It's super frustrating they never finished this. I personally think hybridization as a whole was a mistake as it effectively halved the number of unique feeling specs in the game, but at the very least you'd expect them to FINISH the system if they're set on keeping it..
StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
acastanza_ESO wrote: »StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
At least on Sorc you can use blue pots and dark deal your stam back from them, I'd say other classes have it a bit worse there without access to that resource conversion.
StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
necro_the_crafter wrote: »I would like to see sustain become fully hybrid, while damage kept separate.
Would be nice if they just implemented different classifications with its own scalers to abilities, for example:
1. Spell - mag costing ability. Scales from spell damage and max magika. Would favour mag oriented builds
2. Skill - stam costing ability. Scales from weapon damage and max stamina. Would favour stam oriented builds
3. Universal - cost highest resourse. Scales from highest damage and max resourse. Mostly utility spells and heals.
4. Alternate - cost lowest resourse. Scales from highest damage and max resourse. Mostly utility spells and heals.
5. Apex - cost both resourse. Scales from average of both damage values and both resourses. Will be good no matter what path you choose, good for class signature abilities like Whip, Assassins Will, Deep Fissure, Blastbones, Hauntuing Curse, Puncturing Sweep, Pragmatic Fatecarver.
This, instead of previous system that had 2 specs per class, and contruary to cuurent system that has 1 bis meta setup would put all the builds on a spectrum, allowing a vast varieties of builds, and PvE and PvP group compositions.
It's super frustrating they never finished this. I personally think hybridization as a whole was a mistake as it effectively halved the number of unique feeling specs in the game, but at the very least you'd expect them to FINISH the system if they're set on keeping it..
MashmalloMan wrote: »
This is literally how the game direction was going for awhile and players chose to request more hybridization over less. "Spell's" were from classes, "Skills" were from weapons, thus why weapon and spell damage were named that way. Over time, Stamina builds became more popular, but players complained they lacked any real idenity because they couldn't use their class skills resulting in about 7/10 of their non ultimate skills being exactly the same. It looked something like Volley, Poison Injection, Trap Beast, Caltrops, Twin Slashes, Steel Tornado, and a spammable.
CP 1.0 scaled heavily towards Martial or Magical damage, you couldn't do both, so even though ultimates dynamically scaled, stamina players were forced to use Ballista on back bar, then of course, you slot Dawnbreaker front bar for 3% weapon damage. At that point, 9/12 skill slots are identical no matter what class you picked. That time period was very very very very very stale. Even Magicka classes were effectively all the same for each class because they had less options too, they just weren't tied to specific weapon, guild, or world skills.
They eventually added 1 or 2 skills on each class that scaled from highest max resource, the way hybridization is today on everything. Streak for example was the only class skill a Stam Sorc could use that had decent damage, that scaled from Magicka. Everything else was useless, dealing like 1 third of what it should.
For the "Universal" and "Alternate" idea, this already exists on Arcanist, for whatever reason, they haven't even bothered testing it on other classes yet, but it would definitely free up a lot of morphs for better skill diversity. Some good examples where these could be implemented are skills like Betty Netch, Rune Focus, Flame Skull, Jabs, etc. All of these morphs have a Stamina vs Magicka option that do nearly the exact same thing. If one morph changed its cost to highest or lowest max resource, then the other morph could be changed to something completely unique.
The "Apex" idea is already in use as well for DK's Whip, again, they have yet to implement this for any other class which leads me to believe they're drawing a line in the sand to say that these rare instances are especially unique to the identity of those 2 classes. I think this is flawed logic, but thats just what it seems like they're banking on right now.
For the point about meta DPS diversity being reduced, by definition it stands for "most effective tactics available". You could add 10 unique builds to every class that the player is forced to use by introducing arbitrary barriers and players will still find the specific build that results in them getting the highest DPS possible even when the differences between them are negligible or the content they want to use it in, doesn't matter. The point is, meta is not something any game design company should chase to resolve because it's literally impossible, the best thing they can do is bring up everything else to be similar enough that people not meta chasing aren't overly punished. I'm not saying class design is perfect as I mentioned earlier in a previous comment, but reverting hybridization or introducing roadblocks like we had before will not bring back "meta dps diversity".
So in summary, no thanks to 1/2, we've moved on from that, ZOS isn't going back.
Yes please to occasionally adding 3/4/5 like Arcanist and DK have, sharing is caring.
StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
SoloPlayerZP wrote: »StaticWave wrote: »Or a stamsorc using SPELL crit potions because the class has Minor Prophecy.
But this still is less efficient because you probably have high stamina regen on stam sorc and you don’t get the 30 percent regen buff on it. Instead you get the 30 percent on your way lower mag recovery which adds way less total recovery that way.
MincMincMinc wrote: »@MashmalloMan
[*] Mechanic clarity..... WTF does offbalance do? Status effects? Why do I have to go to a 3rd party improperly informed website that isnt updated to try and understand what they do. Nobody has been able to explain to me how offbalance was healthier to the game than the old dizzy swing. I could rant for pages on how this was a huge step in the wrong direction.
MincMincMinc wrote: »@MashmalloMan
[*] Mechanic clarity..... WTF does offbalance do? Status effects? Why do I have to go to a 3rd party improperly informed website that isnt updated to try and understand what they do. Nobody has been able to explain to me how offbalance was healthier to the game than the old dizzy swing. I could rant for pages on how this was a huge step in the wrong direction.
Simple, you don't know to press F1 when you're in the game, the in game compendium/help menu is quite extensive you know.
but slight snark aside, zos REALLY should advertise this function more...
MincMincMinc wrote: »@MashmalloMan
[*] Mechanic clarity..... WTF does offbalance do? Status effects? Why do I have to go to a 3rd party improperly informed website that isnt updated to try and understand what they do. Nobody has been able to explain to me how offbalance was healthier to the game than the old dizzy swing. I could rant for pages on how this was a huge step in the wrong direction.
Simple, you don't know to press F1 when you're in the game, the in game compendium/help menu is quite extensive you know.
but slight snark aside, zos REALLY should advertise this function more...