^^^This! 1000 times This! Many of us that came to ESO from another TES game had no concept of what a rotation is or how to manage it. Nerfing LA damage and buffing HA damage won't fix that huge knowledge gap. The skill gap will still exist if ZOS doesn't invest more in teaching novice players the basics of managing a rotation (e.g., keeping up your buffs and dots, then using a spammable or execute on top of that).LadyNalcarya wrote: »No, seriously. I think it could be a viable way to address the skill gap issue without changing gameplay too much.
Most of us don't use this feature, but you can see a lot of people who actually follow skill advisor builds when questing and collecting skyshards. The problem is, these builds are often outdated (for example, it suggests picking clannfear morph if you choose a beginner magicka sorcerer build) and it doesn't really explain how to use them.
So why not to expand this system?
For example, weaving is a very important mechanic, but it's not explained anywhere in game (apart from a few vague mentions of light attacking in level up menu and on loading screens). Adding a short weaving tutorial would clear a lot of misconceptions and help new players. Yes, there are youtube tutorials, but I don't think that a lot of casual players are going to watch them. Not to mention that not all of them know that this mechanic exists in the first place. And of course, when they hear about it from other players, it seems kinda confusing and maybe even intimidating. I've met people who geniunely thought they need to cancel every skill and spam skills as fast as possible, and were really frustrated when it didn't work.
Same with dots. If you choose a magicka build, advisor will tell you that you should try using elemental wall. But it doesn't really explain the concept of rotations and keeping up your dots. So you can see people spamming stuff like acid spray all over the place. Using rotations might be natural for mmo players, but not for someone who picked ESO because they liked Skyrim.
Well, I would prefer full fledged tutorial instances which are connected to the dungeons you can queue to (death to the fake tanks!) But this is definitely a budget option, which theoretically can help. (Even though refreshing your dots should be kinda common knowledge)
Well, I would prefer full fledged tutorial instances which are connected to the dungeons you can queue to (death to the fake tanks!) But this is definitely a budget option, which theoretically can help. (Even though refreshing your dots should be kinda common knowledge)
Refreshing dots would only be common knowledge to those who played mmo's
Someone coming just from single player scrolls games may simply have no previous knowledge about such as their environment never showed them...
validifyedneb18_ESO wrote: »Well, I would prefer full fledged tutorial instances which are connected to the dungeons you can queue to (death to the fake tanks!) But this is definitely a budget option, which theoretically can help. (Even though refreshing your dots should be kinda common knowledge)
Refreshing dots would only be common knowledge to those who played mmo's
Someone coming just from single player scrolls games may simply have no previous knowledge about such as their environment never showed them...
This^
This is a huge oversight that people make if they dont have to design games as their dayjob. If your game is likely to pull people over from other genres (like casual/powerfantasy RPGs) it is vital you tutorialise the game in such a way that the players who are unexperienced in this genre will understand.
This is a large part of the reason Skyrim itself did so well, it does an amazing job of tutorialising through gameplay, such that people with minimal to no RPG experience can understand much of the game.
Sound good in theory and for few newbie.
But, let be honest here.
In tutorial you learn how heavy atk look and how to block them.
Same for casting and interrupt.
Now, can you remember the number of 810+ people who still have no clue about these 2 simple, basic, mechanic of the game ?
I don't think anything will change with this.
Player who are here to learn and have fun challenging them-self, will test and read all they can across game, website, video and simulator.
The majority just gonna ignore all of that and go rush some quest/dolmen and never give a damn about it (np, their choice, only fun matter in the end).
TL;DR, good idea, definitely should be in game, but I don't think it's gonna change something about majority.