I really wouldn't call this a 'holistic' approach. You'd be gutting the combat system completely.Needs a holistic approach:
1) new stacking system for dots and hots that allows dot effects from different players but has a different effect on the player. When you have a specific dot on you its just that skill. If another person puts the same dot on you you get a special condition.
so we take poison ( any skill poison dot). Phase one you just get the skill on you. Phase two you get dot refresh and the poison 2 debuff instead of the extra dot. If another does it it advances to poison 3. After poison 3 its just a dot refresh
poison 2 has minor defile in it for a longer duration
poison 3 has major defile for a longer duration
same with hots. Your first hot is the skill. The second hot refreshes the hit and gives minor fortitude. the third gives major fortitude.
so the skills dont stack anymore, you only get the refresh but we alter the "condition" factor to have multiple layers to smooth out the gameplay.
2) No group frames at all in cyrodiil. They arent needed. You can still play with your friends without the group frame. This just adds a challenge factor to organized groups which is sorely needed. You still have your dischord and the zone chat.
3) Complete revamp of aoe skills with a combination of skill effect changes, fatigue, and cost increases.
4) Light attacks on the global timer with other skills and the recently tested light attack regen added to it. This will greatly lower possible procs per second.
four of these combined will bring great performance improvements and not just cyrodiil either. They will also promote better build diversity because it wont make sense for too many people to use the same build. With the exception of the group frame these changes should be pve as well.
Ectheliontnacil wrote: »I really wouldn't call this a 'holistic' approach. You'd be gutting the combat system completely.Needs a holistic approach:
1) new stacking system for dots and hots that allows dot effects from different players but has a different effect on the player. When you have a specific dot on you its just that skill. If another person puts the same dot on you you get a special condition.
so we take poison ( any skill poison dot). Phase one you just get the skill on you. Phase two you get dot refresh and the poison 2 debuff instead of the extra dot. If another does it it advances to poison 3. After poison 3 its just a dot refresh
poison 2 has minor defile in it for a longer duration
poison 3 has major defile for a longer duration
same with hots. Your first hot is the skill. The second hot refreshes the hit and gives minor fortitude. the third gives major fortitude.
so the skills dont stack anymore, you only get the refresh but we alter the "condition" factor to have multiple layers to smooth out the gameplay.
2) No group frames at all in cyrodiil. They arent needed. You can still play with your friends without the group frame. This just adds a challenge factor to organized groups which is sorely needed. You still have your dischord and the zone chat.
3) Complete revamp of aoe skills with a combination of skill effect changes, fatigue, and cost increases.
4) Light attacks on the global timer with other skills and the recently tested light attack regen added to it. This will greatly lower possible procs per second.
four of these combined will bring great performance improvements and not just cyrodiil either. They will also promote better build diversity because it wont make sense for too many people to use the same build. With the exception of the group frame these changes should be pve as well.
1)Since you're talking about pvp exclusively, I don't see how removing dot stacking would help performance - it's rare for you to have 2-3 stacks of the same effect on you in cyro. And adding things like defile and fortitude isn't necessarily less resource intensive.
2)That's just never going to happen.
3)Seems like ZOS will be going that direction anyways. Even tho as far as I can tell people aren't enjoying any of the proposed AoE changes.
4)Are you suggesting they should be placed on the same GCD as skills or on a separate one? Because if LAs are on the same GCD then every decent player that's left will instantly quit the game.
If you're talking about a separate one, then performance wise I don't see anything changes, since nobody light attacks more than once per second... Knowing ZOS weaving will just end up feeling more clunky.
your completely wrong.
The rapid regen hot is the core ability for any ball group. Some groups have it stacking up to 12 times. That is the secret to their success. The condition elevation system removed that cheese and replaces it with a reasonable system that gives benefits but limits obscene stacking.
like all eso free damage problems you seem to want everything at no cost. Veiled quitting threats mean nothing.
@relentless_turnip unfortunatly you have been Rungared.... prepare for an endless spiral of neverending free dmg, exploiting and AC is cheating phrases while not partaking in any useful discussion.
as for you suggestion: id rather see a CD for individual AoEs than having AoEs not stack... since the "smart casting" of lets say rapid regen isnt that smart, it could happen that all your rapid regen cast would hit targets allready affected by it, thus resulting in a cast for nothing.
relentless_turnip wrote: »@relentless_turnip unfortunatly you have been Rungared.... prepare for an endless spiral of neverending free dmg, exploiting and AC is cheating phrases while not partaking in any useful discussion.
as for you suggestion: id rather see a CD for individual AoEs than having AoEs not stack... since the "smart casting" of lets say rapid regen isnt that smart, it could happen that all your rapid regen cast would hit targets allready affected by it, thus resulting in a cast for nothing.
I believe I have come across him before, though you missed "macros" in your list of his regular accusations
Thanks for your opinion, I appreciate it!
It wasn't much a suggestion as it was a question to those who have experienced both scenario's. I actually haven't minded cooldowns as much as I thought I would, but respec'd so they it only really affected my buff cycle. You are right about smart healing not being smart enough to always make it a worthy cast. It would be better than fighting a group where every player that has at least 4 stacks on each of them IMO.
relentless_turnip wrote: »@relentless_turnip unfortunatly you have been Rungared.... prepare for an endless spiral of neverending free dmg, exploiting and AC is cheating phrases while not partaking in any useful discussion.
as for you suggestion: id rather see a CD for individual AoEs than having AoEs not stack... since the "smart casting" of lets say rapid regen isnt that smart, it could happen that all your rapid regen cast would hit targets allready affected by it, thus resulting in a cast for nothing.
I believe I have come across him before, though you missed "macros" in your list of his regular accusations
Thanks for your opinion, I appreciate it!
It wasn't much a suggestion as it was a question to those who have experienced both scenario's. I actually haven't minded cooldowns as much as I thought I would, but respec'd so they it only really affected my buff cycle. You are right about smart healing not being smart enough to always make it a worthy cast. It would be better than fighting a group where every player that has at least 4 stacks on each of them IMO.
so far ive seen two "solutions" to the cooldowns based on player behavior.
1) stop using aoe skills that have cooldowns
2) stop playing altogether
neither of these are viable solutions. I played with the cooldowns on all my characters with minimal skill changes and it sucked. I would say you guys need to come up with something but you never come up with anything. The only reason you want procs changed is because your no longer immortal. They dont bother me at all and most of my characters have 20k health and minimal armor.
your completely wrong.
The rapid regen hot is the core ability for any ball group. Some groups have it stacking up to 12 times. That is the secret to their success. The condition elevation system removed that cheese and replaces it with a reasonable system that gives benefits but limits obscene stacking.
like all eso free damage problems you seem to want everything at no cost. Veiled quitting threats mean nothing.