Woodenplank wrote: »Hybridization has been so big for ZOS that they'll never roll it back, I don't think. But I sure hope they take many initiatives in the future to diversify builds and playstyles. Between different Classes but markedly also within Classes themselves.
Duke_Falcon wrote: »@ZOS_BrianWheeler
Scorer's Dark Deal/Conversion skill cancels its self out when ever you Block, Roll Dodge, Bash, Sprint, or Weapon Swap. I often find myself pausing combat entirely just to hit the skill, which seems to be against the kind of fast paced action you want to build into the game.
I suspect the cast time was added to it to prevent block tanks from abusing the skill because it has an incredible amount of resource return, which Sorc desperately needs because its skill costs are insanely high. The massive resource return is needed just to use the class skills.
To help achieve the goals of fast paced combat perhaps the one time instant burst sustain could be distributed over 20 or 30 seconds without a cast time being placed on the skill, so that Sorc could then use the base game actions of Block, Dodge Roll, Sprint, and Weapon Swapping to help achieve the goals of continuous action while using the skill.
moderatelyfatman wrote: »Duke_Falcon wrote: »@ZOS_BrianWheeler
Scorer's Dark Deal/Conversion skill cancels its self out when ever you Block, Roll Dodge, Bash, Sprint, or Weapon Swap. I often find myself pausing combat entirely just to hit the skill, which seems to be against the kind of fast paced action you want to build into the game.
I suspect the cast time was added to it to prevent block tanks from abusing the skill because it has an incredible amount of resource return, which Sorc desperately needs because its skill costs are insanely high. The massive resource return is needed just to use the class skills.
To help achieve the goals of fast paced combat perhaps the one time instant burst sustain could be distributed over 20 or 30 seconds without a cast time being placed on the skill, so that Sorc could then use the base game actions of Block, Dodge Roll, Sprint, and Weapon Swapping to help achieve the goals of continuous action while using the skill.
I was told that Dark Deal originally didn't have a channel but it was brought in because people were spamming it in PvP and becoming unkillable.
A good solution would be similar to Streak where the cost increases by 33% when cast within 4s of the previous casting. This would make the skill viable for Sorc Tanking in PvE while preventing abuse in PvP.
If they also allowed the Minor Sorcery/Brutality to be an AOE that affects the party, DK will now have a serious contender in PvE tanking.
+1 to this. I've been craving another magicka weapon too, or at least a magic-damage staff of some sort as sometimes I don't want to deal with the whole elemental theming of frost/fire/lightning. Sacrificing some skeevers on an altar and hoping the next class is a monk and primarily stamina based + unarmed weapons, maybe? A spear would be quite cool and has some really good examples to draw from - GW2 recently added spears, even!Combat in ESO is by far the number one complaint I see people make online when talking about this game. It's why a lot of people stopped playing, it's why a lot of people refuse to start playing, and it honestly needs to be addressed.
The floaty, unimpactful combat just doesn't feel good. That coupled with all of the weaving and animation canceling makes it just not fun or engaging.
Also, you've added multiple new classes but no new weapons. I think adding a few new weapons to the mix with new skill lines could make a huge difference in how people play their characters and roles in general. Why this game has been out for 11 years and not a single new weapon has been added is beyond me.
Duke_Falcon wrote: »@ZOS_BrianWheeler
Hey, I was browsing the forums and read your post. I really enjoyed it, and like the direction the game is going. I decided to toss in a comment to help with that direction in regards to one skill in the game. I copied and pasted down below part of the initial post you made.
"Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
Block, Roll Dodge, and Bash/Interrupt are not constrained by the global cooldown
No ability cooldowns and a short global cooldown
Most abilities are instant, with cast times being the exception
Weapon swapping"
Scorer's Dark Deal/Conversion skill cancels its self out when ever you Block, Roll Dodge, Bash, Sprint, or Weapon Swap. I often find myself pausing combat entirely just to hit the skill, which seems to be against the kind of fast paced action you want to build into the game.
I suspect the cast time was added to it to prevent block tanks from abusing the skill because it has an incredible amount of resource return, which Sorc desperately needs because its skill costs are insanely high. The massive resource return is needed just to use the class skills.
To help achieve the goals of fast paced combat perhaps the one time instant burst sustain could be distributed over 20 or 30 seconds without a cast time being placed on the skill, so that Sorc could then use the base game actions of Block, Dodge Roll, Sprint, and Weapon Swapping to help achieve the goals of continuous action while using the skill.
ZOS_BrianWheeler wrote: »
Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
- Block, Roll Dodge, and Bash/Interrupt are not constrained by the global cooldown
- No ability cooldowns and a short global cooldown
- Most abilities are instant, with cast times being the exception
- Weapon swapping
Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies
Having a cap on how many targets are hit with a skill is going to look so funny. Imagine jabbing or beaming through enemies and they take no damage lol.
This is a whole lot of nothing post again.
The game is at its lowest point, people aren't playing, streamers aren't streaming. I log in for the daily reward and log out.
Combat has been downhill since the introduction of mythics, mix matching armour weights, hybridisation, scaling healing with damage instead of max stats (or having it's own stat), nerfing play styles (ganking, bows, bombing, shields, procs), adding over powered sets (only to nerf them a month later).... All of it takes away the "play how you want", class identity and the fun of theory crafting

Medieval3D wrote: »Please add some fists/hand-to-hand/unarmed skill, some feature or champion points that integrates the simple hand-to-hand combat into the game, would be so immersive, I'm not talking about create a class, please do not never create a class like 'the typical monk class'... with shinnies and pompous light effects and vain features. I'm just suggesting simple hand-to-hand integrated into the game mechanics, could be useful having a champion point skill in example, so to be worthy in terms not just for immersion purposes but for run dungeons and why not even more competitive categories as PvP.
Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies
This is a whole lot of nothing post again.
The game is at its lowest point, people aren't playing, streamers aren't streaming. I log in for the daily reward and log out.
Combat has been downhill since the introduction of mythics, mix matching armour weights, hybridisation, scaling healing with damage instead of max stats (or having it's own stat), nerfing play styles (ganking, bows, bombing, shields, procs), adding over powered sets (only to nerf them a month later).... All of it takes away the "play how you want", class identity and the fun of theory crafting
One would have to agree with you. Unfortunately, instead of adding complexity to things, it keeps getting dumbed down more and more. Choice is a form of expression. How characters look, how they emote, what mount they ride, which companion do they like, etc. etc. All of this involves choice. The same goes for class selection. Appeasing the Elder Scrolls Critics because the game has classes (traditional ES single player games do not have classes) sailed long ago when a the game was released in 2014. They knew this then. Ruining the game now by subclassing to compete with the ease of other newer games that allow flip flopping classes...that is not ESO. Making real changes with new character ability content like weapons, chain mail armor, restructuring how damage/armor/resources etc (armor should not give damage bonuses, for example..only mitigate). We want NEW stuff. Not subclassing 10 year old skills. Plz - I wish they wouldn't do this. How many people have actually finished the content in all the zones? Most have not. They casually play and are attached to their characters. That is fun. No Question.
How about we just combine magicka and stamina into one 'Power' bar? lol. Along with that, let's get rid of the Fighter's Guild and Mage's Guild - just call it the it doesn't matter anymore guild - you want to be a warrior? Why? you can be an all powerful mage, too, just increase your weapon damage champ!!!(These two entities are so underdeveloped for mag/stam users. imagine the skills and things that could go through new quests etc. for these guild) Mythics, especially Oaken Soul, have destroyed the build strategy. Mythics are ok...a 5 set piece bonus? No. Too overpowered. Burst AOE's hurt the game...fighting skill, blocking, dodging, potion and resource management, these seem lost to spamming burst aoe's, lightning staff hvy attack builds that cost not resources, etc.
A few skill types should bee added to the Guild and World classes. An actual 20% dmg Major Brutality/Major Sorcery buff Like the Warden or DK have and dont require an attack to initiate. A stealth/invisibility skill in Legerdemain so all classes can do the thief/assassin quests. Add more pets to the game, through new stave types, or some extra skill, some way to allow more pets (each class should have them actually). Beyond those things, subclassing will accomplish nothing but overpower in some areas, and make 50% of all the skills obsolete. Like...who will use the Necro healing line of skills? Or who will use the Arcanist skills besides the overpowered beam? Not many arcanist tanks running around - the need for crux/corpses vs. casting abilities without those requirements make those classes tedious. Why bother. Resolving class issues would be better than the subclass idea. One Necro heal actually penalizes you for using it. Terrible.
All of what you mentioned should be reversed. Instead, we get subclassing hidden behind the curiosity 'what if' factor of mixing classes. However, there are not thousands of choices, only about a dozen after the dust settles. In the meantime, valuable skills for pure classes are already being changed. Changes to pure classes were not supposed to happen. With Guild and World Skills, combined with some other things, subclassing is not necessary. The class identities are liked by ppl. Subclassing will cause that realization - but once it is released...it will be too late. If some new overhaul was being done to everything, it would be great. However, subclassing is a cheap, dreamy premise that is not welcomed by probably 70% of the population. I have a little fun now and then thinking about subclassing and the pet builds, ultra tank builds, etc. etc. by combining classes. But it isn't worth it. The whole idea is being sold on this curiosity - but it is only that, and not substantive. After 6 months it will get very boring with no classes. Game Killer.