SilverBride wrote: »dk_dunkirk wrote: »SilverBride wrote: »Reginald_leBlem wrote: »SilverBride wrote: »I will never understand why it was supposed to be so bad either. It baffles me that it's still referred to today.
People have explained it very clearly. What part are you finding so confusing?
The reaction. I don't see anything that ruined the game or made it unplayable.
People have explained ad nauseam why THEY found the game unplayable with the changes. You can say that you don't agree with it, but if you can't even understand what they were saying, then you just don't want to hear it. ¯\_(ツ)_/¯
I said I didn't understand the reaction. And I especially don't understand why it's still being brought up today over 2 years later.
Another problem was the nerf of Oakensoul. Don't get me wrong: the ring was actually way too powerful, and it is still very (too?) powerful today. But it's just the way it was done that is problematic.
As always, ZOS releases a crazy item, everybody rushes to get it, and sometimes even destroys their previous builds to create a new one based on that mythic, and then ZOS comes with an axe-made nerf that cuts off 20% of its power.
They do it all the time, and most of the time it's OK for most players. But here, so many people were using it and made it the basis of their build that it logically drove them crazy. It shows how poorly the beta-test phases are handled at ZOS. You can't design the initial Oakensoul ring, test it for several hours on various builds, and not consider that it's completely broken. The ring should never have been released in its initial form.
JiubLeRepenti wrote: »And yet, ZOS continues to behave the same way. The latest example I can think of is the Merciless Charge nerf from Update 44. Why nerf a set that’s nearly a decade old? Just because a few players were doing 4% extra damage? What’s the point? It’s the same story with Azureblight. While the nerf wasn’t as extreme as people feared, it still weakened one of the few counters to ball groups in Cyro. To me, it doesn’t make any sense
The power gap hasn't been reduced though. It just looks different now. There's a big damage output difference between a good arcanist and a bad arcanist, for example.
dk_dunkirk wrote: »If I'm plotting the data points on a graph, it seems like ZOS would like to finally remove the glitch-that-stuck that enabled weaving in the first place from the game entirely. If they do it all at once, then half of everyone will leave immediately. In another couple of years, I suspect changes will be made to make it worthless to do (weave), and then they can finally just remove it. When your DPS meta relies on a mythic that nullifies all LA attack damage, and people running Drake's Rush and imbibing heroism pots makes ultimate generation much less dependent on basic attacks, where else is this headed?
alpha_synuclein wrote: »The power gap hasn't been reduced though. It just looks different now. There's a big damage output difference between a good arcanist and a bad arcanist, for example.
That's what you get when you're trying to fix skill gap without actually addressing players skill level. There will always be a difference.
Also, for me personally one of the most disturbing part of U35 is how ZOS seem to treat balance like a zero sum game. Introducing viable HA builds (or other alternative playstyles) did not require nerfing LAs. It's not like we can't have both in the same game... And reducing the power creep went to trash when they introduce arcanist anyways.
It's a bit different with the duration of DoTs and buffs, but even here I would rather have some variability. Making every DoT the same makes every class the same.
I dont understand why people are still complaining about an old update either...Parasaurolophus wrote: »I see a lot of complaints about this patch. What's wrong with it?
Updates don’t happen in a vacuum, the game builds on itself. Lots of changes from update 35 are still impacting the game.
[snip]
Personally speaking, I stopped being a PvP main in 2018 because it made no sense for me to put effort into something that the developers didn’t support or put effort in themselves. I became a PvE main instead. Update 35 gave me the same feeling I had about PvP in 2018. It was clear to me that I was wasting my time with PvE too, because the developers will just nerf the way I like to play. Improving your skill at a game feels meaningless when the developers try to nerf you and bring you back down if you do.
Ultimately, I quit PvE after update 35. Now with both PvP and PvE being ruined, I play ESO less than ever.
[edited for trolling]
I dont understand why either.Parasaurolophus wrote: »I see a lot of complaints about this patch. What's wrong with it?
I think people too often forget or ignore what Update 35 actually was, or how it was really needed for the health of the game. Heck, a lot of the current issues with balance can be tracked back to U35 not going as far enough as the devs originally wanted to.
To give OP and other users more clarity, here's what Update 35 did, in broad terms. There's really no point going over specifics since so many of those have been tweaked over the years.
- Light attacks used to scale with your stats in a more straightforward way, and made up a massive portion of DPS. With U35 and a couple other patches, they were changed to deal a flat amount amount of damage that increases (to a certain point) with your stats. This resulted in a 10-30% reduction to light attack damage in parses, but an increase in damage for people with suboptimal setups or weaving skills.
(IMO, this successfully raised the floor and lowered the ceiling, but no one in the community acknowledged it because youtubers and build-makers never test sub-optimal setups with sub-optimal skill.)
- Buffs used to last 10s. They were changed to last 20s.
- Powerful and rarer buffs used to last 3-5s. They were changed to last 7-15s.
- Single-Target DoT skills used to last 10s. They were changed to last 20s.
- Ground-AoE DoT skills were mostly unchanged
- The cost of abilities was mostly unchanged or reduced, and because you needed to cast them less often, this meant recovery and resource management became a LOT easier
- DoTs were nerfed to deal about 10-20% less DPS.
(Before U35, ESO had gone through years of a DoT meta, to the point of people not even slotting spammables, and just putting as many DoTs as possible on a target. With rotations that were literally twice as fast as what we have today)
- Direct damage abilities were mostly unchanged.
- Reduced Healing over Time by ~20%
- Reduced direct Healing by ~10%
To anyone who still thinks U35 ruined the game, I ask you:
Do you want tanks in PVP to have 20% stronger heals than they do right now? Do you want gankers to deal double the damage they do right now with their opening attack?
Do you want DoT skills to deal 10-20% more damage than they do right now? Imagine that sort of buff on the Arcanist beam, or being hit with 2-3 skills in PVP and dying before you can cleanse.
Do you want healers to just click 1 heal and no one ever dies? Do you want healers in trials to not exist because 10 DD can just cast Vigor and survive?
Do you want 1 of your PVE item sets to be recovery only because otherwise you run dry and need to heavy attack? Or do you want to put so much into recovery you are ridiculously squishy?
Do you want the game to return to Major Brutality lasting 10s? Do you want rotations that require you to swap your bar every 5-6 seconds?
Do you want 50% of your DPS to be light attacks only?
ESO before U35 was a mess. An even bigger mess than we have right now.
SilverBride wrote: »dk_dunkirk wrote: »SilverBride wrote: »Reginald_leBlem wrote: »SilverBride wrote: »I will never understand why it was supposed to be so bad either. It baffles me that it's still referred to today.
People have explained it very clearly. What part are you finding so confusing?
The reaction. I don't see anything that ruined the game or made it unplayable.
People have explained ad nauseam why THEY found the game unplayable with the changes. You can say that you don't agree with it, but if you can't even understand what they were saying, then you just don't want to hear it. ¯\_(ツ)_/¯
I said I didn't understand the reaction. And I especially don't understand why it's still being brought up today over 2 years later.
I think people too often forget or ignore what Update 35 actually was, or how it was really needed for the health of the game. Heck, a lot of the current issues with balance can be tracked back to U35 not going as far enough as the devs originally wanted to.
To give OP and other users more clarity, here's what Update 35 did, in broad terms. There's really no point going over specifics since so many of those have been tweaked over the years.
- Light attacks used to scale with your stats in a more straightforward way, and made up a massive portion of DPS. With U35 and a couple other patches, they were changed to deal a flat amount amount of damage that increases (to a certain point) with your stats. This resulted in a 10-30% reduction to light attack damage in parses, but an increase in damage for people with suboptimal setups or weaving skills.
(IMO, this successfully raised the floor and lowered the ceiling, but no one in the community acknowledged it because youtubers and build-makers never test sub-optimal setups with sub-optimal skill.)
- Buffs used to last 10s. They were changed to last 20s.
- Powerful and rarer buffs used to last 3-5s. They were changed to last 7-15s.
- Single-Target DoT skills used to last 10s. They were changed to last 20s.
- Ground-AoE DoT skills were mostly unchanged
- The cost of abilities was mostly unchanged or reduced, and because you needed to cast them less often, this meant recovery and resource management became a LOT easier
- DoTs were nerfed to deal about 10-20% less DPS.
(Before U35, ESO had gone through years of a DoT meta, to the point of people not even slotting spammables, and just putting as many DoTs as possible on a target. With rotations that were literally twice as fast as what we have today)
- Direct damage abilities were mostly unchanged.
- Reduced Healing over Time by ~20%
- Reduced direct Healing by ~10%
To anyone who still thinks U35 ruined the game, I ask you:
Do you want tanks in PVP to have 20% stronger heals than they do right now? Do you want gankers to deal double the damage they do right now with their opening attack?
Do you want DoT skills to deal 10-20% more damage than they do right now? Imagine that sort of buff on the Arcanist beam, or being hit with 2-3 skills in PVP and dying before you can cleanse.
Do you want healers to just click 1 heal and no one ever dies? Do you want healers in trials to not exist because 10 DD can just cast Vigor and survive?
Do you want 1 of your PVE item sets to be recovery only because otherwise you run dry and need to heavy attack? Or do you want to put so much into recovery you are ridiculously squishy?
Do you want the game to return to Major Brutality lasting 10s? Do you want rotations that require you to swap your bar every 5-6 seconds?
Do you want 50% of your DPS to be light attacks only?
ESO before U35 was a mess. An even bigger mess than we have right now.
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »Reginald_leBlem wrote: »SilverBride wrote: »I will never understand why it was supposed to be so bad either. It baffles me that it's still referred to today.
People have explained it very clearly. What part are you finding so confusing?
The reaction. I don't see anything that ruined the game or made it unplayable.
I think that the power gap needed to be lowered and la weaving made less important but they targeted an entire playstyle for huge nerfs. And these huge nerfs were also directed mostly at endgame. So, it is not difficult for me to empathize with a playstyle being gutted having a negative impact on those who used it, even if one agrees that something needed to change.
The power gap hasn't been reduced though. It just looks different now. There's a big damage output difference between a good arcanist and a bad arcanist, for example.
The power gap has been reduced enough that I'm starting to see more pickup groups again, after they cratered after the Oakensoul nerfs. The big thing about the gap, to me, wasn't about the numbers difference. But rather how hard it was to get decent enough numbers to start dipping your toe into the actually challenging vet content (and not just people pretending mid game/early endgame was in a good spot because you could always do vet Craglorn).
Which is honestly why I think they could have handled the ceiling nerfs better and put more emphasis instead on offering up more alternatives to getting there like they did with Oakensoul and Arcanist. Someone asked why there was so few sets dedicated to helping people who can't weave rather than such sledge hammers to those who can, and I think that's an absolutely fair question.
Parasaurolophus wrote: »I see a lot of complaints about this patch. What's wrong with it?
SilverBride wrote: »dk_dunkirk wrote: »SilverBride wrote: »Reginald_leBlem wrote: »SilverBride wrote: »I will never understand why it was supposed to be so bad either. It baffles me that it's still referred to today.
People have explained it very clearly. What part are you finding so confusing?
The reaction. I don't see anything that ruined the game or made it unplayable.
People have explained ad nauseam why THEY found the game unplayable with the changes. You can say that you don't agree with it, but if you can't even understand what they were saying, then you just don't want to hear it. ¯\_(ツ)_/¯
I said I didn't understand the reaction. And I especially don't understand why it's still being brought up today over 2 years later.
[snip]
JiubLeRepenti wrote: »And yet, ZOS continues to behave the same way. The latest example I can think of is the Merciless Charge nerf from Update 44. Why nerf a set that’s nearly a decade old? Just because a few players were doing 4% extra damage? What’s the point?
o_Primate_o wrote: »I quit for four months but came back, but most didn't.
tomofhyrule wrote: »[snip]
This is it right here. If there's one person here who knows every bit of minutia about the game and its mechanics, it's code.
Simply, U35 was hated because it was a DPS nerf. People don't generally like to have their damage taken away, so that's why there was such a backlash to it. And we now see that people are able to output numbers even higher than it was, so in theory people should get over it.
However, there was a more problematic part of U35, and it was more about what it meant for the playerbase. It was intended to raise the DPS floor and lower the ceiling, but it ended up accomplishing a global lowering of DPS. The issue was that the high-skill players were easily able to recover, whereas the mid-skill players were not, so it essentially furthered the skill gap. This meant that many mid-tier progs ended up severely backsliding, while the top-tier trifectas were being more focused towards the 1% of the 1% (which therefore put it only more out of reach of many players, since now fewer players we part of that elite set). Because of that, many raid leads were less interested in brining others along, others left the game in frustration, and that left the endgame PvE population in shambles with very few people to try to help bring others into the fold.
The way it was done also raised hackles. Every update had sweeping combat changes which made "keeping up with the meta" into a massive rollercoaster. And then this was yet another massive overhaul which required players to regear again. The changes to class skills and DoTs also meant that many needed to redo their entire rotations this time, not just gear, and many just got off the rollercoaster instead of adapting once again to a volatile meta. This was also one of the biggest recent times where the feedback on PTS was completely ignored, and then the negative predictions veteran players had all came true exactly as they said it would.
In short, U35, while it was designed to reduce the skill gap between low- mid- and high-tier players, ended up only increasing the gap between the mid- and high-tier by completely kneecapping the mid-tier. Low-tier players were mostly unaffected and high-tier players recovered easily, but mid-tier players needed a lot of work to get back to where they were.
There was also the healing changes, which were honestly a bigger issue but was completely drowned out in the noise of the DPS loss since most players DPS. Reducing the healing tick rate to once every 1 or 2 seconds was a massive problem in places where a global DoT ticked every 0.5 seconds, meaning healers' jobs ended up getting much harder since the incoming damage ticked much faster than they could outheal it. And when the point was made that some PvE encounters would end up almost unbeatable because of this, the answer was to simply nerf the health of the bosses by 10%. This of course didn't affect the incoming damage, and indeed shortening the encounter TTK essentially was a cookie for the DDs to try to assuage their concerns about lost DPS, while leaving healers feeling like the forgotten stepchildren again.
A lot of people also disliked the homogenization of classes, as many class skills ended up underperforming compared to general skill lines. After all, why bother using your Templar, or DK, or whatever for a run if they all fight the same way anyway?
I'll also offer that the cosmetic changes of U35 to change the Flurry and Jabs animations (and the unnecessary and lazy replacement of the light spear model with an in-game staff model used by vampires that has a lorebook explicitly saying "this is generally not used for stabbing") which were extremely poorly received - yes, the animations did need to change as the attack cadence did, but the quality of the new animations did not at all match what players wanted - and the cosmetic issue was completely ignored by the developers.
dk_dunkirk wrote: »SilverBride wrote: »Reginald_leBlem wrote: »SilverBride wrote: »I will never understand why it was supposed to be so bad either. It baffles me that it's still referred to today.
People have explained it very clearly. What part are you finding so confusing?
The reaction. I don't see anything that ruined the game or made it unplayable.
People have explained ad nauseam why THEY found the game unplayable with the changes. You can say that you don't agree with it, but if you can't even understand what they were saying, then you just don't want to hear it. ¯\_(ツ)_/¯
SilverBride wrote: »o_Primate_o wrote: »I quit for four months but came back, but most didn't.
There is no way for us to know how many came back and how many didn't. Or how many even left.
SilverBride wrote: »o_Primate_o wrote: »I quit for four months but came back, but most didn't.
There is no way for us to know how many came back and how many didn't. Or how many even left.
SilverBride wrote: »o_Primate_o wrote: »I quit for four months but came back, but most didn't.
There is no way for us to know how many came back and how many didn't. Or how many even left.
I don't play with any of the people I used to play with back then, and I was in 4 or 5 different cores. Most of them no longer play, I think only maybe 6 out of those 50-60 players still play. I myself quit for almost a full year, although I left before U35 came out.
CatoUnchained wrote: »SilverBride wrote: »o_Primate_o wrote: »I quit for four months but came back, but most didn't.
There is no way for us to know how many came back and how many didn't. Or how many even left.
We don't know exact numbers, but we do know it was many. Of course, the players who never engage in PvP or end game PvE won't notice this because the casual quester isn't grouping and running the harder content. They won't notice the massive player loss just as they don't notice how detrimental U35 was for the same reasons; they don't participate in the competitive content in the game.
Pepegrillos wrote: »https://www.twitch.tv/deltiasgaming/clip/SpineyFuriousLardSSSsss-TU6f5Y4T7ZMx2e1o
Was the destruction of jabs part of U35?
SilverBride wrote: »CatoUnchained wrote: »SilverBride wrote: »o_Primate_o wrote: »I quit for four months but came back, but most didn't.
There is no way for us to know how many came back and how many didn't. Or how many even left.
We don't know exact numbers, but we do know it was many. Of course, the players who never engage in PvP or end game PvE won't notice this because the casual quester isn't grouping and running the harder content. They won't notice the massive player loss just as they don't notice how detrimental U35 was for the same reasons; they don't participate in the competitive content in the game.
I've mentioned more than once that I do spend some time doing group content.
JiubLeRepenti wrote: »And yet, ZOS continues to behave the same way. The latest example I can think of is the Merciless Charge nerf from Update 44. Why nerf a set that’s nearly a decade old? Just because a few players were doing 4% extra damage? What’s the point?
Because it wasn't a 4% difference. It was a 20-40% difference.
For only two specific skills.
The set was designed to increase the damage of direct damage abilities by ~8%. And it did. Except for two skills (Flurry and Templar Jabs), which saw a 20-40% increase in damage from that set.
20-40% increase. For equipping 1 two-piece set.
And this is what I think is emblematic of how the community reacted to U35, and of the issues ZOS has balancing the game. It's not that they can't or they don't know how to. It's that the ESO community refuses to acknowledge that power needs to go down. They refuse to acknowledge that sometimes the way to improve balance is to nerf things.
You all claim you want balance. But a lot of you only want power and numbers to go up, up, and up. And the problems with difficulty the game faces now are the result of years of unchecked power creep. ZOS is scared to do something about power creep because the ESO community has shown time and time again that they aren't willing to accept it.
ZOS has not reverted U35 because people losing 10-20% DPS wasn't a problem. It was the intended result. It was the solution to the problem of power creep.
ESO would be a beter game if everyone dealt less damage. It would be more engaging, with a better combat pace, with choices in sets and builds that are more impactful, with more variety and easier balance.
Vonnegut2506 wrote: »How did the animation changes to jabs and flurry help power creep? How did lowering light attack damage fix power creep when, as people have mentioned, the higher end players are doing more damage now? How did adding a 3-button mass cleave class fix power creep. Much like ZOS, some people seem to think they have all the answers when they just want to justify any change that gets made.