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Overloaded Philosophy is good but misdirected

TheBonesXXX
TheBonesXXX
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@ZOS

Currently you are on a path to pruning overloaded abilities from each class of the game, which is excellent but I do not feel its being directed in the right areas. I think the pruning needs to turn into a separation, adjusting base algorithms of the game.

I want to start with the basic paper doll, which is missing current tertiary stats and gravely needs updated. Walking Speed, Crit Damage, % indicators next to resistance values, etc.

In order for easier balance to be achieved, simpler algorithms need to be used; ending multiplicative values and return to basic additive values with gear. Phys/Spell damage need to be the only thing that buffs damage, separate the power gain from the resource pools and give power its own metric and let power effective healing and other secondary effects. Major/Minor buffs need to be the only things that buff at a percentage.

The old Evasion with a natural Dodge% was terrible because it lacked a proper counter, return it to the game and give it a proper counter, call it Accuracy. Major Evasion/Minor Evasion, Major Accuracy/Minor Accuracy and aptly named debuffs. The current "Evasion" needs to be renamed and with that said, AoEs need a change to where they increase in damage the more players they hit, that would make the current major Evasion actually make sense and be an exception to the rule of needing a counter debuff.

Attack speed homogenization so many years ago was one of the biggest detriments to the game, attack speed needs its own stat and Major/Minor buff and debuff.

The only multipliers in the game that should stay are crit, move speed, and attack speed, everything else needs to stay additive. Once the math is at a more manageable state and there are more Major/Minors, they can be spread through out the classes and put an end to the homogenization.


The Champion System is overloaded in the same fashion, it's too clumped together and doesn't require much thought. It should reflect a perk based system for skills and tertiary stat buffs following along the lines of the rest of the ES franchise. - Damage/Damage Reduction needs to be achieved with gear, not the champ tree. This is one of the fatal flaws of the current system, there needs to be actual thought put into a character and not just set 10% 20% spreads.

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Light, Medium, Heavy - I feel the 5% bonus passives also contribute to the homogenization of the game and are archaic just like the traditional Trifecta, this is Elder Scrolls and its 2020, its time to do away with the 5piece bonuses and just make them regular passive bonuses, the skills associated with the armor sets can stay for purities sake.

With that said, the game is saturated with gearsets; so many 5 peace gear sets that will never be used over other gear sets the way Elder Scrolls is currently set up. May I suggest that 1 pieces stay the same, three piece set ups be reduced to two, and five pieces be reduced to three.

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I think going about the game and taking it in this direction would allow more utilization of the engine and would result in a lot less unnecessary meta cycles.
  • MerguezMan
    MerguezMan
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    The reading is interesting, but it seems to me those ideas are not at maturation point.

    - having clear stat values to see on char. sheet: great (I think you have that with PC addons, but great on consoles anyway).

    - ending multiplicative values: that has exactly been ZoS devs effort over last year. There are some remaining niches, and I think it's as intended.

    - "power" metric instead of stam/mag scaling: why not, but that also means more homogenization, if you don't have to push one resource to the detriment of another.

    - Dodge: the mechanic still exists in game. Some pve enemies have it, and I think there's 1 remaining set. Try those, you will see it's not really a "chance". Everything you throw at a dodging enemy goes away without touching him. Having another single-buff vs a new niche buff ("accuracy") is rather unhealthy. I guess we have enough threads discussing how invisibility vs reveal skills/pots can be inbalanced, not to add another mechanic with the same issues.

    - Attack speed: I would love a faster gameplay. Considering the current state of the game, including lag, disconnections, health desync, ... And adding in the many procs for 3-5 light attacks, that would probably create many imbalances. That being said, when performance optimisation ongoing work would be done, I'd love to see attack speed doubled for everyone, even if that means having to learn a new timing.

    - Having less multiplicative things is indeed fine, but the various Major/Minor bonuses would still stack as they do now, ending to similar results if a player/group of players finds a way to gather enough.

    - More 1-2-3 pieces sets may allow more diversity in builds. But then, it also means funny effects like "Shadow of the Red mountain" volcano or ""Roar of Alkosh" wave have to be gutted down to reflect the "powerload" of a 3-piece set.
  • Cathexis
    Cathexis
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    In practice shifting to 3 piece dynamics would probably be a huge workload, they'd have to go through and edit and rebalance every set. It's faulty to assume the meta cycle is not by design.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • TheBonesXXX
    TheBonesXXX
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    MerguezMan wrote: »
    The reading is interesting, but it seems to me those ideas are not at maturation point.

    - having clear stat values to see on char. sheet: great (I think you have that with PC addons, but great on consoles anyway).

    - ending multiplicative values: that has exactly been ZoS devs effort over last year. There are some remaining niches, and I think it's as intended.

    - "power" metric instead of stam/mag scaling: why not, but that also means more homogenization, if you don't have to push one resource to the detriment of another.

    - Dodge: the mechanic still exists in game. Some pve enemies have it, and I think there's 1 remaining set. Try those, you will see it's not really a "chance". Everything you throw at a dodging enemy goes away without touching him. Having another single-buff vs a new niche buff ("accuracy") is rather unhealthy. I guess we have enough threads discussing how invisibility vs reveal skills/pots can be inbalanced, not to add another mechanic with the same issues.

    - Attack speed: I would love a faster gameplay. Considering the current state of the game, including lag, disconnections, health desync, ... And adding in the many procs for 3-5 light attacks, that would probably create many imbalances. That being said, when performance optimisation ongoing work would be done, I'd love to see attack speed doubled for everyone, even if that means having to learn a new timing.

    - Having less multiplicative things is indeed fine, but the various Major/Minor bonuses would still stack as they do now, ending to similar results if a player/group of players finds a way to gather enough.

    - More 1-2-3 pieces sets may allow more diversity in builds. But then, it also means funny effects like "Shadow of the Red mountain" volcano or ""Roar of Alkosh" wave have to be gutted down to reflect the "powerload" of a 3-piece set.

    Appreciate the reply, the power effect would really just remove overloaded healing effects, etc.
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