Jabbs_Giggity wrote: »The_Titan_Tim wrote: »Billium813 wrote: »I can BARELY go 1v1 with another player now! I can time my Power of the Light, Stun, and Crescent Sweep perfectly, I can "Follow Up" and Radiant Oppression while having Rally AND Clever Alch up! ... and the target doesn't even flinch.
Most of Templar damage is coming from outside of the class right now after losing Puncturing Strikes, which I’m not exactly too bothered by, as jabbing away at people for 7 years straight got a little boring, being that no other ability came remotely close to being in an acceptable spot as a spammable by comparison.
Have to say though, there is massive power behind a medium weaved guaranteed Crescent from a Dizzying Swing. If you need help with dueling on Stamplar, I’ve got arguable the most recognizable one on Xbox NA right now. The class still works, although it is significantly harder to play now, my advice to you, check out Blackrose dual-wield for your backbar, Quick Cloak gives so much as it is, then you add on the 6% damage + 6% mitigation and well…
You just gotta see it to believe it.
Do you go by a different GT in-game? I've come across 1 stamplar this entire campaign (GH) and I am pretty sure it was someone who was trying a build they instantly regretted.
Any other templar I've come across is a jbeamer or healer in a large group.
You've gravely overlooked how important all the mechanics you claim to like or dislike effect end game PvP, all negatively might I add.
For example the hybrid meta really funneled play styles into a really weird spot. Let me tell you right now I see more players running resto back bar than SnB these days. Everyone is running the same 3 or 4 builds because literally all the other sets cannot keep up with the 3-4 builds we have now. As an avid theory crafter, specifically for PvP I can tell you sustain builds and raw damage builds aren't hardly viable. All the hybrid force did was allow all players to run the same high proc damage high damage mitigating builds. When you say you disagree I think you're only taking into the account that you can now slot any set and make it "work" but what you overlooked was the viability of the builds.
Your entire mastery take is focused strictly on PvE which just like the devs, shows much you neglect PvP as part of the game. I don't believe your points would effect PvP i.e. 0 dps gates on bosses, or solo dungeon runs but I just wanted to point out that mastery isn't just understanding dungeon and boss mechanics, but also player/combat mechanics in general. Which have been effected enough by PvE to impact PvE usually for the worse to be frank.
When it comes to mastery let me ask you. In terms of mastery combat, do you think picking and choosing times the times you should light, medium or heavy attack not pertain to skill? Is animation canceling not a mechanical skill that when used by two good players the player who tech flubs the least will often win, which insights skill level and mastery? I cannot stress how much you over look these skills as a mastery mechanic especially in PvP. Personally I don't see it making too much a difference in PvE, sure higher skilled players can dish out high numbers in shorter time maybe but you can get vet trials done regardless of players using advanced tech skill. I've Played this game since release and I can't tell you how frustrating it is to see the skill gap closing more and more because players don't want to learn mechanical tech skill but would rather slot the most powerful sets that do all the damage (not literally but quiet close) for them and just run with more players than the opposing players. PvP is never "perfect repeat attack pattern" the combos change consistently (with as much option as we currently have at least) depending on the situation and how you read it.
(edited at ellipsis)LordDragonMara wrote: »There is million guides out there, and everyone will tell you what LA weaving is....
And pretty much in every single game i played it's not explained, but it's up to the player to reveal where the skill gap is, and to implement it to his gameplay.
You've gravely overlooked how important all the mechanics you claim to like or dislike effect end game PvP, all negatively might I add.
For example the hybrid meta really funneled play styles into a really weird spot. Let me tell you right now I see more players running resto back bar than SnB these days. Everyone is running the same 3 or 4 builds because literally all the other sets cannot keep up with the 3-4 builds we have now. As an avid theory crafter, specifically for PvP I can tell you sustain builds and raw damage builds aren't hardly viable. All the hybrid force did was allow all players to run the same high proc damage high damage mitigating builds. When you say you disagree I think you're only taking into the account that you can now slot any set and make it "work" but what you overlooked was the viability of the builds.
Your entire mastery take is focused strictly on PvE which just like the devs, shows much you neglect PvP as part of the game. I don't believe your points would effect PvP i.e. 0 dps gates on bosses, or solo dungeon runs but I just wanted to point out that mastery isn't just understanding dungeon and boss mechanics, but also player/combat mechanics in general. Which have been effected enough by PvE to impact PvE usually for the worse to be frank.
When it comes to mastery let me ask you. In terms of mastery combat, do you think picking and choosing times the times you should light, medium or heavy attack not pertain to skill? Is animation canceling not a mechanical skill that when used by two good players the player who tech flubs the least will often win, which insights skill level and mastery? I cannot stress how much you over look these skills as a mastery mechanic especially in PvP. Personally I don't see it making too much a difference in PvE, sure higher skilled players can dish out high numbers in shorter time maybe but you can get vet trials done regardless of players using advanced tech skill. I've Played this game since release and I can't tell you how frustrating it is to see the skill gap closing more and more because players don't want to learn mechanical tech skill but would rather slot the most powerful sets that do all the damage (not literally but quiet close) for them and just run with more players than the opposing players. PvP is never "perfect repeat attack pattern" the combos change consistently (with as much option as we currently have at least) depending on the situation and how you read it.
I don't like PvP, but my husband plays it while I forage or complete small quests. He enjoys the changes and has only said one thing on the topic about sets last year, loosely: If all PvP was about raw stat sets like during the proc ban, then PvP would be fairly stagnant as it would be even less variety in builds because everyone would have less to choose from. Idk what other players use in PvP, but he dies a lot from all sorts of builds, according to his recap. Mostly because he doesn't build for crit resistance, but he has fun and isn't terrible. I'm still to scared to go into Cyrodil and play with him though. lol His favorite builds are a damage shield build, and a melee stamBlade. Idt I've watched anyone else using his builds either when I watch him play. He isn't fully golded out either.
As far as light, medium, heavy attacks, that gets confusing and no one is told by the in-game system that anything longer than a light attack is a heavy attack, and "medium attack" is anything that isn't a light attack or "fully charged heavy attack." But the game calls "medium attacks" "heavy attacks", and "heavy attacks" "fully charged heavy attacks". Sets that require "exactly light attacks" and not "medium attacks" are the most obnoxious for server lag. The best way to ensure weaving is working is to see a medium charge-up, but medium attacks are weaker. The whole L/M/H attack system is just too finicky and dependent on player and server hardware loading that it shouldn't be a major source of damage. Lag spikes? Can't see the light attack fire? You're hosed. Can't learn what you can't see and correct.
boi_anachronism_ wrote: »
So effectively you are talking from second hand experience and you are predominantly a solo player/quester (I don't mean this as a jab but a statement of fact that is important for context) who has absolutely no understanding of the major impact these changes had on the game overall For pvp or for the raid community. You have confused these "improvements" with with reasonable expectation of stable server performance and providing a proper tutorial for it's players. Handicapping intended game styles to try and reduce server load, effective or not, is absolutely insane.
boi_anachronism_ wrote: »
So effectively you are talking from second hand experience and you are predominantly a solo player/quester (I don't mean this as a jab but a statement of fact that is important for context) who has absolutely no understanding of the major impact these changes had on the game overall For pvp or for the raid community. You have confused these "improvements" with with reasonable expectation of stable server performance and providing a proper tutorial for it's players. Handicapping intended game styles to try and reduce server load, effective or not, is absolutely insane.
My husband's PvP experience being 2nd hand doesn't change what I witness. PvP still appears pretty alive and bustling, and his crashes and lagouts in Cyrodil are almost completely non-existant. Idk what servers he plays but they seem busy and zone chat isn't complaining about the changes, they're just strategizing. There's a lot of salt for the changes, but the game isn't ruined from what I can tell. People have adapted, and the combat doesn't look worse than before. I'm sensing deeper motives to get the changes to revert, at this point.
I don't like PvP, but my husband plays it while I forage or complete small quests. He enjoys the changes and has only said one thing on the topic about sets last year, loosely: If all PvP was about raw stat sets like during the proc ban, then PvP would be fairly stagnant as it would be even less variety in builds because everyone would have less to choose from. Idk what other players use in PvP, but he dies a lot from all sorts of builds, according to his recap. Mostly because he doesn't build for crit resistance, but he has fun and isn't terrible. I'm still to scared to go into Cyrodil and play with him though. lol His favorite builds are a damage shield build, and a melee stamBlade. Idt I've watched anyone else using his builds either when I watch him play. He isn't fully golded out either.
As far as light, medium, heavy attacks, that gets confusing and no one is told by the in-game system that anything longer than a light attack is a heavy attack, and "medium attack" is anything that isn't a light attack or "fully charged heavy attack." But the game calls "medium attacks" "heavy attacks", and "heavy attacks" "fully charged heavy attacks". Sets that require "exactly light attacks" and not "medium attacks" are the most obnoxious for server lag. The best way to ensure weaving is working is to see a medium charge-up, but medium attacks are weaker. The whole L/M/H attack system is just too finicky and dependent on player and server hardware loading that it shouldn't be a major source of damage. Lag spikes? Can't see the light attack fire? You're hosed. Can't learn what you can't see and correct.
ZOS_GinaBruno wrote: »Could you please define who "play the way you want" is meant for? Is it really meant for everyone, including the end-game raiding community?
Part of the reason raid teams are so critically optimised, with people forced to play certain roles and/or abilities is because of how overtuned the content is, especially recently.
Take Reef Guardian HM, a fight where a DK tank is king simply because of Magma Shell allowing you to ignore most of the damage. How would a Necro tank compare here, or a NB? I'm not even going to talk about how bottom-of-the-ladder Templar tank is, a class that is supposed to embody the paladin identity and one I would have thought should be second behind DK. Is this the "play the way you want" mantra in practice?
I get that each class should bring something to the table, to have some measure of class identity, a reason to go "Oh, I want to play that class because". But it seems recently you cannot balance that with "play the way you want" in the settings that test the player the most. If that's the way it's intended to be then so be it, but I'd prefer you to outright say that, instead of just repeating the same buzzwords.
As is mentioned above, we recognize that some combinations are going to be more effective than others, but our goal is to ensure every character can protect their group, mend allies, or devastate foes in some capacity. Completing Hard Mode content is going to require more skill and an optimized character, and that's where Mastery comes in.
ZOS_BrianWheeler wrote: »
Today, we’d like to share with you our goals and core values for ESO’s combat system. First, we’d like to address the combat Q&A we mentioned a few months ago. As we were reading over your combat questions, it became apparent that we could better communicate to all of you our vision and core values for combat. Most answers to the combat-related questions of “Why” we have gotten over the past few months are grounded in these core values; we wanted to take a step back and overview these to help shed light on our long-term vision for combat in ESO, which we recognize we should have shared with everyone much sooner.
So, what is our vision for combat in ESO? In a nutshell, we want combat to feel fun and rewarding to all players. We have a wide variety of players with unique interests and motivations for playing, so we recognize that what feels “fun and rewarding” is a little different for everyone. Our goal is to strike a good balance, and just like our community has evolved over time, so has the need to address things that didn’t align with our combat core values. It’s also worth noting that these core values are aspirational, not hard rules or a definition of the current reality; they are the values to which we aspire with combat design and what we strive to meet when considering adjustments to combat in ESO.
With all that said, we’d like to present the core values and vision for ESO’s combat which also includes examples of where these values manifest themselves in combat:
Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
- Block, Roll Dodge, and Bash/Interrupt are not constrained by the global cooldown
- No ability cooldowns and a short global cooldown
- Most abilities are instant, with cast times being the exception
- Weapon swapping
Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies
Elder Scrolls Inspired
The Elder Scrolls has captured the hearts and minds of millions of players over decades, and we strive to honor series traditions. An online multiplayer world presents some unique challenges, constraints and opportunities, but fans of the series should feel a sense of familiarity within our character and combat experience. The lore and mechanics from previous games should serve as an inspiration and, when possible, a foundation for ESO combat.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES games (ex: Werewolf, Heavy Armor, Mages Guild, etc.)
Grandsheba wrote: »ZOS_BrianWheeler wrote: »
Today, we’d like to share with you our goals and core values for ESO’s combat system. First, we’d like to address the combat Q&A we mentioned a few months ago. As we were reading over your combat questions, it became apparent that we could better communicate to all of you our vision and core values for combat. Most answers to the combat-related questions of “Why” we have gotten over the past few months are grounded in these core values; we wanted to take a step back and overview these to help shed light on our long-term vision for combat in ESO, which we recognize we should have shared with everyone much sooner.
So, what is our vision for combat in ESO? In a nutshell, we want combat to feel fun and rewarding to all players. We have a wide variety of players with unique interests and motivations for playing, so we recognize that what feels “fun and rewarding” is a little different for everyone. Our goal is to strike a good balance, and just like our community has evolved over time, so has the need to address things that didn’t align with our combat core values. It’s also worth noting that these core values are aspirational, not hard rules or a definition of the current reality; they are the values to which we aspire with combat design and what we strive to meet when considering adjustments to combat in ESO.
With all that said, we’d like to present the core values and vision for ESO’s combat which also includes examples of where these values manifest themselves in combat:
Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
- Block, Roll Dodge, and Bash/Interrupt are not constrained by the global cooldown
- No ability cooldowns and a short global cooldown
- Most abilities are instant, with cast times being the exception
- Weapon swapping
Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies
Elder Scrolls Inspired
The Elder Scrolls has captured the hearts and minds of millions of players over decades, and we strive to honor series traditions. An online multiplayer world presents some unique challenges, constraints and opportunities, but fans of the series should feel a sense of familiarity within our character and combat experience. The lore and mechanics from previous games should serve as an inspiration and, when possible, a foundation for ESO combat.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES games (ex: Werewolf, Heavy Armor, Mages Guild, etc.)
Ok cool, so why did yall make a new class instead of a new guild skill line comprised of 3 class skill lines? Wouldn't that have been more "Play The Way You Want"
Akasha_Mei wrote: »Since you invented that Dummy ***, people judge your development by the highest damage you get. That's soooo stupid.
Dummy is like training on a punching bag, totally inert, standing in on spot, it doesn't make you any damage.
In the field is different, you need care about you health, you have multiple moving targets and lots of AoE attacks.
Soooo... What misjuding gadjet created... Hum... Dummies are for dumbs.
Personally I am never going to bother with any of the combat mechanics(weaving, rotation, barswapping, etc), as I feel it is too much work. And work is the last thing a game needs, in my opinion.
And you are right that vet/hm dungeons and trials do not require perfect or even high DPS, but the thing is, they do. Let me explain: At this moment there isn't a trialfinder available, meaning basically the only way to do (vet) trial content is through guilds. Guilds who set these crazy high requirements. So even though there isn't a requirement, technically there is a high minimum requirement because of (most) guilds. And for veteran/hm dungeons, if you do not have high enough DPS, you will get kicked. Combine that with players having unrealistically high expectations, and you have an endgame barely anyone runs. Or barely anyone can run/wants to run.
And yes, I do feel players should be able to clear vet/hm content without any "work". Hence the request for "crutch-mechanics". You can't seriously expect new players to stay with the game, if the first thing they hear is: "To play this game, you have to work on point a, b, c, and d, for many hours". This is an unreal expectation, as this will chase away almost any player. I love the game, and even I am not going to bother with any of that. Add to that the horrible group experiences with speedrunners plus fake roles, makes the choice for new players to stay with this game even smaller.
In my opinion, any player who wants to participate in any content, should be able to participate in that content. Atleast in PvE.