Ren_TheRedFox wrote: »@TechMaybeHic I'm sry but I have to disagree on that one ... the combat is awful, imbalanced and laggy ... the only reason why people still play eso PvP is because of the uniqueness of the combat style ... not because it's good ...
TechMaybeHic wrote: »Ren_TheRedFox wrote: »@TechMaybeHic I'm sry but I have to disagree on that one ... the combat is awful, imbalanced and laggy ... the only reason why people still play eso PvP is because of the uniqueness of the combat style ... not because it's good ...
Balance and lag are not the basis of the combat system. The design is fine. The support is lacking
HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
HoffmannTheBest wrote: »For PvP to be really interesting and balanced, the combat system needs to be completely redesigned from scratch. What we have now is not suitable for normal PvP.
HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
You don't need cooldowns, there are plenty of games where skills don't have cooldowns. However what they typically have is some mechanism to stop the brainless, low skill spamming of skills without consequence and the problem with ESO is that mechanism this game was designed with (your Magicka and Stamina pools) has not worked in any meaningful sense for most of the game.
Then in ESO that is made worse because in contrast to nearly every PvP game (and the other MMO whose version of Cyrodiil was far more successful) you have silly amounts of sustain in ESO, which combines very badly with the ability to spam skills without any meaningful consequence and makes for awful PvP. Just go watch two good players fight in a decent fighting game then watch the 15 min snoozefest when two "good" players 1v1 in Cyrodiil (a fine example of how "good" the PvP is in this game).
There are many, many things wrong with the PvP in ESO and some of that is aspects of the combat being poorly designed, but lack of cooldowns in itself is not one of those things.
Major_Mangle wrote: »ESO does have issues with its PvP, but how the core combat works in terms of global cooldowns ain´t one of them.
HoffmannTheBest wrote: »Major_Mangle wrote: »ESO does have issues with its PvP, but how the core combat works in terms of global cooldowns ain´t one of them.
There are two ways to rework it:
1. Increase weapon damage, add cooldown to abilities and reduce damage to spam abilities.
2. Reduce damage to abilities or increase the consumption of abilities several times, so that. and most importantly - reduce damage to abilities that deal stream damage, like Arcanist's rays.
There is also a third option - the ability to knock down ANY ability by stunning the enemy.
HoffmannTheBest wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
If you have less stamina, mana - you will not outspam someone who has more.
CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
Bushido2513 wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
You can't do it by the rules of the game but you can basically have what appears to be this by the lag and bugs of the game.
Recently I died out of nowhere due to all the skills hitting at once or the server deciding they did. I also get situations the the gcd is strict and others where it seems to let me have another action before the enemy can do so. The idea of combat and the server execution of that idea can definitely vary in this game.
CameraBeardThePirate wrote: »Bushido2513 wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
You can't do it by the rules of the game but you can basically have what appears to be this by the lag and bugs of the game.
Recently I died out of nowhere due to all the skills hitting at once or the server deciding they did. I also get situations the the gcd is strict and others where it seems to let me have another action before the enemy can do so. The idea of combat and the server execution of that idea can definitely vary in this game.
Skills can hit at once for reasons other than lag.
Delayed burst skills, projectile speed, channels, and light attacks all interact with the GCD in different ways.
Light attacks are on their own separate cooldown.
Synergies don't obey the GCD at all.
For channels and cast times, the GCD starts at the beginning of the cast time, meaning another ability can be queued to cast immediately after with a reduced delay (or even non-existent delay depending on the cast time).
Things like Shalks, Blastbones, and Curse are self explanatory.
Things with long travel times may land at the same time as Things with little or no travel time.
Put all of this together: If a sorc casts Fury, Curse, Snipe, Frag, and Streak in that order, everything will land at the same exact time, no lag required. Fury and Curse are delayed, Snipe has a cast time and long projectile travel time, Frag has a travel time, streak is instant. Light attack weave in between all of those for added damage.
TechMaybeHic wrote: »HoffmannTheBest wrote: »Major_Mangle wrote: »ESO does have issues with its PvP, but how the core combat works in terms of global cooldowns ain´t one of them.
There are two ways to rework it:
1. Increase weapon damage, add cooldown to abilities and reduce damage to spam abilities.
2. Reduce damage to abilities or increase the consumption of abilities several times, so that. and most importantly - reduce damage to abilities that deal stream damage, like Arcanist's rays.
There is also a third option - the ability to knock down ANY ability by stunning the enemy.
They already have recourse timers for hard CC like knock downs via immunity. Most of the abilities that can be spammed ARE lower damage, and lower still if they are AOE. The hard hitting abilities are generally delayed, require a build up, or require a random "proc" to have happen. Or, in the case of Ultimates; need to build up different level of resources.
Everything you mention is there, its just had a lack of attention to balance on a PvP level for a long time
HoffmannTheBest wrote: »You don't need cooldowns, there are plenty of games where skills don't have cooldowns. However what they typically have is some mechanism to stop the brainless, low skill spamming of skills without consequence and the problem with ESO is that mechanism this game was designed with (your Magicka and Stamina pools) has not worked in any meaningful sense for most of the game.
Then in ESO that is made worse because in contrast to nearly every PvP game (and the other MMO whose version of Cyrodiil was far more successful) you have silly amounts of sustain in ESO, which combines very badly with the ability to spam skills without any meaningful consequence and makes for awful PvP. Just go watch two good players fight in a decent fighting game then watch the 15 min snoozefest when two "good" players 1v1 in Cyrodiil (a fine example of how "good" the PvP is in this game).
There are many, many things wrong with the PvP in ESO and some of that is aspects of the combat being poorly designed, but lack of cooldowns in itself is not one of those things.
Spam abilities should do little damage, and abilities that do more damage and have a long animation should have a cooldown.
Bushido2513 wrote: »CameraBeardThePirate wrote: »Bushido2513 wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
You can't do it by the rules of the game but you can basically have what appears to be this by the lag and bugs of the game.
Recently I died out of nowhere due to all the skills hitting at once or the server deciding they did. I also get situations the the gcd is strict and others where it seems to let me have another action before the enemy can do so. The idea of combat and the server execution of that idea can definitely vary in this game.
Skills can hit at once for reasons other than lag.
Delayed burst skills, projectile speed, channels, and light attacks all interact with the GCD in different ways.
Light attacks are on their own separate cooldown.
Synergies don't obey the GCD at all.
For channels and cast times, the GCD starts at the beginning of the cast time, meaning another ability can be queued to cast immediately after with a reduced delay (or even non-existent delay depending on the cast time).
Things like Shalks, Blastbones, and Curse are self explanatory.
Things with long travel times may land at the same time as Things with little or no travel time.
Put all of this together: If a sorc casts Fury, Curse, Snipe, Frag, and Streak in that order, everything will land at the same exact time, no lag required. Fury and Curse are delayed, Snipe has a cast time and long projectile travel time, Frag has a travel time, streak is instant. Light attack weave in between all of those for added damage.
I'm speaking of something like you hit two no proc frags and my health bar registers the damage seemingly at once. Or more often the death recap that contains back to back spamables you didn't see on screen.
Even better sometimes I kill a player watching as they look like they are not moving or reacting only for them to them jump a bit and register all the damage including back to back spamables at m once.
So again it's not that I can actually do these things at once but it can appear that way sometimes.
CameraBeardThePirate wrote: »Bushido2513 wrote: »CameraBeardThePirate wrote: »Bushido2513 wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
You can't do it by the rules of the game but you can basically have what appears to be this by the lag and bugs of the game.
Recently I died out of nowhere due to all the skills hitting at once or the server deciding they did. I also get situations the the gcd is strict and others where it seems to let me have another action before the enemy can do so. The idea of combat and the server execution of that idea can definitely vary in this game.
Skills can hit at once for reasons other than lag.
Delayed burst skills, projectile speed, channels, and light attacks all interact with the GCD in different ways.
Light attacks are on their own separate cooldown.
Synergies don't obey the GCD at all.
For channels and cast times, the GCD starts at the beginning of the cast time, meaning another ability can be queued to cast immediately after with a reduced delay (or even non-existent delay depending on the cast time).
Things like Shalks, Blastbones, and Curse are self explanatory.
Things with long travel times may land at the same time as Things with little or no travel time.
Put all of this together: If a sorc casts Fury, Curse, Snipe, Frag, and Streak in that order, everything will land at the same exact time, no lag required. Fury and Curse are delayed, Snipe has a cast time and long projectile travel time, Frag has a travel time, streak is instant. Light attack weave in between all of those for added damage.
I'm speaking of something like you hit two no proc frags and my health bar registers the damage seemingly at once. Or more often the death recap that contains back to back spamables you didn't see on screen.
Even better sometimes I kill a player watching as they look like they are not moving or reacting only for them to them jump a bit and register all the damage including back to back spamables at m once.
So again it's not that I can actually do these things at once but it can appear that way sometimes.
You shouldn't really ever use the death recap, as it's both inaccurate and doesn't show things in any sort of time-sensitive order. Two casts of a spammable may be 4 seconds apart but show up right next to each other on the death recap.
The recap also often leaves out the biggest hits of damage you actually took before dying.
If you can, use CMX instead, or another addon such as Recount. The vanilla Death Recap is awful.
HoffmannTheBest wrote: »TechMaybeHic wrote: »HoffmannTheBest wrote: »Major_Mangle wrote: »ESO does have issues with its PvP, but how the core combat works in terms of global cooldowns ain´t one of them.
There are two ways to rework it:
1. Increase weapon damage, add cooldown to abilities and reduce damage to spam abilities.
2. Reduce damage to abilities or increase the consumption of abilities several times, so that. and most importantly - reduce damage to abilities that deal stream damage, like Arcanist's rays.
There is also a third option - the ability to knock down ANY ability by stunning the enemy.
They already have recourse timers for hard CC like knock downs via immunity. Most of the abilities that can be spammed ARE lower damage, and lower still if they are AOE. The hard hitting abilities are generally delayed, require a build up, or require a random "proc" to have happen. Or, in the case of Ultimates; need to build up different level of resources.
Everything you mention is there, its just had a lack of attention to balance on a PvP level for a long time
2000 damage is dealt by dual weapon attacks. And it's spamming attacks. That's too much.
Other than that, weapons are useless at all. I think abilities should have weapon damage with an attack bonus added. Basically, weapons are just decorations or add-ons for a set to get the full set bonus.
TechMaybeHic wrote: »Combat is actually very good. The game you want just isnt this one.
Ren_TheRedFox wrote: »@TechMaybeHic I'm sry but I have to disagree on that one ... the combat is awful, imbalanced and laggy ... the only reason why people still play eso PvP is because of the uniqueness of the combat style ... not because it's good ...
HoffmannTheBest wrote: »CameraBeardThePirate wrote: »HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.
You literally can't "outspam" someone. The Global Cooldown is 1 second. At most, you can cast abilities once per second.
If you have less stamina, mana - you will not outspam someone who has more.
HoffmannTheBest wrote: »There is no balance in PvP, not at all.
To have balance, you need to introduce a cooldown time for skills, as is done in all normal PvP games, and not who can outspam whom faster.