SassiestAssassin wrote: »Obviously this is from my limited perspective, so take with a grain of salt. But I think PvE needs to refocus on teamwork instead of damage dealing.
Replace SOME one-shots with massive (but heal-able) hits that require healers to get groups back up to full health really fast, or add poisoning mechanics (like hm DS2, but unskippable) that healers have to pull their teammates through.
Tie self-healing buffs into Battle Spirit, leave them low enough outside PvP that DDs can’t heal through heal checks. Maybe put a soft cap on damage so there is no mechanic skipping (use Battle Spirit again to remove cap for PvP. Idk, I don’t have an opinion about PvP, so I’m not suggesting PvE changes to take affect there.
If healing was needed, more people might make healers, and help alleviate the long DD queues.
Also, we seriously need something to make tanking more popular (since it seems queues always get hung up waiting for a tank.)
Camb0Sl1ce wrote: »Every end game pve player puts a lot of time and effort into mastering rotations and pumping out big damage, i practice daily and even small increases something as small as 55.1 to 55.4 feels good. The idea of capped damage is bad imo, it would be like reaching a point and then say "well thats it i dont have to put any more effort in".
snarkomatic wrote: »Camb0Sl1ce wrote: »Every end game pve player puts a lot of time and effort into mastering rotations and pumping out big damage, i practice daily and even small increases something as small as 55.1 to 55.4 feels good. The idea of capped damage is bad imo, it would be like reaching a point and then say "well thats it i dont have to put any more effort in".
I think you misunderstand the concept of soft caps. It isn't a hard cap on overall damage; it would not prevent you from hitting over one arbitrarily chosen number no matter how well you played.
Soft caps exist to encourage build diversity at an individual level. If crit past xx% becomes irrelevant, then people dump what's left over into defensive or support stats/gear/etc. instead. It's a way to curve power creep, by making it more difficult than is worthwhile to achieve. This (in theory) slows down DPS, and thus forces people to experience mechanics through that.
Not really supporting it or arguing against it, but clarifying -- because it isn't capped damage per se, really .. it's more like encouraging the rerouting of those hard damage numbers into other things.
AcadianPaladin wrote: »I believe 'fixing the trilogy' has gone so far off the rails that we may be better off to not care and simply run dungeons with 4 players that are built to run solo content (some survivability, self-heals & damage.
SassiestAssassin wrote: »AcadianPaladin wrote: »I believe 'fixing the trilogy' has gone so far off the rails that we may be better off to not care and simply run dungeons with 4 players that are built to run solo content (some survivability, self-heals & damage.
Honestly, with how things are shaping up to be, that sounds like more fun. Avoiding PUGs and just running with other competent friends.
It does make me sad to lose pure support though.
Camb0Sl1ce wrote: »snarkomatic wrote: »Camb0Sl1ce wrote: »Every end game pve player puts a lot of time and effort into mastering rotations and pumping out big damage, i practice daily and even small increases something as small as 55.1 to 55.4 feels good. The idea of capped damage is bad imo, it would be like reaching a point and then say "well thats it i dont have to put any more effort in".
I think you misunderstand the concept of soft caps. It isn't a hard cap on overall damage; it would not prevent you from hitting over one arbitrarily chosen number no matter how well you played.
Soft caps exist to encourage build diversity at an individual level. If crit past xx% becomes irrelevant, then people dump what's left over into defensive or support stats/gear/etc. instead. It's a way to curve power creep, by making it more difficult than is worthwhile to achieve. This (in theory) slows down DPS, and thus forces people to experience mechanics through that.
Not really supporting it or arguing against it, but clarifying -- because it isn't capped damage per se, really .. it's more like encouraging the rerouting of those hard damage numbers into other things.
With that idea if I hit the cap for spell damage, crit, max stat etc. then i believe that would further push support roles away, if im capped in my respective stats and i choose to go with more healing or resistances through either sets or cp why do i need support?
SassiestAssassin wrote: »I mean, I’m guessing the level designers didn’t intend for things to be skipped.
These changes wouldn’t make massive DPS groups happy, I’m sure.
Also I’m not sure what you mean by Ibomez being unskippable, I’ve been with groups that skipped the zombie bombing part?
Oreyn_Bearclaw wrote: »SassiestAssassin wrote: »I mean, I’m guessing the level designers didn’t intend for things to be skipped.
These changes wouldn’t make massive DPS groups happy, I’m sure.
Also I’m not sure what you mean by Ibomez being unskippable, I’ve been with groups that skipped the zombie bombing part?
Groups with High DPS dont need to bomb zombies as their cleave damage will nuke anything that spawns. That said, you ever do the fight with 3 DPS each doing 50k+? It's a lot of hurry up and wait, and very very boring. I think that is the point they were making. This is a fight that basically "forces" the mechanic by making the boss invulnerable. Now there are certainly other ways to force mechanics, but this does not seem to be the best way of doing it IMO.
Oreyn_Bearclaw wrote: »SassiestAssassin wrote: »I mean, I’m guessing the level designers didn’t intend for things to be skipped.
These changes wouldn’t make massive DPS groups happy, I’m sure.
Also I’m not sure what you mean by Ibomez being unskippable, I’ve been with groups that skipped the zombie bombing part?
Groups with High DPS dont need to bomb zombies as their cleave damage will nuke anything that spawns. That said, you ever do the fight with 3 DPS each doing 50k+? It's a lot of hurry up and wait, and very very boring. I think that is the point they were making. This is a fight that basically "forces" the mechanic by making the boss invulnerable. Now there are certainly other ways to force mechanics, but this does not seem to be the best way of doing it IMO.
Oreyn_Bearclaw wrote: »SassiestAssassin wrote: »I mean, I’m guessing the level designers didn’t intend for things to be skipped.
These changes wouldn’t make massive DPS groups happy, I’m sure.
Also I’m not sure what you mean by Ibomez being unskippable, I’ve been with groups that skipped the zombie bombing part?
Groups with High DPS dont need to bomb zombies as their cleave damage will nuke anything that spawns. That said, you ever do the fight with 3 DPS each doing 50k+? It's a lot of hurry up and wait, and very very boring. I think that is the point they were making. This is a fight that basically "forces" the mechanic by making the boss invulnerable. Now there are certainly other ways to force mechanics, but this does not seem to be the best way of doing it IMO.
DjMuscleboy02 wrote: »How do you design trial mechanics that appease both people with 600k+ group DPS and 200k- group DPS? Unskippable mechanics turn into things like Ibomez the Fleshsculptor in Imperial City Prison.
Wifeaggro13 wrote: »DjMuscleboy02 wrote: »How do you design trial mechanics that appease both people with 600k+ group DPS and 200k- group DPS? Unskippable mechanics turn into things like Ibomez the Fleshsculptor in Imperial City Prison.
Um ya what's wrong with that encounter is awesome. Really what is so fun about stack and burn mehanics? Eso put way touch focus on dps. Leader boards are all bout avoiding mechanics with overwhelming dps . In all honesty eric worbel screwed combat up to the point of no return. Zos cant unwind this not. It's why we keep getting landscape with no actual emerging game systems. Eso is a plethora of unfinished ideas.
Camb0Sl1ce wrote: »Wifeaggro13 wrote: »DjMuscleboy02 wrote: »How do you design trial mechanics that appease both people with 600k+ group DPS and 200k- group DPS? Unskippable mechanics turn into things like Ibomez the Fleshsculptor in Imperial City Prison.
Um ya what's wrong with that encounter is awesome. Really what is so fun about stack and burn mehanics? Eso put way touch focus on dps. Leader boards are all bout avoiding mechanics with overwhelming dps . In all honesty eric worbel screwed combat up to the point of no return. Zos cant unwind this not. It's why we keep getting landscape with no actual emerging game systems. Eso is a plethora of unfinished ideas.
What's fun about stack and burn? Well I'll tell ya, it means that the group knows where to stand what to do and when to drop ults, tanks know how to position adds and the dps are able to nuke, that's what fun about stack and burn. When groups play together a lot they pride themselves on there nukes, you have leads calling out what to focus and when Dps take pride in thr damage they distribute. Honestly if you're a dd and you don't want to push yourself you shouldn't even involve yourself.
Wifeaggro13 wrote: »Camb0Sl1ce wrote: »Wifeaggro13 wrote: »DjMuscleboy02 wrote: »How do you design trial mechanics that appease both people with 600k+ group DPS and 200k- group DPS? Unskippable mechanics turn into things like Ibomez the Fleshsculptor in Imperial City Prison.
Um ya what's wrong with that encounter is awesome. Really what is so fun about stack and burn mehanics? Eso put way touch focus on dps. Leader boards are all bout avoiding mechanics with overwhelming dps . In all honesty eric worbel screwed combat up to the point of no return. Zos cant unwind this not. It's why we keep getting landscape with no actual emerging game systems. Eso is a plethora of unfinished ideas.
What's fun about stack and burn? Well I'll tell ya, it means that the group knows where to stand what to do and when to drop ults, tanks know how to position adds and the dps are able to nuke, that's what fun about stack and burn. When groups play together a lot they pride themselves on there nukes, you have leads calling out what to focus and when Dps take pride in thr damage they distribute. Honestly if you're a dd and you don't want to push yourself you shouldn't even involve yourself.
This game by far is the easiest game as far as tank and healing mechanics are concerned, utility is non existent its just secondary effects of other abilites. there is no agro table, there are no pulling trechniques and for the most part its just gather em up and aoe. its very rudimentary. DPS on the other hand is a skilled role it requires lots of practice knowledge of builds meta's and synergies. Ive tanked just about everything up to Vmol . this game missed the mark for true group play its mostly DPS races with indviduals competeing for the highest number. Not saying their is not cordination and mechanic managing. its just all focused on DPS rarely does the tank need to apply old school skioll like pullling techniques, LOS and CC managment. its just big DPS numbers and avoid puddles.MAny people who play other roles then DPS are complaining about the games design and dynamic....
SassiestAssassin wrote: »Obviously this is from my limited perspective, so take with a grain of salt. But I think PvE needs to refocus on teamwork instead of damage dealing.
I am not sure who OP raids with but team everyone I have raided with for years is all about teamwork. We must work together for a common goal though we all have our assigned roles, go through portal or whatever.