sans-culottes wrote: »MincMincMinc wrote: »sans-culottes wrote: »sans-culottes wrote: »Zero changes?
While I’m happy they’re looking into doing something with cyro and trying things out, our entire Q1 balancing is being invested into a one week test they may or may not implement?
To me this signals they’re going to fire away on these changes regardless of feedback because of the time invested, and having not invested in addressing current balance on live for the first quarter when there’s glaring problems is a sort of eggs in one basket approach.
Just want to make sure I’m not misinterpreting.
i think you possibly have misinterpretted it
the vengance campaign is about "load testing" in a controlled scenario (by limiting the skills available through templating). ie where you dont have ball groups vs ball groups or zergs spamming heals and kicking anyone off as a result.
this isnt about balancing, its about stress testing and seeing what is causing that stress
the balancing is a consequential effect IF they see that this experiment works.
Right but doesn’t this signal this is the way forward full stop if they aren’t making any changes outside of vengeance?
What I mean is, this test could be a potential flop, and they’ll have given us nothing in the way of addressing current balance concerns on the live version of the game. And we would be waiting another quarter or more for any changes to be addressed if at all, because all of their resources were pooled into a week long test. I know vengeance balance is not in its final state and it’s about testing simplified skill calcs and load capacity etc. But we get it for a week, that’s it. I’m saying we’re sort of being robbed of balance changes due to this. Vengeance being THE way forward would be a way to justify that but that would require one very important thing: disregarding player feedback, since the test hasn’t happened yet. To me it’s red flags.
And to be clear, I’m rooting for ZOS on this and for it to be successful. ESO has probably the best combat system out there. But this is a pivotable moment for the game. They should not steam roll out ideas, they need a strong pulse on the community, which they don’t have the greatest track record of. Trying to look at this objectively, lack of other balance changes = making way for vengeance as the future and allocating any resources to those changes or developing a new combat system, that’s all I’m getting at.
I hope they knock it out of park, but cooldowns ain’t it js.
Why are cooldowns a bridge too far?
PS. Some of you keep claiming this is actually a secret test for the new PVP model. Given that they’ve repeatedly said this is not the case, I’d stop fretting.
PPS. I’m glad you like this game’s combat system. Gonna have to disagree that this is the platonic ideal for MMORPGs, RPGs, and so on.
They’re a bridge too far because for the past decade this game didn’t have cooldowns on the vast majority of its abilities outside of the 1 sec gcd. It changes the feel of combat pretty drastically by contrast. No cooldowns was and has been sort of the entire appeal of esos combat system.
That’s funny, I’ve played this game for a decade on PC and consoles and never once said “man, the spammy gameplay and animation canceling is what keeps me coming back.” If you enjoy it, then that’s great. I tend to think it holds back better gameplay mechanics.
Yeah make room for better mechanics like rush of agony and tarnished.
If that’s your idea of better mechanics, then cool. I tend to think they could think outside the very restrictive boxes of sorcerers and nightblades.
For instance, there’s plenty they could “learn” from FromSoftware without turning ESO into Elden Ring.
xylena_lazarow wrote: »Surely there's a balance between turning into WoW and whatever the hell Rushing Agony is supposed to be?