John_Falstaff wrote: »I hope you've given some thought to the notion that the game is also present on consoles and it imposes a limitation on the number of skills available to players. So whole that idea about turning ESO into some other game - I'm intentionally not commenting on how good or bad it is - is stillborn.
How many times are we going to point fingers at all the things we think are causing a skill gap before they ruin the game.
BrokenGameMechanics wrote: »Do you really want to spend a few hours constantly twitching LAs and Blocks, essentially a button press every 500ms?
"Twitch weaving" lol. More bars of skills when you block would be incredibly clunky, I've played games like that.
BrokenGameMechanics wrote: »Do you really want to spend a few hours constantly twitching LAs and Blocks, essentially a button press every 500ms?
Yes. Absolutely, two button presses per second should not be too much to ask for. It is a core of ESOs gameplay for six years now and I do not want to see it change.
BrokenGameMechanics wrote: »
So for example, totally hypothetical, you would not be on board with dropping the GCD to 500ms and then in lieu pressing the same button over and over and over every 1000ms each and every button press could be a different skill, attack, block or roll?
From a pvp stand point
It's simple. Fix the preformance and things will see more balanced.
Skills will not be registering 'out of nowhere all at once'.
They made this game as a twitch, ACTION combat MMO.
If you are a higher tier fighter ( someone who can successfully 1vx and 1v1) you realize that skill is definitely needed.
You have to every second or so decide if you are going to go defensive, offensive, block, roll Dodge, what combo to go into, when to back off and use movement and break Loss, etc.
BrokenGameMechanics wrote: »BrokenGameMechanics wrote: »Do you really want to spend a few hours constantly twitching LAs and Blocks, essentially a button press every 500ms?
Yes. Absolutely, two button presses per second should not be too much to ask for. It is a core of ESOs gameplay for six years now and I do not want to see it change.
So for example, totally hypothetical, you would not be on board with dropping the GCD to 500ms and then in lieu pressing the same button over and over and over every 1000ms each and every button press could be a different skill, attack, block or roll?
Modulo sets with LA proc conditions etc. If ZOS were to roll the LA damage into the Skills then one would get the same outcome from 1 button per second vs 2 buttons per second. The only thing that the extra endlessly repeatitive LA every other press does at the end of the day is separate folks into those who can't, can but mostly can't be bothered, and those who do for hours and hours and we then call that "Skill" gradation. Ok sure. But I still think its mainly mindless.
One button press per second is MIND NUMBINGLY slow, wtaf, who wants to play like that xD.
BrokenGameMechanics wrote: »From a pvp stand point
It's simple. Fix the preformance and things will see more balanced.
Skills will not be registering 'out of nowhere all at once'.
They made this game as a twitch, ACTION combat MMO.
If you are a higher tier fighter ( someone who can successfully 1vx and 1v1) you realize that skill is definitely needed.
You have to every second or so decide if you are going to go defensive, offensive, block, roll Dodge, what combo to go into, when to back off and use movement and break Loss, etc.
OK. So yes, need to constantly decide to go defensive, offensive, block, roll or what combo ... etc No one is disagreeing with that ... at all. There are two points here: 1) with all of the above tactical happening what does gratuitous, repetitive LA twitching incessantly have to do with any of it (except the obvious current DPS boost and later resource return). 2) with Skill expansion would only enrich the experience of going defensive, offensive, block or roll or combo or ... as there would be more variety in how one performs each aspect.
BrokenGameMechanics wrote: »So for everyone:
- ZOS de-emphasises LA weaving making it de-facto OPTIONAL in most situations in PVE and PVP.
- Ergo most, even experienced players will generally not bother doing sustain weaving.
- Thus everyone now REALLY REALLY notices there is no real there there in combat as it will become even more obvious that you are just pressing the same one, two or three buttons, one per second. Why? because you will not need to weave to achieve a DPS gap and a lot of combat situations are over before you run out of resources or heck just quaff a trash pot every 45 sec and get your sustain as opposed to carpel sustain weaving.
- As this, I believe, will be a fatal flaw in this new approach, AN answer, not necessarily THEE answer, is for ZOS to enhance the skill pool in new and interesting ways.
How many times are we going to point fingers at all the things we think are causing a skill gap before they ruin the game.
Gear, mechanics, abilities, you name it is been nerfed because of this witch hunt. The truth is people need to learn how to play this game like so many others were able to do, it’s not impossible.
BrokenGameMechanics wrote: »BrokenGameMechanics wrote: »Do you really want to spend a few hours constantly twitching LAs and Blocks, essentially a button press every 500ms?
Yes. Absolutely, two button presses per second should not be too much to ask for. It is a core of ESOs gameplay for six years now and I do not want to see it change.
So for example, totally hypothetical, you would not be on board with dropping the GCD to 500ms and then in lieu pressing the same button over and over and over every 1000ms each and every button press could be a different skill, attack, block or roll?
Modulo sets with LA proc conditions etc. If ZOS were to roll the LA damage into the Skills then one would get the same outcome from 1 button per second vs 2 buttons per second. The only thing that the extra endlessly repeatitive LA every other press does at the end of the day is separate folks into those who can't, can but mostly can't be bothered, and those who do for hours and hours and we then call that "Skill" gradation. Ok sure. But I still think its mainly mindless.
BrokenGameMechanics wrote: »
One button press per second is MIND NUMBINGLY slow, wtaf, who wants to play like that xD.
Sigh, that was a hypothetical to demonstrate the point that there is no utility to weaving from combat perspective. And you are 100% correct, in effect the only reason why ZOS really has it there is because 1 per second is to slow, HENCE, filling it in with mindless twitch to make it LOOK like you are actively doing something.
And that is why I also said that the FATAL flaw in this new approach is exactly that. When they de-emphasis LAs they well in effect become optional. Why? Well because many people build high sustain builds with good regen. And most fights just don't last that long. Ergo, many won't even bother LA weaving until the fight lingers and resources start to get low. And because many will NOT weave, there will end being a ton of complaints about how combat is boring 1-press every second, which is too long.
So for everyone:
- ZOS de-emphasises LA weaving making it de-facto OPTIONAL in most situations in PVE and PVP.
- Ergo most, even experienced players will generally not bother doing sustain weaving.
- Thus everyone now REALLY REALLY notices there is no real there there in combat as it will become even more obvious that you are just pressing the same one, two or three buttons, one per second. Why? because you will not need to weave to achieve a DPS gap and a lot of combat situations are over before you run out of resources or heck just quaff a trash pot every 45 sec and get your sustain as opposed to carpel sustain weaving.
- As this, I believe, will be a fatal flaw in this new approach, AN answer, not necessarily THEE answer, is for ZOS to enhance the skill pool in new and interesting ways.
BrokenGameMechanics wrote: »A real problem though is the limited number of Skills along with the limiting Skill Bar size.
BrokenGameMechanics wrote: »I think ZOS is moving this in the right direction.
A Skill gap should exist. The better player should win most of the time. The question is the nature of the gap. Right now it is mindless twitch oriented. Constant Skllls weaved with LA and Blocks. Even if you can do it, do you really want to. Do you really want to spend a few hours constantly twitching LAs and Blocks, essentially a button press every 500ms? Do you want that to be the measure of a Skilled Player in ESO? Should the best players be the ones content to LA and Block weave for hours at a time?
I suspect most can do it; most do not want to do it. Mindless. There are so many better options upon which to build the skill gap. Being able in the heat of battle to select the proper sequencing of Skills and Combos for example is a much better Skill quantifier.
A real problem though is the limited number of Skills along with the limiting Skill Bar size. This severely limits variation; hence Skill play (non-twitch skill play). In effect there in only 1 combo for a given combat situation. In the competitor MMO BDO a toon has much more variety of Skills, which works seamlessly on consoles. Skill is not only twitch APM but the proper selection of which combo sequence for a given combat situation. In my mind a MUCH better basis upon which to have a Skill Gap.
And I think this is where this new direction will flounder. If weave twitching is de-emphasized, a blessed relief, then what fills the gap? The paucity of skills and skill bars leaves almost little to no variation.
For example, assume a bread and butter (true) stam Warden where LA weaving is now effectively optional. In the context of being able to attack freely. Bird-1sec-Bird-1sec-Bird-1sec-Heavy .... repeat. Wow boring. An advance combo sequence throws in a Shalks every third press. Compare and contrast with BDO, there are literally dozen or more combat combos I have a split second to select and adjust on the fly.
I think this is in the right direction but woefully incomplete. LA/Block weaving is mindless and twitching for sake of twitching. I should explicitly decide to block here in lieu of attacking there. Now it is "want to be a good player" block spam or LA between every skill. Being able to spam block should not be yard stick for ESO skilled play.
De-emphasising the twitch weaving must be follows on with ESO increasing the size of the Skill pool as well as the Skill bar slots. There needs to be much more variety on Skills to select form for any given GCD. 7-8 Attack options or more, not the current 2. There should be a plethora of Skill Combos a skilled player needs to pick from in a split second. A Classes Skills (Attack or Defensive) should have some associated characteristic that interact so as each combo sequence is truly different.
In summary, removing mindless twitch as the basis for Skill is correct. But it needs to be replaced with more variation and play options.
How many times are we going to point fingers at all the things we think are causing a skill gap before they ruin the game.
Gear, mechanics, abilities, you name it is been nerfed because of this witch hunt. The truth is people need to learn how to play this game like so many others were able to do, it’s not impossible.
Its not even HARD. Nothing short of god slayer or some very specific hard modes requires much effort.
We have people out there beating dark souls on drum sets and yet we need to nerf mmo combat? Gtfo people