There is understandably a good bit of "this will ruin the trademark flowing style of ESO combat" and "is this just for PvP?" remarks.
Not judging those sentiments, but gonna move past that to the "If this is needed and is adopted" scenario, what then?
Test 1... For example, as a Templar, if I cast Ritual of Retribution, I wouldn’t be able to cast Puncturing Sweep for 3 seconds...
Test 2... For example – as a Templar, if I cast Puncturing Sweep, I wouldn’t be able to cast Puncturing Sweep again for 3 seconds.
Test 3... Similar to how streak or roll dodge works, where when you cast an AOE you receive a debuff for 5 seconds, each stack of the debuff increases the cost of any AOE cast.
...
After we complete the above tests, we may try other combinations of cooldown, cost, and regen values on AOE abilities... please be aware that if these tests confirm our hypothesis, then chain-casting AOE abilities will no longer form the core of the ESO PvP experience in the way it has for the last few years. We would then go through each class and ensure that there are viable builds for each and make adjustments as necessary.
As a mostly Templar main, I can see why losing free acess to so many of our best abilities to cool-downs would be a nightmare, especially Puncturing Strikes and its morphs which are meant to be spammable. It would take a BIG rework for Templars alone if insta-chaining goes away, and other classes would be effected in many ways. Every class is AoE heavy.
To keep things simple, if these GCDs on AOE go through let's take the cited example and some options to make it less painful (with similar approaches available for other AoE in the game):
1.
Make Puncturing Strikes + morphs a single target skill that fires off an AoE every three seconds. This way, you can still spam it, but the AoE component still remains in a different way. The area check would still be limited to every 3 seconds and the single-target part would work the same as spamming Lava Whip.
- If possible, add a DoT to Puncturing Strikes when it does its AoE check every 3 seconds. Effectively, this DoT would mimic the damage done currently to the targets (and compensate with similar heals for the Puncturing Sweeps morph). So basically activate and immediately hit for AoE that leaves DoTs on targets, then single target damage for three seconds, then another AoE burst with DoTs.
2.
Make Puncturing Strikes + morphs an AoE skill that fires off an AoE every three seconds. If the repeating of the animation as well as the constant area checks are a problem, then the bulleted idea immediately above could be applied when the ability is activated (add DoTs) and then go into the 3 second CD without spam. In terms of damage (and possibly healing), this would keep thing as they are now, but it also raises another issue: no real Templar spammable.
- On the one hand, this means Templars would have time and opportunity to use other abilities while Puncturing Strikes is on CD (meaning the DoTs applied would be lower than for Option #1). But on the other hand, the few options for spammables that make sense in the current skill lines are also AoE, have AoE morphs, or are don't operate in a spammable way. Plus the whole change to Burning Light (hitting a target four times in rapid succession) would make even less sense than it does now, as the only Aedric Spear ability people spam that fast is... Puncturing Strikes + morphs. So it would need to be redefined.
In a broader sense beyond one class or one skill:
- Ground AoEs for damage will be largely unaffected; same for healing AoEs except your more likely to want to move it. Like above you could apply a HoT for those passing through.
- DoTs applied directly to targets at a distance (such as reflective light) will be mostly unaffected unless you want to switch targets within 3 seconds
- Cleave AoEs based on the caster are most affected, which is why I led with one as an example
If the AoE CDs do come in, they may be different. Some with the recast cost increased, some with a flat 3 second delay. But there are ways to make up the lost damage and healing, a few of which are described above. Such changes to AoE would still cause a difference in some aspects of game play, but many can be minimized, so it won't be as if the game becomes unrecognizable. ZOS could even spice some of them up to make them more interesting to use.
We won't know how they will make the changes, and I have no interest in trying to "sell" or "defend" the idea of AoE CDs, but when I considered how ZOS could get around some of the limitations it didn't sound as bad as when I first read about the idea. Games evolve, and if they do AoE changes cleverly we could still see the same damage and healing with better performance.
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