, quite a bit. Tempo, rotation, gear, abilities, etc. Collectively they matter more. I don't feel that drastic gap rest solely on the shoulders of weaving light attacks.
But, here we are
I have read so many of these posts ... and most of the players are saying the same exact thing. Make consistent timers. It's not a hard concept, and appears to be the best solution to the issue.
So, yeah... I am in my mid-50's, and I have been playing Elder Scrolls since Arena was released. No, that does NOT make me any sort of "expert"... but I am going to be honest, I tend to overland play, and all the rotations, and bar swapping is old. I guess I do ok at weaving, as my ultimate refills pretty quickly. I tend to mix light attack and one of my other attack skills.... the animation is "interesting" with that, sometimes, but it works. For a dual wield, that is flurry and light..... I may throw down an AOE on a bigger boss, but most don't last long enough to bother... I can take down a delve boss in a few seconds, and that is good enough for me.
I work with enough stress on my job that I do NOT need a second job when I get home... I want to wander around in a world I love, not sit and stress over timing and rotations, and making sure I have the exact right build that someone else decided was better than mine.... you may make a higher number, but I assure you, mine gives me more fun... guess what I am going for?
They need to understand that the majority of average players are like me.... bar swapping is a pain in the tail. Trying to keep track of all those timers... no, I don't need to, and I am not going to. And for the people that keep saying that I need to use an addon...... when I need a third party software addition to play a game, either there is something wrong, or the game is broken, and needs to be fixed.
Consistent timers, and DOTs and AOE's that make sense .... stop trying to turn all the characters into clones with only the color of their animation and outfit as the thing that defines them... one class SHOULD be different than another... it's part of why we choose which we want to play......
Focus on returning every class to it's roots... we don't need nuclear explosion effects for every skill...... focus on returning the racial values... an Orc should not be a better magic user than a Breton.....
And focus on consistency in timers, and flow.... and the game will improve, and the gap will minimize .... it is that simple.
Auldwulfe
Agenericname wrote: »@Oreyn_Bearclaw
I was hoping, much like the last time they made major changes to DOTs, that this was going to be just as short-lived as the previous. Unfortunately, it doesn't appear to be the case. I agree whole heartedly, making them consistent would have helped.
I believe that 100k no LA parse that got posted here was U34, maybe U33. If you considered a 130k more or less the top, then a 100K parse was 77% of that. One could make the argument that wasn't enough, or maybe that it was too much. I don't think that a no-LA parse would still be 77% of the top anymore though. It's a different trial dummy now anyway, so a good estimate is as close as we could get. Granted, in order to do that the pacing would need to be pretty tight, but that's the only way to get apples to apples.
I agree, it wasn't that big of a slice of the pie, but I think it got a little bigger this patch by virtue of the pie getting smaller.
boi_anachronism_ wrote: »Oreyn_Bearclaw wrote: »StarOfElyon wrote: »Captain_Devildog wrote: »So i felt the skill gap became much bigger then before, and now i'm starting to refuse helping randoms. I liked to do it before i can do HM solo i got an amazing proc group. But when i play with randoms i just let them die because i rather have my companion in the group. My companion can do more damge or better tanking so i just finish dungeons on my own even when the randoms died.
So now i just can't carry randoms anymore i just play with them for the pledge or the random dungeon thing but they are just decoration.
Why is the skill gap bigger?
Their damage sucks they die very fast. And i just put heals on for them and that's not even enough.
I don't understand i used to like carrying randoms to achievements.
I don't know but I can say with absolute certainty that no one saw this coming and/or warned us.
@StarOfElyon
Sorry, but that part simply isn't true. The post by Code and the video by skinny cheeks both were during the PTS. I have been ranting on these forums about the skill gap and consistent skill duration for over a year. I understand that not everyone uses or gives 2 cents about the PTS, but ZOS was warned that their approach to lower the skill gap would have the complete opposite effect, and that is EXACTLY what happened.
Pretty sure that was sarcasm 😂