If you honestly would use a worse skill over a clearly better one, just because you can choose it, i can and will not take you serious anymore. Thats ridiculous.
Your Argument would make sense when there would be fair skill choices, to REALLY choose from, but thats not the case in this game. Some skills are just MUCH better then others, and some are not worth using at all.
Again, noone uses the skill Flare over Mage Light or Expert Hunter in solo PvP, just because it exposes stealth. It costs 5,4k magicka, takes a long time to hit the ground, HAS to hit the ground, doesnt follow you, and you already need to be alliance line rank 7 to use it. There may be an illusion of choice, but there is no realistic choice to be made on most skills.
Edit: Also, i dont see how giving diffrent skills the same active time takes away your "choice". Care to explain to me, since im clearly missing something.
Elaborate what ? That Cyro looks like a buffer party most of the time ?Ippokrates wrote: »- i am not even elaborating on pvp... ^^
Andre_Noir wrote: »Elaborate what ? That Cyro looks like a buffer party most of the time ?Ippokrates wrote: »- i am not even elaborating on pvp... ^^
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
Make trap force last 20 seconds kthx, 18 irks my OCD
Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
in all the mmo's i have played, buff's always lasted 1 hour or more.
that includes shields, defenses, and invisibility.
GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
The issue is a player who is not putting out sufficient damage because they have to decide what buffs they will use and how they will get them will still not put out sufficient damage if the buffs were long term. They may see an increase in damage but Zenimax tends to adjust the playing field to what our damage output is or they try. It is in the best interest in the game to keep control of power creep. That means a good player today will still be a good player. A player that struggles will still struggle.
Overall, I do agree with that person you quoted. However, I do respect we all have opinions which is pretty much what we are expressing here.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
The issue is a player who is not putting out sufficient damage because they have to decide what buffs they will use and how they will get them will still not put out sufficient damage if the buffs were long term. They may see an increase in damage but Zenimax tends to adjust the playing field to what our damage output is or they try. It is in the best interest in the game to keep control of power creep. That means a good player today will still be a good player. A player that struggles will still struggle.
Overall, I do agree with that person you quoted. However, I do respect we all have opinions which is pretty much what we are expressing here.
I think my main position is that I'd like to see players who struggle to cycle through buffs fast enough given the option to equip toggles/buffs that would remain active at all times on their off-bar. (Think, like a Warden who could have Green Lotus, Bull Netch, Ice Fortress, Camo Hunter, etc. all active on their backbar -- effectively giving the buffs/skills to the player, while they can focus on their front bar for damaging skills).
This could significantly raise the floor for someone who struggles to maintain buffs, and as someone mentioned above in post #45, you could have some tradeoffs for having permanent/toggled buffs, but the idea would be that if done well enough, permanent buffs/toggles could serve to raise the floor for the players who simply struggle to cycle through their skills fast enough to maintain buffs, and at least put them in position to sufficiently contribute in group content.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
The issue is a player who is not putting out sufficient damage because they have to decide what buffs they will use and how they will get them will still not put out sufficient damage if the buffs were long term. They may see an increase in damage but Zenimax tends to adjust the playing field to what our damage output is or they try. It is in the best interest in the game to keep control of power creep. That means a good player today will still be a good player. A player that struggles will still struggle.
Overall, I do agree with that person you quoted. However, I do respect we all have opinions which is pretty much what we are expressing here.
I think my main position is that I'd like to see players who struggle to cycle through buffs fast enough given the option to equip toggles/buffs that would remain active at all times on their off-bar. (Think, like a Warden who could have Green Lotus, Bull Netch, Ice Fortress, Camo Hunter, etc. all active on their backbar -- effectively giving the buffs/skills to the player, while they can focus on their front bar for damaging skills).
This could significantly raise the floor for someone who struggles to maintain buffs, and as someone mentioned above in post #45, you could have some tradeoffs for having permanent/toggled buffs, but the idea would be that if done well enough, permanent buffs/toggles could serve to raise the floor for the players who simply struggle to cycle through their skills fast enough to maintain buffs, and at least put them in position to sufficiently contribute in group content.
I do see where the intentions are fabulous. This issue is pretty much everything that was intended to raise the floor raised the ceiling. In this case, it would reduce the GCDs top players use to refresh buffs which would increase their damage as well. This would then lead to power creep which more often than not leads to the latest trial being called to that power creep.
Again, I think the reasoning, the desire is a great idea. However, I think it a better course of action is to deal with the root cause of why we see some players doing a fraction of the damage top players do. Personally, I think the first layer of this foundation is the sets they choose to use as well as their overall build.
A guildmate recently asked me what they can do to improve their damage. One thing I looked at was their gear which leaned heavily towards sustain instead of damage. Myself and another helped them get set up in some easily obtainable damage-focused gear and the next day they commented how much their damage increased. Most games do not have the selection of gear we have here so it is harder for a player to get very wrong gear and sustain gear gives an initial false impression that things are going well since they do not run out of resources. Granted, I think this can go deeper such as skills and how they use them.
Anyhow, just my thoughts on the subject. Apologies for the rambling.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
The issue is a player who is not putting out sufficient damage because they have to decide what buffs they will use and how they will get them will still not put out sufficient damage if the buffs were long term. They may see an increase in damage but Zenimax tends to adjust the playing field to what our damage output is or they try. It is in the best interest in the game to keep control of power creep. That means a good player today will still be a good player. A player that struggles will still struggle.
Overall, I do agree with that person you quoted. However, I do respect we all have opinions which is pretty much what we are expressing here.
I think my main position is that I'd like to see players who struggle to cycle through buffs fast enough given the option to equip toggles/buffs that would remain active at all times on their off-bar. (Think, like a Warden who could have Green Lotus, Bull Netch, Ice Fortress, Camo Hunter, etc. all active on their backbar -- effectively giving the buffs/skills to the player, while they can focus on their front bar for damaging skills).
This could significantly raise the floor for someone who struggles to maintain buffs, and as someone mentioned above in post #45, you could have some tradeoffs for having permanent/toggled buffs, but the idea would be that if done well enough, permanent buffs/toggles could serve to raise the floor for the players who simply struggle to cycle through their skills fast enough to maintain buffs, and at least put them in position to sufficiently contribute in group content.
I do see where the intentions are fabulous. This issue is pretty much everything that was intended to raise the floor raised the ceiling. In this case, it would reduce the GCDs top players use to refresh buffs which would increase their damage as well. This would then lead to power creep which more often than not leads to the latest trial being called to that power creep.
Again, I think the reasoning, the desire is a great idea. However, I think it a better course of action is to deal with the root cause of why we see some players doing a fraction of the damage top players do. Personally, I think the first layer of this foundation is the sets they choose to use as well as their overall build.
A guildmate recently asked me what they can do to improve their damage. One thing I looked at was their gear which leaned heavily towards sustain instead of damage. Myself and another helped them get set up in some easily obtainable damage-focused gear and the next day they commented how much their damage increased. Most games do not have the selection of gear we have here so it is harder for a player to get very wrong gear and sustain gear gives an initial false impression that things are going well since they do not run out of resources. Granted, I think this can go deeper such as skills and how they use them.
Anyhow, just my thoughts on the subject. Apologies for the rambling.
I love the rambling, haha, it gets us all thinking.
Yeah, I hear you about raising the ceiling, which is kinda where I was headed with the reference to what another person was saying in post #45 about tradeoffs. I think the balance to attempt to strike would be to work the tradeoffs into the game in a way where it would not be advantageous for players near the ceiling to utilize permanent buffs/toggles on the back bar because they would take too much of a DPS hit (to their already excellent numbers) from the tradoffs.
I think this would be achieved by creating tradeoffs where the permanent buffs/toggles would reduce one's sustain or power (doesn't have to be locked into sustain/power specifically, just using them as examples for this hypothetical) enough where the ceiling players who excel with rotations would be encouraged to simply maintain what they currently do, but the players who really struggle with buffs/rotations see a significant boost to their floor.
This, ideally, and if possible, would maintain the "skill" of those who excel at maintaining their buffs, while giving enough of a boost to those near the floor to better contribute in grouped content. That would be the dream scenario (in my view), anyway.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Joy_Division wrote: »I never quite got why mmo's went the clickity click route. I started off in Everquest; back then, your major buffs lasted *an hour and a half* (KEI). Even your minors ones like spirit of the wolf etc were like 20 minutes. Rather than *6* seconds.
I mean, I get it. Players like to press buttons and all. But do they really like pressing the same button every 15 seconds just to keep their armor up? My stamcro might be pretty strong but god is does he feel like hard work to play. I feel like most of what I'm doing is keeping buffs up and playing the corpse mini game; actually killing things is almost a distraction.
I honestly just wish they'd make them toggleable so I can get on and play the damn game or failing that standardise them all at like 30 seconds so they fit a rotation. You'd still have to make choices about what to slot, but it would be a lot more fun. Probably easier on the server too
edit - Obv you'd have a constant upkeep cost attached, which would come out of your sustain budget. But that's not that different from now where you have to factor it in anyway.
Because it's one of the biggest differences between a player who is skilled and a player who is not. Players who are lazy or are bad at maintaining their buffs are considerable easier to kill in cyrodiil and do noticeably less DPS in PvE.
It's a basic choice in just about every single fantasy game ever. Do I press a button/ use a skill right now for immediate short term benefit/effect or do I take a chance a press a button / use a skill that does no damage or has an immediate effect on the enemy for a greater long term benefit. It's a fundamental part of strategy.
And the "skill" you describe contributes to terrible experiences in PVE where the players you describe as "lazy or bad at maintaining their buffs" queue for DPS and do horrible numbers that drag the group down.
I'd rather see ZOS let those players toss a bunch of permanent buffs on their back bar, which gives them a higher baseline of power, and allows them to simplify their rotations so they can actually put out sufficient damage.
I believe ESO would be much more fun if we had more players who can sufficiently contribute in grouped content rather than have so much of grouped content require "skilled" players who maintain short timers.
The issue is a player who is not putting out sufficient damage because they have to decide what buffs they will use and how they will get them will still not put out sufficient damage if the buffs were long term. They may see an increase in damage but Zenimax tends to adjust the playing field to what our damage output is or they try. It is in the best interest in the game to keep control of power creep. That means a good player today will still be a good player. A player that struggles will still struggle.
Overall, I do agree with that person you quoted. However, I do respect we all have opinions which is pretty much what we are expressing here.
I think my main position is that I'd like to see players who struggle to cycle through buffs fast enough given the option to equip toggles/buffs that would remain active at all times on their off-bar. (Think, like a Warden who could have Green Lotus, Bull Netch, Ice Fortress, Camo Hunter, etc. all active on their backbar -- effectively giving the buffs/skills to the player, while they can focus on their front bar for damaging skills).
This could significantly raise the floor for someone who struggles to maintain buffs, and as someone mentioned above in post #45, you could have some tradeoffs for having permanent/toggled buffs, but the idea would be that if done well enough, permanent buffs/toggles could serve to raise the floor for the players who simply struggle to cycle through their skills fast enough to maintain buffs, and at least put them in position to sufficiently contribute in group content.
I do see where the intentions are fabulous. This issue is pretty much everything that was intended to raise the floor raised the ceiling. In this case, it would reduce the GCDs top players use to refresh buffs which would increase their damage as well. This would then lead to power creep which more often than not leads to the latest trial being called to that power creep.
Again, I think the reasoning, the desire is a great idea. However, I think it a better course of action is to deal with the root cause of why we see some players doing a fraction of the damage top players do. Personally, I think the first layer of this foundation is the sets they choose to use as well as their overall build.
A guildmate recently asked me what they can do to improve their damage. One thing I looked at was their gear which leaned heavily towards sustain instead of damage. Myself and another helped them get set up in some easily obtainable damage-focused gear and the next day they commented how much their damage increased. Most games do not have the selection of gear we have here so it is harder for a player to get very wrong gear and sustain gear gives an initial false impression that things are going well since they do not run out of resources. Granted, I think this can go deeper such as skills and how they use them.
Anyhow, just my thoughts on the subject. Apologies for the rambling.
I love the rambling, haha, it gets us all thinking.
Yeah, I hear you about raising the ceiling, which is kinda where I was headed with the reference to what another person was saying in post #45 about tradeoffs. I think the balance to attempt to strike would be to work the tradeoffs into the game in a way where it would not be advantageous for players near the ceiling to utilize permanent buffs/toggles on the back bar because they would take too much of a DPS hit (to their already excellent numbers) from the tradoffs.
I think this would be achieved by creating tradeoffs where the permanent buffs/toggles would reduce one's sustain or power (doesn't have to be locked into sustain/power specifically, just using them as examples for this hypothetical) enough where the ceiling players who excel with rotations would be encouraged to simply maintain what they currently do, but the players who really struggle with buffs/rotations see a significant boost to their floor.
This, ideally, and if possible, would maintain the "skill" of those who excel at maintaining their buffs, while giving enough of a boost to those near the floor to better contribute in grouped content. That would be the dream scenario (in my view), anyway.
Taking a step back. If maintaining the buffs is really the only issue