I am one of those people that is somewhat of the opinion that the upcoming changes are something of a solution in search of a problem. I think the soft power creep has actually made the game more accessible to more people and provided healthy aspirational goals. However I can understand the competing perspective that the rate of damage increase presents content design challenges, and that the reward for mastering mechanics outpaces and almost replaces the ability to just "play the game." The problem with the current approach, though, in my opinion, is that doing crazy amounts of damage and finding ways to make your character obscenely powerful is... fun. And by just simply taking the damage output away, you're just taking away the fun, and not really looking at the problems with the mechanisms that create that output in the first place.
In my opinion, the problem with damage creep is not LA damage or the difficulty vs. reward of managing a complex rotation of short DoTs. The problem to me seems to be how easy and free it is to amplify damage. There's a reason that pretty much every dps build:
- uses one enchant on a Maelstrom 2h on the backbar,
- uses only one type of potion,
- will always consider Kinra's,
- slots as many fighter's guild skills as possible, and
- uses basically the same set of blue CP slottables.
It's because these are all easy ways to boost your damage for nothing. Free percent damage boosts just mean that the better your mechanics get, your damage automatically starts to balloon with no extra effort or consideration on the player's behalf.
So my 3AM, slightly intoxicated idea with no chance of ever becoming reality is this:
Go Thrassians on it. Make weapon/spell damage and/or crit damage self-buffs (skills, gear, and CP) dynamically and inversely proportional to health and/or armor. Want to go berserk and do 150k damage? Well, if you want to hit harder, it means a loss of defenses, so be prepared to get hit harder in return. Let the player decide the risk vs. reward of damage instead of just telling the player how much damage they can do. Plus, it means there's one simple ratio to tune instead of hundreds of considerations with micromanaging flat damage values. Make support sets provide damage buffs that don't trigger the health/armor reduction for DPS, but do cost something for the support beyond just "not having a selfish effect." Yoln inspires the group on a heavy attack but lowers block mitigation. Maybe rework Oakensoul back to providing all the major buffs, but only to others and only based off of resto staff skills. Make increasing damage a choice rather than a default go-to.
One of my favorite items to use in the game is Thrassian's Stranglers. The item isn't meta, and it's really hard to generate stacks and extraordinarily easy to lose them, but it's incredibly fun once it starts stacking up. Making the decision to sacrifice survivability for extreme damage adds another layer of mechanics (damage avoidance) to the equation that really promotes a risk vs reward mentality.
This way, maybe you split your rotation up. Here's the safe 5 skills, and here's the berserk 5 that I use when an opening presents itself. Maybe I wear Dreugh King Slayer or Rattlecage unironically even at a high level. Maybe I don't use every possible damage multiplier CP or otherwise build to balance damage and survivability. Maybe a trial has a glass cannon corps of 2 or 3 nuts and then looks for the lower parsers to provide the consistent damage. And yeah, maybe some trial group blasts through a trifecta doing unbelievable damage that relies on a raid comp of a bunch of 3k health dps never making a single mistake - but that's *fun.*
Embrace damage, but make it cost something. Let players have potentially game breaking fun, but make it a choice that comes with significant risk. All the best RPGs do this (including the D&D granddaddy), there's no reason ESO couldn't.
Edited by MostlyJustCats on July 19, 2022 2:45AM