JayKwellen wrote: »So combat will become "Put a status effect on someone and light attack them to death"?
Only being able to put an effect on one person and having a long cool down attached would 100%, completely, and in absolute totality, kill PvP.
No thank you. Slow cool down based combat is antithetical to the very core of what ESOs combat is, and has no business here. If I wanted long cooldowns and slow combat I'd go play a different MMO.
I agreed with Jay. This game's combat is designed on purpose to where it's all about skill spam and fast paced combat. There is a reason the only cool down is the global cool down and when a channel gets interrupted. Your limiter on skills being cast is their cost and your resource pool.
I agreed with Jay. This game's combat is designed on purpose to where it's all about skill spam and fast paced combat. There is a reason the only cool down is the global cool down and when a channel gets interrupted. Your limiter on skills being cast is their cost and your resource pool.
I wouldn’t consider skill spamming as fast-paced. It just comes off as cheap, gimmicky, and floaty. I think the combat needs to have more builds that are less reliant on hotbar switching and skill spamming. So, what would you change about the current system to make it far less spammy?
Well first off there is another thing you're not considering. This game is meant to be played on a controller as well as a mouse and keyboard, which means you have no choice when it comes to bar swapping. That being said I actually like how spammy this game is after I took the time and energy to learn how to play the game, and it feels better to play than the previous Elder Scrolls games where you literally just had spells, light attack, heavy attack, and shield bashes. The games were all about spamming a single attack multiple times to kill something and maybe pausing it to drink potions, change out spells, etc.
Please dont turn this into waiting on cooldowns combat, fast paced combat is one of the main reasons I prefer ESO over other MMOs
MashmalloMan wrote: »
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System_Data wrote: »@op
There's are games that i used to play that fit a lot with what you suggested.
Have you ever tried Final Fantasy 14? It has 3 to 4 times the amount of skills available for you to access in combat, however they have cooldowns. It requires you to find an optimal way of using each skill in a correct rotation. It is indeed less spam one skill and most of the skills are locked to your class. No PVP, but has great PVE. Grind can turn some people off and the story mode isn't as engaging as ESO imo.
Another game i enjoyed more was Blade & Soul. It also has around 3 times of skills you can access in combat compared to ESO, however with cooldowns. Again, figuring out your rotation and coordinating with your team when there are burst phases is key. PVE is great and requires your party to coordinate to CC the boss, but PVP is also great. Blade & Soul PVP system is more engaging and much more fast paced than ESO will ever be. It has a much more higher skill floor to reach compared to ESO. It lacks AvAvA and team PVP is less forgiving.
I left FF14 because of a subcription based model and grind. I left Blade & Soul because it slowly turned into a P2W game.
MashmalloMan wrote: »
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First off, long cooldowns. Why do you assume I want you to wait on cooldowns? Is it because I said “Cooldown”? You’re assuming you’ll pop your cooldowns and have to wait. What I meant by my suggestion is from the start is that skills will be more supplementary than just spam 10 skills.
Let me clear up a misunderstanding you seem to get to.
Cooldowns ≠ Waiting / Slow-Paced
Now, with my suggestion. You’ll see that player base damage goes up to make up for most damage loss. On top of this, AI will block, heavy attack, bash, and ect more often, as well. So, you as the player will be more occupied with bashing, blocking, dodging, and ect. Hence making it more action based and less spam based.
Also, you just mentioned that we can’t CC bosses. That’s where Tanks and Healers get skills that actually make them more useful than before. It’s the same with DPS.
Tanks will gain skills that make bosses susceptible to CC effects. Healers will boosts debuff effects applied bro enemies through specific skills. DPS can offer minor support to tanks or backup healers. It’s definitely a overhaul of the combat and AI to make it more like an action MMORPG instead of a buttonsmash MMO with mediocre AI it currently is.
Edit: Another thing, I’m all for build diversity. I want to see tanks and healers get skills that only they can use well. I want to see builds where players can use sneak. I want tanks that can use bows, evasion, and CC effects. I want to see healers that use healing skills while duel-wielding swords. I want that type of build diversity. As of now, there isn’t much in group content because there are so few skills to pick from and with some being “bait” skills to new players. Hell, just adding 10 skills into each skill line that didn’t suck and improving the one that do would help.
All in all. I’d like to see less button smashing rotations and more player freedom.
Joy_Division wrote: »
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I said that years ago when they reduces the timers on specific buffs.
What I want to see is:
No more 6-10 secondbuffs. Let buffs last 20 seconds. It would take a lot of the jitter out of the combat.
No more reliance on Ground Targeted AoE. Its a horrible mechanic. Whenever the mob moves you have to reset your rotation. How often does a Boss really stand in your Endless Hail for its full duration?
Let us do more direct-damage rather than DoTs.
Those two changes would make a world of difference.
Joy_Division wrote: »
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If you actually believe that and don’t like my suggestion. That’s fine. So, what would do to change the game from being less about about button spam and hotbar flipping? What about making every ability useful and adding more skills to choose from in skill lines instead of 5 and 1 ult? What about 10-15 skills and 5 ults in each skill line to choose from?
I do not like the idea of individual cd for skills, simply because in this game the whole combat revolves around "apply a dot-spam with a skill - apply a dot and repeat". For skills with cooldowns, you need to buff auto attacks and, in general, make a combat like in slasher games, where buttons serve to cast spells and special abilities (each with cooldown), and button combinations are used to make various combos to keep the player busy during cooldown.
Only then it is not clear what to do for healers in such a system, so IMHO it is better not to redo what already works perfectly.
Joy_Division wrote: »Joy_Division wrote: »
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If you actually believe that and don’t like my suggestion. That’s fine. So, what would do to change the game from being less about about button spam and hotbar flipping? What about making every ability useful and adding more skills to choose from in skill lines instead of 5 and 1 ult? What about 10-15 skills and 5 ults in each skill line to choose from?
Well, for one thing, what you think is button spam and hotbar flipping I think is a rotation that opens up numerous tactical possibilities. I've been playing Fantasy games ever since Dungeons and Dragons was the cool new game and I can tell you with a straight face that all of them had a common trait regarding how fun they are: when it's your turn or time to do something and your option consisted of "I'm not using any of my skills, instead I'm going to use a basic attack," it was very boring. Not to mention cooldowns, especially on martial type abilities, are silly on the face of it. Why does a knight or warrior or whatever you want to call the hero have to wait 30 seconds before executing an attack or maneuver but somehow can do this other fancy smacy attack or maneuver? It's barely more believable on wizards, whose tropes are about memorizing spells (lol do they forget them when casting) or have a mana reservoir (ok, so why cant I use that mana again to cast this same spell?), but at the core, it's just a lazy restriction developers use.
I can certainly get on board with making abilities more useful, but ZOS doesn;t seem to agree with me on that one since they' spent 6 years nerfing skills and removing many of the distinctive elements they brought to gameplay. Having only 5 abilities per bar is the only limitation players have now since resource management is trivial and is necessary in a game where no cooldowns exist, otherwise there is nothing from stopping players from doing everything.
System_Data wrote: »I agree with @ Joy_Division that in ESO bar swapping and knowing when you can use spammable repeatedly is what we call a rotation.
I disagree with his views on skills with cooldowns being a lazy restriction. Cooldowns on skills add strategic value to combat. It's almost the same on ESO with remembering when a skill finishes its effect before reapplying it. I have no preference for combat whether it's with cooldowns or not. Ultimately, it's how the game developers choose to make combat engaging with said mechanic that matters.
Like @ Joy_Division mentioned, the limitations of five abilities per bar is why cooldowns would not work for a game like ESO. Other games where you have access to a plethora of abilities available, cooldowns adds weight in your decisions.
Joy_Division wrote: »Joy_Division wrote: »
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If you actually believe that and don’t like my suggestion. That’s fine. So, what would do to change the game from being less about about button spam and hotbar flipping? What about making every ability useful and adding more skills to choose from in skill lines instead of 5 and 1 ult? What about 10-15 skills and 5 ults in each skill line to choose from?
Well, for one thing, what you think is button spam and hotbar flipping I think is a rotation that opens up numerous tactical possibilities. I've been playing Fantasy games ever since Dungeons and Dragons was the cool new game and I can tell you with a straight face that all of them had a common trait regarding how fun they are: when it's your turn or time to do something and your option consisted of "I'm not using any of my skills, instead I'm going to use a basic attack," it was very boring. Not to mention cooldowns, especially on martial type abilities, are silly on the face of it. Why does a knight or warrior or whatever you want to call the hero have to wait 30 seconds before executing an attack or maneuver but somehow can do this other fancy smacy attack or maneuver? It's barely more believable on wizards, whose tropes are about memorizing spells (lol do they forget them when casting) or have a mana reservoir (ok, so why cant I use that mana again to cast this same spell?), but at the core, it's just a lazy restriction developers use.
I can certainly get on board with making abilities more useful, but ZOS doesn;t seem to agree with me on that one since they' spent 6 years nerfing skills and removing many of the distinctive elements they brought to gameplay. Having only 5 abilities per bar is the only limitation players have now since resource management is trivial and is necessary in a game where no cooldowns exist, otherwise there is nothing from stopping players from doing everything.
Have you tried or played any Action RPG in the past decade? Here are a few examples of fantasy games with cooldowns on abilities/skills.
Cooldowns ≠ Turn-Based / Slow
Black Desert Online
DC Universe Online
Neverwinter Online
Genshin Impact
Some others(If I recall correctly):
Dragon Age: Inquisition (Some Abilities)
Code Vein (Some abilities)
Diablo Series
FFVII Remake
Joy_Division wrote: »
I uninstalled Inquisition after the first fight because I could tell Bioware thought it was a good idea to base the game off Dragon Age 2, which was very uninspiring compared to its predecessor. Origins was a great game in spite of its cooldowns because the story was awesome, the world interesting, and the quests /fights felt meaningful as opposed to "fetch this" or "go into the city back alley again and get swarmed by 4 waves of thugs using and try to ignore the reused assets. As it was, I highly preferred the Mage playthrough because even though there were cooldowns, I had a bar with 20 abilities that sort of got around them. About the only criticism I remember for the game was the the 2H playstyle felt "slow" because it's animations were indeed slow, but a player would spend much of the game in that slow animation because they only had 3 moves/attacks.
Some people may like cooldowns and that's fine. But I have yet to encounter any explanation that would explain why it is a warrior cannot execute her overhead smash or deep cut maneuver for 20 seconds after performing said move. Boxers, martial artists, duelists, wrestlers, fighter pilots, ship captains, i.e., "real" fighters have no such restriction and that's the way combat goes. I do have the ability to suspend disbelief, but the key to fantasy and science fiction settings is that suspension has to be consistent and somewhat believable. I'll buy the wizard has a mana reservoir and this gets quickly depleted the way a sprinter would quickly deplete her stamina, but it's quite another thing to say, "well, even though you have mana, you cant cast that spell again because ... umm ... well, you just can't." How does that add to strategy? That would be like if a sports team was just barred from running the same play twice. If I know my opponent simply cant run X play because they did so before, then I have a lot less to worry about. Options are taken away, choices and strategy are restricted. In fact, one of the cornerstones of strategy is to establish the threat that a play, an attack, or whatever was successful and can be done again at any time so you better be prepared for it and adjust accordingly.
The original post I responded was one where you suggested that blocking, bashing, and dodging would be the things I ought to do in between abilities. In ESO, I can do any of these while I am doing my abilities so to say that gameplay isn't being slowed down is not true at all. Plus I only want to do these three things in specific situations in reacting to things my opponent does (mitigate a high damaging attack, interrupt, etc.). I don;t want to do these three things because they do not pressure or threaten my opponent, I do them because they are appropriate defensiveresponses; they aren't offensive (or at least my light armor magic-using character can only do very few of these over the course of a fight), so I really wouldnt have anything to do offensively in a cooldown system except spam my left button, which I fail to see is an improvement, let alone more strategy than having a choice of 10 abilities I can cast at any moment.
If you want to make ESO a more tactical game with interesting gameplay and more strategy, putting in cooldowns is not the way to go because the game was not designed for them and I can promise you that I would never die to an opponent in PvP that was forced to spend appreciable time spamming basic attacks against me (as it is, I could hop on a high health warden/werewolf right now and basically never die to an opponent that could spam abilities for 5 minutes).
I do not like the idea of individual cd for skills, simply because in this game the whole combat revolves around "apply a dot-spam with a skill - apply a dot and repeat". For skills with cooldowns, you need to buff auto attacks and, in general, make a combat like in slasher games, where buttons serve to cast spells and special abilities (each with cooldown), and button combinations are used to make various combos to keep the player busy during cooldown.
Only then it is not clear what to do for healers in such a system, so IMHO it is better not to redo what already works perfectly.
What your saying is kind of the point I’m trying to get to. Healers and Tanks in this new system can have more distinct skills and characteristics that make them useful in ways that are not just taunt skills and healing skills.
With such combat, every class will be offensive class, a damage dealer, even "tanks", even "healers". Look at Vindictus, for example. ESO tries to imitate old roles architype, therefore I have no idea what should support role do if not crushing skulls like everybody else but just healing on cooldown in between, which does not work with role based gameplay, where only dds are allowed to crush skulls.