ZOS_SarahHecker wrote: »This is the official discussion thread for "Developer Deep Dive – Let’s Talk About Class Identity in ESO" blog article.
ZOS_SarahHecker wrote: »
This is the official discussion thread for "Developer Deep Dive – Let’s Talk About Class Identity in ESO" blog article.
ZeniMax Online Studio’s Gameplay Lead Rob Garrett shares his team’s philosophies and vision for both class identity and combat in The Elder Scrolls Online.
to be fair your 24k would jump up if you were using the appropriate raiding "training dummy". The idea behind this combat system is that your supposed to train for hours on end in front of a training dummy until your hands gain muscle memory so you can animation cancel "effortlessly". In order to get the most out of this system only specific skills will work in a specific rotation which funnels you into a very specific playstyle.
then come to the boards after using these theoretically popular builds and cry about lack of class identity....
you see it all revolves around this one crappy idea.
Grimm_Cortex wrote: »Basically ZOS want to overhaul all class in order to fit the primary objective of the game : "Play as you want".
I think that"s a great way to correct lack on many class, but if ZOS change everything I hope they will give us something in return to switch/change the class of our primary character because no way I'll start over all the game to earn everything.
At start we create our primary character because of the role we want to fit in, if by the end of this big change the class we play don't really fit our expectation we will need to change and loose everything done with it... No thank you.
Please consider a change class option at least one per account.
soochie52_ESO wrote: »I would ask ZOS to pay attention to their instinct for fun rather than the logical path they have laid out to achieve the ‘play as you want’ ideal and ADD content rather than NERF content. If there isn’t enough flexibility in classes then add that flexibility with new, additional
class skills,
attribute types,
alchemy affects,
weapon skill lines,
guild or world skill lines,
other options like vamp/ww,
enchantment types,
trait types,
CP options
or some other creative and fun things that can give that flexibility. But let these things be ADDITIONAL to the content that is already there – create that flexibility AND reward everyone with new, fun content at the same time.
soochie52_ESO wrote: »Proving these recent changes are no fun is simple – for any ZOS employee that actually plays the game ask yourself: “Do I still like playing the game anymore? Do I feel powerful and full of potential?”
ZOS_SarahHecker wrote: »Hi Sarah,
seerevaloc wrote: »And a final note: Nobody wants to play any character in "viable" way as you all know it. People play to be optimal. This goal is also pillar of the in-game economy & everything else. They work, they spend, they do tasks to earn keys, crystals, ingredients, etc. to build themselves to "become optimal". Not to kill mudcrabs. And I don't see any optimal way for my Magicka Sorcerer to compete with Stamina Sorcerer currently in the way I like.
Squall8882 wrote: »As a fellow ESO member since launch, I've had a few months we're I've played endlessly to not as much as I've wanted because of responsibilities, however I've started noticing within the past few updates that there is this primal idea of playing any class or race that you would like too and do anything but I feel like we've really pushed aside the Imperial race. Yes it's optimal for mainly tanking. Shouldn't the passives be looked at again to see if there's a better way to make that class more optimal? I mean I feel like there's a lot of potential in a race and a chance to allow him to become more prime on being able to DPS without worrying if he will fail.
I agree, do away with these types of stats. Weapons/jewelery should add some type of damage to your build, armor sets should help add to sustain and possible modifiers to weapon/jewelery sets. Monster sets should be straight damage, sustain, protection or healing bonuses. Make it interesting, same set name, different bonuses based on the piece of the set. Mix and match up how you add the 5 pieces together.Mr_Gallows wrote: »Do away with ghost stats like penetration, critical resistance etc.
wtlonewolf20 wrote: »Th thing i find the most annoying is that there are not enough active skill options in any of the classes to account for all of the roles and playstyle types in the game. each class either needs another skill tree added or they need to have more morphs added to each skill.
Joy_Division wrote: »Just my opinion, but I don;t think the Stonefist change meaningfully meets the criteria set out in this article.