The easiest way for them to "fix" class balancing would be to allow all characters to eventually learn all class abilities. I think a lot of people suggested this in beta (including myself) and I still don't know why they decided to keep class abilities locked.
The easiest way for them to "fix" class balancing would be to allow all characters to eventually learn all class abilities.
I haven't posted much on any of the forums at all. Number one they are kind of a cluster as far as layout, which I guess a new design is coming, and I wanted to wait until I got into the game a little more. I have been playing MMO's since Ultima Online (Which I played for almost 10 years, because of gameplay and content), one of the first real MMO's made. I have Beta tested more crap than I can remember, and have probably forgotten more than I have tested as of late. When I Beta tested this game I was pretty excited, because this was the first game I had seen with a good crafting system and material distribution control. Me I have always been the crafter freak in every MMO I have done. I generally play DPS or Tanks, and I run around everywhere looking at things instead of focusing on power leveling. I figure someone worked hard to create the world, I should be respectful enough to explore it. Plus being in the computer industry, I know how much work it takes to code this stuff. That being said, I find a number of things that could use some improvement, and I am sure they have already been spoken of. My sons read more of this stuff then I do, because of the above reasons. The crafting system I love and feel it is reasonably balanced compared to other MMOs, and my two boys drove me crazy about how great it was going to be. It does not have the deficiencies' that many of the others have.
The few things that really get under my skin is the monetary system, the game play for the non-power lever, and the storage to mat requirement ratio.
The monetary system of the game is very unbalanced based on the amount of gold you get for killing things, to the cost of the repairs for armor damage. I suppose I could just run around farming all day for the cash, but that is not what I want to do. One of my sons, who is a power lever type, has made bank doing this. This really doesn't promote the idea of guilds supporting crafting players, as you sell all your mats instead of distributing them to the crafters. Crafters tend to be slower at leveling, and leveling almost seems out of reach at times for me. I am at lvl 24 right now, and I don't think I have missed to many quests up to Grahtwood; as I walk from one side to the other talking to every frigin NPC I come across. I chose a Dragonknight to play, which at this point seems to have been a mistake, as the damage they do, cannot seemed to be balanced well for crafting and battling. I have already tried respecting about 4 times, with some gold help. The idea of getting 1-2 GP per kill is a little silly, and from my understanding it doesn't scale up at all. I end up looking for chests more then killing things to support my needs. I have done all of the extra little things around the world as much as possible. If your making 1-2 gp per kill, and you die a couple of times, how do you pay a repair cost of 300 gp. You just don't go anywhere and kill things, because the risk vs the reward is poor.
The amount of Mats is astounding, and very impressive to say the least. The problem of what to do with all of it, I don't know. Again back to the monetary design, the cost of getting more slots is not balanced to the amounts you are earning killing things. I would rather do a micro transaction like I did in SWTOR than try to make 3000 gp to get only 10 more slots, and that number just grows exponentially. Researching requires items as well, which also take up space. Trying to hold on to these items to research, while one branch can takes days upon days is almost impossible. I don't know if this was a problem with sever storage space concerns, but with P2P games this should be less of a concern than a F2P game.
While I like the guild set up also, the idea of having no other way to publicly selling your wares other than spamming all day is ridiculous. Why is there no Auction House system, again is this a storage server issue? In WOW you wasted all your time running everywhere, and in this game you spend all your time spamming what you have to sell. This kind of makes the whole travel system, which is awesome, seem somewhat useless if I am spamming more than traveling. This set up also makes the crafting a lot less attractive to me anyway.
The graphics area amazing, and I can run it on Ultra like it was butter, but he user interface is lacking a lot. Doing privacy and security, I don't want to have to rely on some third party program to get what I need out of a game that should already be in the set up. I think SWTOR has the most impressive customizable UI, and taking some ideas from them would probably be a good idea. I have a strike 7 key board with a sick amount of programmable keys, but it is mostly useless to this game, as most gamer keyboards would be if you rely on the in game UI. Either make more abilities Passive, or increase the number of slots from 5 switchable ones, which is an oddball number.
I think ESO overall is an awesome game, and the general concepts and designs are good, but I am finding something's getting more annoying every day. I am hoping some of this stuff is evaluated and corrected soon, or I would rather just drop the game overall. I was hoping for a game to play for another million years, but currently I don't see that happening at all. It will definitely be time to drop it if you come out with a Kung Fu Panda knock off expansion. Just a few thoughts, sorry it was so long of a post.
This actually promotes meta builds. Want to tank? You need the best tank abilities from each class. Want to heal? You HAVE to have these certain abilities from each class. Want to DPS? You're not going to touch good dps unless you use these specific abilities from each class.
[snip] Edit for stuff [/snip]
This was a terrible idea back in beta and PTS, and it still is.
Which is why the color, height / location, visibility / transparency, and overall size / impact of telegraphs/indicators should be configurable. If not, they should permit the 'helper indication' to fire multiple times per combat per type (which they DO NOT now). All in all, yet another half-assed implemention of a fundamentally flawed system.... -At first I thought this was just a group mate saying "I can't see it!" because he was not paying attn and just missed it, however each time we entered it was someone different all being unable to see telegraphs. At one point the adds didn't load for our healer at all. None of these issues exist on Live for these same people or I'd say it was probably hardware.Seems more like the red indicators are under ground out of sight.
ZOS_GinaBruno wrote: »Dragonknight
- Ardent Flame
- Standard of Might (Morph from Dragonknight Standard): Reduced the amount of damage done and damage taken.
- Earthen Heart
- Magma Armor: Decreased the duration of this ability.
Nightblade
- Siphoning
- Catalyst: Increased the potion effectiveness for this ability.
That's not an easy fix, not an easy fix at all. They still have balance universal skill lines like weapons and vampire. All unlocking class skills would do is give them 12 individual skill lines to balance rather than four classes with an internal balance on the skills. The point is, whether you like the idea or not, it would complicate things not make it easier.The easiest way for them to "fix" class balancing would be to allow all characters to eventually learn all class abilities. I think a lot of people suggested this in beta (including myself) and I still don't know why they decided to keep class abilities locked.
deathpandax_ESO wrote: »I cannot understand why Magma Armour got nerfed. A defensive ultimate that is quite easily avoided by simply kitiing around for a few seconds. It's probably the easiest ultimate to make an enemy DK waste. Yet it still got a nerf?
Completely agree. What the hell is ZoS thinking on this one.
strongoakb14a_ESO wrote: »deathpandax_ESO wrote: »I cannot understand why Magma Armour got nerfed. A defensive ultimate that is quite easily avoided by simply kitiing around for a few seconds. It's probably the easiest ultimate to make an enemy DK waste. Yet it still got a nerf?
Completely agree. What the hell is ZoS thinking on this one.
I heard they did this to stop DKs from soloing bosses in dungeons, any DK who counts on magma armor to solo bosses in dungeons is a bad DK, so if what I heard is true their point is moot.
driosketch wrote: »That's not an easy fix, not an easy fix at all. They still have balance universal skill lines like weapons and vampire. All unlocking class skills would do is give them 12 individual skill lines to balance rather than four classes with an internal balance on the skills. The point is, whether you like the idea or not, it would complicate things not make it easier.