Damage shield, just add to rotation to keep that shield up and take no damage at all, imbue weapon, just press that button before every light attack. HoT, just spam that regeneration in your rotation to keep it up with all other heals and so on. It takes no skill, but it just takes speed which i am good at, but when i play i want to relax. If i want to move my fingers in rapid order, i play guitar.
Damage shield, just add to rotation to keep that shield up and take no damage at all, imbue weapon, just press that button before every light attack. HoT, just spam that regeneration in your rotation to keep it up with all other heals and so on. It takes no skill
Kingslayer513 wrote: »Damage shields, that could work on damage absorbed instead of short duration, buffs that could be long duration but give less buff, all kinds of things you need to apply again and again in rather rapid order.
I do sometimes like the feeling of getting fast oaced combat, but its pointless since almost nothing gives a challenge and furthermore, the playstyöle that makes you spam buttons in rapid order to keep things up, does not make very relaxing play at all.
I just wonder, because in many other games i play, people consider longer buffs, less rapid spamming and less button mashing in general as QoL improvment where as here, people call this "Reactive playing". From what i played the game, it is nothing to do with reactive play. Its just that you start the combat and then press many buttons in both action bars to keep all these buffs up and you are still basically invincible. Damage shield, just add to rotation to keep that shield up and take no damage at all, imbue weapon, just press that button before every light attack. HoT, just spam that regeneration in your rotation to keep it up with all other heals and so on. It takes no skill, but it just takes speed which i am good at, but when i play i want to relax. If i want to move my fingers in rapid order, i play guitar.
Honestly, your post is littered with the same old confrontational rhetoric that is used (and fails) in every post of this nature. Key examples: "it takes no skill", "nothing gives a challenge", "it's only speed/button mashing", and so on and so forth. All of it misses the mark and demonstrates general ignorance about the game.
The combat in ESO is not for players like you. Period. If you play to relax, quest, roleplay, etc. then the combat is basically irrelevant to you. The combat developers have explicitly said so, repeatedly. All of the combat designs are thinking towards both pvp and more challenging pve content such as vet dungeons and trials. And quite frankly, if you don't participate in that content then you will likely never understand why ESO's fast paced combat works so well. Sorry to lay it out on you like that, but it's the truth.
You disagree, that selecting a spammable to weave added with upkeep of buffs and damage shield is nothing more than muscle memory thing? If so, please explain the rotations that require something else than simple muscle memory?
I should have made the first post more clear though. It not all about just being fast button mashing. Button mashing for sake of it has no value and when it can all be done with muiscle memory and is mostly based on spammable, light/heavy attacks and upkeeping stuff, it not as much about the skill and knownledge than it is about memory.
Upkeepimg buffs is very nauseating for me. It just doing same stuff all day long as fast as one can do it plus the need to constantly change action bars to get everything is rather annoying mechanic and has veryy litle of relaxing value.
I do like situational spells and reactive gameplay though, but ESO does seem to have very litle of this whether it is PVE or PVP and one does not need to play lots of that content to know this, because forums and internet is full of information that indicates it is like i see it to be.
Easy solution, go play something you like instead
No-one is eligible to talk about short duration buffs unless they played a shaman in the original EverQuest. Those who did will know what I mean!
No-one is eligible to talk about short duration buffs unless they played a shaman in the original EverQuest. Those who did will know what I mean!
No-one is eligible to talk about short duration buffs unless they played a shaman in the original EverQuest. Those who did will know what I mean!
I played enchanter. Nothing was more buttclench than trying to maintain CC's/debuffs on 13 enemies when they all spawn in the middle of your camp. AA targeting window only went up to 8, so that was good fun. God I miss playing that class. There hasn't been a role that focused so heavily on CC/Debuff/Buffing in any MMO I've played since.
Everest_Lionheart wrote: »I play mostly solo. With that being said if durations of these abilities went any longer there would be no challenge trying to solo any dungeons especially on my magplar. I can lay down enough AOE after I buff up that half the enemies in mobs are dead before they can get one hit in. Throw in skills that return HP and some shield procs it’s easy mode.
I do sacrifice single target damage for the build so vet trials are probably out for me but other than that the rest of the game is a breeze. In all honesty half these skills could use a shorter duration.
Maybe my idea of gameplay difficulty is more of a D&D based while ESO is more of an action rpg style closer to CS or CoD maybe. Still previous TES games have been much more like D&D that ESO is, ESO is quite a bit simplified version of TES.
Everest_Lionheart wrote: »I play mostly solo. With that being said if durations of these abilities went any longer there would be no challenge trying to solo any dungeons especially on my magplar. I can lay down enough AOE after I buff up that half the enemies in mobs are dead before they can get one hit in. Throw in skills that return HP and some shield procs it’s easy mode.
I do sacrifice single target damage for the build so vet trials are probably out for me but other than that the rest of the game is a breeze. In all honesty half these skills could use a shorter duration.
That challenge is mostly abpout speed, to execute stuff in rapid, right order. My idea of challenge is situational spells that require more knownledge, less speed. Currently if i solo a dungeon, its mostly about avoiding the damage, in some cases i also have to do certain amount of damage to succeed. Then there is naturally movement, which is part of avoiding damage.
As a mage, all that running, rolling, dodging and jumping makes it feel wrong. Mages for me, have been about knownledge and using spells to avoid damage, using right kind of spell to avoid that flame damage just in time, not just using general shield spell. Shield spells in my idea of mage are about shielding the mage from common ravel sword swingers and such who are not really a big threat, but when facing bigger threats, the mage needs more knownledge like using right kind of resistance boost in just right time, so when he sees that wall of flames approach, he casts a flame resistance spell to handle that particular damage that shield alone cant hold, then again that flame resistance spell wont work for lightning, so if you memorize wrong spells before fight, you will lose and die. Damaging enemies should be more like this too. Undead having great resistances for almost anything exept physical damage, so cast that bolt of ice to hit them hard or if the enemy is simple human, they pretty much get same hit from any spell. Having an ice atronach facing you in battle, you need to use flame magick and so forth.
Naturally these mechanics for enemies that are boss types or similar, not basic "trash" as MMO folks say.
Maybe my idea of gameplay difficulty is more of a D&D based while ESO is more of an action rpg style closer to CS or CoD maybe. Still previous TES games have been much more like D&D that ESO is, ESO is quite a bit simplified version of TES.
When I first played eso I hated those short duration buffs.
But now I somewhat like em after thinking about it.
It's a tactical compenent of the combat.
rebuff, keep pressure, heal up, cc, repositioning , Los play .
The right choices in the right moment makes a skillfully player, not a rotation, not the gear.
After thinking about this whole matter, i think it would be best for me to just accept the combat as it is, though when i heard about ESO coming to reality, i had high hopes and thought that the game would be more "Sandbox" type of RPG made true to other TES games, if at least to Skyrim level.
I used to play AD&D games a lot and as a kid the traditional too. Last i played D&D online, but i also would like some new games too. Can you recommend one?
When I first played eso I hated those short duration buffs.
But now I somewhat like em after thinking about it.
It's a tactical compenent of the combat.
rebuff, keep pressure, heal up, cc, repositioning , Los play .
The right choices in the right moment makes a skillfully player, not a rotation, not the gear.
When I first played eso I hated those short duration buffs.
But now I somewhat like em after thinking about it.
It's a tactical compenent of the combat.
rebuff, keep pressure, heal up, cc, repositioning , Los play .
The right choices in the right moment makes a skillfully player, not a rotation, not the gear.
The difference in a short duration buff/debuff vs a long duration buff/debuff is the same “tactically”. To me, it’s needlessly tedious. And is probably because ZoS wants you a slot(s) more frequently than 20s or so.
But I imagine PvE would just be boring. And most of your time would spammable, weave, spammable (x15) then reapply dots, rinse and repeat.
ESO, in my opinion, is the same as most MMOs when it comes down to how PvP is played.
To me, people will disagree, but the lack of cooldowns in ESO really dilutes the ‘strategic’ combat.
Everest_Lionheart wrote: »The short durations fit more into a rhythm when you are playing. The mistake people make is missing those skills or not keeping them up because they expire so quickly. Any lag in the game play and you are done. The amount of skills you have to fire off can cause sustain issues especially in a burst.
Long durations opposite problems. You lose track of time and forget to reactivate or you reactivate too soon and don’t maximize your up time so you miss some DPS in your rotation because you could have got another 1-3 cycles of your main damage skill in. In general those skills also cost more rss so in a burst situation if you burst out all your buffs and aoe without generating enough rad in between you’ll also run out. Also if you go overboard on your spammable you may not be able to fire off all your buffs.
It’s different pacing for sure. You are essentially in control of the cool down period on your rss as opposed a timer for when the skill can be used. It’s easy in the heat of the moment sometimes to mismanage rss And you get stuck heavy attacking to get them back. I make the error several times over in solo play where the only buffs I’ve got are my own. You can click faster and weave more than 1 LA skill per second (or .9 seconds whatever the kooky math is) But you won’t like the results because you’ll use up your rss in a hurry.
So short duration you may be inclined to rush a bit if you aren’t disciplined and make unforced errors. Long duration you may get caught napping and miss an important skill tying to cram as much DPS into your large buff window, but you can play it safe and just recast the skill early at the expense of DPS. Too end numbers using either type of buff have learned to be as efficient as possible.
MarzAttakz wrote: »Everest_Lionheart wrote: »The short durations fit more into a rhythm when you are playing. The mistake people make is missing those skills or not keeping them up because they expire so quickly. Any lag in the game play and you are done. The amount of skills you have to fire off can cause sustain issues especially in a burst.
Long durations opposite problems. You lose track of time and forget to reactivate or you reactivate too soon and don’t maximize your up time so you miss some DPS in your rotation because you could have got another 1-3 cycles of your main damage skill in. In general those skills also cost more rss so in a burst situation if you burst out all your buffs and aoe without generating enough rad in between you’ll also run out. Also if you go overboard on your spammable you may not be able to fire off all your buffs.
It’s different pacing for sure. You are essentially in control of the cool down period on your rss as opposed a timer for when the skill can be used. It’s easy in the heat of the moment sometimes to mismanage rss And you get stuck heavy attacking to get them back. I make the error several times over in solo play where the only buffs I’ve got are my own. You can click faster and weave more than 1 LA skill per second (or .9 seconds whatever the kooky math is) But you won’t like the results because you’ll use up your rss in a hurry.
So short duration you may be inclined to rush a bit if you aren’t disciplined and make unforced errors. Long duration you may get caught napping and miss an important skill tying to cram as much DPS into your large buff window, but you can play it safe and just recast the skill early at the expense of DPS. Too end numbers using either type of buff have learned to be as efficient as possible.
Good points about rhythm and your point about lag destroying that rhythm are spot on.
I levelled a MagDK recently running Elf Bane and I have to admit skill/buff durations around 15secs felt better for me. Short enough to have to be aware of them, long enough that I could play at a fast enough pace that matched my latency (220ms+-).
Buff sorcs thread?
After thinking about this whole matter, i think it would be best for me to just accept the combat as it is, though when i heard about ESO coming to reality, i had high hopes and thought that the game would be more "Sandbox" type of RPG made true to other TES games, if at least to Skyrim level.
You can still sort of play it that way. I do, and it is easier to do that now in ESO than it was at launch because of the One Tamriel update. There are also small touches the game makes that help facilitate a more "sandbox" feel. You do not, for instance, have to use wayshrines at all. With a handful of exceptions, you can travel everywhere by using between zone transition points or navigators/caravans throughout the world. And overland is easy enough that you can build your character any way you like and have it work okay. The challenge is to work within the limitations of the game. I find that somewhat fun.I used to play AD&D games a lot and as a kid the traditional too. Last i played D&D online, but i also would like some new games too. Can you recommend one?
There are quite a lot of them now - haven't gotten to playing them all. I think my favorite of the new ones so far is probably Divinity: Original Sin 2. The developers of that game are the ones doing the new Baldur's Gate 3. It has a very good turn-based combat system and while it is fairly linear, it's a solid title and the soundtrack is amazing. There are also a bunch of titles built using the Unity engine that feel a lot like the classic cRPGs (think Neverwinter Nights, Icewind Dale, etc.). Pillars of Eternity is probably the most well-known title. It has a sequel, and some other more traditional cRPGs would be titles like Torment: Tides of Numenera, Wasteland 2, Tyranny, and Pathfinder: Kingmaker. Like I said, there's been a resurgence in these types of games so we finally have new ones after the genre basically died for a solid decade or so.
Everest_Lionheart wrote: »When I first played eso I hated those short duration buffs.
But now I somewhat like em after thinking about it.
It's a tactical compenent of the combat.
rebuff, keep pressure, heal up, cc, repositioning , Los play .
The right choices in the right moment makes a skillfully player, not a rotation, not the gear.
For sure. Though gear can compensate for weakness in a rotation just as certain skill morphs or weapon glyphs can trade survivability or sustain for damage. The meta mostly chases maximum DPS to power through mechanics. It does simplify the game and is necessary in some instances because you don’t want some of these bosses getting all of their adds or extra chances at wipe mechanics which none of your short or long duration skills are going to overcome.
Managing skill durations is an art form in itself but with a well rehearsed (practiced) rotation makes it more mechanical (repeatable) and more efficient. If everything is up 95-100% of the time there is no need for reaction. Key binds of certain skills play a large role in that too. I see a lot of players setting up skills in order of duration, that streamlined the process and makes things even more mechanical.
The only real reactionary play in this game is PvP. Live humans don’t have code that makes them nearly as predictable so you have to react and repetitive button mashing is only going to drain rss and get you killed. This is why you don’t bring PVE character to PVP and vice versa. Those characters can exist in both environments but aren’t generally as effective. Though any decent PvP character an survive in most PvE because the content is much easier. The same can’t be said for a decent PvE in PvP though, you’ll get smashed in a hurry.