@TheEndBringer I think this is where a big part of the problem is.
Lets look at attributes to start.
When I started playing the game i split my attributes in a 2/1/1 ratio. I was "focusing" on stam so 2 attributes would go into stamina and 1 to health and 1 to mag.
This seemed about right to me.
Now skills.
I also searing strike over venomous claw, because you know, healing and damage is better than just damage right? And that's cool with engulfing flames too, i can cast those 2 from my mag pool and then i'm good for spamming wrecking blow. What's on the back bar you ask? another 2h sword! I can run rally for heals and buffs, I'm a genius. I'm certainly not feeling any pain since i have a decent amount of mag, a good amount of stam and plenty of health. I can solo a dolmen and some world bosses!
What happens when i take this build into a dungeon? I'm bad. I do terrible damage and I have no idea. I've got 34 attributes in stam, 16 health, 16 mag and i'm running 2 stat regen drink. My jewels are all robust stam regen, and my skills are a random collection of whatever.
This the problem with the current system. I'm doing what looks fun and overland isn't presenting any difficulty. I do a dungeon and i have no idea that my dps sucks since there is no addon for feedback. if the other dps is good it's an easy clear, and if they are another me it's a real struggle.
this is the core of my argument as we why the game needs to be more hybrid friendly. the game has terrible feedback systems without addons and the "correct" way to play is unintuitive. everyone who understands the game knows you want to put 64 points in a stat and only use abilities that use that stat.
For years I ran normal trials for a casual social guild and I made a point to never tell people they are "doing it wrong" unless they asked first, and I saw a shocking amount of lightning staff heavy attack builds running stamina sets and random skills. Stamplars with Puncturing Sweep because self heals.
The "floor" of this game is so low a lot of people don't understand. People struggle with overland. They will continue to make "bad" decisions but there is no reason to continue to punish them for it.
TheEndBringer wrote: »@TheEndBringer I think this is where a big part of the problem is.
Lets look at attributes to start.
When I started playing the game i split my attributes in a 2/1/1 ratio. I was "focusing" on stam so 2 attributes would go into stamina and 1 to health and 1 to mag.
This seemed about right to me.
Now skills.
I also searing strike over venomous claw, because you know, healing and damage is better than just damage right? And that's cool with engulfing flames too, i can cast those 2 from my mag pool and then i'm good for spamming wrecking blow. What's on the back bar you ask? another 2h sword! I can run rally for heals and buffs, I'm a genius. I'm certainly not feeling any pain since i have a decent amount of mag, a good amount of stam and plenty of health. I can solo a dolmen and some world bosses!
What happens when i take this build into a dungeon? I'm bad. I do terrible damage and I have no idea. I've got 34 attributes in stam, 16 health, 16 mag and i'm running 2 stat regen drink. My jewels are all robust stam regen, and my skills are a random collection of whatever.
This the problem with the current system. I'm doing what looks fun and overland isn't presenting any difficulty. I do a dungeon and i have no idea that my dps sucks since there is no addon for feedback. if the other dps is good it's an easy clear, and if they are another me it's a real struggle.
this is the core of my argument as we why the game needs to be more hybrid friendly. the game has terrible feedback systems without addons and the "correct" way to play is unintuitive. everyone who understands the game knows you want to put 64 points in a stat and only use abilities that use that stat.
For years I ran normal trials for a casual social guild and I made a point to never tell people they are "doing it wrong" unless they asked first, and I saw a shocking amount of lightning staff heavy attack builds running stamina sets and random skills. Stamplars with Puncturing Sweep because self heals.
The "floor" of this game is so low a lot of people don't understand. People struggle with overland. They will continue to make "bad" decisions but there is no reason to continue to punish them for it.
Respectfully, what you just said is your hybrid build performs well in easy mode overland but in more difficult content it doesn't.
This is the game. Hybrid or pure, a poor build isn't going to work the same across all game modes and they shouldn't dumb the game down to allow it because it will wreck the game for experienced players.
A 2 1 1 attribute ratio is just a bad decision all around for any damage set up outside of solo play, which it seems you mostly do. In a dungeon and especially a trial, even on member, you don't need to buff your health. You can also go max Stam or mag then run pots for the other bar. You're going to get buffed by the other players.
Play your own way is great until the game suffers due to being watered down. They will lose all those experienced players who pay the bills, ya know?
They will continue to make "bad" decisions but there is no reason to continue to punish them for it.
TheEndBringer wrote: »@TheEndBringer I think this is where a big part of the problem is.
Lets look at attributes to start.
When I started playing the game i split my attributes in a 2/1/1 ratio. I was "focusing" on stam so 2 attributes would go into stamina and 1 to health and 1 to mag.
This seemed about right to me.
Now skills.
I also searing strike over venomous claw, because you know, healing and damage is better than just damage right? And that's cool with engulfing flames too, i can cast those 2 from my mag pool and then i'm good for spamming wrecking blow. What's on the back bar you ask? another 2h sword! I can run rally for heals and buffs, I'm a genius. I'm certainly not feeling any pain since i have a decent amount of mag, a good amount of stam and plenty of health. I can solo a dolmen and some world bosses!
What happens when i take this build into a dungeon? I'm bad. I do terrible damage and I have no idea. I've got 34 attributes in stam, 16 health, 16 mag and i'm running 2 stat regen drink. My jewels are all robust stam regen, and my skills are a random collection of whatever.
This the problem with the current system. I'm doing what looks fun and overland isn't presenting any difficulty. I do a dungeon and i have no idea that my dps sucks since there is no addon for feedback. if the other dps is good it's an easy clear, and if they are another me it's a real struggle.
this is the core of my argument as we why the game needs to be more hybrid friendly. the game has terrible feedback systems without addons and the "correct" way to play is unintuitive. everyone who understands the game knows you want to put 64 points in a stat and only use abilities that use that stat.
For years I ran normal trials for a casual social guild and I made a point to never tell people they are "doing it wrong" unless they asked first, and I saw a shocking amount of lightning staff heavy attack builds running stamina sets and random skills. Stamplars with Puncturing Sweep because self heals.
The "floor" of this game is so low a lot of people don't understand. People struggle with overland. They will continue to make "bad" decisions but there is no reason to continue to punish them for it.
Respectfully, what you just said is your hybrid build performs well in easy mode overland but in more difficult content it doesn't.
This is the game. Hybrid or pure, a poor build isn't going to work the same across all game modes and they shouldn't dumb the game down to allow it because it will wreck the game for experienced players.
A 2 1 1 attribute ratio is just a bad decision all around for any damage set up outside of solo play, which it seems you mostly do. In a dungeon and especially a trial, even on member, you don't need to buff your health. You can also go max Stam or mag then run pots for the other bar. You're going to get buffed by the other players.
Play your own way is great until the game suffers due to being watered down. They will lose all those experienced players who pay the bills, ya know?
That's literally my point.
This terrible "build" was what felt natural. Evenly distributing stats and skills, I didn't even go into what gear I was using back then. It's bad enough that my max stat is significantly lower than it should be, but i'm using dps skills from my off stat because that looked like a good idea.
This is normal for the casual player base.
@TheEndBringer Sorry mate, you're completely missing the point I'm trying to make, which might be on me for not making it clear.
You seem to think I'm someone who struggles with understanding builds and I don't know what I'm doing or something. I've cleared all HM in the game except vRG. All dungeons, all trials. I parse 100k+ on my magsorc, 90k+ on half a dozen other classes.
I know how to make a proper build and do good dps.
I'm not talking about end game, or any of that at all.
What I'm talking about is how the game guides a player from level 1 to 50 and then to cp 160 and above. How it introduces concepts to them, and the choices people make at the point they might decide to try out these dungeon things, maybe do normal fungal for the first time or whatever.
Unless they do some googling they are going to have no idea what they are doing wrong because the game will punish them for not being very specific about their build but with no indication that the game is doing that.
Unless someone explains it to you it's not "normal" to put all your attributes in only one stat and only choose skills and morphs that work with that stat.
Hell, most of the stam morphs are hidden behind mag skills.
If you're not looking up a guide on how to make a stam sorc how will you know that crystal shard will have a stamina morph that you can use as a spammable? Or that you want lightning form to morph to hurricane but mages wrath is useless to you?
DW and Bow is a good plan, but DW and staff is a bad plan.
If you want to run DW/DW then make sure you have blade cloak on the back bar so it can proc backbar enchants for you while you're on your front bar and that enchants of the same type share a cooldown so don't have poison enchants on all your weapons.
Every jewellery item you get will have a terrible enchant on it you need to replace, and make sure you're running max resource and regen food that you can only get the reciepe for during a festival that is on once a year.
All this stuff we know and take for granted and it doesn't even touch on how rotations and light attack weaving works.
You need to realise how little dps people are doing. I know tanks who do random normals and are doing 50% of the group dps! The GROUP dps is 10k.
So, this is the problem that ZoS need to address, without screwing up end game AND without telling casuals what to do.
The first thing they did was make all light attacks scale off your highest resources.
Then they changed the armour passives so that all dps armour increases your damage.
Now they are changing all armour damage set bonuses to increases your damage.
None of these changes will change anything at the "top" because we aren't making these mistakes, but i bet these changes will double the dps of the bottom 25%.
If they changed it so that all skill scaled off your highest stats, none of our live builds would be negatively affected, we might choose some different morphs, but for the most part end game dps would be unchanged, but you would dramatically increase the dps of vast majority of the server population.
TheEndBringer wrote: »@TheEndBringer Sorry mate, you're completely missing the point I'm trying to make, which might be on me for not making it clear.
You seem to think I'm someone who struggles with understanding builds and I don't know what I'm doing or something. I've cleared all HM in the game except vRG. All dungeons, all trials. I parse 100k+ on my magsorc, 90k+ on half a dozen other classes.
I know how to make a proper build and do good dps.
I'm not talking about end game, or any of that at all.
What I'm talking about is how the game guides a player from level 1 to 50 and then to cp 160 and above. How it introduces concepts to them, and the choices people make at the point they might decide to try out these dungeon things, maybe do normal fungal for the first time or whatever.
Unless they do some googling they are going to have no idea what they are doing wrong because the game will punish them for not being very specific about their build but with no indication that the game is doing that.
Unless someone explains it to you it's not "normal" to put all your attributes in only one stat and only choose skills and morphs that work with that stat.
Hell, most of the stam morphs are hidden behind mag skills.
If you're not looking up a guide on how to make a stam sorc how will you know that crystal shard will have a stamina morph that you can use as a spammable? Or that you want lightning form to morph to hurricane but mages wrath is useless to you?
DW and Bow is a good plan, but DW and staff is a bad plan.
If you want to run DW/DW then make sure you have blade cloak on the back bar so it can proc backbar enchants for you while you're on your front bar and that enchants of the same type share a cooldown so don't have poison enchants on all your weapons.
Every jewellery item you get will have a terrible enchant on it you need to replace, and make sure you're running max resource and regen food that you can only get the reciepe for during a festival that is on once a year.
All this stuff we know and take for granted and it doesn't even touch on how rotations and light attack weaving works.
You need to realise how little dps people are doing. I know tanks who do random normals and are doing 50% of the group dps! The GROUP dps is 10k.
So, this is the problem that ZoS need to address, without screwing up end game AND without telling casuals what to do.
The first thing they did was make all light attacks scale off your highest resources.
Then they changed the armour passives so that all dps armour increases your damage.
Now they are changing all armour damage set bonuses to increases your damage.
None of these changes will change anything at the "top" because we aren't making these mistakes, but i bet these changes will double the dps of the bottom 25%.
If they changed it so that all skill scaled off your highest stats, none of our live builds would be negatively affected, we might choose some different morphs, but for the most part end game dps would be unchanged, but you would dramatically increase the dps of vast majority of the server population.
Well bud, you kind of presented yourself as a casual player that's running around with 2 1 1 and wondering why you're not doing well! 😆
All MMOs require a lot of heavy lifting to learn, outside of games clearly geared toward beginners and casuals. Ultimately people have to take some responsibility to learn.
Without mentioning exact titles, there's a certain fantasy game that's been around forever that has just a much learning curve, if not more in some ways.
Then there's that game from a galaxy far, far away. It does a little better because you have to do the quests to level but even then, once you wanna raid, you need people to help you.
And let's not even forget to acknowledge the still insanely popular space simulation MMO. Hardest game to learn out there but it still gets new players to join.
ESO does finally need to add a tutorial on weaving because you have to do it and learning it at the beginning is a lot easier than after you've been playing for a year.
Having said that, encouraging players to not learn how to play by dumbing things down isn't the way to go, imo.
TheEndBringer wrote: »@TheEndBringer Sorry mate, you're completely missing the point I'm trying to make, which might be on me for not making it clear.
You seem to think I'm someone who struggles with understanding builds and I don't know what I'm doing or something. I've cleared all HM in the game except vRG. All dungeons, all trials. I parse 100k+ on my magsorc, 90k+ on half a dozen other classes.
I know how to make a proper build and do good dps.
I'm not talking about end game, or any of that at all.
What I'm talking about is how the game guides a player from level 1 to 50 and then to cp 160 and above. How it introduces concepts to them, and the choices people make at the point they might decide to try out these dungeon things, maybe do normal fungal for the first time or whatever.
Unless they do some googling they are going to have no idea what they are doing wrong because the game will punish them for not being very specific about their build but with no indication that the game is doing that.
Unless someone explains it to you it's not "normal" to put all your attributes in only one stat and only choose skills and morphs that work with that stat.
Hell, most of the stam morphs are hidden behind mag skills.
If you're not looking up a guide on how to make a stam sorc how will you know that crystal shard will have a stamina morph that you can use as a spammable? Or that you want lightning form to morph to hurricane but mages wrath is useless to you?
DW and Bow is a good plan, but DW and staff is a bad plan.
If you want to run DW/DW then make sure you have blade cloak on the back bar so it can proc backbar enchants for you while you're on your front bar and that enchants of the same type share a cooldown so don't have poison enchants on all your weapons.
Every jewellery item you get will have a terrible enchant on it you need to replace, and make sure you're running max resource and regen food that you can only get the reciepe for during a festival that is on once a year.
All this stuff we know and take for granted and it doesn't even touch on how rotations and light attack weaving works.
You need to realise how little dps people are doing. I know tanks who do random normals and are doing 50% of the group dps! The GROUP dps is 10k.
So, this is the problem that ZoS need to address, without screwing up end game AND without telling casuals what to do.
The first thing they did was make all light attacks scale off your highest resources.
Then they changed the armour passives so that all dps armour increases your damage.
Now they are changing all armour damage set bonuses to increases your damage.
None of these changes will change anything at the "top" because we aren't making these mistakes, but i bet these changes will double the dps of the bottom 25%.
If they changed it so that all skill scaled off your highest stats, none of our live builds would be negatively affected, we might choose some different morphs, but for the most part end game dps would be unchanged, but you would dramatically increase the dps of vast majority of the server population.
Well bud, you kind of presented yourself as a casual player that's running around with 2 1 1 and wondering why you're not doing well! 😆
All MMOs require a lot of heavy lifting to learn, outside of games clearly geared toward beginners and casuals. Ultimately people have to take some responsibility to learn.
Without mentioning exact titles, there's a certain fantasy game that's been around forever that has just a much learning curve, if not more in some ways.
Then there's that game from a galaxy far, far away. It does a little better because you have to do the quests to level but even then, once you wanna raid, you need people to help you.
And let's not even forget to acknowledge the still insanely popular space simulation MMO. Hardest game to learn out there but it still gets new players to join.
ESO does finally need to add a tutorial on weaving because you have to do it and learning it at the beginning is a lot easier than after you've been playing for a year.
Having said that, encouraging players to not learn how to play by dumbing things down isn't the way to go, imo.
I'm not saying they should dumb down end game, when I say "dramatically increase the dps of vast majority of the server population" we're talking 4k to 15k. It's still going to be bad and insufficient for vet content.
But it won't be AS bad.
Pugging a random normal as a tank won't be rolling the dice to see if you're getting "one of those groups" and maybe people will start doing the dlc dungeons on normal.
rageofodin wrote: »I could not be happier about this!
The game has struggled for years with 80-85% of their sets not being viable in end game content
This will allow for true theory crafting, and more importantly, more freedom and FUN!
So many players, especially long term players, seemed to have forgotten than this game is about having fun, and not all about them
I cant wait for Update 32!!
TheEndBringer wrote: »Medium to light armor will always have specific buffs. This goes back to Morrowind. This won't change.
You need to realise how little dps people are doing. I know tanks who do random normals and are doing 50% of the group dps! The GROUP dps is 10k.
Morrowind didn't have anything like that. Moreover, light armor in TES3: Morrowind is like medium armor in ESO, while light armor of ESO is just clothes with no armor value.
neferpitou73 wrote: »..I'm not quite sure whether the hybridization is a good or bad thing yet.
rageofodin wrote: »You call it play how you want, but its still homogenization and in the end if they continue to homogenize stats, passives, etc. You will end up with a game where choices don't matter and everyone will be playing hybrids, pure builds won't exist. And instead of meta magicka builds and stamina builds, you will just have one meta dps build per class.
Giving freedom of choice ≠ to choices dont matter
You can still play a pure build of whatever you want, having pure builds not have an inherent advantage over hybrid builds allows more players to play the way they want, which has been their goal from the start
I definitely agree this is just a first step in equalizing choice across the board. Stats, foods, CP will all come into line as they test and tweak
I disagree.
If hybrids put out the same dps or healing as pures, literally no one would run pures, because hybrids have access to twice as many skills. Hybrids already have an advantage in that they gain access to a much larger toolkit, pure builds have an advantage of dealing more damage or healing while being specialized. It's balanced that way. You have to give something up for building hybrid.
What they're doing with all this homogenization isn't freedom of choice by the way. When you combine things, you quite literally are removing choice.
rageofodin wrote: »rageofodin wrote: »You call it play how you want, but its still homogenization and in the end if they continue to homogenize stats, passives, etc. You will end up with a game where choices don't matter and everyone will be playing hybrids, pure builds won't exist. And instead of meta magicka builds and stamina builds, you will just have one meta dps build per class.
Giving freedom of choice ≠ to choices dont matter
You can still play a pure build of whatever you want, having pure builds not have an inherent advantage over hybrid builds allows more players to play the way they want, which has been their goal from the start
I definitely agree this is just a first step in equalizing choice across the board. Stats, foods, CP will all come into line as they test and tweak
I disagree.
If hybrids put out the same dps or healing as pures, literally no one would run pures, because hybrids have access to twice as many skills. Hybrids already have an advantage in that they gain access to a much larger toolkit, pure builds have an advantage of dealing more damage or healing while being specialized. It's balanced that way. You have to give something up for building hybrid.
What they're doing with all this homogenization isn't freedom of choice by the way. When you combine things, you quite literally are removing choice.
Who says you have to give something up for building a hybrid? What ESO is doing is adding to those options
Where are you getting this data that no one will run pures? With hybrids I can run a full Storm MargSorc and not worry Im not putting out enough DPS for a trial or Arena
With Hybrids I can not have to worry about low level healers or dps in PUG content
With hybrids I can run a pure poison build with sets that are currently not viable for end game content
I still dont understand how you equate adding MORE options is somehow taking choice away from us
Im not trying to be contrarian, I just dont understand the logic here
I don't know what to say other than what I've already said.
1) If hybrids are competitive with pures, no one will run pures. Why would you? Hybrids have access to twice the number of skills.
2) The more you homogenize stats, the fewer choices you need to make when building a character. It's the worst thing that can happen to an RPG.
rageofodin wrote: »rageofodin wrote: »You call it play how you want, but its still homogenization and in the end if they continue to homogenize stats, passives, etc. You will end up with a game where choices don't matter and everyone will be playing hybrids, pure builds won't exist. And instead of meta magicka builds and stamina builds, you will just have one meta dps build per class.
Giving freedom of choice ≠ to choices dont matter
You can still play a pure build of whatever you want, having pure builds not have an inherent advantage over hybrid builds allows more players to play the way they want, which has been their goal from the start
I definitely agree this is just a first step in equalizing choice across the board. Stats, foods, CP will all come into line as they test and tweak
I disagree.
If hybrids put out the same dps or healing as pures, literally no one would run pures, because hybrids have access to twice as many skills. Hybrids already have an advantage in that they gain access to a much larger toolkit, pure builds have an advantage of dealing more damage or healing while being specialized. It's balanced that way. You have to give something up for building hybrid.
What they're doing with all this homogenization isn't freedom of choice by the way. When you combine things, you quite literally are removing choice.
Who says you have to give something up for building a hybrid? What ESO is doing is adding to those options
Where are you getting this data that no one will run pures? With hybrids I can run a full Storm MargSorc and not worry Im not putting out enough DPS for a trial or Arena
With Hybrids I can not have to worry about low level healers or dps in PUG content
With hybrids I can run a pure poison build with sets that are currently not viable for end game content
I still dont understand how you equate adding MORE options is somehow taking choice away from us
Im not trying to be contrarian, I just dont understand the logic here
I don't know what to say other than what I've already said.
1) If hybrids are competitive with pures, no one will run pures. Why would you? Hybrids have access to twice the number of skills.
2) The more you homogenize stats, the fewer choices you need to make when building a character. It's the worst thing that can happen to an RPG.
What kind of logic is that? It's the other way around, the more you homogenize stats, the more choices you have. You have more choices of sets, you have more choices of skills You said it yourself "Hybrids have access to twice the number of skills." And the same goes for sets.- twice the number of sets to choose from. Hahaha simple logic!!!
DepressiveCrab wrote: »Guys, who posted the messages above. Did you play the game?
The best sets are stam. And => mana have to use stam sets for top dps. So, we're coming to meta, where ALL DD classes should to wear AY& Kinras(oki, stamina maybe have some proc sets).
I hate stamina, I want to play mana with mana sets, not ugly freaking Kinras. But I CANT, if I want to do last content, cause I need all my dps.
If you cant see that problem- you are blind or play only dungeons/pvp.
I don't know what to say other than what I've already said.
1) If hybrids are competitive with pures, no one will run pures. Why would you? Hybrids have access to twice the number of skills.
rageofodin wrote: »rageofodin wrote: »You call it play how you want, but its still homogenization and in the end if they continue to homogenize stats, passives, etc. You will end up with a game where choices don't matter and everyone will be playing hybrids, pure builds won't exist. And instead of meta magicka builds and stamina builds, you will just have one meta dps build per class.
Giving freedom of choice ≠ to choices dont matter
You can still play a pure build of whatever you want, having pure builds not have an inherent advantage over hybrid builds allows more players to play the way they want, which has been their goal from the start
I definitely agree this is just a first step in equalizing choice across the board. Stats, foods, CP will all come into line as they test and tweak
I disagree.
If hybrids put out the same dps or healing as pures, literally no one would run pures, because hybrids have access to twice as many skills. Hybrids already have an advantage in that they gain access to a much larger toolkit, pure builds have an advantage of dealing more damage or healing while being specialized. It's balanced that way. You have to give something up for building hybrid.
What they're doing with all this homogenization isn't freedom of choice by the way. When you combine things, you quite literally are removing choice.
Who says you have to give something up for building a hybrid? What ESO is doing is adding to those options
Where are you getting this data that no one will run pures? With hybrids I can run a full Storm MargSorc and not worry Im not putting out enough DPS for a trial or Arena
With Hybrids I can not have to worry about low level healers or dps in PUG content
With hybrids I can run a pure poison build with sets that are currently not viable for end game content
I still dont understand how you equate adding MORE options is somehow taking choice away from us
Im not trying to be contrarian, I just dont understand the logic here
I don't know what to say other than what I've already said.
1) If hybrids are competitive with pures, no one will run pures. Why would you? Hybrids have access to twice the number of skills.
2) The more you homogenize stats, the fewer choices you need to make when building a character. It's the worst thing that can happen to an RPG.
What kind of logic is that? It's the other way around, the more you homogenize stats, the more choices you have. You have more choices of sets, you have more choices of skills You said it yourself "Hybrids have access to twice the number of skills." And the same goes for sets.- twice the number of sets to choose from. Hahaha simple logic!!!
TheEndBringer wrote: »rageofodin wrote: »rageofodin wrote: »You call it play how you want, but its still homogenization and in the end if they continue to homogenize stats, passives, etc. You will end up with a game where choices don't matter and everyone will be playing hybrids, pure builds won't exist. And instead of meta magicka builds and stamina builds, you will just have one meta dps build per class.
Giving freedom of choice ≠ to choices dont matter
You can still play a pure build of whatever you want, having pure builds not have an inherent advantage over hybrid builds allows more players to play the way they want, which has been their goal from the start
I definitely agree this is just a first step in equalizing choice across the board. Stats, foods, CP will all come into line as they test and tweak
I disagree.
If hybrids put out the same dps or healing as pures, literally no one would run pures, because hybrids have access to twice as many skills. Hybrids already have an advantage in that they gain access to a much larger toolkit, pure builds have an advantage of dealing more damage or healing while being specialized. It's balanced that way. You have to give something up for building hybrid.
What they're doing with all this homogenization isn't freedom of choice by the way. When you combine things, you quite literally are removing choice.
Who says you have to give something up for building a hybrid? What ESO is doing is adding to those options
Where are you getting this data that no one will run pures? With hybrids I can run a full Storm MargSorc and not worry Im not putting out enough DPS for a trial or Arena
With Hybrids I can not have to worry about low level healers or dps in PUG content
With hybrids I can run a pure poison build with sets that are currently not viable for end game content
I still dont understand how you equate adding MORE options is somehow taking choice away from us
Im not trying to be contrarian, I just dont understand the logic here
I don't know what to say other than what I've already said.
1) If hybrids are competitive with pures, no one will run pures. Why would you? Hybrids have access to twice the number of skills.
2) The more you homogenize stats, the fewer choices you need to make when building a character. It's the worst thing that can happen to an RPG.
What kind of logic is that? It's the other way around, the more you homogenize stats, the more choices you have. You have more choices of sets, you have more choices of skills You said it yourself "Hybrids have access to twice the number of skills." And the same goes for sets.- twice the number of sets to choose from. Hahaha simple logic!!!
They are probably talking about power creep.
For years, you've had to make concessions to in one area to excel in others. This forces players to consider what they actually want to accomplish and how to get there via sets and skills.
For example, so I have a full crit build that can be melted in two seconds? Do I want to sacrifice damage for a defensive set?
Choosing your primary offensive stat is part of that. If I want to run a spell sword, I'm going to do slightly less damage while gaining the ability to fight in close quarters and use melee skills in conjunction with mag skills that often have big benefits, such an being undodgeable.
But rightfully so, your mag skills will do slightly less damage without a staff.
So what does this have to do with homogenization?
Players are already on here making the case to merge mag and stam pools. The more in this direction we go, the less variety there will be. The streamers with figure out the most optimized single build for every class with the only distinction being PvE or pvp. Because players always want to perform better, most will gravitate to these builds.
We already see this in end game trials but that's because those groups are pushing score or just want the least trouble clearing content. But outside of that you still have build diversity.
If it run in a pvp group of nightblades, no one is running the exact same build but we're all performing equally.
But if we just had one stat pool OR if, let's say, there is only a similar damage pool, it would actually make it less of a choice to run x skill over y skill. Everyone would just run the skill that gives the most without sacrificing anything.
People like me are hoping we don't go that far down the rabbit hole because we can see the unintended consequences. Most players don't.
Hence dark convergence. Players begged and begged for a set to combat ball groups. Now we're dealing with that fallout. And despite a large number of complaints, the set will still come out of pts too strong.
TheEndBringer wrote: »It's a massive game and every decision is plotted out months to even years ahead of time. The changes in the next update were set in stone long before they talked about them. These changes will go forward to one degree or another.
Going back and making all sets work both ways seems silly to me, especially when there are usually matching sets, like with Mother's Sorrow and Leviathan. I do think it was smart to make all new sets work for mag and stam, going back to New Moon Acolyte.
Where I get worried is that this isn't good enough for some players. That want a single damage stat, single pen, and even a single resource pool.
I don't know if that's the plan but if enough people start calling for something without considering the drawbacks, ZOS has shown that they'll throw themselves down those stairs and then spend a year trying to repair the damage.
So you wanna make all sets hybrid? Let's go. If you want to homogenize damage completely? No way.
Hyrbids will kill the game.
Every endgame build will choose only ONE setup.
Every endgame comp will be the same.
PvP will be literally a broken mess.
Pure builds will be destroyed.
Making LA scale with highest was the WORST thing they started with.
It literally KILLED destroy staff. Nobody in their right mind would bother with them when you could deal more crit dmg with axes or stack crit with daggers. See?
In one year they will undo everything again in a 180 to course correct. Its like scalebreaker all over again.
TheEndBringer wrote: »It's a massive game and every decision is plotted out months to even years ahead of time. The changes in the next update were set in stone long before they talked about them. These changes will go forward to one degree or another.
Going back and making all sets work both ways seems silly to me, especially when there are usually matching sets, like with Mother's Sorrow and Leviathan. I do think it was smart to make all new sets work for mag and stam, going back to New Moon Acolyte.
Where I get worried is that this isn't good enough for some players. That want a single damage stat, single pen, and even a single resource pool.
I don't know if that's the plan but if enough people start calling for something without considering the drawbacks, ZOS has shown that they'll throw themselves down those stairs and then spend a year trying to repair the damage.
So you wanna make all sets hybrid? Let's go. If you want to homogenize damage completely? No way.
Hyrbids will kill the game.
Every endgame build will choose only ONE setup.
Every endgame comp will be the same.
PvP will be literally a broken mess.
Pure builds will be destroyed.
Making LA scale with highest was the WORST thing they started with.
It literally KILLED destroy staff. Nobody in their right mind would bother with them when you could deal more crit dmg with axes or stack crit with daggers. See?
In one year they will undo everything again in a 180 to course correct. Its like scalebreaker all over again.
axes are now dead with the crit damage cap, daggers are great, but inferno has 10% single target damage and range. lots of people are still running staff over daggers. don't confuse dummy meta with what people actually use, just go look at esologs.com and you'll find even the top groups have people running destro staff.
i don't understand this "Every endgame build will choose only ONE setup."
firstly right now endgame is only mag builds so every endgame build IS only one setup. How can you make this claim as if it's not the current state of play?
even if all skills were scaled to use max resource just look at the issues with managing sustain with stamdk and flamelash.
pure builds is still easier to manage because you still want to max 1 resource and can only regen on stat well.TheEndBringer wrote: »It's a massive game and every decision is plotted out months to even years ahead of time. The changes in the next update were set in stone long before they talked about them. These changes will go forward to one degree or another.
Going back and making all sets work both ways seems silly to me, especially when there are usually matching sets, like with Mother's Sorrow and Leviathan. I do think it was smart to make all new sets work for mag and stam, going back to New Moon Acolyte.
Where I get worried is that this isn't good enough for some players. That want a single damage stat, single pen, and even a single resource pool.
I don't know if that's the plan but if enough people start calling for something without considering the drawbacks, ZOS has shown that they'll throw themselves down those stairs and then spend a year trying to repair the damage.
So you wanna make all sets hybrid? Let's go. If you want to homogenize damage completely? No way.
I would absolutely de couple max resource and damage if i could. I like the idea of total max resource so you can't just throw a bunch of attributes into health. the way drinks/food interacts with max resource and regen would still apply, and you can't have both so you'll still probably want 1 primary resource and one secondary resource just from a sustain perspective.
But I feel the way skills are restricted based on their resource type is really bad. I think there are a heap of wasted "morphs" as they attempted to adapt the game to the stamina / magicka split. You can tell it wasn't the intent or design of the classes by the complete lack of stam morphs for the 4 base game classes and it was something they have been trying to address without completely rebuilding classes from the ground up for years now.
Hyrbids will kill the game.
Every endgame build will choose only ONE setup.
Every endgame comp will be the same.
PvP will be literally a broken mess.
Pure builds will be destroyed.
Making LA scale with highest was the WORST thing they started with.
It literally KILLED destroy staff. Nobody in their right mind would bother with them when you could deal more crit dmg with axes or stack crit with daggers. See?
In one year they will undo everything again in a 180 to course correct. Its like scalebreaker all over again.
axes are now dead with the crit damage cap, daggers are great, but inferno has 10% single target damage and range. lots of people are still running staff over daggers. don't confuse dummy meta with what people actually use, just go look at esologs.com and you'll find even the top groups have people running destro staff.
i don't understand this "Every endgame build will choose only ONE setup."
firstly right now endgame is only mag builds so every endgame build IS only one setup. How can you make this claim as if it's not the current state of play?
even if all skills were scaled to use max resource just look at the issues with managing sustain with stamdk and flamelash.
pure builds is still easier to manage because you still want to max 1 resource and can only regen on stat well.TheEndBringer wrote: »It's a massive game and every decision is plotted out months to even years ahead of time. The changes in the next update were set in stone long before they talked about them. These changes will go forward to one degree or another.
Going back and making all sets work both ways seems silly to me, especially when there are usually matching sets, like with Mother's Sorrow and Leviathan. I do think it was smart to make all new sets work for mag and stam, going back to New Moon Acolyte.
Where I get worried is that this isn't good enough for some players. That want a single damage stat, single pen, and even a single resource pool.
I don't know if that's the plan but if enough people start calling for something without considering the drawbacks, ZOS has shown that they'll throw themselves down those stairs and then spend a year trying to repair the damage.
So you wanna make all sets hybrid? Let's go. If you want to homogenize damage completely? No way.
I would absolutely de couple max resource and damage if i could. I like the idea of total max resource so you can't just throw a bunch of attributes into health. the way drinks/food interacts with max resource and regen would still apply, and you can't have both so you'll still probably want 1 primary resource and one secondary resource just from a sustain perspective.
But I feel the way skills are restricted based on their resource type is really bad. I think there are a heap of wasted "morphs" as they attempted to adapt the game to the stamina / magicka split. You can tell it wasn't the intent or design of the classes by the complete lack of stam morphs for the 4 base game classes and it was something they have been trying to address without completely rebuilding classes from the ground up for years now.
Hyrbids will kill the game.
Every endgame build will choose only ONE setup.
Every endgame comp will be the same.
PvP will be literally a broken mess.
Pure builds will be destroyed.
Making LA scale with highest was the WORST thing they started with.
It literally KILLED destroy staff. Nobody in their right mind would bother with them when you could deal more crit dmg with axes or stack crit with daggers. See?
In one year they will undo everything again in a 180 to course correct. Its like scalebreaker all over again.
axes are now dead with the crit damage cap, daggers are great, but inferno has 10% single target damage and range. lots of people are still running staff over daggers. don't confuse dummy meta with what people actually use, just go look at esologs.com and you'll find even the top groups have people running destro staff.
i don't understand this "Every endgame build will choose only ONE setup."
firstly right now endgame is only mag builds so every endgame build IS only one setup. How can you make this claim as if it's not the current state of play?
even if all skills were scaled to use max resource just look at the issues with managing sustain with stamdk and flamelash.
pure builds is still easier to manage because you still want to max 1 resource and can only regen on stat well.TheEndBringer wrote: »It's a massive game and every decision is plotted out months to even years ahead of time. The changes in the next update were set in stone long before they talked about them. These changes will go forward to one degree or another.
Going back and making all sets work both ways seems silly to me, especially when there are usually matching sets, like with Mother's Sorrow and Leviathan. I do think it was smart to make all new sets work for mag and stam, going back to New Moon Acolyte.
Where I get worried is that this isn't good enough for some players. That want a single damage stat, single pen, and even a single resource pool.
I don't know if that's the plan but if enough people start calling for something without considering the drawbacks, ZOS has shown that they'll throw themselves down those stairs and then spend a year trying to repair the damage.
So you wanna make all sets hybrid? Let's go. If you want to homogenize damage completely? No way.
I would absolutely de couple max resource and damage if i could. I like the idea of total max resource so you can't just throw a bunch of attributes into health. the way drinks/food interacts with max resource and regen would still apply, and you can't have both so you'll still probably want 1 primary resource and one secondary resource just from a sustain perspective.
But I feel the way skills are restricted based on their resource type is really bad. I think there are a heap of wasted "morphs" as they attempted to adapt the game to the stamina / magicka split. You can tell it wasn't the intent or design of the classes by the complete lack of stam morphs for the 4 base game classes and it was something they have been trying to address without completely rebuilding classes from the ground up for years now.
TheEndBringer wrote: »
The mag/stam set up was done on purpose. But all these years post launch those reasons get forgotten. You literally have a post on another board asking to roll back zone changes pre Tamrial. Unknowingly, of course, because they weren't around then.
TheEndBringer wrote: »
The mag/stam set up was done on purpose. But all these years post launch those reasons get forgotten. You literally have a post on another board asking to roll back zone changes pre Tamrial. Unknowingly, of course, because they weren't around then.
I do? where? I love the one tam changes. Best thing the game ever did. Overland is too easy now, and I think some of these changes are paving the way for rebalancing that, but we'll see.
I wasn't really paying attention back before 1T, just rolling solo so I have no idea about any of the reasons for any of the changes.