Excited for this change and looking forward to seeing which skills are affected by this change and which are not.
Really wish console could get a PTS we could download to experiment with and use to see the changes and be able to provide feedback. Please consider adding one please.
Stay safe
Parasaurolophus wrote: »1) Homogenization. This has already been discussed a lot in this thread, I do not want to repeat myself.
2) I'm an endgame player and I'm fine with the meta. At least as long as different sets/skills are best suited for different tasks - that's fine. But the prospect of losing strong character identity scares me. I don't want to play a mage in medium armor with a two-handed mace and staff. People are used to clear stereotypes like warrior/mage/thief/berserker/archer/necromancer and I don't see much point in experimenting with that.
Luke_Flamesword wrote: »Geez, you forgot about some things:
1. Meta is always about homogenization - when magicka is stronger than stamina in PvE than in trials people run with magicka builds and stamina is not welcome. Meta players ALWAYS use same gear, same skills, same classes (whatever is strongest).
I do think it'll make the game a bit more boring.
Everyone will be running the same skills.
Also, it currently feels like we kinda have 12 classes, I'd you count mag and stam as separate.
And for PvP, I see stam getting a huge advantage. Stam can utilise magica with less punishment. But mag builds need the stam for dodge, block and cc break.
Get your perfect row while it's cheap. Bear Haunch will be the go to food imo. And then just stack weapon and spell damage.
I'm already using it on my magplar and mag sorc. Frees up bar space and/or potion choice.
VaranisArano wrote: »QUESTION: With these massive changes to how skills scale with your max resources, will the Skills Advisor's recommended choices be reevaluated now? Should we expect that in the future when the major buffs are combined?
I do think it'll make the game a bit more boring.
Everyone will be running the same skills.
Also, it currently feels like we kinda have 12 classes, I'd you count mag and stam as separate.
And for PvP, I see stam getting a huge advantage. Stam can utilise magica with less punishment. But mag builds need the stam for dodge, block and cc break.
Get your perfect row while it's cheap. Bear Haunch will be the go to food imo. And then just stack weapon and spell damage.
I'm already using it on my magplar and mag sorc. Frees up bar space and/or potion choice.
How will everyone run the same skills?
Let's take templar.
What skills will a stamplar and magplar run that would constitute identical builds?
A stamplar will still have to run primarily Stam skills to maintain and semblance of sustain.
A magplar will still have to run primarily mag skills to maintain any semblance of sustain.
Some auxiliary skills may swap in for off stat, but it won't be anywhere near identical between mag and Stam of the same class.
spartaxoxo wrote: »VaranisArano wrote: »spartaxoxo wrote: »I'm not really looking forward to skills costing even more they are already a pain to manage for lower and high skill players. Seems like this widen the skill gap to me, which is already unhealthy wide
Are they increasing skill cost?
I understood this to mean that the cost of skills relative to your off-stat is the limiting factor for how frequently you can use the newly empowered off-stat skills.
Like, max mag builds spamming stamina skills is going to chew through their small stamina pool quickly. Likewise a max stam build spamming magicka skills will use up their small magicka pool.
Correct me if I'm wrong, but I didn't see anything about skill cost increases for everyone.
Resource management of the off-stat is about to become more of a skill, admittedly. That's probably a good thing in terms of training players to be ready for end game group content and PVP, though. That sort of sustain management has always been necessary, but this makes it a little more obvious because if you don't manage both resources, you just won't be able to cast/attack when you want to. I know I didn't learn to manage my stamina until I went to PVP and suddenly there were real consequences for running out of stamina.
I read it as they would be increasing skill costs so that if someone decides to use an off-resource skill they would be at even larger disadvantage cost wise than they are now, as a way to offset this change. Ofc I see that as ignoring that increasing skill cost increases the cost across the board and not just for people using an off-resource skill.
I know beyond just lacking skill in weaving, one of the largest dps losses that cause the gap is managing skills can be hard and many people refresh skills too soon resulting in losing to much of their primary resource and having to heavy attack too much to get it back. Thus skill cost increases generally result in the skill gap widening.
That's my concern after reading that anyway.With this, we want to retain the identity of many playstyles by reinforcing ability cost as a limiting factor in how frequently you can engage with abilities
I could be reading too much into the phrase "reinforce" though.
TL:DR
I read "reinforcing ability cost as a limiting factor" to mean that they are acknowledging this is already a limiting factor but want to increase it's effectiveness as a limiting factor by increasing ability cost.
Reinforcing is not increasing. By using off pool abilities more frequent you need to manage that resource too. As such ability cost is a limiting factor and you have to think about it.
VaranisArano wrote: »Excited for this change and looking forward to seeing which skills are affected by this change and which are not.
Really wish console could get a PTS we could download to experiment with and use to see the changes and be able to provide feedback. Please consider adding one please.
Stay safe
For what it's worth, I think you'd need to convince the console manufacturers to change their certification process for code. Also, PC PTS users basically download a second copy of the game - I dunno how well that would play with limited memory on consoles.
francesinhalover wrote: »Stams are also close range and get slapped by aoe and dmg left and right while mags attack from range.
I do think it'll make the game a bit more boring.
Everyone will be running the same skills.
Also, it currently feels like we kinda have 12 classes, I'd you count mag and stam as separate.
And for PvP, I see stam getting a huge advantage. Stam can utilise magica with less punishment. But mag builds need the stam for dodge, block and cc break.
Get your perfect row while it's cheap. Bear Haunch will be the go to food imo. And then just stack weapon and spell damage.
I'm already using it on my magplar and mag sorc. Frees up bar space and/or potion choice.
How will everyone run the same skills?
Let's take templar.
What skills will a stamplar and magplar run that would constitute identical builds?
A stamplar will still have to run primarily Stam skills to maintain and semblance of sustain.
A magplar will still have to run primarily mag skills to maintain any semblance of sustain.
Some auxiliary skills may swap in for off stat, but it won't be anywhere near identical between mag and Stam of the same class.
A magplar could use power of the light and even consider using camo hunter for slotted passives instead of purifying light and inner light. I mean both inner light and camo hunter will give the same crit buff it’s just the difference of 5% more magicka + 2% mag regen vs 3% more WPD/SPD + minor berserk when flanking.
Stamplars could use blazing shards to try and get more burning light ticks and use Jesus beam on their bow back bar.
It would be some cool differences.
I do think it'll make the game a bit more boring.
Everyone will be running the same skills.
Also, it currently feels like we kinda have 12 classes, I'd you count mag and stam as separate.
And for PvP, I see stam getting a huge advantage. Stam can utilise magica with less punishment. But mag builds need the stam for dodge, block and cc break.
Get your perfect row while it's cheap. Bear Haunch will be the go to food imo. And then just stack weapon and spell damage.
I'm already using it on my magplar and mag sorc. Frees up bar space and/or potion choice.
How will everyone run the same skills?
Let's take templar.
What skills will a stamplar and magplar run that would constitute identical builds?
A stamplar will still have to run primarily Stam skills to maintain and semblance of sustain.
A magplar will still have to run primarily mag skills to maintain any semblance of sustain.
Some auxiliary skills may swap in for off stat, but it won't be anywhere near identical between mag and Stam of the same class.
A magplar could use power of the light and even consider using camo hunter for slotted passives instead of purifying light and inner light. I mean both inner light and camo hunter will give the same crit buff it’s just the difference of 5% more magicka + 2% mag regen vs 3% more WPD/SPD + minor berserk when flanking.
Stamplars could use blazing shards to try and get more burning light ticks and use Jesus beam on their bow back bar.
It would be some cool differences.
Could this make Bow Templars finally viable? A ranged execute seems a big bonus to their toolkit.
Seraphayel wrote: »I do think it'll make the game a bit more boring.
Everyone will be running the same skills.
Also, it currently feels like we kinda have 12 classes, I'd you count mag and stam as separate.
And for PvP, I see stam getting a huge advantage. Stam can utilise magica with less punishment. But mag builds need the stam for dodge, block and cc break.
Get your perfect row while it's cheap. Bear Haunch will be the go to food imo. And then just stack weapon and spell damage.
I'm already using it on my magplar and mag sorc. Frees up bar space and/or potion choice.
How will everyone run the same skills?
Let's take templar.
What skills will a stamplar and magplar run that would constitute identical builds?
A stamplar will still have to run primarily Stam skills to maintain and semblance of sustain.
A magplar will still have to run primarily mag skills to maintain any semblance of sustain.
Some auxiliary skills may swap in for off stat, but it won't be anywhere near identical between mag and Stam of the same class.
A magplar could use power of the light and even consider using camo hunter for slotted passives instead of purifying light and inner light. I mean both inner light and camo hunter will give the same crit buff it’s just the difference of 5% more magicka + 2% mag regen vs 3% more WPD/SPD + minor berserk when flanking.
Stamplars could use blazing shards to try and get more burning light ticks and use Jesus beam on their bow back bar.
It would be some cool differences.
Could this make Bow Templars finally viable? A ranged execute seems a big bonus to their toolkit.
Stamsorc could use Mage's Wrath as well to put more pressure on one hit, the same with Curse. Am thinking about a build where you line up one massive blow with Crystal Weapon, Curse, Wrath and a LA/HA.
No matter how I look this hybrid thing looks like ESO is becoming Pong. One dude even said, when we will see "power" as single. I think he is coming from fps shooters. Like I said no matter how I look, they are like nerfing RPG aspect of the characters. There is no diversity in what they are doing, quite the opposite. No matter you choose stam or mag, no matter which set, no matter what skill. Then what will matter?!
No matter how I look this hybrid thing looks like ESO is becoming Pong. One dude even said, when we will see "power" as single. I think he is coming from fps shooters. Like I said no matter how I look, they are like nerfing RPG aspect of the characters. There is no diversity in what they are doing, quite the opposite. No matter you choose stam or mag, no matter which set, no matter what skill. Then what will matter?!
Homogenization. It is the wave of the future. Embrace it. It doesn't matter what you embrace, as it will all be the same! Find something and embrace it. Try not to get arrested.
ancientgamedev wrote: »One shortfall of the ESO combat system is the lack of counter balance. It is very rare to see a proc set also deliver a cost associated with that proc. In this new DLC there is the Baron Thirsk set that drains ultimate after the proc. This is a nice addition which would be nicer to add to many of the proc'ing sets. The proc'ing effect should cost something other than time and gold.
Off topic a little bit, there is this Rallying Cry set's proc:
While Battle Spirit is active, critically healing yourself or an ally causes you and up to 11 other group members within 12 meters to gain 300 Weapon and Spell Damage, and 1650 Critical Resistance for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and the Critical Resistance by 83. This effect can occur once every 15 seconds
If this lasts for 20 seconds and proc's every 15 seconds, then does it compound during the overlap?
Luke_Flamesword wrote: »Geez, you forgot about some things:
1. Meta is always about homogenization - when magicka is stronger than stamina in PvE than in trials people run with magicka builds and stamina is not welcome. Meta players ALWAYS use same gear, same skills, same classes (whatever is strongest).
This is why "fixing" the game to remove meta builds requires that all classes, races, weapons, skills, and gear be absolutely identical in combat ability, differing only in terms of cosmetics. Until that happens, there will always be meta builds. New ones will form every time ZOS makes even the smallest change that results in a new class, race, weapon, skill, or gear taking the top spot. Along with that, cries of "nerf" and cries for "nerf", gnashing of teeth because ZOS rocks the boat, rage quits, unsubs, and other things less speakable.
ancientgamedev wrote: »One shortfall of the ESO combat system is the lack of counter balance. It is very rare to see a proc set also deliver a cost associated with that proc. In this new DLC there is the Baron Thirsk set that drains ultimate after the proc. This is a nice addition which would be nicer to add to many of the proc'ing sets. The proc'ing effect should cost something other than time and gold.
Off topic a little bit, there is this Rallying Cry set's proc:
While Battle Spirit is active, critically healing yourself or an ally causes you and up to 11 other group members within 12 meters to gain 300 Weapon and Spell Damage, and 1650 Critical Resistance for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and the Critical Resistance by 83. This effect can occur once every 15 seconds
If this lasts for 20 seconds and proc's every 15 seconds, then does it compound during the overlap?
How do you see the sets already? It is pts?
Since I'm not a PVPer or hardcore group content player. I love this change. I love the direction ZOS is taking the game. It will be unique and that's a good thing to me. All the fun crazy builds I can make have me smiling.
Great update ZOS.