Also if you noticed the sets are all heavy attack reliant meaning the new pts changes are going ahead regardless of player input.
Also if you noticed the sets are all heavy attack reliant meaning the new pts changes are going ahead regardless of player input.
I called it
ESO_Nightingale wrote: »Also if you noticed the sets are all heavy attack reliant meaning the new pts changes are going ahead regardless of player input.
I called it
good call!
I don't understand this insistence from the combat team that we interact with off balance.
I have not heard a single player ever say "I wish we had more mechanics around off balance." in the entire time I have played ESO...
In my opinion, off balance can just be something that happens ever so many seconds that gives us a DPS boost, and gives us a reason to run shock staff (to proc it). Other than that I would rather not have things that depend on me paying attention to off balance. It does not add any fun to the game for me.
Maybe I am wrong, but I think there are better things to spend time on that would actually add more fun.
I don't understand this insistence from the combat team that we interact with off balance.
I have not heard a single player ever say "I wish we had more mechanics around off balance." in the entire time I have played ESO...
In my opinion, off balance can just be something that happens ever so many seconds that gives us a DPS boost, and gives us a reason to run shock staff (to proc it). Other than that I would rather not have things that depend on me paying attention to off balance. It does not add any fun to the game for me.
Maybe I am wrong, but I think there are better things to spend time on that would actually add more fun.
For the longest time now ZOS is trying (and miserably failing) to move players away from static rotations in favor of more dynamic approach to damage dealing. Like you do one thing when off-balance is up and an entirely different one when it isn't.
Except they keep missing the part that for this idea to work their combat modifier should be easily trackable with just base game UI and have a big and obivous visual indicator...
Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
In theory You could just give that set to 1 DD that will run with heavy attack oriented rotation to keep decent uptime
Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
In theory You could just give that set to 1 DD that will run with heavy attack oriented rotation to keep decent uptime
Ot you put it on a healer and save a spot for one more maxDPS DD.
Tanis-Stormbinder wrote: »Perfect Roaring Opportunist:
2 items: Adds 1487 Spell Penetration
3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by X%.
4 items: Adds 129 Spell Damage
5 items: Adds 1096 Maximum Magicka & Dealing damage with a Fully-Charged Heavy Attack to an enemy that's been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by X% for X seconds. Roaring Opportunist can only affect a target every X seconds
Wow great for organized trial groups not so much for everyone else. Timing heavy attacks on Off-balance is critical. Not lowing the ceiling much with this set
WrathOfInnos wrote: »Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
In theory You could just give that set to 1 DD that will run with heavy attack oriented rotation to keep decent uptime
Ot you put it on a healer and save a spot for one more maxDPS DD.
Literally sounds like IA all over again, and means no Magicka DPS set from this trial.
WrathOfInnos wrote: »Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
In theory You could just give that set to 1 DD that will run with heavy attack oriented rotation to keep decent uptime
Ot you put it on a healer and save a spot for one more maxDPS DD.
Literally sounds like IA all over again, and means no Magicka DPS set from this trial.
Exactly. But it't not like stamina DDs or tanks are getting anything useful either. Unless those "X"s turn into some obscene numbers later.
WrathOfInnos wrote: »
Literally sounds like IA all over again, and means no Magicka DPS set from this trial.
Which is a shame since the last set was a redone stam set.
Dagoth_Rac wrote: »Any set that requires an interaction with Off Balance is an immediate fail. It is too hard to control. It is too hard to reliably detect. It always happens just as the boss teleports or jumps or you need to focus on a mechanic. It lasts such a short time and heavy attacks take so long, that you really need to drop everything if you want to interact with Off Balance, which messes with rotations. It is awkward and annoying and decidedly not fun. Making high DOS numbers less reliant on twitchy, flawless light attack weaving is fine. But give us fun ways to still meet DPS checks, not gimmicky baloney like this.
In theory You could just give that set to 1 DD that will run with heavy attack oriented rotation to keep decent uptime
Ot you put it on a healer and save a spot for one more maxDPS DD.
LiquidPony wrote: »Tanis-Stormbinder wrote: »Perfect Roaring Opportunist:
2 items: Adds 1487 Spell Penetration
3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by X%.
4 items: Adds 129 Spell Damage
5 items: Adds 1096 Maximum Magicka & Dealing damage with a Fully-Charged Heavy Attack to an enemy that's been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by X% for X seconds. Roaring Opportunist can only affect a target every X seconds
Wow great for organized trial groups not so much for everyone else. Timing heavy attacks on Off-balance is critical. Not lowing the ceiling much with this set
Mechanics build around off-balance are universally stupid.
I mean on PC it's not *terrible* because there are addons you can use to track it carefully, e.g., a countdown to when off-balance immunity wears off.
But on console this is nonsense. Just wait for the dumb swirling indicator over the target's head? Or perhaps we'll have good console raid teams making their supports run stopwatches to track it like they do for the minis in Asylum.
I'll give ZOS one thing: they manage to implement brain-dead changes and come up with ideas that are almost universally hated by their endgame community at an astonishing rate. I'm honestly not sure they could *** people off more if they were trying to.