Also bleeds, why is it that most, if not all classes in PvE revolves around some sort of DoT mechanic. I am talking about high end PvE content.
Well, combat is a mess right now and has been for a while, I think that is certain. But don't expect anything to change. If they insist on light attack, heavy attack meta with this idiotic focus on animation cancelling, it is clear they have zero interest in making the combat appealing in any way.
Yeah... Speaking is in WoW where you just stand there boringly using your skills. So. Damn. Exciting.
The combat in this game is dynamic, fast paced and heavily player skill based, which is awesome. You need to train yourself to get better, not just spam and win.
I think I will never understand this mindset.
What actually is a difference between WoW-like and ESO combat systems?
The only significant difference I know is LA weaving/animcancelling (and the truth is this is still an unintented 'feature'; if you disagree, then you just don't understand what the game design is). And that's all.
Any other differences you see is just an illusion of difference. People think they have to move more actively here, they think they might spot some skill visuals their opponent is going to use, they think they can perform awesome burst here because there's no cooldowns in ESO. Well, all of this is pretty much the same as WoW actually. It seems different, for some people it might even feel different. But still both of these games are mainly based on GCD, numbers and hit radius/zone/range.
Some people think that bashing, blocking and rolling makes difference. Though they somehow forget about a huge difference between how much buttons they might use in WoW-like games during the fight. And also I have to inform you guys that many WoW-like games have the same separated GCD (sometimes no GCD at all) for some skills, the same as ESO's LA/block/bash/roll, you can't attack the target which is behing you, etc.
Oh, I forgot about another one significant difference: you don't have to hold RMB to move your camera. Sure, it makes combat more action-ish (it doesn't).
Actually, sometimes I really feel like it's quite boring to have such limited actions available in ESO and other games with 5-8 cells skillpanel. But in general both types feel almost the same.
PS: what is really different in terms of combat is the Black Desert, for example.
You do understand its possible to make a class without dots viable right?
Look at the skill "Grim Focus" its similar to a combo point system from WoW for rogues, where doing 5 LA or 2 HA + 1 LA would activate the skill, just like a Rogues finishers. The devs could easily make a system where you do a certain amount of skills that would activate a finisher and those skills would have to be anything other than dots. And the damage of the finisher would make up for the DoT damage.
Or they could make a system where the most optimized rotation would be doing certain skills in a specific chain that debuff the target and buff a certain skill, thus making the rotation smooth and logical.
At the moment, doing a heavy dot build where you are constantly clipping your own dots makes no logical sense, in any other game this would be a huge DPS loss.
Pressing 1 thur 5 and swapping weapons and pressing 1-5 again isn't engaging nor is it hard, don't lie to yourself. WoWs combat is far more engaging, where everything you press makes more sense and had fluidity.
So... why are you not playing "far more engaging" WoW? They even have a new fancy expantion, right? Oh, it flopped terribly... oops.
So... why are you not playing "far more engaging" WoW? They even have a new fancy expantion, right? Oh, it flopped terribly... oops.
One button rotation, yay!
You do understand its possible to make a class without dots viable right?
Look at the skill "Grim Focus" its similar to a combo point system from WoW for rogues, where doing 5 LA or 2 HA + 1 LA would activate the skill, just like a Rogues finishers. The devs could easily make a system where you do a certain amount of skills that would activate a finisher and those skills would have to be anything other than dots. And the damage of the finisher would make up for the DoT damage.
Or they could make a system where the most optimized rotation would be doing certain skills in a specific chain that debuff the target and buff a certain skill, thus making the rotation smooth and logical.
At the moment, doing a heavy dot build where you are constantly clipping your own dots makes no logical sense, in any other game this would be a huge DPS loss.
Pressing 1 thur 5 and swapping weapons and pressing 1-5 again isn't engaging nor is it hard, don't lie to yourself. WoWs combat is far more engaging, where everything you press makes more sense and had fluidity.
One button rotation, yay!
Sounds like you spend a lot of your "combat" fighting skellies. If all you do is rotation between dots after dots after dots, then you're a def bad player. No defense? No buffing? Nothing planned while you heavy attack for sustain? No light attack weaving at all? No dodging or blocking, no Purging or healing? Damn, son... Are you one of those that always blame the healer when you die? 😂 Well... Breaking news! You die because you suck, probably.
Well, combat is a mess right now and has been for a while, I think that is certain.
But don't expect anything to change. If they insist on light attack, heavy attack meta with this idiotic focus on animation cancelling, it is clear they have zero interest in making the combat appealing in any way.
At the moment, doing a heavy dot build where you are constantly clipping your own dots makes no logical sense, in any other game this would be a huge DPS loss.
Pressing 1 thur 5 and swapping weapons and pressing 1-5 again isn't engaging nor is it hard, don't lie to yourself. WoWs combat is far more engaging, where everything you press makes more sense and had fluidity.
Kingslayer513 wrote: »
If you are playing ESO with a static rotation instead of playing dynamically, then you are absolutely playing the game wrong and gimping yourself on damage. Endgame is all about dynamic skill usage.
While i do believe that eso's combat system is holding it down with dozens of zombie hands coming out of the ground ..
i dont think it has anything to do with dots or more specifically player rotations. I think they are a good thing about the combat system. They require a level of skill but anyone can pick it up. You dont need complex rotations to put out some dmg. Most of the combat system is pretty good.
where they fall down i believe is the light attacks gameplay (weaving). Its like wow met skyrim and morphed into this hideous system. I think it tends to alienate people from the game as i think its a little too much but it has its own cult should you object to it. .
you can fix most of your buffs by the way by wearing jorvulds guidance.
Kingslayer513 wrote: »
If you are playing ESO with a static rotation instead of playing dynamically, then you are absolutely playing the game wrong and gimping yourself on damage. Endgame is all about dynamic skill usage.
The game really needs better looking combat animations, the 2H and DW Light and Heavy attacks do not look good.
Also self buffs need to be longer, I believe Rally the heal from the 2H skillline is decent but could be longer. But everything else ends too fast, it needs more duration.
Its like for half the fight i'm just self buffing myself, its just not fun or engaging.
Also bleeds, why is it that most, if not all classes in PvE revolves around some sort of DoT mechanic. I am talking about high end PvE content. Managing bleeds is just not fun, I understand that some players like that playstyle, however can the devs add or adjust other playstyles to be on par with bleed specs.
I really do enjoy the game alot, however if the above suggestions were brought to full fruition, the game would be at the top.
Yeah? What do we do while we wait for everything else to cool down or cast?
Please state your "Dynamic" skill usage and rotation. Because I am pretty certain you are pressing the same skills in an order, which makes it static. Arguably you can state that adding "Grim Focus" can make your rotation more dynamic, however thats still debatable.
Kingslayer513 wrote: »
Nope, you've got it all wrong. Since you're referring to nightblade, let's take magblade as an example. The only "static" part is right when you begin the fight/parse. Buff up, Channeled Acceleration, Destro ult then bar swap to lay down WoE and crippling grasp, bar swap back to lay down twisting path and then begin using your spammable. Everything beyond this point is dynamic. Firing bow proc is highest priority along with keeping all buffs up 100%, next priority is keeping up WoE (if you have maelstrom staff), then next priority is keeping up twisting path, below that is crippling grasp. If you're not putting up buffs or dots, then you're LA weaving your spammable. The times don't match up on everything, so you're constantly bar swapping to reapply stuff when it drops based on priority. You will not hit 50k+ dps using a static rotation, everything in endgame is a dynamic rotation and that's not even talking about raid mechanics and different skill usage specific to each trial.