@jaws343 Your first statement showed that you can be tanky enough to tank a dungeon. It however showed that you CANNOT be a tank without making swaps. Do you understand the difference between being tanky and actually being a tank?
I do not want a full tank build to do a full DPS build's damage. I want a full tank build to do a solo character's damage. Why, you ask? Why would ANYONE pick a DPS if a tank could do literally any damage? Because a DPS would be better suited to take advantage of the benefits provided by a tank than a second tank would. A DPS wouldn't have to interrupt anything, they wouldn't be the target of big hits, they could just focus on damage. This is already how the game works.
My problem is that a full tank or healer build puts you in the passenger seat during group content. Yes, you can be responsible for the car crashing, but you'll never be the one driving the team home. As a result, you cannot do solo content on a tank or healer build. By contrast, as a DPS, you complete the objective by killing things. You do all the damage and determine when the fight ends and how easy it is. And in return, you can also do all solo content with little to no change in your build.
As for "just learn everything." [snip] Some people play the game to play the game, not to grind arbitrary numbers.
@jaws343 Your first statement showed that you can be tanky enough to tank a dungeon. It however showed that you CANNOT be a tank without making swaps. Do you understand the difference between being tanky and actually being a tank?
I do not want a full tank build to do a full DPS build's damage. I want a full tank build to do a solo character's damage. Why, you ask? Why would ANYONE pick a DPS if a tank could do literally any damage? Because a DPS would be better suited to take advantage of the benefits provided by a tank than a second tank would. A DPS wouldn't have to interrupt anything, they wouldn't be the target of big hits, they could just focus on damage. This is already how the game works.
My problem is that a full tank or healer build puts you in the passenger seat during group content. Yes, you can be responsible for the car crashing, but you'll never be the one driving the team home. As a result, you cannot do solo content on a tank or healer build. By contrast, as a DPS, you complete the objective by killing things. You do all the damage and determine when the fight ends and how easy it is. And in return, you can also do all solo content with little to no change in your build.
As for "just learn everything." [snip] Some people play the game to play the game, not to grind arbitrary numbers.
@jaws343 Your first statement showed that you can be tanky enough to tank a dungeon. It however showed that you CANNOT be a tank without making swaps. Do you understand the difference between being tanky and actually being a tank?
I do not want a full tank build to do a full DPS build's damage. I want a full tank build to do a solo character's damage. Why, you ask? Why would ANYONE pick a DPS if a tank could do literally any damage? Because a DPS would be better suited to take advantage of the benefits provided by a tank than a second tank would. A DPS wouldn't have to interrupt anything, they wouldn't be the target of big hits, they could just focus on damage. This is already how the game works.
My problem is that a full tank or healer build puts you in the passenger seat during group content. Yes, you can be responsible for the car crashing, but you'll never be the one driving the team home. As a result, you cannot do solo content on a tank or healer build. By contrast, as a DPS, you complete the objective by killing things. You do all the damage and determine when the fight ends and how easy it is. And in return, you can also do all solo content with little to no change in your build.
As for "just learn everything." [snip] Some people play the game to play the game, not to grind arbitrary numbers.
TLDR: Skill-lines for tank and support roles should include more options to increase independent damage output, and characters in general should be more self-reliant.
If you read all this, thanks for taking the time and interest, and I'd welcome your thoughts and opinions.
I do not want a full tank build to do a full DPS build's damage. I want a full tank build to do a solo character's damage. Why, you ask? Why would ANYONE pick a DPS if a tank could do literally any damage? Because a DPS would be better suited to take advantage of the benefits provided by a tank than a second tank would. A DPS wouldn't have to interrupt anything, they wouldn't be the target of big hits, they could just focus on damage. This is already how the game works.
My problem is that a full tank or healer build puts you in the passenger seat during group content. Yes, you can be responsible for the car crashing, but you'll never be the one driving the team home. As a result, you cannot do solo content on a tank or healer build. By contrast, as a DPS, you complete the objective by killing things. You do all the damage and determine when the fight ends and how easy it is. And in return, you can also do all solo content with little to no change in your build.
As for "just learn everything." [snip] Some people play the game to play the game, not to grind arbitrary numbers.
Memes lol. Your argument here is "I don't understand so you're wrong."Dude, group content is my jam here. More than half of my total playtime is spent on that (so that's over 4k hours). It's designed well and it works. I cannot even remotely understand how someone well versed in PvE endgame (that include solo vet arenas) could think those ideas are anywhere good. So my guess is you are not used to how PvE endgame works here.
You remove buffs and debuffs to support oriented skill lines and remove it from DPS oriented skill lines. It's in both the quote and your own argument. Potions would be included in "self-targeting" sources. You would use potions for resource regen, not buffs.How do you even lock important buffs and debuffs to support roles? Only way to do that is to dump that stuff into sword and shield, resto staff and heavy armor skill lines. And support sets. Everything else is easily accessible to DDs. It's a major rework, especially since potions are also in the picture.
How many of those sets and skills share effects/mechanics? How many of those sets and skills are not used in ANY content? There are a lot of names and visuals, not a lot of actual gameplay-affecting changes.A character has 12 equipment slots (2 weapon bars) and 12 skill slots. This game has over 500 sets and over 190 skills spanning 6 playable classes and 6 weapon types. So yeah, that is exactly how ESO is designed to be played.
They're not really different though. It's combat. The goal of all of those activities is to kill your opponent and not be killed. Crafting is a different thing (And could use some love). Gathering is a different thing (And could use some love). Solo arenas and group arenas really aren't that different.You want the same build to be able to do the same thing, even though overland, dungeons, trials, and PvP are all different things that require different builds.
Do trifectas no longer contain speed requirements? Surely if you were giving up damage dealers to have 12 tanks you wouldn't be as fast as a proper group would you? So I'm guessing you wouldn't be getting those speed runs quite so easily then. I'd say ruining the game overnight is a pretty dramatic overstatement.Oreyn_Bearclaw wrote: »Even as you suggest that a DPS would still potentially do more damage, who would care. Just run 60 health and never die. Trifectas would be easy mode. Allowing tanks to do even half the damage of a Meta DPS would ruin the game over night.
100%, if I could equip full tank gear in full tank skill loadout and push out the same 45K DPS that my solo build pushes out, why would I ever run my extremely skillful to play solo build again. I wouldn't. I would run the build that could tank a vet trial and also spit out 45K DPS.
Unfortunately they way they're doing this is further promoting stat-stacking, rather than mechanics. Don't have 43.5k HP? Can't survive this attack under any circumstance. That doesn't require skill it just requires stats.And newer ones continue to be made to make up for the complaints that tanks/healers aren't needed by really making certain things punishing to require those roles.
Considering that no part of PvP is balanced right now and much of PvE is being run by 8 ranged DDs, I'd say it's okay if things get shaken up a little. The idea though is that, in a group situation, you will always be better off having designated roles, both PvE and PvP. The advantages these roles provide however will be more specific and better rewarded, providing better balance between the roles in solo content.Frankly, if someone doesn't consistently participate in every facet of the game like that, they are going to have trouble coming up with ideas of how to truly improve balance b/c it will only focus on one aspect of the game. Because some of the changes in the thread would wildly effect PvP and possibly even PvE group content balance it's not intended to effect. In the end, anything done to make a tank do better damage while they are built like a tank (whether it's through sheer output of abilities or some other effect that allows their damage to be higher) will have everyone just running tank/damage builds instead of actually building for a role.
Oreyn_Bearclaw wrote: »How are skill lines arbitrary numbers?
That's how. Skill line progress is not an indication of how well you use the skills, but rather of how long you've known they existed. Just the fact that you can level a skill line from 2-50 without even using the weapon shows just how arbitrary they are.Oreyn_Bearclaw wrote: »Put a 2H skill or two on your front bar, the line will level up plenty fast as you gain XP, dont even need to equip the weapon.
Agenericname wrote: »In what content? Do you already interrupt the necrotic swarm as the tank or taunt the colossus in vFL? Or do the healers and DDs take care of that on their own? Interrupt the Ogre while they're calling skeevers in vSCP? Take the portals in vDSA? MHK?
So, correct me if I'm wrong, but a lot of what I'm getting here is that people prefer stat-based difficulty vs. skill-based difficulty. Currently, the way you engage content is by switching between sets and abilities, rather than switching how you approach a situation with the same sets and abilities.
And hey, I'll take the L on this if that's really what everyone feels. It just seems backwards to me. I'd much rather be able to dump time into one spec and learn it well enough to complete all content, and have swapping specs be like learning a new way to complete the same content.
I think the argument was "I don't understand how someone could have such a bad idea", not "I don't understand the idea".Memes lol. Your argument here is "I don't understand so you're wrong."Dude, group content is my jam here. More than half of my total playtime is spent on that (so that's over 4k hours). It's designed well and it works. I cannot even remotely understand how someone well versed in PvE endgame (that include solo vet arenas) could think those ideas are anywhere good. So my guess is you are not used to how PvE endgame works here.
What do you mean by "support oriented skill lines"? Currently, the only skill lines that DPS characters can't easily access are 1h+shield and restoration staff, and half of your proposal involves turning them into DPS weapons.You remove buffs and debuffs to support oriented skill lines and remove it from DPS oriented skill lines. It's in both the quote and your own argument. Potions would be included in "self-targeting" sources. You would use potions for resource regen, not buffs.How do you even lock important buffs and debuffs to support roles? Only way to do that is to dump that stuff into sword and shield, resto staff and heavy armor skill lines. And support sets. Everything else is easily accessible to DDs. It's a major rework, especially since potions are also in the picture.
I have done Scalecaller Peak challenger achievement in all 3 roles. (trifecta only on DD tho). Playing the same content in a different role IS a unique and new experience. And I love that. That increases the replayability of the game. You don't want to or can't spend the time and effort to learn different roles and want to stick to one build? well that still sounds like a you problem. I can only say what some have already said, perhaps you might want to look elsewhere.I'd much rather be able to dump time into one spec and learn it well enough to complete all content, and have swapping specs be like learning a new way to complete the same content.
It would have much more of an impact in dungeons.Do trifectas no longer contain speed requirements? Surely if you were giving up damage dealers to have 12 tanks you wouldn't be as fast as a proper group would you? So I'm guessing you wouldn't be getting those speed runs quite so easily then. I'd say ruining the game overnight is a pretty dramatic overstatement.Oreyn_Bearclaw wrote: »Even as you suggest that a DPS would still potentially do more damage, who would care. Just run 60 health and never die. Trifectas would be easy mode. Allowing tanks to do even half the damage of a Meta DPS would ruin the game over night.
Oh I understand.Lots of replies with similar arguments, so I'll stagger my response here.Memes lol. Your argument here is "I don't understand so you're wrong."Dude, group content is my jam here. More than half of my total playtime is spent on that (so that's over 4k hours). It's designed well and it works. I cannot even remotely understand how someone well versed in PvE endgame (that include solo vet arenas) could think those ideas are anywhere good. So my guess is you are not used to how PvE endgame works here.You remove buffs and debuffs to support oriented skill lines and remove it from DPS oriented skill lines. It's in both the quote and your own argument. Potions would be included in "self-targeting" sources. You would use potions for resource regen, not buffs.How do you even lock important buffs and debuffs to support roles? Only way to do that is to dump that stuff into sword and shield, resto staff and heavy armor skill lines. And support sets. Everything else is easily accessible to DDs. It's a major rework, especially since potions are also in the picture.
So, correct me if I'm wrong, but a lot of what I'm getting here is that people prefer stat-based difficulty vs. skill-based difficulty. Currently, the way you engage content is by switching between sets and abilities, rather than switching how you approach a situation with the same sets and abilities.
And hey, I'll take the L on this if that's really what everyone feels. It just seems backwards to me. I'd much rather be able to dump time into one spec and learn it well enough to complete all content, and have swapping specs be like learning a new way to complete the same content.
But you can already do that. Literally, solo builds do this. They have average dps and average survivability. And with a few, very few, skill or 1 gear set change, they can swap between all three roles effectively.
Take my solo sorc build.
Sets: Mothers Sorrow, Maelstrom staff, False God.
Skills: Shields, self heal, spammable, AOEs, frags.
To make it a workable tank build: Switch front bar to sword and shield, remove spammable and replace with taunt. Swap MS with something like Plague doctor for health or just change the food. Boom, that build can tank every dungeon and normal trials.
To make it a workable healer: Change front bar to restro staff. Replace shields with sorc healing pet. Replace spamable with healing springs. Boom, workable healer for most content.
To make a pure DPS: Replace shields with passive buff skills. Replace False God with Siroria (or any other major dps set)
Sure, those three builds are not optimal for the roles, but, a skilled player can take those small switches and make them work properly. And of course, more optimized builds across all skills and gear are going to perform better. And of course, my Solo build can handle all solo content, including every world boss (minus the ones with lockdown mechanics that require a scond player), most vet dungeons solo, arena all achievement clears, etc, etc. Being able to do vet dungeons alone on a solo build proves the point that a pure tank needing to do damage is unnecessary. And the idea that needing to switch a few skills and a gear set is inherently bad is just misguided.
The difference is you can NOT be good enough to overcome stats. It doesn't matter how skilled you are, if your team doesn't reach the required HP or DPS thresholds, you're just going to die. The funny part is, this takes AWAY from theorycrafting; it's no longer "What interesting new build can I make to do this with?" but instead, "Oh well someone's already done the math for every fight in the game to say what's best, so I guess we'll all just go with that." There is no customization in a system that's so restrictive you have to swap gear on a fight-per-fight basis.You are wrong. It’s a mix of both stat based and skill based difficulty. Just because you have the right skills and sets doesnt mean you can automatically do the hard content. You still have to be skilled enough.
Again, your last comment reaaaaally makes me want to recommend that you try out a different game that isnt as flexible and theorycraft focused as ESO since a big draw of the game is how fun you can customize your character for different situations.
Maybe try out GW2 or FFXIV? Especially the latter. Tanks and healers there all have a rigid rotation that can do all content.
Because to me, all your suggestions do is ruin unique skill lines by making it all damage lines.
Utility lines, tanking lines, and healing lines are there for theor specific purpose. Dps lines exist and you can mix and match. Also if you’re on PC, there’s a dressing room addon that lets you swap gear and skills with a push of a button.
Mm, no. I'm also advocating for the real tanks and healers out there who hate pugging due to bad DPS. It was in the OP if you bothered to read.OP your problem is you're using solo content as an excuse
Again, no. In solo content, sure, the two should be balanced, but in group content a DPS would still kill faster than a tank or healer.that's simply you wanting to have a tank who can kill things as fast as a DPS.
It's funny because no healer is already the standard outside of trials and vHMs. Part of this is because DPS can already bring so much of the utility that a healer normally would, so why bother? These suggestions aim to fix that.What people are trying to tell you is that would never work, and people wouldn't even use healers any longer either. Again, why would you if you already have a tanky build that can't die and can dish out endgame DPS? There would be no need for healers, no need for pure DPS. The game would become Elder Tanks Online.
The Armory comes with two slots. Great for swapping roles if you like to play more than one. Not so great for swapping gear between literally every different encounter in the game. As I've said before, it was a cashgrab bandaid fix to a general problem. If players were meant to swap skills so frequently, why is a respec required just to change from Brawler to Carve?The existence of the Armory itself is proof that the devs never intended for any build to be a "one and done" thing. You are MEANT to swap builds, not try to force the same build to fit for all content.
So thank you for kind of making my point. DPS is so much better than the other two roles it can more or less supersede them entirely with a skill swap or two. You don't have nearly that flexibility as a tank or healer.And here i am, tanking vet Dlc dungeons on my DD with 19k HP...
Skill is more important than gear in this game. Even the best gear wont beat the game for you.
As for tank doing damage... What's the point? For overland its just easier to swap gear. Even if they would give damage to tanks it would still be easier with just swapping gear.
Lets not even talk about problems with balance in PvP...
Hey guess what, I love that too. Problem is that yes, swapping roles is a different experience. Swapping classes on the same role though? Not really. There are essentially three builds that get slight tweaks depending on the exact content. Not exactly a high level of replayability there.Playing the same content in a different role IS a unique and new experience. And I love that. That increases the replayability of the game. You don't want to or can't spend the time and effort to learn different roles and want to stick to one build? well that still sounds like a you problem. I can only say what some have already said, perhaps you might want to look elsewhere.
Well I guess I see part of your misunderstanding. Because as I've stated a dozen times already, the point would NOT to be to make a squad of 4 tanks deal as much damage as a proper group. Picking random numbers to suit your argument doesn't make it an argument. For a four-man, it would be more like:Tank: 5k dps
DD: 2x 90k dps
Healer: 15k dps
Group dps would be 200k and everyone will have to play their part carefully for a trifecta because the DDs and healer could die easily.
Imagine a 4 tank group (say each tank can do 50k dps, which is 55% of a fully specced DD in above example),
Tank: 4x 50k dps
Group dps would still be 200k and they'll just yolo through the dungeon and get the trifecta.
Yeah, it would be a slight nerf to DPS in solo content. Considering all that we've talked about already with how DPS are better suited in every way towards solo content, I don't see how that's an issue. And yes, it would nerf their individual effectiveness in a group where the entire group is supposed to partake and be effective. Again, not seeing an issue, unless you really think only DPS should be able to carry a pug. No, I'm not particularly worried about the balance of a non-competitive game-mode that is perpetually critiqued for its complete lack of balance here on the forums either, and again I actually believe this would help make it MORE balanced and promote group play in a group setting. And finally no, I'm not worried about losing a bit of fluff from alchemy and opening it up to provide truly unique mechanics and buffs, rather than just being another source of the same buffs you can get from like, 15 other sources now. [snip]Oh I understand.
I understand that your suggestions would drastically nerf solo builds and DD builds in unoptimized groups, it would buff support role's dps output but at the expense of restricting their options even further in group content. I understand that you don't care one bit about the impact this would have on PvP and is perfectly fine with having PvP players' fun ruined. I understand that you don't mind having the entire alchemy system nerfed, because there's so many various buffs/debuffs and other effects potions and poisons currently can provide.
Here's where you clearly don't understand. I do know how "top-tier" DDs play. I've played with trials guilds, I've watched guides from the best players. I fully understand that they swap gear literally per-fight. It's not that I can't be bothered to do it, it's that I think it diminishes the value of making choices in your character build, and drastically undermines the ability for characters to have a unique identity. Instead we just have a bunch of clones lugging around piles of the same gear.I also understand that you have no clue about how top tier DDs play the game. They run completely different setups for trash fights and boss fights even within same trial. They change gear, skills and even CP slottables depending on the encounter. But you can't be bothered to do that.
I find this statement incredibly ironic since we're all discussing how linear the thought process is in making and endgame build in this game. Bring this gear for this fight, bring these skills for this fight, this content punishes these weapons. . . That's the exact opposite of freedom.I have found the freedom of what we can create with our builds so very refreshing compared to other games. It is fabulous.
"No threat mechanic." Literally guaranteed taunt skills. There isn't a more simplistic threat mechanic in existence. That said, the fact that all taunts in the game are deliberately single-target highlights the fact that even in group play, the combat was meant to be more individually based. Tanks aren't meant to hold EVERYTHING, just the important stuff. That means DPS have to be able to survive on their own and supports need to do enough damage to kill small adds off of them.ESO has low tank damage and no threat mechanic, it's part of the game and part of the identity, you have to adapt.
I admire how adamant you are with your ideas but it just would not work without sweeping changes.
I don't think the changes are that dramatic in relation to what they're already doing. All the recent changes they've been making towards hybrid builds has been pretty big. This is just me trying to give my feedback for what they can do next, rather than complaining after changes are made.I admire how adamant you are with your ideas but it just would not work without sweeping changes.
Yeah, the benefit of this isn't really major for overland, and isn't really focused on that. Let's be real, overland is doable with no gear, but that's a whole different argument. It's once you get into vet content that this becomes a noticeable thing.Overland is so easy you really don't need much to do "respectable" damage on a tank build. Swap out your snb for for any dps weapon and remove mitigation skills for dots and a good spammable. As a matter of fact, I personally enjoyed overland more on my tank than dps or healer because they weren't specced into damage (besides crusher/breach)
Once again a big dramatic statement with no substance. These changes are literally less fundamentally core to the game than the hybrid changes are. And as always balance is an ongoing practice. It's gonna happen either way.And those sweeping changes are to a core portion of the base game and completely unnecessary. Not to forget the challenge of balancing everything all over again, especially with both PvP and PvE in mind. To much work for to little to no improvement to the game.
Because why is it better to split time across 6 characters with five builds each to play the game? You want to make content accessible on a basic level, not lock people out because they didn't grind some OTHER content for a week.Dem_kitkats1 wrote: »There are multiple character slots, and AWA, why do you even need a tank to do overland/solo content? Overland content is especially easy and doesn't require tanking. People who enjoy playing pure support roles already get enough flak for doing just that, and you would like to reduce it even more. In most dungeon content anyway, most supports are some kind of hybrid, because playing a pure support is pretty unengaging, and others expect more damage. Play diversity is already starting to lessen because being some form of a DD is the only effective and engaging way to play in all content now, as it is. I would say that the game is imbalanced because DDs are so op and self reliant now that playing a pure support doesn't feel rewarding. This is why supports feel the need to basically become hybrid DDs, and have ways of outputting damage while still assuming their responsibilities in group content. Like others, I feel like the game is becoming too homogenized in that for most content all you're playing is some form of DD.
(OP:) EVERYTHING should be able to deal respectable damage.
THIS. What the OP is asking for, we already had it. But ZOS decided to take it away.Grandchamp1989 wrote: »proc sets had a flat damage effect that allowed supports to dish out some pretty decent dmg.
It got abused in PvP sort of.. Seems many didn't care for passive damage on a tanky build.
Sort of this. Though I would rather give them more active ways to deal damage rather than passive procs.BalticBlues wrote: »In the old days, ESO was more fun playing Tank or Healer, as you could do damage using proc sets.
However, DDs in PvP hated Tanks or Healers being able to also do damage.
So today, every damage proc set scales with damage, so it only makes sense playing DD now.
Sylvermynx wrote: »So you want to reduce my already not so great solo DPS so that you can have more damage as a tank/healer? No thanks - I don't play tanks/healers, and I already have a very hard time (due to age, bad reflexes etc) with a lot of content. The game works for me the way it is, and I'd prefer you not get it messed with.
Seems like, from the other posts, I'm not alone.
Sylvermynx wrote: »So you want to reduce my already not so great solo DPS so that you can have more damage as a tank/healer? No thanks - I don't play tanks/healers, and I already have a very hard time (due to age, bad reflexes etc) with a lot of content. The game works for me the way it is, and I'd prefer you not get it messed with.
Seems like, from the other posts, I'm not alone.
Once again a big dramatic statement with no substance. These changes are literally less fundamentally core to the game than the hybrid changes are. And as always balance is an ongoing practice. It's gonna happen either way.And those sweeping changes are to a core portion of the base game and completely unnecessary. Not to forget the challenge of balancing everything all over again, especially with both PvP and PvE in mind. To much work for to little to no improvement to the game.
Again, these changes DO consider PvP.
So, correct me if I'm wrong, but a lot of what I'm getting here is that people prefer stat-based difficulty vs. skill-based difficulty. Currently, the way you engage content is by switching between sets and abilities, rather than switching how you approach a situation with the same sets and abilities.
And hey, I'll take the L on this if that's really what everyone feels. It just seems backwards to me. I'd much rather be able to dump time into one spec and learn it well enough to complete all content, and have swapping specs be like learning a new way to complete the same content.