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Please reconsider changing CORE GAME MECHANICS to combat lag
This is in response to
https://forums.elderscrollsonline.com/en/discussion/539136/update-on-cyrodiil-performance-upcoming-aoe-tests#latest
I can understand lag being frustrating to play in and how it spoils the gameplay experience. But, changing how the core gameplay works to combat lag is like burning the house down to kill a rat.
- Hard cooldowns will be a massive step in the wrong direction. The very appeal of ESO over other games is its active gameplay design. It is the main reason why inspite of all the lag and performance issues we still stick with ESO. But, over the last few updates we have seen certain changes directly removing parts of the active gameplay experience. Any sort of hard cooldown will be the final nail in the coffin to many veteran players.
- AoE spam is not a new thing in PvP. There were AoE spam metas since the inception of the game. Steel Tornado was the defacto stamina spammable prior to Thieves Guild patch which nerfed its range from 15m to 9m. Bombard was used as a spammable by a lot of ballgroups before Shadow of the Hist patch nerfed it's root.
- A significant number of skills in the game have inbuilt AoE checks in them, even though they are not essentially used for AoE playstyles. Examples would be any ground cast skill including single-target skills like Trap Beast, any splash damage skills like Silver Shards, any skills with secondary buffs/effects on allies etc.
- AoE makes up the core gameplay loop of certain classes. Out of 12 subclasses considering stamina and magicka separately, 11 of them depends significantly on skills with AoE effects. For example, the class kit of Templar entirely revolves around spamming AoEs, for both offense and defense. While other classes like Warden, Necro, StamSorc don't necessarily spam AoEs like Templar, a significant number of their class skills have AoE checks in-game.
- It will be very bad for class identity going forward. Right now, there is only one subclass which can perform fully with a purely single-target skill setup, that being Stamina Nightblade. It is infact a core part of its identity as the premium single-target hard hitter. That would immediately if these changes are worked on, Stamblade will become relatively OP and hence nerfed again. However at the same time, if all other classes are converted to be viable pure single target classes, Stamblade will lose the last remaining parts of its identity.
- A lot of AoE skills have single-target versions already. For example, Flurry is literally the single-target version of Jabs. Hence making Jabs single-target would make it virtually identical to Flurry. What I am trying is that trying to convert AoE based class kits to single-target variants would cause identity collision with existing single-target skills.
For these reason, I feel any sort of AoE cooldowns would be a bad idea. I would like to make it clear that I am not against AoE rework like changing the cost of AoE abilities as well as their effective power budget/opportunity costs. But care must be taken not to enforce any change that affects the core gameplay experience as a whole or affects the precarious class identities established in the game.
Edited by susmitds on July 27, 2020 7:31PM