WrathOfInnos wrote: »Hard disagree. Too many builds these days feel exactly the same. Different classes should be based around different timers, snd generic skills can be worked in with different morph durations.
Timers in general are also too long IMO, full DoT rotations aren't really an option anymore because there are not enough bar slots for 14-15 DoTs with 14-15s duration. Spammable builds are a great option, but should not be the only one.
I remember when Sorcerer had: 3.5s curse, 6s flood, and 6s unstable wall, along with random frag procs, executes and spammables to juggle. It was fast paced, dynamic, and very fun, also did not rely on pet AI (they were weak back then). Now Sorc has 3-4 10s DoTs and one 6s Daedric Prey, it's almost braindead. Crystal Frags isn't even dynamic because it is used as a spammable regardless of procs, and mage's wrath rarely earns a bar slot.
Mate, making it class specific reduces your build diversity. Harmonizing gives you alternatives for every slot to the point that two for example DKs can play very different from each other.
'Class Identity' died the moment they picked the random skill assortments we still have now. Let it rest.
WrathOfInnos wrote: »Mate, making it class specific reduces your build diversity. Harmonizing gives you alternatives for every slot to the point that two for example DKs can play very different from each other.
'Class Identity' died the moment they picked the random skill assortments we still have now. Let it rest.
You're not entirely wrong, but I'd say it's an optimistic viewpoint that two morphs of the same duration could be balanced closely enough for both to see use by different builds. More likely every build would pick the same one, we see this a lot.
For example, Blockade has seen little use in the last few years, outside of the occasional vAS push or Elf Bane build. If it was a better morph, or if the durations of unstable/blockade were something like 8s/12s then it would be a different story.
Even if balancing same-duration morphs was successful, I don't think 12 class/resource build combinations should all be counting to 10 with static rotations. Let some be based around 12s, others can be 8s, as well as 5s or 6s, some can be 15-20s with more room for spammables, and a couple can be complete dynamic chaos where nothing lines up nicely (some players love this).
Oh, getting a choice between 10 and 15 would be another matter entirely. I'd still prefer harmonization, but at least it wouldn't break stuff.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche
You're talking specifics that need to be addressed. I'm talking about the end result, whichever way gets picked to get there.
I will say though that passives increasing the duration (or other purely numerical values) of class skillsaren't exactly the most imaginative design in the first place.
Seraphayel wrote: »No. Rotations shouldn’t be made easier or less conflicting. Right now every build plays exactly the same. Get your buffs, set your dots, rinse and repeat. It’s incredibly boring. I understand where you’re coming from, but making the rotation even worse by making everything line up perfectly is incredibly boring.
Seraphayel wrote: »No. Rotations shouldn’t be made easier or less conflicting. Right now every build plays exactly the same. Get your buffs, set your dots, rinse and repeat. I understand where you’re coming from, but making the rotation even worse by making everything line up perfectly is incredibly boring.
You don't get what I mean.
A passive randomly increasing the duration of skills is a poorly designed passive. That's pure numerical stuff you could just as well bake into the actual skill and create something more imaginative for the passive instead. It's very 'They ran out of ideas that actually do stuff'.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche
Nullhawk3D wrote: »You don't get what I mean.
A passive randomly increasing the duration of skills is a poorly designed passive. That's pure numerical stuff you could just as well bake into the actual skill and create something more imaginative for the passive instead. It's very 'They ran out of ideas that actually do stuff'.
Getting to your matter at hand, it appears - harmonizing all dot skills is what should be done regardless of the impact to the 100s of class skills and sets, purely for the sake of making rotations more manageable and consistent for all classes across the board? Is that correct?
Then essentially ZOS can just figure out the mathmatical balancing sequences in their, as you stated "poorly designed passive"(s)... awfully close to sounding like you "dislike the way proc durations occurs, so change entire game design mechanics to resolve"...
Nullhawk3D wrote: »
I understand so to help demystify this and simplify:
- Skill duration times not harmonized.
- Durations should be 10 Seconds.
That is all.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche
Sorry mate, but I think something is lost in translation here.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche
I suspect from their rethink of Nazaray that's what's coming. Rather than have that set extend dots as well as debuffs, next patch we'll see all dots and buffs standardised in length so every rotation on every class becomes dot 1, dot 2, dot 3, dot 4, dot 5, spam x 5, repeat. For advanced players, put 1 spammable in the middle of the dots to keep up stacks of sets that provide standardised 5s stacks. Maybe some classes will have 4 dots and 6 spam but I worry that's where we're heading.
Nullhawk3D wrote: »
I hope you don't get your wish - every platform has ability timers now so doing a proper dynamic rotation isn't particularly hard these days even on console, and dynamic gives a bit of headroom for improvement over a boring static rotation and prolongs the interest of combat. Having said that, from the noises ZoS have been making recently I fear you will get what you're asking for sooner or later.
I've said it before and I'll say it again - mismatched ability timers add tedium, not 'interest'. It's not hard to switch to backbars irregularly, it's just annoying.
Nullhawk3D wrote: »
In the short term, I want them to not randomly change the duration of single abilities to anything not a multiple of the original value. That only forces people using those abilities in their rotation right now to change their builds since they no longer fit.
In the long term, I'd like them to harmonize DoT and Buff Durations (be that to 10 or 15 as a base) so we have no more wildly diverging durations of 10, 12, 14, 15 seconds and multiples thereof, so every build has access to a greater selection of abilities to integrate into their setup. A change like this, however, would require more involved work than just a number adjustment, such as addressing the DK, Nightblade and similar duration passives and effects (like Elfbane), and so on.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche