BeefyMrTips wrote: »I can only speak for PVE DPS but may effect PVP as well.
Every character has a preset loadout. It’s hidden by ideas such as *different sets* *champ points* etc but the fact is, it’s non sense.
If I make a new class, I already know what sets, champ points, etc I need for maximum potential DPS. I have about 4-5 toons that are cookie cutter toons and it sucks to simply keep up every patch..
I don’t understand why we can’t create characters and develop them in different uniquely ways to hit similar DPS? It’s just not fun and I’ve about exhausted every route I can take with multiple sets and rotations to at least change things up a bit and it simply doesn’t work. I can’t fathom playing this game another patch if this next patch doesn’t offer something substantial.
I’d rather have no more new lands to explore and would prefer to have new character options.
Maybe out of your three main skill lines you can choose one to become a master in unlocking a third morph tier? Or how about instead of just vampire and werewolf we offer different schools that you can train in but you can only choose one. It would need a massive overhaul that would take time and change the game for sure but at least it would be better than the former game idea: New Trial Beat it, New Set get it, change of resources so modify rotation and add different enchant. Changing up passives will not be good enough
Why is it so important to do your "maximum potential DPS"?
If the only thing you are concerned with on your character is doing the most damage as possible per second - then of course that's going to limit your build options. That's like going shopping for a car and then saying you are only interested in purchasing the fastest car there is then bemoaning there aren't enough cars to choose from. So in reality its you who are limiting your options, not the game itself.
Probably the main problem here are these stupid DPS meters - the scourge of MMORPGs. I wish games would just ban their existence in their totality so people would stop obsessing over it.
BeefyMrTips wrote: »I can only speak for PVE DPS but may effect PVP as well.
Every character has a preset loadout. It’s hidden by ideas such as *different sets* *champ points* etc but the fact is, it’s non sense.
If I make a new class, I already know what sets, champ points, etc I need for maximum potential DPS. I have about 4-5 toons that are cookie cutter toons and it sucks to simply keep up every patch..
I don’t understand why we can’t create characters and develop them in different uniquely ways to hit similar DPS? It’s just not fun and I’ve about exhausted every route I can take with multiple sets and rotations to at least change things up a bit and it simply doesn’t work. I can’t fathom playing this game another patch if this next patch doesn’t offer something substantial.
I’d rather have no more new lands to explore and would prefer to have new character options.
Maybe out of your three main skill lines you can choose one to become a master in unlocking a third morph tier? Or how about instead of just vampire and werewolf we offer different schools that you can train in but you can only choose one. It would need a massive overhaul that would take time and change the game for sure but at least it would be better than the former game idea: New Trial Beat it, New Set get it, change of resources so modify rotation and add different enchant. Changing up passives will not be good enough
rexagamemnon wrote: »ESO was originally advertised as “play as you want” where gear and didnt determine how well you perform in game. I understand the struggle because i hate staffs but any magika build with out a staff just doesnt compare when you got guys pulling 40k+ dps and you are in the low twenties dual wielding. But to be honest i really dont see a way around it unless they nerf alot of weapon abilities or dramatically increase damage of certian gear.
BeefyMrTips wrote: »Lol What are you talking about? Blame math.. that’s not a legitimate argument in the least, especially if you don’t explain yourself.
Choices available to all classes? Well that’s pretty obvious, the problem is for max DPS potential, there are not. “Because of Math” based on each skill’s Coefficients you can calculate which skills are the absolute best setup for optimum performance. And the problem is that the next choice falls extremely short in many cases and maybe only one alternative choice for a skill that is the weakest.
I’m proposing different “flavors” within the classes themselves and outside of the classes.
I do agree the problem is everyone has access to everything, meaning there will always be a max potential despite the “flavors” of each class. Which is why I mentioned this;
If you limit access to abilities by only being able to choose one or another that will give more individual characteristics than being just a sorc, nb, warden, dk, and templar. Because if you are any of these regardless of mag or stam, there are templates that show the way to max out your build, and the next best thing is 7-10k less.
What I am proposing isn’t gonna make everyone equal but it at least allows a chance for people to play the way they want to play and hopefully with the right development have the dps within a 4K range. Some people want necromancer, bard, berserker, monk, etc.. maybe more than just one. Limit it to one, you can’t be a necromancing bard.
Currently, they introduce these other skill lines and we pick the skills like fruit that seem most tasty and the rest we leave to rot if it doesn’t help our DPS.
Finally that last part you mentioned. People are spending hours trying to do the exact same rotation as the people with max dps in ESO already. We are that mmorpg with predetermined loadouts and it’s why everybar and item you see in DPS parses are the exact same.
You laugh at my reply then you state that I am correct. Though it is odd to laugh at the math comment since this game is all about math. I figure anyone who would create such a thread as this one would understand that basic tenant.
I do not know how you think Zos can start limiting access to various skills to force more variance as that would be a total reversal of the foundation of character creation in this game. That is really all your suggesting.
Each class already has their own flavor. More noticeably with magicka builds than stamina since magicka has access to only one DD weapon line.
idk, it seems you are more accustomed to the forced difference other MMORPGs have between their class since each class only has access to class skills. However, even then, each class has only one build that performs best and a specific rotation that is a requirement to make the build work.
The ideas presented in this thread are short sighted and demonstrate a blurred memory of the past in this game.
Nerfing the sets that are currently BiS just mean other sets will become BiS. There is a time, not long ago, that BSW was BiS for every magicka build. There was a time before that the set that dropped in vAA and vHRC was BiS for every magicka build. It all comes down to the math in the formulas and what the sets contributed to them.
This will not change as it has been the case during much of the games history. Though in most instances there are various choices players had that were very comparable. Even the top players today do not all use the same exact build. Those that are truly the top players are constantly testing new sets, new rotation, etc, to improve.
As for the idea that Soft caps also lead to variation, pre CP, that is not entirely true either. With the exception of short term builds due to unintended results, theorycrafting results were pretty much like today in that specific builds for each class were found. Of course they all shared some components since some components that are accessible to all perform well.
So if someone wants extremely unique builds for each class in an MMORPG then ESO is the wrong game to play. It will never have distinctive builds. Heck, each class does not have access to enough in their skill lines to avoid shared skill lines and that is not a bad thing.
Honestly I don't even run meta... I don't have BiS Maelstrom Inferno so RIP me.
BeefyMrTips wrote: »I feel most people are not understanding what I’m asking for.
1 2 3 4 5. Base Classes
12345678910. Base Classes Mag or Stam
1234567891011121314151617181920. What I’m suggesting through introduction of unique skills lines within classes or outside of them but limiting it to one option.
I could care less about being top DPS but it’s not fun picking just a number between 1-10. I’d like to be a 3 with the skill line of 17 maybe someone would like to be a 3 with the skill line of 13 because even though it might hit slightly less hard, it’s more fun because it feels more unique to them.
BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
Bouldercleave wrote: »BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
They can't balance what they have now, how are they going to balance what you are asking for? I'm all for diversity honestly, but you will not get that much diversity outside of a single player game.
BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
SilverIce58 wrote: »Bouldercleave wrote: »BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
They can't balance what they have now, how are they going to balance what you are asking for? I'm all for diversity honestly, but you will not get that much diversity outside of a single player game.
You realize that there isn't an MMORPG out there with true balance that everyone agrees with right?
Bouldercleave wrote: »SilverIce58 wrote: »Bouldercleave wrote: »BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
They can't balance what they have now, how are they going to balance what you are asking for? I'm all for diversity honestly, but you will not get that much diversity outside of a single player game.
You realize that there isn't an MMORPG out there with true balance that everyone agrees with right?
I do which is why what the OP is asking for is only going to make things WORSE, not better.
It is exactly my point - unique looks, not unique mechanics. How is the skeleton mechanically different from the familiar/bear? What is the difference with those "fists attacks"? Less DoTs usage is always going to be weaker since direct damage skills can't be hard hitting, they are a worse use of a GCD unless you make them brokenly OP.
Ele Weapon does not change how you play. In it's base it is exactly the same as all other spammables - cast inbetween DoTs. You should be weaving LA anyway.
In itself all of those are just cosmetic changes. Some weaker, some stronger.
SilverIce58 wrote: »Bouldercleave wrote: »SilverIce58 wrote: »Bouldercleave wrote: »BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
They can't balance what they have now, how are they going to balance what you are asking for? I'm all for diversity honestly, but you will not get that much diversity outside of a single player game.
You realize that there isn't an MMORPG out there with true balance that everyone agrees with right?
I do which is why what the OP is asking for is only going to make things WORSE, not better.
Not necessarily. Sometimes adding in new things brings positive changes to the older things.
Bouldercleave wrote: »SilverIce58 wrote: »Bouldercleave wrote: »SilverIce58 wrote: »Bouldercleave wrote: »BeefyMrTips wrote: »I agree completely which is why those skill lines must be unique. For Instance, Think of those different skill line potentials. Instead of volatile familiar it’s a necromancing skeleton. What if you decide I’m gonna run that and volatile familiar.
What if instead of rending slashes and steel tornado it was a monk skill that uses fists. What if instead of just a dk it was a dk berzerker with more powerful non flame damage abilities but to make it successful would mean less dot usage.
The limit you are referring to is imagination. Ele weapon is a good example, it’s unique where it actually hits off light attack and after 5 charges get bonus damage. There are endless amount of attacks out there. Yes the damage may be similar but some might be greater depending on class and sets you decide to play.
They can't balance what they have now, how are they going to balance what you are asking for? I'm all for diversity honestly, but you will not get that much diversity outside of a single player game.
You realize that there isn't an MMORPG out there with true balance that everyone agrees with right?
I do which is why what the OP is asking for is only going to make things WORSE, not better.
Not necessarily. Sometimes adding in new things brings positive changes to the older things.
LOL - you're new here it seems....
programcanaan wrote: »Kinda wish they removed weapons swap and expand and improve the controls a bit. I do not appreciate the aesthetic of everyone throwing their arms up every 10 seconds (give or take) and pulling their off hand out of nowhere. It doesn't look good and it doesn't feel good... but you gotta do it. It feels clunky on console and probably feels redundant on pc.
It would change rotations greatly and diversify roles (would certainly take some work to balance everything). Removing weapon swap would also bring down the higher gear sets to be more in line with the normal ones. They'd still be better just not so much as they are now.
Perhaps they could finally adds gear sets as well. So you can have two different gear/ability layout without having to lug around all your armor and fumble around with skills all the time.
Easier for new players and a breath of fresh air for the old.
BeefyMrTips wrote: »I can only speak for PVE DPS but may effect PVP as well.
Every character has a preset loadout. It’s hidden by ideas such as *different sets* *champ points* etc but the fact is, it’s non sense.
If I make a new class, I already know what sets, champ points, etc I need for maximum potential DPS. I have about 4-5 toons that are cookie cutter toons and it sucks to simply keep up every patch..
I don’t understand why we can’t create characters and develop them in different uniquely ways to hit similar DPS? It’s just not fun and I’ve about exhausted every route I can take with multiple sets and rotations to at least change things up a bit and it simply doesn’t work. I can’t fathom playing this game another patch if this next patch doesn’t offer something substantial.
I’d rather have no more new lands to explore and would prefer to have new character options.
Maybe out of your three main skill lines you can choose one to become a master in unlocking a third morph tier? Or how about instead of just vampire and werewolf we offer different schools that you can train in but you can only choose one. It would need a massive overhaul that would take time and change the game for sure but at least it would be better than the former game idea: New Trial Beat it, New Set get it, change of resources so modify rotation and add different enchant. Changing up passives will not be good enough