MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
.MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
OnGodiDoDis wrote: ».MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
Incorrect; the devs said during release that any player can be any role they desire on the same character without having their role locked. Meaning that they can switch between roles freely without having to make a new character. The trinity of roles clearly exists in the game, and some players in PvP are able to be all three, which is leading the game in the wrong direction. Remember when Ring of the Pale Order came out? It made healers useless in 4-man PvE content.
OnGodiDoDis wrote: ».MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
Incorrect; the devs said during release that any player can be any role they desire on the same character without having their role locked. Meaning that they can switch between roles freely without having to make a new character. The trinity of roles clearly exists in the game, and some players in PvP are able to be all three, which is leading the game in the wrong direction. Remember when Ring of the Pale Order came out? It made healers useless in 4-man PvE content.
I did not say the trinity of roles does not exist. We clearly have tanking, healing, and damage dealing going on in ESO.
What I did say, and is factually correct, is that the roles were not rigid. This is clear since one character can handle doing more than one role without changing their build. If that statement was not correct, then there would be no reason for the suggestion made in this thread.
BTW, I found pre-launch gameplay footage of three developers doing some of the gameplay footage. The first fight is a WB, and ironically, the healer was doing a lot of DPS. Dan Crenshaw (sorc healer) even comments at the start of the fight they started off with crystal shard (DPS ability), and he uses this skill regularly throughout the short fight. Near the end of the fight, the healer starts using mages wrath, which ofc is another damage ability.
In different fights, his mix of healing and damage differs, but they clearly demonstrated how one character can handle both roles with the same build. Granted, this does not mean the character is optimal in either role as they have to choose to not slow as many heal or damage abilities, but that is part of our choices in how we choose to play. So yea, I am correct.
https://www.youtube.com/watch?v=wJZv9nRfa2Y
Oh, and one of the caveats of this game from the start is "play as you want". The suggestion in this thread is to limit that.
I am including an article from 2013 that talks about how the trinity is not rigid in ESO. "There will be groups with traditional healers, damage dealers, and tanks anyway. But there will also be groups where roles are not so obvious." This is discussing the core design of ESO from the start and it is exactly what I have said.
https://elderscrollsonline.info/news/holy-trinity-in-eso
I respect your opinion that you would like it to be different. I am merely pointing out that it is not how the devs envisioned this game from the start. It is not that type of game.
OnGodiDoDis wrote: ».MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
Incorrect; the devs said during release that any player can be any role they desire on the same character without having their role locked. Meaning that they can switch between roles freely without having to make a new character. The trinity of roles clearly exists in the game, and some players in PvP are able to be all three, which is leading the game in the wrong direction. Remember when Ring of the Pale Order came out? It made healers useless in 4-man PvE content.
I did not say the trinity of roles does not exist. We clearly have tanking, healing, and damage dealing going on in ESO.
What I did say, and is factually correct, is that the roles were not rigid. This is clear since one character can handle doing more than one role without changing their build. If that statement was not correct, then there would be no reason for the suggestion made in this thread.
BTW, I found pre-launch gameplay footage of three developers doing some of the gameplay footage. The first fight is a WB, and ironically, the healer was doing a lot of DPS. Dan Crenshaw (sorc healer) even comments at the start of the fight they started off with crystal shard (DPS ability), and he uses this skill regularly throughout the short fight. Near the end of the fight, the healer starts using mages wrath, which ofc is another damage ability.
In different fights, his mix of healing and damage differs, but they clearly demonstrated how one character can handle both roles with the same build. Granted, this does not mean the character is optimal in either role as they have to choose to not slow as many heal or damage abilities, but that is part of our choices in how we choose to play. So yea, I am correct.
https://www.youtube.com/watch?v=wJZv9nRfa2Y
Oh, and one of the caveats of this game from the start is "play as you want". The suggestion in this thread is to limit that.
I am including an article from 2013 that talks about how the trinity is not rigid in ESO. "There will be groups with traditional healers, damage dealers, and tanks anyway. But there will also be groups where roles are not so obvious." This is discussing the core design of ESO from the start and it is exactly what I have said.
https://elderscrollsonline.info/news/holy-trinity-in-eso
I respect your opinion that you would like it to be different. I am merely pointing out that it is not how the devs envisioned this game from the start. It is not that type of game.
That wouldnt change a thing, we had a max res meta years before and it was the same as now players neglected their wp/sp in order to gain higher max stats. As long as a stat boosts both (dmg and healing) nothing will change because players will always just stack the stat that is more effective.
If zos wanted to change stat stacking they had to assign each stat a specific role (max mag/stam for deffensive and wp/sp for offensive abilitys) but that would probably leave PvE in shambles.
OnGodiDoDis wrote: »OnGodiDoDis wrote: ».MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
Incorrect; the devs said during release that any player can be any role they desire on the same character without having their role locked. Meaning that they can switch between roles freely without having to make a new character. The trinity of roles clearly exists in the game, and some players in PvP are able to be all three, which is leading the game in the wrong direction. Remember when Ring of the Pale Order came out? It made healers useless in 4-man PvE content.
I did not say the trinity of roles does not exist. We clearly have tanking, healing, and damage dealing going on in ESO.
What I did say, and is factually correct, is that the roles were not rigid. This is clear since one character can handle doing more than one role without changing their build. If that statement was not correct, then there would be no reason for the suggestion made in this thread.
BTW, I found pre-launch gameplay footage of three developers doing some of the gameplay footage. The first fight is a WB, and ironically, the healer was doing a lot of DPS. Dan Crenshaw (sorc healer) even comments at the start of the fight they started off with crystal shard (DPS ability), and he uses this skill regularly throughout the short fight. Near the end of the fight, the healer starts using mages wrath, which ofc is another damage ability.
In different fights, his mix of healing and damage differs, but they clearly demonstrated how one character can handle both roles with the same build. Granted, this does not mean the character is optimal in either role as they have to choose to not slow as many heal or damage abilities, but that is part of our choices in how we choose to play. So yea, I am correct.
https://www.youtube.com/watch?v=wJZv9nRfa2Y
Oh, and one of the caveats of this game from the start is "play as you want". The suggestion in this thread is to limit that.
I am including an article from 2013 that talks about how the trinity is not rigid in ESO. "There will be groups with traditional healers, damage dealers, and tanks anyway. But there will also be groups where roles are not so obvious." This is discussing the core design of ESO from the start and it is exactly what I have said.
https://elderscrollsonline.info/news/holy-trinity-in-eso
I respect your opinion that you would like it to be different. I am merely pointing out that it is not how the devs envisioned this game from the start. It is not that type of game.
Those videos are demonstrating how a person can handle multiple roles at once. In what scenario will a multi-role player be allowed to participate in endgame content?
OnGodiDoDis wrote: »OnGodiDoDis wrote: ».MEBengalsFan2001 wrote: »Max Health - When in Tanks role (for each 1K in health Healing In on tanks by 0.5%)
Max Resources - When in healer role for each 5K in your primary resource above 10K your recovery is increased by 1%
Max Spell / Damage - When in DPS role your base spell and weapon damage is increased by 1k
By design, we do not have rigid designs for roles. In one of the early videos of devs playing ESO it was indicated that the trinity is blurred in ESO. I noted the earlier in this thread as it is a purposeful design which is why such changes as this and what is proposed in this thread are not likely to be considered anytime soon as the top people in Zenimax were part of creating this design.
Incorrect; the devs said during release that any player can be any role they desire on the same character without having their role locked. Meaning that they can switch between roles freely without having to make a new character. The trinity of roles clearly exists in the game, and some players in PvP are able to be all three, which is leading the game in the wrong direction. Remember when Ring of the Pale Order came out? It made healers useless in 4-man PvE content.
I did not say the trinity of roles does not exist. We clearly have tanking, healing, and damage dealing going on in ESO.
What I did say, and is factually correct, is that the roles were not rigid. This is clear since one character can handle doing more than one role without changing their build. If that statement was not correct, then there would be no reason for the suggestion made in this thread.
BTW, I found pre-launch gameplay footage of three developers doing some of the gameplay footage. The first fight is a WB, and ironically, the healer was doing a lot of DPS. Dan Crenshaw (sorc healer) even comments at the start of the fight they started off with crystal shard (DPS ability), and he uses this skill regularly throughout the short fight. Near the end of the fight, the healer starts using mages wrath, which ofc is another damage ability.
In different fights, his mix of healing and damage differs, but they clearly demonstrated how one character can handle both roles with the same build. Granted, this does not mean the character is optimal in either role as they have to choose to not slow as many heal or damage abilities, but that is part of our choices in how we choose to play. So yea, I am correct.
https://www.youtube.com/watch?v=wJZv9nRfa2Y
Oh, and one of the caveats of this game from the start is "play as you want". The suggestion in this thread is to limit that.
I am including an article from 2013 that talks about how the trinity is not rigid in ESO. "There will be groups with traditional healers, damage dealers, and tanks anyway. But there will also be groups where roles are not so obvious." This is discussing the core design of ESO from the start and it is exactly what I have said.
https://elderscrollsonline.info/news/holy-trinity-in-eso
I respect your opinion that you would like it to be different. I am merely pointing out that it is not how the devs envisioned this game from the start. It is not that type of game.
This "blurring" of roles is clearly meant for more casual players that are not looking to seriously envelop themselves in the game. With time, those casual players will have to select their desired role and optimize it to the highest degree if they wish to be a part of the endgame community. This is why we have multiple character slots; people make role-specific characters. I
That wouldnt change a thing, we had a max res meta years before and it was the same as now players neglected their wp/sp in order to gain higher max stats. As long as a stat boosts both (dmg and healing) nothing will change because players will always just stack the stat that is more effective.
If zos wanted to change stat stacking they had to assign each stat a specific role (max mag/stam for deffensive and wp/sp for offensive abilitys) but that would probably leave PvE in shambles.