Parrot1986 wrote: »Anyone who isn’t aware of the impact and importance of potions likely has way more issues with their performance than missing 20% SD/WD and some crit.
People already use heroism pots and this would just push more to do this.
Unless youre suggesting adding that effect to skills as well which is an even worse solution
Everyone has access to potions. The gap there isn't due to potions, it's due to knowledge, which is what most of the complaints/suggestions have often been about when talking about closing the gap. Teaching players better in the game.
WrathOfInnos wrote: »I think the state of Major Prophecy and Savagery is ok. The buffs to Camo Hunter make it worth slotting on many builds, or Inner Light is a good option for some. The players that don't want to use potions can generally spare one bar slot for this. Maybe give some more options, such as the way Flames of Oblivion provides the buff passively and Green Lotus gives it while active.
Major Sorcery and Brutality could benefit from some improvements. IMO the easiest way is to make active buffs last longer. Crit Surge for example should last 60s, and Warden's Netch. Sap Essence should give the buff even if no enemy is hit, and needs to have it's buff duration extended as well. Igneous and Molten Weapons should both have 60s duration. And for classes without easy access to the buff, it should be added to Channeled Acceleration for 60s.
This is truly a way to raise the floor without affecting the ceiling.
MashmalloMan wrote: »Everyone has access to potions. The gap there isn't due to potions, it's due to knowledge, which is what most of the complaints/suggestions have often been about when talking about closing the gap. Teaching players better in the game.
How much hand holding needs to be done at this point? When was the last time you didn't press "skip skip skip" on a tutorial for a game?
They give a ton of help within the leveling process, you don't just get items for leveling, it comes with a big pop up stating how those items are beneficial to a build in ESO. I know they give food at one point and say to use it. I'm sure they give pots and tell people to use them too. They also slowly feed it to you over the 50 levels, it's virtually unskippable because you want the items and the skill points they give.
In my opinion, ZOS has done their job when it comes to that pretty well. I hear this statement all the time, but no one actually provides a solution. I'm not pretending to have one, but saying "teach players more" isn't very helpful and won't increase the floor for players that already exist.
There are some people with high cp, so they've been here a long time, and still don't understand basic mechanics or doing viable DPS. Making a better tutorial isn't going to do anything for them.
Some people are beyond help at this point to put it bluntly.
I think OP raises a good point even if I don't agree with their suggestions because it seems to kill some build variety present in the game. There is a lot of power behind things that feel gated to newer players. You can just look at ZOS's attempt at fixing this with the new Empower change and how Oakensoul functions. It provides potion buffs, trial gear buffs, some buffs from group play and some from unique sources like poisons. All the while reducing the need for complex rotations using 1 bar.
Thats about as good as it gets.
MashmalloMan wrote: »Everyone has access to potions. The gap there isn't due to potions, it's due to knowledge, which is what most of the complaints/suggestions have often been about when talking about closing the gap. Teaching players better in the game.
How much hand holding needs to be done at this point? When was the last time you didn't press "skip skip skip" on a tutorial for a game?
They give a ton of help within the leveling process, you don't just get items for leveling, it comes with a big pop up stating how those items are beneficial to a build in ESO. I know they give food at one point and say to use it. I'm sure they give pots and tell people to use them too. They also slowly feed it to you over the 50 levels, it's virtually unskippable because you want the items and the skill points they give.
In my opinion, ZOS has done their job when it comes to that pretty well. I hear this statement all the time, but no one actually provides a solution. I'm not pretending to have one, but saying "teach players more" isn't very helpful and won't increase the floor for players that already exist.
There are some people with high cp, so they've been here a long time, and still don't understand basic mechanics or doing viable DPS. Making a better tutorial isn't going to do anything for them.
Some people are beyond help at this point to put it bluntly.
I think OP raises a good point even if I don't agree with their suggestions because it seems to kill some build variety present in the game. There is a lot of power behind things that feel gated to newer players. You can just look at ZOS's attempt at fixing this with the new Empower change and how Oakensoul functions. It provides potion buffs, trial gear buffs, some buffs from group play and some from unique sources like poisons. All the while reducing the need for complex rotations using 1 bar.
Thats about as good as it gets.
A flawed question to ask someone about skipping a tutorial that knows how to play the game and already understood a good bit. But excluding the stuff I knew: If I don't know how to do something, then sure, I'd watch a tutorial ... assuming it adequately explained it.
Frankly, the ones in the game are very very basic and really don't get into explaining much about truly playing the game. There have been a million ideas floated already about various training tutorials that could be added to the game. Especially more focused, optional NPCs that you can go to to learn specific things instead of just having a bunch of info dumped in your lap all at once. One big issue is sometimes just going through the steps with someone on fifty different things when they make their character isn't really going to sink it, which is why I like the idea of training NPCs that you can go to for further education on something (weaving, interupts, buffs, whatever) when you are ready to focus on that - players are much more likely to learn.
If players choose to ignore it, it's on them. Giving them freebies to make up for their own lack of education about the game isn't what's best. And there is no power gating for new players potion wise.
I'm not saying I'm against something like making sure everyone has access to a class skill that grants common buffs (that would be uniform since many classes already can), but just tacking it onto stuff like trash pots is a "gimme gimme".
I agree with everyone saying just give longer durations to Major Sorcery/Brutality buffs from skills. And if you remember, the Combat Preview promised exactly that, longer buff durations, but we've seen precious few examples of that. Were there so many changes there even the devs were too swamped to remember to implement them all? Were they scrapped because if we got another spammable in every 30 seconds it wouldn't lower our DPS quite as much? Anyone's guess.
Luke_Flamesword wrote: »I agree, personally I hate potions micromanagment so for most of time I use crown potions as help when I'm low with resources and that's it. I have bunch of "meta potions" for higher difficulty content but for most of time I forget to use them
I can imagine that really a lot of players don't use them because don't know it's important or they just don't care enough. It's just bad design and it's not fun to use them all the time, when you think how big gold sink it is for you.
Reworking that area should be one of first steps to close the gap...
Iron_Warrior wrote: »Potions are one of the biggest factors to improve your dps. A lot of people in PUG groups don't even use them or simply use trash potions that they find in overland. In eso unlike other games potions are not just for emergency use, you have to use them on cooldown to keep up their buffs, so you spend your potions pretty quickly and have to spend a lot of gold or farm for materials to be able to get them, and for that reason a lot of people don't bother with them and use trash potions and lose a lot of dps. So if you want to make the game more accessible for these people you have to do something about potions and the buffs that they provide. I have 2 suggestions
1- add major savagery/prophecy to all abilities that give you major brutality/sorcery. This way people that are using trash pots are still at a disadvantage because they need to sacrifice a slot for an ability that gives them these buffs, but they wouldn't fall behind that much
2- make the bosses drop high quality potions. I think crafters would hate this but this is another way to do it