Fundamental problems with the 2H / Bow Changes

zbtiqua
zbtiqua
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The 2H/Bow changes are improvements. However, the concept of having Wrecking Blow and Snipe be the "bread and butter" attacks for 2H and Bow respectively is a problem because both of these abilities require a cast time, whereas the "bread and butter" ability for many other builds is instant cast (Examples: Crushing Shock, Funnel Health, Molten Whip, etc). You can do comparable damage with 2H and Bow now, but you are constantly casting, and that means you are constantly moving much more slowly than other builds.

The result, is a substantial survivability drop for 2H / Bow on many fights, in order to maintain comparable DPS.

In order to balance builds, they must not only be able to do similar max DPS output, they also need to have similar trade-offs for risk/reward. You have made a dent in the DPS comparisons, but there is still a much larger risk for these stamina builds in exchange for that amount of DPS. And don't forget, we still have the problems of roll dodge/block being based out of that DPS pool.

Suggestions:

1) Make Wrecking Blow/Snipe (or a similar morph) be instant cast, but have a 0.8/1.1 second cooldown. This would not change the damage output at all, but would allow movement commensurate with destro staff builds while doing dps.

-or-

2) Allow normal movement speed while channeling Wrecking Blow / Snipe (at least in PvE).

-also-

3) Consider moving roll dodge to the "Horse Stamina" or "endurance" bar, or adding some kind of magicka based avoidance that stamina builds can use.

Conclusion: These changes are excellent and welcome. However, they do not solve all of the obvious, existing problems. Simple tweaks, such as those listed above, could substantially improve these builds before PTS changes go live.

@ZOS_GinaBruno‌ - @ZOS_EricWroebel

Best regards,

zb
Edited by zbtiqua on October 17, 2014 9:44PM
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  • Draconerus
    Draconerus
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    Agreed!
    Draconerus
    Argonian - Templar Healer
    Da Funk - Officer
  • guybrushtb16_ESO
    guybrushtb16_ESO
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    Agreed, channeled skills are a hindrance that the designers currently seem to ignore completely, it's almost as if they didn't understand how the different systems interact. For snipe at least I can kinda understand the movement penalty, but for a purely melee skill it's just bad, and there still are other issues.

    Most importantly, you can't block while using channeled skills, and this definitely is an issue in pvp at least. You are more suspectible to damage spikes and stuns, which also mean that you can "lose" your already channeled cast, the same happens if you have to dodge something while casting. Instant skills on the other hand can ignore this completely. Also, for wrecking blow especially it seems the encouraged behavior is wrecking blow into charged heavy attack for the bonus, which is even more time channeling something.

    Lastly, all +xx% bonus damage skills have unaddressed issues with animation cancelling, since even a light attack will consume the bonus. Judging from the description, it appears they expected you to buff your next heavy hitting attack with this, but with animation cancelling being the default attack mode, you have two choices: either proceed as usual, so the light attack will be slightly buffed which is almost useless, or leave out a light attack, which again loses about as much as you gain, neither of which are really interesting.
  • DDuke
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    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:
  • zbtiqua
    zbtiqua
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    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:

    @DDuke - That would also be an acceptable change, insofar as it would balance the builds. However, it would be a much bigger change to add cast times to all those skills and rebalance them, as opposed to just changing these few skills. I am hoping the devs will have time to think about this balance issue before they make final decisions on what changes will go live, so the simler the better probably :p
    Edited by zbtiqua on October 17, 2014 11:11PM
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  • DDuke
    DDuke
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    zbtiqua wrote: »
    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:

    @DDuke - That would also be an acceptable change, insofar as it would balance the builds. However, it would be a much bigger change to add cast times to all those skills and rebalance them, as opposed to just changing these few skills. I am hoping the devs will have time to think about this balance issue before they make final decisions on what changes will go live, so the simler the better probably :p

    Yeah, maybe some simple changes for starters wouldn't be a bad idea. In the long run, adding cast times to abilities doesn't sound that bad of an idea though. Hopefully some ZOS employee will see these posts :smile:

    For a short term solution, I'd go with
    2) Allow normal movement speed while channeling Wrecking Blow / Snipe (at least in PvE).

    Instant cast Snipe/Wrecking Blow would cause some issues in PvP...
    Edited by DDuke on October 17, 2014 11:17PM
  • Varicite
    Varicite
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    I can understand bows being penalized, as they have a range buffer in optimal circumstances.

    Really, I just wanted to say that I find it strange that the majority of the stamina-based weapons are balanced around channeled abilities (Snipe, Flurry, Uppercut), whereas the staves don't actually have any channeled abilities at all.

    It just seems that if any weapon would rely on channeling, it would be at least one of the staves.

    Instead, the staves both enjoy superior mobility, and the destro staff enjoys instant cast damage w/ extremely little magicka cost thanks to Elemental Drain (no stamina analog for this type of ability).

    Always struck me as a bit odd that swinging swords has to be deliberately channeled, but winding up devastating spells doesn't require a second thought.
  • timidobserver
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    Snipe should totally be instant cast. Let's do that.

    /Sarcasm
    Edited by timidobserver on October 17, 2014 11:36PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
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  • zbtiqua
    zbtiqua
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    DDuke wrote: »
    Instant cast Snipe/Wrecking Blow would cause some issues in PvP...

    If those abilities had cooldowns, what would the problem be? Honestly, the DPS remains the same. In fact, the largest issue I have seen in PVP is the flight time on snipe, rather than the speed it is cast, especially as it usually comes from stealth anyways.
    Snipe should totally be instant cast. Let's do that.

    /Sarcasm

    Your sarcasm aside, do you understand the problem suggested here and have a better solution? Because otherwise, you aren't helping. And if you aren't part of the solution, don't bother complaining if you don't like the one we find.
    Edited by zbtiqua on October 18, 2014 1:25AM
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  • mousekime111rwb17_ESO
    zbtiqua wrote: »
    The 2H/Bow changes are improvements. However, the concept of having Wrecking Blow and Snipe be the "bread and butter" attacks for 2H and Bow respectively is a problem because both of these abilities require a cast time, whereas the "bread and butter" ability for many other builds is instant cast (Examples: Crushing Shock, Funnel Health, Molten Whip, etc). You can do comparable damage with 2H and Bow now, but you are constantly casting, and that means you are constantly moving much more slowly than other builds.

    The result, is a substantial survivability drop for 2H / Bow on many fights, in order to maintain comparable DPS.

    In order to balance builds, they must not only be able to do similar max DPS output, they also need to have similar trade-offs for risk/reward. You have made a dent in the DPS comparisons, but there is still a much larger risk for these stamina builds in exchange for that amount of DPS. And don't forget, we still have the problems of roll dodge/block being based out of that DPS pool.

    Suggestions:

    1) Make Wrecking Blow/Snipe (or a similar morph) be instant cast, but have a 0.8/1.1 second cooldown. This would not change the damage output at all, but would allow movement commensurate with destro staff builds while doing dps.

    -or-

    2) Allow normal movement speed while channeling Wrecking Blow / Snipe (at least in PvE).

    -also-

    3) Consider moving roll dodge to the "Horse Stamina" or "endurance" bar, or adding some kind of magicka based avoidance that stamina builds can use.

    Conclusion: These changes are excellent and welcome. However, they do not solve all of the obvious, existing problems. Simple tweaks, such as those listed above, could substantially improve these builds before PTS changes go live.

    @ZOS_GinaBruno‌ - @ZOS_EricWroebel

    Best regards,

    zb

    So, to start with a disclaimer, on the live server I have been using flurry as my bread and butter dps ability for a while now, it has the same problems you outlined. Also I do see your point.

    I just disagree with it. First of all long cast times means a -relatively- low stamina cost that also allows for passive regen while casting. (I get 3.4 damage per stamina spent on flurry whereas crushing shock gives something like 1.4 damage per magicka compared to it's cost) This means less focus on sustaining your resource pool which in turn allows the stamina user to roll dodge and block or sprint away from some mechanics in PVE without running out of stamina.

    Secondly, skirt + stick tends to mean a small stamina pool, expensive roll dodging, slow and costly sprinting and a significantly lower armour rating. Moving slowly is a non issue for me, in DSA I can sit on the fire centurions while they spin and just cop the damage with only illustrious healing to keep me up - the same can not be said of the standard crushing shock build.

    When all is said and done you can't have instant cast + cooldown because stamina management would be too easy with heavy attacks. You can't have moving at normal speed while casting because that makes medium armour better for survivability compared to light in EVERY way. And if you were to lower the damage and make them instant cast, every dps build would be a clone of the crushing shock build (boring).
    Edited by mousekime111rwb17_ESO on October 18, 2014 3:05AM
  • zbtiqua
    zbtiqua
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    I just disagree with it. First of all long cast times means a -relatively- low stamina cost that also allows for passive regen while casting. (I get 3.4 damage per stamina spent on flurry whereas crushing shock gives something like 1.4 damage per magicka compared to it's cost) This means less focus on sustaining your resource pool which in turn allows the stamina user to roll dodge and block or sprint away from some mechanics in PVE without running out of stamina.

    Ok, a debatable point but potentially a reason why my 3rd suggestion isn't quite as pressing as the other two.
    Secondly, skirt + stick tends to mean a small stamina pool, expensive roll dodging, slow and costly sprinting and a significantly lower armour rating. Moving slowly is a non issue for me, in DSA I can sit on the fire centurions while they spin and just cop the damage with only illustrious healing to keep me up - the same can not be said of the standard crushing shock build.

    I disagree with this point. It's true that you have a small amount more armor which means a small amount more physical resistance, but I don't think the difference is that drastic, maybe 5-10% at most. At the same time, light armor has an enormous amount more spell resistance, which more than makes up for the armor difference. I don't see much substance to this part of your argument.
    When all is said and done you can't have instant cast + cooldown because stamina management would be too easy with heavy attacks.

    This doesn't make sense to me. You always have the option to heavy attack, and it's almost always a DPS loss in exchange for improved resource management. Changing to instant cast + cooldown, so far as I can see, wouldn't change that.

    You can't have moving at normal speed while casting because that makes medium armour better for survivability compared to light in EVERY way.

    Light armor is still far better for survivability in the following ways: Vastly increased spell resistance, synergy with healing spells, defensive class abilities, and resto staff off-bar heals. Furthermore, it makes sense as far as I can see that wearing progressively heavier armor would improve your survivability.

    And if you were to lower the damage and make them instant cast, every dps build would be a clone of the crushing shock build (boring).

    If you mean that they would have the pattern of a light/heavy attack and then an instant cast weave, then yes you are correct. But this is more a function of how they set up the combat and skill system. While what you are saying is true, it doesn't change the fact that requiring you to channel forces you to choose between avoiding mechanics as a DPS loss, and maintaining DPS. On many fights, you won't be able to keep the DPS comparable to destro staff builds, because you are going to have to stop casting frequently to avoid red circles. In that cast, Stam builds will still be vastly inferior. And, that is the purpose of these changes- to balance the builds.
    Edited by zbtiqua on October 18, 2014 3:44AM
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  • ExiledKhallisi
    ExiledKhallisi
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    zbtiqua wrote: »
    The 2H/Bow changes are improvements. However, the concept of having Wrecking Blow and Snipe be the "bread and butter" attacks for 2H and Bow respectively is a problem because both of these abilities require a cast time, whereas the "bread and butter" ability for many other builds is instant cast (Examples: Crushing Shock, Funnel Health, Molten Whip, etc). You can do comparable damage with 2H and Bow now, but you are constantly casting, and that means you are constantly moving much more slowly than other builds.

    The result, is a substantial survivability drop for 2H / Bow on many fights, in order to maintain comparable DPS.

    In order to balance builds, they must not only be able to do similar max DPS output, they also need to have similar trade-offs for risk/reward. You have made a dent in the DPS comparisons, but there is still a much larger risk for these stamina builds in exchange for that amount of DPS. And don't forget, we still have the problems of roll dodge/block being based out of that DPS pool.

    Suggestions:

    1) Make Wrecking Blow/Snipe (or a similar morph) be instant cast, but have a 0.8/1.1 second cooldown. This would not change the damage output at all, but would allow movement commensurate with destro staff builds while doing dps.

    -or-

    2) Allow normal movement speed while channeling Wrecking Blow / Snipe (at least in PvE).

    -also-

    3) Consider moving roll dodge to the "Horse Stamina" or "endurance" bar, or adding some kind of magicka based avoidance that stamina builds can use.

    Conclusion: These changes are excellent and welcome. However, they do not solve all of the obvious, existing problems. Simple tweaks, such as those listed above, could substantially improve these builds before PTS changes go live.

    @ZOS_GinaBruno‌ - @ZOS_EricWroebel

    Best regards,

    zb

    I love your suggestions regarding changing snipe/wrecking blow to be instant with a cooldown. However....

    You said they are the bread and butter...

    I dont even use them in my rotation and I can say respectively that I am probably one of the few pure stam builds who can sustain 1.2k-1.4k DPS on SINGLE targets. These screenshots are from Live 1.4. I stack the dots from Acid Spray and Poison Arrow I maintain them while i weave executioner/light*heavy attacks. I am also a Werewolf Sorc and can pull insane HPS/DPS in werewolf form. I dont use Wrecking blow or Snipe due to their poor cast times. However, I will be throwing snipe into the rotation as an opener when 1.5 goes live.

    The changes you suggest would make me actually use them in my rotation and I feel they would be an excellent change.

    JnL9qD8.png
    cyTJk25.png


    I have also on the PTS, tested the updated Volley/Acid Spray/Poison injection DOT combo on single targets. The DPS is phenominal.. with just 1 application of each I can reach 800DPS on 1 target sustained within a 10 second time frame.

    Tip: If you ever want to test your DPS.. find a high health target like a Giant or Mammoth (10k+ hp) And make sure they spawn near an obstacle like a rock or high place they cant reach you. They will keep resetting but the recount addon will not reset unless you stop attacking. Ghetto target dummy.

    Dodge and block using the or using something like the horse stam bar is what would be fair for everyone. and is an excellent suggestion.
    Edited by ExiledKhallisi on October 18, 2014 5:10AM
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  • zbtiqua
    zbtiqua
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    Tip: If you ever want to test your DPS.. find a high health target like a Giant or Mammoth (10k+ hp) And make sure they spawn near an obstacle like a rock or high place they cant reach you. They will keep resetting but the recount addon will not reset unless you stop attacking. Ghetto target dummy.

    This just gave me one of those game-changing wtf-why-didnt-i-think-of-this moments.

    For the record, when I call those abilities the "bread and butter," thats because I am referring to ZOS's plans for the build. That's a quote from the dev's, that those abilities would become the "spam" abilities if you will.

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  • guybrushtb16_ESO
    guybrushtb16_ESO
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    I just disagree with it. First of all long cast times means a -relatively- low stamina cost that also allows for passive regen while casting. (I get 3.4 damage per stamina spent on flurry whereas crushing shock gives something like 1.4 damage per magicka compared to it's cost) This means less focus on sustaining your resource pool which in turn allows the stamina user to roll dodge and block or sprint away from some mechanics in PVE without running out of stamina.

    First of all, are you comparing the cost/damage ratio in a vacuum, but I don't think that really is that helpful. Crushing shock builds will practically always have elemental drain up on the target (it'said to even proc 3 times per cast, but I didn't test this personally so wouldn't know), and it will also reliably trigger additional burning damage, both of which significantly skew the balance in favor of the magicka build, and there is no such thing available for stamina builds.
    Secondly, skirt + stick tends to mean a small stamina pool, expensive roll dodging, slow and costly sprinting and a significantly lower armour rating. Moving slowly is a non issue for me, in DSA I can sit on the fire centurions while they spin and just cop the damage with only illustrious healing to keep me up - the same can not be said of the standard crushing shock build.

    The stamina pool obviously is smaller, but that is not really the issue here because stamina builds also drain it for their primary attacks. What people rarely mention is that especially in prolonged encounters, the rate at which your resources regenerate becomes progressively more important than the initial pool.

    Magicka builds get a dramatic advantage here, because stamina regenerates at seperate 100% base rate for them, while they still have full regeneration of their primary resource pool. Stam builds have to set apart a share of their "income" for defensive actions, and even with cost reduction this is still huge.

    Also, magicka builds have access to trifecta pots for even more benefit, stamina builds don't really get any option to compensate here again, because having more magicka doesn't help them as much.
    When all is said and done you can't have instant cast + cooldown because stamina management would be too easy with heavy attacks. You can't have moving at normal speed while casting because that makes medium armour better for survivability compared to light in EVERY way. And if you were to lower the damage and make them instant cast, every dps build would be a clone of the crushing shock build (boring).

    I don't think they'd ever go so far as to introduce cooldowns as an element to their system just to adress issues with one skill. If anything, they'd probably try to change another skill to a short dot, which does the same on average without challenging the basic foundations of the game's mechanics.

    I still don't understand though why stamina builds can not get simply the same things magicka builds get already when it comes to instant casts. If anything, cloth actually is ahead in survivability because they basically get a ton of magic resist, whereas medium armor only gets somewhat better armor. As a kicker, ranged attacks generally seem to be magic more often, and melee attacks tend to go against armor, so light is ahead in it's respective field. Singling out so very few skills and then to not give them an advantage to balance the penalty of being channeled does look weird to me at least.

    IMO, most mmos tend to go in the opposite direction actually, where melee gets more mobility and ranged gets either low or no movement speed to balance the inherent advantage of being ranged.
    Edited by guybrushtb16_ESO on October 18, 2014 11:56AM
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    Not if you're a Templar and interested in the Dawn's Wrath line, unfortunately.

    But I agree with the general point: cast times really hurt some skills (yes, I'm looking at you Uppercut!). I agree too that ZOS doesn't seem to realize how much a cast time hurts.

    It is also one of the reasons why DKs are so strong: they have no skills at all with a cast time.

    I hope ZOS recognizes this is the reason why so many skills languish in obscurity, and does something about it.

    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
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  • Xsorus
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    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached
  • guybrushtb16_ESO
    guybrushtb16_ESO
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    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    I would trade both the damage increase and the cc effect for instant cast in a heartbeat. As a matter of fact, I think *that* would be a prime example of an interesting morph if they did it.
  • michaelb14a_ESO2
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    S
    For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    wait, really?
  • DDuke
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    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    Well, not every skill of course. I'd keep most DoTs & reaction based skills (e.g. most heals / dmg shields, cloak etc) instant cast, but add varying cast times to abilities such as Whip, Strife, Force Shock etc commonly used DPS skills & balance the damage accordingly.

    This would be make the game rely less on animation canceling, would mostly fix the hold block+DPS and make the gameplay more strategic and interesting imo

    It would probably make interrupts such as Venom Arrow & Crushing Shock incredibly powerful, but it could be made so that only spells with cast time over 1 second can be interrupted by them.
  • Soris
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    Cast time would be good if it only added as same amount as the animation time. I mean basicly the animation itself will be the cast time. So, for example whip will have 0.5-0.8 sec cast time.
    This change would probably solve the block and hit issue and light attack issue. (in the way like when you use instant dot right after casting an ability in wow for example)
    Welkynd [Templar/AD/EU]
  • timidobserver
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    Snipe should totally be instant cast. Let's do that.

    /Sarcasm

    Your sarcasm aside, do you understand the problem suggested here and have a better solution? Because otherwise, you aren't helping. And if you aren't part of the solution, don't bother complaining if you don't like the one we find.[/quote]

    Sarcasm is better than offering a solution that would completely destroy the balance of a portion of the game. If they made snipe instant cast in PVE only I'd be fine with that.
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  • Xsorus
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    DDuke wrote: »
    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    Well, not every skill of course. I'd keep most DoTs & reaction based skills (e.g. most heals / dmg shields, cloak etc) instant cast, but add varying cast times to abilities such as Whip, Strife, Force Shock etc commonly used DPS skills & balance the damage accordingly.

    This would be make the game rely less on animation canceling, would mostly fix the hold block+DPS and make the gameplay more strategic and interesting imo

    It would probably make interrupts such as Venom Arrow & Crushing Shock incredibly powerful, but it could be made so that only spells with cast time over 1 second can be interrupted by them.

    Interrupts in this game are already incredibly powerful. I also think people in this game complaining about block casting don't understand how short the time to kill in this game is without blocking, I also don't think they solo at all. Cause if you soloed at all you'd know how impossible anything greater then a 1v1 would be without block casting. You'd basically force all solo players into incredible burst builds or shield stacking builds. You'd kill most stamina based solo builds besides bow. Players don't understand that though because most are clueless Zerging nubs
  • Xsorus
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    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    I would trade both the damage increase and the cc effect for instant cast in a heartbeat. As a matter of fact, I think *that* would be a prime example of an interesting morph if they did it.

    No you wouldn't, simply look at the crap ton of low damage instant cast cc abilities in this that no one uses. Hell power bash in the 1 handed shield line is a perfect example of this. The only reason it will be used at all after the patch is the healing debuff.
  • zbtiqua
    zbtiqua
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    Making every skill have a cast time would be a great way to break the game that's for sure. For the record the reason wrecking blow has a cast time is because it does a fairly large amount of damage with a cc effect attached

    You bring up a good point, and in the original post adding a cast time to all abilities was not something I recommended. It's true that some changes might break the game, though I am suggesting that perhaps different changes may be necessary, as in certain aspects, the game is already broken.

    What would you suggest the Dev's do on this issue?

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  • Domander
    Domander
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    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:

    Light and heavy attacks, and abilities with cast/channel times leave you vulnerable. Instant attacks do not. I think the game is balanced around this.
  • DDuke
    DDuke
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    Well, another option would be adding more spells with cast time to the game.

    I just find it weird that most DPS in PvE is based around instant cast abilities, and now that I look at it, there's actually 0 damaging spells with cast time (except Flawless Dawnbreaker, which has 0,5 seconds cast), outside Crystal Shard & Solar Flare (class specific). Everything else is instant cast.
    Edited by DDuke on October 20, 2014 10:57AM
  • guybrushtb16_ESO
    guybrushtb16_ESO
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    Domander wrote: »
    Light and heavy attacks, and abilities with cast/channel times leave you vulnerable. Instant attacks do not. I think the game is balanced around this.

    I think the game *should* be balanced around this. For the most part, channeled skills have absolutely no redeeming qualities over spamming instants while blocking. Many are actually a dps loss if you factor in the opportunity cost of not being able to weave instants while casting.
  • Soris
    Soris
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    Im totally fine if they bring cast time to all dmg skills.
    As a templar, since %50 of my usefull skills either have a cast time/channelled or takes two action to cast (point and click) All of these drop block.
    It's not that hard to live with it, just need some training and timing :wink:
    Edited by Soris on October 20, 2014 1:23PM
    Welkynd [Templar/AD/EU]
  • Kypho
    Kypho
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    DDuke wrote: »
    zbtiqua wrote: »
    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:

    @DDuke - That would also be an acceptable change, insofar as it would balance the builds. However, it would be a much bigger change to add cast times to all those skills and rebalance them, as opposed to just changing these few skills. I am hoping the devs will have time to think about this balance issue before they make final decisions on what changes will go live, so the simler the better probably :p

    Yeah, maybe some simple changes for starters wouldn't be a bad idea. In the long run, adding cast times to abilities doesn't sound that bad of an idea though. Hopefully some ZOS employee will see these posts :smile:

    For a short term solution, I'd go with
    2) Allow normal movement speed while channeling Wrecking Blow / Snipe (at least in PvE).

    Instant cast Snipe/Wrecking Blow would cause some issues in PvP...

    Instant cast magicka abilities causing issues in pvp, so nothing would change at all. Eighter no instant or all instant
  • Kypho
    Kypho
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    faernaa wrote: »
    Im totally fine if they bring cast time to all dmg skills.
    As a templar, since %50 of my usefull skills either have a cast time/channelled or takes two action to cast (point and click) All of these drop block.
    It's not that hard to live with it, just need some training and timing :wink:

    i think that ground targeting abilities can now cast while holding block. Some say on live you can cast em if you change your binds.
  • Kypho
    Kypho
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    Domander wrote: »
    DDuke wrote: »
    Doesn't anyone find it strange that 95% of skills are instant cast?

    I think it'd be good and would solve the animation canceling "issue" if all skills commonly used for DPS had a cast time. This would also make players unable to hold block constantly while DPSing (another common complaint).

    Just some thoughts :smile:

    Light and heavy attacks, and abilities with cast/channel times leave you vulnerable. Instant attacks do not. I think the game is balanced around this.

    there is no ballance in ESO. none at all.
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