Thinking about u50… I’m excited about the masteries mostly. One thing that been brought up a lot over the years is having a counter damage type for each class. We are seeing flame damage output from the DK, and speculation is frost for warden but who knows. What I think would be nice to see is a negative damage type per class, so when all things are said and done, we’d having certain classes geared better to counter certain classes.
Where this gets tricky and why I’m asking the question now, when the masteries go live, DK will still be the only refresh completed, who also has access to the masteries. So a pure DK will be even stronger than it is now. Im fine with the wait, I want them to get the refreshes correct. But I think implementing a counter damage type pure class, would be a good balance decision.
Example,
Base class DK, increases physical damage against you by 10%.
Same for every class though, I don’t know which damage types should go where cause I don’t know the ins/outs of ZOS design model for the refreshes, but I think having a counter dmg type would keep things fresh for the classes that still need love and ultimately would create more versatility with builds.
Since there’s word of reworking combat this year:
I want to preface by saying that animation cancelling started off as an unintended bug that was later embraced. Ever since, ZOS has tried to build around this bug which is more akin to treating the symptom rather than the cause. It’s time we move past light attack weaving especially since more players are going to be coming to ESO as a result of all the great changes to come. Who would not want those new players to know what's going on in combat sooner rather than discovering light attack weaving many eons later?
The single best way to replace light attack weaving would be to introduce a built-in timed input system tied directly to abilities, where each skill creates a short, visible timing window that rewards precise follow-up inputs with bonus damage, faster animations, or resource return. Instead of relying on animation canceling and inserting light attacks between every skill, players would focus on hitting these timing windows to “chain” abilities together efficiently, preserving the high skill ceiling while making the system more intuitive, consistent across different ping conditions, and free from addon dependence. This approach keeps the core idea of rewarding rhythm and mastery but turns it into something intentional and readable, rather than a hidden mechanic that players have to learn indirectly.