First time posting though I’ve played for nearly 5 years. I just want to throw something out to the community and see what folks think.
This game has suffered from a couple of key issues:
1. The division (or lack of) between PVE and PVP combat
2. Differential power between really good players/optimized groups and more casual/less able players - resulting in ZOS having enormous difficulty providing a challenge for advanced players while keeping content (particularly trials) accessible more generally.
Something that I think has been overlooked that may help overcome this is the use of the major and minor slayer passives. This is because:
1. These skills have no effect on pvp
2. They provide an enormous overall damage output boost that an entire group can immediately capitalize on without changing anything. This make it a perfect candidate for addressing power differential in PVE without hurting PVP.
Trial groups that have access to this see a large increase in their dps. You could argue that access is fairly easy, with RO and the changes to MA and WM now, but maintaining good uptimes requires skill and coordination - not to mention gear farming - which can be tough for more causal players, particularly trial gear. So here’s what I would suggest:
Make a craftable set that has a 5 piece bonus that is “dealing damage grants you major and minor slayer for 9 seconds. This effect can occur once every 12 seconds”. This would guarantee players access to both slayers 75% of the time. They would of course, lose the ability to run another damage set, but it would be worth it for this buff if they weren’t getting it from elsewhere or for a sufficient amount of time that it generated more damage to substitute for this.
Of course, advanced players would opt out of this if they could reliably source these buffs from a support role or other “charitable” dps player.
If everyone had reliable access to this hugely powerful buff then overall damage could be tuned down. This would result in a relative dps increase for more causal players, but still allow optimized groups to outperform them and have an incentive to progress and improve. All without hurting anything in PVP.
I would like to see the slayer passives become basically the brutality/sorcery of trials. An essential and easily accessible buff that helps lower level players get more damage.
I would also suggest that the proposed nerf to the slayers does not happen and instead great access is allowed (as explained here) with an overall tuning down of damage to compensate.
Another possibility is changing it from a % damage increase to a Flat damage boost like Yoln. Maybe 256 wd/sd for minor and 512 for major? Math needed here obvs.
Please note - for the New set suggestion I did not do the math! Maybe It would need to be 100% uptime to be viable. The trick is to make it so it can be outperformed by running another set when in a more optimized group and another source is available, even if not 100% of the time.
The new set would be a must have for the trial beginner that they would phase out as their group progressed or they joined more experienced ones.
Another idea is looking at crit versions of the slayers and turning down overall crit. Too much maybe?!
Just an idea. Would love to see what folks think, particularly those who understand math!
Edited by plinytheelderscroll on September 29, 2020 9:05PM