Basically all ESO dps meta already is either stacking spell/weapon crit or stacking spell/weapon damage, we don't need this simplified even more.
anitajoneb17_ESO wrote: »Please don't trivialise the game any more! It's not like the internet doesn't have places you can go to look up the things you don't understand. This forum, for one!
A game SHOULD NOT have to rely on third party sources to explain their own mechanics, and players should not have to go look up elsewhere but in the game to understand them.
Besides, if its so easy, please explain yourself. I'd be very surprised if anyone can explain in simple (and complete) words what "2629" critical chance actually means in ESO. I couldn't.
That's an easy question .. if it is not only rhetorical I suggest visiting the eso build editor where you can easily explore such things ... for example there is a detailed formula for this "Complete Formula for Spell Critical" under this url https://en.uesp.net/wiki/Special:EsoBuildEditor
they can also remove enormous amount of materials. Does anyone know what Silverweave material is? Or Sanded Mahogany? Materials beyond lvl 50 are super pointless. Also remove (or replace) crazy useless recepies like lvl 10 Сhamomile Tea and lvl 5 COFFEE. Nobody use it anyway. New players don't give a sh about that drinks, vet players don't give a sh about that drinks 9000 times harder.
MrBrownstone wrote: »To everyone, especially new players.
- Since you're hybridizing everything, remove spell damage and weapon damage and just introduce a stat called something like offensive power or something.
The amount of players who think Major Sorcery increases their skills' damage by 20% would surprise you.
- Remove all the huge nonsense numbers like 660 resistance and 219 critical, make those 1% resistance and 1% critical. They make no sense to a new player. How does Precise trait simply provide 7.2% critical? Since it can do it, why cannot Major Prophecy just provide 12% instead of "2629"?
127 Crit Resistance? 1487 Penetration? What are these?
- Remove "cp160". This is a useless number leftover from the veteran ranks and it has no meaning for a new player, not intuitive. Just make the item level cap 50 and people can start building as soon as they reach CP levels, instead of the nonsense 160.
There have been some good steps towards this, like hybridizing spell resistance and physical resistance into "Armor", that is a good start. But there is much more to do if the devs want the stats to be more new player friendly.
Chips_Ahoy wrote: »You are assuming that all new players care about percentages and damage numbers.
I am not a new player, and I did not care about the number and percentages when i was a new player and they still do not import me now, it is the first thing I remove from the UI.
you have the option to use them... or not.
I think combining the two would cause problems with some skill scaling. (for example some magicka skills scaling only with spell damage and not weapon damage).MrBrownstone wrote: »- Since you're hybridizing everything, remove spell damage and weapon damage and just introduce a stat called something like offensive power or something.
Agreed. Everytime I have to see how much actual critical chance I'm getting from a set, I need to open the calculator and divide that crit value by 219. It's silly.MrBrownstone wrote: »- Remove all the huge nonsense numbers like 660 resistance and 219 critical, make those 1% resistance and 1% critical. They make no sense to a new player. How does Precise trait simply provide 7.2% critical? Since it can do it, why cannot Major Prophecy just provide 12% instead of "2629"?
127 Crit Resistance? 1487 Penetration? What are these?
jasonhunter wrote: »I'm just glad they stayed with CP160 and didnt re-scale the gear. Imagine if you could only get the top level gear when reaching CP2000 or higher.