You can start by giving stamSorcs an identity.
What about making your max-stats effecting the length of the debuff?
e.g. if you have ~10k Stam (as healer) your minor breach/fracture from PotL lasts only 2 Sec. If a Stamplar has 30k...35k Stam the debuff lasts ~6...7 seconds. This would still allow everyone to apply the same debuff, but it would be really stressfull to do so.
This could atleast solve the problem for stamina-based buffs and debuffs. Not so much for Magicka based ones, but even there it should be a bit better, bc healers don't build for full magicka/spelldmg but for regen and maybe even health aswell.
What about making your max-stats effecting the length of the debuff?
e.g. if you have ~10k Stam (as healer) your minor breach/fracture from PotL lasts only 2 Sec. If a Stamplar has 30k...35k Stam the debuff lasts ~6...7 seconds. This would still allow everyone to apply the same debuff, but it would be really stressfull to do so.
This could atleast solve the problem for stamina-based buffs and debuffs. Not so much for Magicka based ones, but even there it should be a bit better, bc healers don't build for full magicka/spelldmg but for regen and maybe even health aswell.
That is one we have also thought about. This basically matches the 2nd case, just with another implementation.
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You've been collecting feedback for 1 year. For 1 whole year. And what did ZoS do? Nothing. They did nothing and they promised nothing. The only response we know from them (via class reps discord) is "We didn't have time".
So what do you need MORE feedback for? Why do you ask for BIGGER and more demanding changes when they "don't have time" (don't care) about such a triviality as giving stamSorcs an identity. Yes, I know it's not trivial to do such thing, but in the scope of "solving the class stacking" it IS just a tiny part. And they don't have time anyway, so why you ask for more? Here is our feedback and don't ask for more until you resolve it.
You should be angry that you spent 1 whole year of collecting feedback and the result is one big nothing. But you are not. You somehow, for whatever reason, are asking for more feedback and defend ZoS. I don't understand.
So my feedback to this topis is: make them finish our feedback from the last year and then we can talk about other things
Any. So simple.
I wouldn't like you take this as something personal because it's not but you guys are the biggest part of the problem.
You guys are who have been pushing the game at this point and everybody is following you. If any of you, i don't wanna say any name, say this set is bis the truth is that if I want to play medium-high end I'll have to wear this set and if I'm not or if my skills are not the "correct" ones , don't deep enough (maybe 3 or 4k) I'll be ***. That's the problem and that's the truth.
I remember when u guys showed us the new bg playing with devs, one of them was a stamina class with a resto staff. Wtf????
Would u guys even considered this build??? Be honest, many of us know the answer.
You guys, not devs, are saying how to play this game and they are just trying to bring diversity until you find the new meta and we start again at point 0. There is not way every class have exactly the same dps and you know it u guys just want more deeps, skip mechanics and get the new high score. Don't put your blame on them guys.
I dont even know what to tell you. Good job getting everything wrong...
GrumpyDuckling wrote: »I am sure this will be unpopular, but it's the scoring aspect that I see as the problem. Chasing numbers reduces creative play and player preference options, leading to more instances where players simply run what is best available.
Why even give players that carrot (scores) to chase? All it does is encourage using the absolute best setups/classes, which is a mentality that trickles down to the rest of the game -- and it goes beyond classes. We have streamers who push usage of small percentage of available sets and call the rest trash. New players don't want to be trash, so many of them just copy builds.
I have said it before -- this is an Elder Scrolls game, but it too often feels like the cool monsters we are fighting are simply backdrops to the "real" game -- perfecting a rotation, buffing, and weaving to put up the highest numbers. When target skeleton parses significantly influence end-game, and that in turn changes how skills perform for ALL players across all content, then we have moved beyond TES being the focus. Some players like that, I don't. Again, I am sure my stance will be unpopular, but I see score-chasing as a significant part of the problem.
GrumpyDuckling wrote: »I am sure this will be unpopular, but it's the scoring aspect that I see as the problem. Chasing numbers reduces creative play and player preference options, leading to more instances where players simply run what is best available.
Why even give players that carrot (scores) to chase? All it does is encourage using the absolute best setups/classes, which is a mentality that trickles down to the rest of the game -- and it goes beyond classes. We have streamers who push usage of small percentage of available sets and call the rest trash. New players don't want to be trash, so many of them just copy builds.
I have said it before -- this is an Elder Scrolls game, but it too often feels like the cool monsters we are fighting are simply backdrops to the "real" game -- perfecting a rotation, buffing, and weaving to put up the highest numbers. When target skeleton parses significantly influence end-game, and that in turn changes how skills perform for ALL players across all content, then we have moved beyond TES being the focus. Some players like that, I don't. Again, I am sure my stance will be unpopular, but I see score-chasing as a significant part of the problem.
I dont even know what to tell you. Good job getting everything wrong...
Thank you, I did my best xD.
As I said it's not personal it's just my opinion. Obviously you aren't agree with me but even If I'm wrong in many things there is one u or anyone can deny. Meta is your thing guys, not devs. You and only you are the ones who are looking for the new meta.
MLGProPlayer wrote: »I dont even know what to tell you. Good job getting everything wrong...
Thank you, I did my best xD.
As I said it's not personal it's just my opinion. Obviously you aren't agree with me but even If I'm wrong in many things there is one u or anyone can deny. Meta is your thing guys, not devs. You and only you are the ones who are looking for the new meta.
What are you talking about?
Everyone looks for the meta because it's the most efficient way to complete content. That's why OP made this post.
The current system encourages players to stack a single class because they have the highest DPS. By creating uniqueness among classes based on utility, class diversity would improve.
Classes need more actual diversity. Every class already provides unique buffs, but thats just numbers, in the end everything plays the same, just with different colors and names. Classes need to actually play different and have unique abilities and mechanics. Having a certain build being required for a situation, like we had with MagDKs for twins when MOL was new, is good, but having the same builds being required for everything, because all that matters are their damage buffs, is bad. ZOS has taken away a lot of class identity over the last few years and this was in my opinion the wrong thing to do here. I understand the reasoning behind that, but it should have been done the other way round. Classes that lacked unique strengths should have gotten some, instead of taking them away from the classes that had them.
The forced diversity approach with giving unique, kind of role specific, buffs has lead to the situation we have now with healers. We nearly always have the same two classes, because they simply are mathematically best in terms of group DPS. With Elsweyr this could likely narrow down even more with Necromancer having a good chance at becoming dominant in the healer meta. The problem here is that all healers play pretty much the same. There is no reason to pick a certain class because it fits the situation or playstyle, instead you pick whatever provides the superior buffs. The meta here was actually more diverse before the focus on those buffs, because while two Templars was the meta, playing a non Templar healer only really made it harder for your self, but didn't directly hurt the group.
Stamina classes, in particular Dragonknight and Sorcerer, need to get more out of their native kit and feel a better sense of identity rather than just a collection of weapon abilities.
Stamina diversity in DPS is also lacking as gear and weapon bars are almost identical between classes. UNRESOLVED and RECURRING AS IMPORTANT
Overall we felt that from a Stamina sorcerer perspective, update 20 was more about what was being taken away, rather than was being added to make the class more interesting to play. The same, of course, is true from a Magicka perspective. UNRESOLVED
So you cant say we dont try to solve that problem.
Classes need more actual diversity. Every class already provides unique buffs, but thats just numbers, in the end everything plays the same, just with different colors and names. Classes need to actually play different and have unique abilities and mechanics. Having a certain build being required for a situation, like we had with MagDKs for twins when MOL was new, is good, but having the same builds being required for everything, because all that matters are their damage buffs, is bad. ZOS has taken away a lot of class identity over the last few years and this was in my opinion the wrong thing to do here. I understand the reasoning behind that, but it should have been done the other way round. Classes that lacked unique strengths should have gotten some, instead of taking them away from the classes that had them.
The forced diversity approach with giving unique, kind of role specific, buffs has lead to the situation we have now with healers. We nearly always have the same two classes, because they simply are mathematically best in terms of group DPS. With Elsweyr this could likely narrow down even more with Necromancer having a good chance at becoming dominant in the healer meta. The problem here is that all healers play pretty much the same. There is no reason to pick a certain class because it fits the situation or playstyle, instead you pick whatever provides the superior buffs. The meta here was actually more diverse before the focus on those buffs, because while two Templars was the meta, playing a non Templar healer only really made it harder for your self, but didn't directly hurt the group.
I agree to that, but i dont see that happening. But giving other healers for example a clearly visible contribution creates a tradeoff scenario at least. If i don't pick a NB healer, i miss out on that buff. But if i dont pick a templar healer, i dont have that etc. Classes do not have an identity in group play, and not having something unique to contribute is part of that lack of idendity rather than preventing it
Classes need more actual diversity. Every class already provides unique buffs, but thats just numbers, in the end everything plays the same, just with different colors and names. Classes need to actually play different and have unique abilities and mechanics. Having a certain build being required for a situation, like we had with MagDKs for twins when MOL was new, is good, but having the same builds being required for everything, because all that matters are their damage buffs, is bad. ZOS has taken away a lot of class identity over the last few years and this was in my opinion the wrong thing to do here. I understand the reasoning behind that, but it should have been done the other way round. Classes that lacked unique strengths should have gotten some, instead of taking them away from the classes that had them.
The forced diversity approach with giving unique, kind of role specific, buffs has lead to the situation we have now with healers. We nearly always have the same two classes, because they simply are mathematically best in terms of group DPS. With Elsweyr this could likely narrow down even more with Necromancer having a good chance at becoming dominant in the healer meta. The problem here is that all healers play pretty much the same. There is no reason to pick a certain class because it fits the situation or playstyle, instead you pick whatever provides the superior buffs. The meta here was actually more diverse before the focus on those buffs, because while two Templars was the meta, playing a non Templar healer only really made it harder for your self, but didn't directly hurt the group.
I agree to that, but i dont see that happening. But giving other healers for example a clearly visible contribution creates a tradeoff scenario at least. If i don't pick a NB healer, i miss out on that buff. But if i dont pick a templar healer, i dont have that etc. Classes do not have an identity in group play, and not having something unique to contribute is part of that lack of idendity rather than preventing it
RaptorRodeoGod wrote: »Make it statistically impossible to bring every buff/debuff to a raid. Give every single skill and morph a unique buff or debuff. Give stamina classes skills that aid magicka classes, give dps skills that provide buffs to tanks and healers that make their jobs easier.
Add unique buffs and debuffs that drastically raise the floor, so that low-tier and mid-teir players have access to more of the content they pay for.
Hopefully a solution can be made that makes everyone feel like they bring something unique and desirable to the group.
*Edited for spelling