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.
One of the combat mechanics I think the Devs really need to reevaluate is "Evasion", in PvP especially.
PvE is fine but for PvP, Battle Spirit could be modified to adjust the effects of Evasion to more realistic values.
There are far too many players that are employing mindless-spam-style combat philosophies because they're able to do so with no consequence. When players can effectively "dodge" thousands of points worth of incoming damage, with no skill check; it leaves them without a need to consider any sort of combat strategy.
In current PvP (as of today), the number of players in PvP environments that are "dodging" freely due to Evasion is excessive. A better balance of the mechanic could be achieved by the following, while Battle Spirit is active:
1) Set a minimum cooldown for both Major & Minor Evasion, allowing the mechanic to only occur once every 30 seconds for Major & once every 20 seconds for Minor.
2) Make any instance of Evasion (either Major or Minor) procc-able; meaning that Evasion would no longer be granted by slotting or equipping; the player would need to procc the buff in some form or fashion. Given how much mitigation can be awarded from Evasion this would require at least one GCD commitment to activate.
Whether intended or not (I honestly don't know because there's so many threads and posts on this that don't agree), Evasion is giving players a percent chance to avoid ALL incoming direct damage. This can see players completely avoiding incredible amounts of damage with no skill check factor involved. I'm all for having powerful instruments & mechanics in the game but when we get to mechs that deliver at or above a certain level of capability I believe some aspect of skill needs to be involved in their use.
Players could be made to proc Evasion through a cast or a core combat mechanic such as performing one dodge to proc a duration of Evasion or a certain amount of blocking.
And what I'm referring to isn't desync or latency, I'm aware those things exist, but, when those are the issue we see situations where an actual dodge simply doesn't line-up in time with the actual recognition of the action, but the action of a dodge does become evident. No, what I'm speaking to is the Evasion proc that ignores all incoming instances of direct damage with no roll dodge attempt what so ever.
Given that we have subclassing and we know that it's not going anywhere; core combat needs a re-evaluation, just like everything else. Players have access to a lot more mitigation now than they did prior to subclassing and the ability to stack anything can become excessive and this is one mechanic that has and one which has little direct counterplay.
ketsparrowhawk wrote: »Maybe I'm crazy but it sounds like you're talking about the old evasion from years ago? Now It reduces AOE damage taken.. doesn't give a chance to auto-dodge direct attacks anymore. Most of the most powerful attacks in the game are AOE. I'm certainly happy to have evasion to help me survive bombs, ult dumps, DK's, etc.