This bothers me too. They have class and skill usage statistics, right? There was a recent balance pass on underused morphs, though they seemed to miss the point that it's not the numbers on paper, it's that they're clunky, slow, unreliable, etc. Look at Ambush, which is arguably now overloaded, but still probably won't be used much because of the heinous cast delay.CameraBeardThePirate wrote: »You want data? Maybe look into the amount of skills that are untouched because of how lackluster they are.
I don't understand why it's so hard for zos to balance ability damage to make all spells viable... there will always be meta builds, but at the very least you could make sure all abilities are within 5 to 10% dps of each other.. but currently we have dots that literally deal 4 to 5 times the dps of other dots lol. You have passive pets that deal more dps than casted dots... you also have spammable abilities that deal 30 to 40% more damage than other spammables, or have very good secondary effects, while others have no secondary effects at all.
Then on top of that you have passives for slotting some abilities, and no passives for slotting others... it's all a mess.
In an ideal world, every ability would be within 5% dps of each other, so players could truly choose how they want to play. And every class would have unique mechanics on their spells. Spells like blastbones, shalks, backlash, grim focus, crystal fragments, storm atro, flames of oblivion, deep breath are all different in their own way, and fun to use in their own way.
I don't understand why it's so hard for zos to balance ability damage to make all spells viable... there will always be meta builds, but at the very least you could make sure all abilities are within 5 to 10% dps of each other.. but currently we have dots that literally deal 4 to 5 times the dps of other dots lol. You have passive pets that deal more dps than casted dots... you also have spammable abilities that deal 30 to 40% more damage than other spammables, or have very good secondary effects, while others have no secondary effects at all.
Then on top of that you have passives for slotting some abilities, and no passives for slotting others... it's all a mess.
In an ideal world, every ability would be within 5% dps of each other, so players could truly choose how they want to play. And every class would have unique mechanics on their spells. Spells like blastbones, shalks, backlash, grim focus, crystal fragments, storm atro, flames of oblivion, deep breath are all different in their own way, and fun to use in their own way.
Attempting to fully equalize the damage between abilities of similar types is one of the main culprits of every class feeling similar. If two abilities each have two effects, and then you make sure that one of them (such as base damage) is always the exact same, you'll only have one effect left that can decide which one gets used. And if the one fitting the current meta better happens to be available to everyone, that's one class skill less on most people's bars.
I don't understand why it's so hard for zos to balance ability damage to make all spells viable... there will always be meta builds, but at the very least you could make sure all abilities are within 5 to 10% dps of each other.. but currently we have dots that literally deal 4 to 5 times the dps of other dots lol. You have passive pets that deal more dps than casted dots... you also have spammable abilities that deal 30 to 40% more damage than other spammables, or have very good secondary effects, while others have no secondary effects at all.
Then on top of that you have passives for slotting some abilities, and no passives for slotting others... it's all a mess.
In an ideal world, every ability would be within 5% dps of each other, so players could truly choose how they want to play. And every class would have unique mechanics on their spells. Spells like blastbones, shalks, backlash, grim focus, crystal fragments, storm atro, flames of oblivion, deep breath are all different in their own way, and fun to use in their own way.
Attempting to fully equalize the damage between abilities of similar types is one of the main culprits of every class feeling similar. If two abilities each have two effects, and then you make sure that one of them (such as base damage) is always the exact same, you'll only have one effect left that can decide which one gets used. And if the one fitting the current meta better happens to be available to everyone, that's one class skill less on most people's bars.
I disagree. You can equalize dps on abilities without them feeling similar in the slightest. One example off the top of my head is twilight tormentor and haunting curse... they deal similar dps but are nothing alike at all. So a player who enjoys pets or passive dots could choose the tormentor, but I think curse is super fun, so I could choose curse, and my dps wouldn't suffer. I'm not saying abilities should all deal identical dps, secondary effects and utility functions should matter, but the dps of all abilities should be similar in order to truly let players play how they want.
ESO_Nightingale wrote: »We've been saying we want more frost dps representation for years. Class identity is something that's been crippled by the nearly constant hybridization and standardisation that's been happening for the past few years now.
LeonAkando wrote: »Class abilities should be power creep over non-class abilities when the one-to-one is available.
I will use Mystic Orb, which has run the game for a while, as an example.
Mystic Orb is a general undaunted skill everyone can use. It is an AOE dot with a synergy to restore resources.
Blazing Spear is a templar ability that only templars can use. It is an AOE dot with a synergy to restore resources.
IF you are playing a Templar, Blazing Spear should always be the stronger choice. Mystic Orb should exist as an option for other classes who want that utility but it can't be quite as powerful as the Class that specializes in it.
I think it's weird, the defense against Class Identity is "Play how you want?" Ok, I can appreciate that but let's look at the roles, you don't play Dual-wielder or Mage, or Bowman. Psijic Defender? Nope. You play a Warden or a Sorcerer, Templar, a Dragonknight, a Nightblade or a Necromancer.
Your Class is PRIMARY
Universal skills are SUPPLEMENTARY
This does not mean the Universal skill lines are unimportant, but are used to supplement your build.
But what does all that mean? It's simple, in a 1 to 1 comparison, Class Skills and Passives should be more impactful than Universal Skills. Now since 1 to 1 Bubble Comparisons aren't a healthy way to balance things on a whole there's a lot of things to consider as well, a lot of those things I won't even pretend to understand. But Flurry really shouldn't outperform Jabs, or any Class Spammable. Wardens should want to use Birds (we don't by the way...... like from my own sampling of the warden community), I think that you should be able to slap a Class Skill on your bar and see a use for it, there are skills and morphs that just don't have a use.
Zos, please do not Hybridize classes out of existence. The uniqueness of classes is why I personally like ESO.
Dragonknight is a class that just has it when it comes to Class Identity, and it shows when you play because you want to fit as many DK skills onto your bar because they just work so well together.
That's what the other classes deserve.
p.s. Let Sorcs and Wardens be cool with their Elements too..... Like I will give my Magic Damage to Templars or Nighblades, they can have it. Just let me be a Frosty Dude.
I think it's weird, the defense against Class Identity is "Play how you want?" Ok, I can appreciate that but let's look at the roles, you don't play Dual-wielder or Mage, or Bowman. Psijic Defender? Nope. You play a Warden or a Sorcerer, Templar, a Dragonknight, a Nightblade or a Necromancer.
Your Class is PRIMARY
Universal skills are SUPPLEMENTARY
This does not mean the Universal skill lines are unimportant, but are used to supplement your build.
But what does all that mean? It's simple, in a 1 to 1 comparison, Class Skills and Passives should be more impactful than Universal Skills. Now since 1 to 1 Bubble Comparisons aren't a healthy way to balance things on a whole there's a lot of things to consider as well, a lot of those things I won't even pretend to understand. But Flurry really shouldn't outperform Jabs, or any Class Spammable. Wardens should want to use Birds (we don't by the way...... like from my own sampling of the warden community), I think that you should be able to slap a Class Skill on your bar and see a use for it, there are skills and morphs that just don't have a use.
Zos, please do not Hybridize classes out of existence. The uniqueness of classes is why I personally like ESO.
Dragonknight is a class that just has it when it comes to Class Identity, and it shows when you play because you want to fit as many DK skills onto your bar because they just work so well together.
That's what the other classes deserve.
p.s. Let Sorcs and Wardens be cool with their Elements too..... Like I will give my Magic Damage to Templars or Nighblades, they can have it. Just let me be a Frosty Dude.
I'm sorry, but you seem to be under the impression that I have some sort of principle issue with classes. I don't. You could make a TES game with clearly separated classes, giving a strong class identity to each.
But ESO is not that game, and never will be. For one because of ZOS trying (and often failing) to sell people on 'Play As You Want', and for the other simply through their choice of classes that are extremely niche, specific, and often equipped with only a tenuous grasp to TES lore at best.
Many, possibly most people drawn to TES or to fantasy in general are not going to go 'OMG I want to play a Dragon Knight' or 'OMG I want to play a guy that combines mushrooms, frost magic and... what even are these animals?'
The result is that to many people these classes are just tools to get close to the power fantasy they're actually after, which may be as simple as 'Fire Mage', but not some Akaviri Martial/Magical Arts Mix even the Mage's Guild finds wacky. And that desire is diametrically opposed to your desire of putting classes first, leaving ZOS with the unenviable task to find compromise in-between.
So yes, given that, there is absolutely no grounds for outright shoehorning people into class corsets by making class abilities the superior choice all the time. But it most definitely can't be that they're the bad choice either. Variants, secondary effects, and multiple viable choices can be the only way to go unless ESO changes absolutely elementary parts of the game by now.
LeonAkando wrote: »This patch has been a massive step back in Class Identity, and the recent updates still do not fully address this.
Every single class is being boiled down to weapon abilities and shared abilities. Our class choice is effectively reduced down into what passives we get.
This has been a continual issue that every new player points out, every class feels the same and often even looks the same because they're using the same abilities. Update 35 is pushing this to the extremes.
It is no longer optimal for Stamsorcs to run Crystal Weapon (their dedicated spammable), bound armaments (a core flavor ability).
It's no longer optimal for Templars to use any version of Jabs.
Magicka Wardens receive so little benefit from Winter's Revenge.
Necromancer DOT damage was nerfed, despite being one of their primary identities.
Class abilities should be power creep over non-class abilities when the one-to-one is available.
I will use Mystic Orb, which has run the game for a while, as an example.
Mystic Orb is a general undaunted skill everyone can use. It is an AOE dot with a synergy to restore resources.
Blazing Spear is a templar ability that only templars can use. It is an AOE dot with a synergy to restore resources.
IF you are playing a Templar, Blazing Spear should always be the stronger choice. Mystic Orb should exist as an option for other classes who want that utility but it can't be quite as powerful as the Class that specializes in it.
People should be incentivized to use their class abilities over other options.
This also applies to prioritized damage types. The optimal Magden builds should not be fire mage + bear. They ARE the frost archetype. Frost damage should be better on them, and when running destruction staves, Frost should be their go to pick. The same goes for Magsorc, they should not be fire mage + daedra. They ARE the shock archetype. Lightning staves should be optimal on them.
These classes have so much potential to deliver a fun fantasy and unique aesthetic, but instead players will research the strongest set ups and be massively disappointed to see that their class choice has minimal to no effect on the style of their gameplay. It happens time and time again, and I urge ZOS to put forth an update with the intent of bringing power back to class abilities and optimizing classes to have unique identities.
I think it's weird, the defense against Class Identity is "Play how you want?" Ok, I can appreciate that but let's look at the roles, you don't play Dual-wielder or Mage, or Bowman. Psijic Defender? Nope. You play a Warden or a Sorcerer, Templar, a Dragonknight, a Nightblade or a Necromancer.
Your Class is PRIMARY
Universal skills are SUPPLEMENTARY
This does not mean the Universal skill lines are unimportant, but are used to supplement your build.
But what does all that mean? It's simple, in a 1 to 1 comparison, Class Skills and Passives should be more impactful than Universal Skills. Now since 1 to 1 Bubble Comparisons aren't a healthy way to balance things on a whole there's a lot of things to consider as well, a lot of those things I won't even pretend to understand. But Flurry really shouldn't outperform Jabs, or any Class Spammable. Wardens should want to use Birds (we don't by the way...... like from my own sampling of the warden community), I think that you should be able to slap a Class Skill on your bar and see a use for it, there are skills and morphs that just don't have a use.
Zos, please do not Hybridize classes out of existence. The uniqueness of classes is why I personally like ESO.
Dragonknight is a class that just has it when it comes to Class Identity, and it shows when you play because you want to fit as many DK skills onto your bar because they just work so well together.
That's what the other classes deserve.
p.s. Let Sorcs and Wardens be cool with their Elements too..... Like I will give my Magic Damage to Templars or Nighblades, they can have it. Just let me be a Frosty Dude.
I'm sorry, but you seem to be under the impression that I have some sort of principle issue with classes. I don't. You could make a TES game with clearly separated classes, giving a strong class identity to each.
But ESO is not that game, and never will be. For one because of ZOS trying (and often failing) to sell people on 'Play As You Want', and for the other simply through their choice of classes that are extremely niche, specific, and often equipped with only a tenuous grasp to TES lore at best.
Many, possibly most people drawn to TES or to fantasy in general are not going to go 'OMG I want to play a Dragon Knight' or 'OMG I want to play a guy that combines mushrooms, frost magic and... what even are these animals?'
The result is that to many people these classes are just tools to get close to the power fantasy they're actually after, which may be as simple as 'Fire Mage', but not some Akaviri Martial/Magical Arts Mix even the Mage's Guild finds wacky. And that desire is diametrically opposed to your desire of putting classes first, leaving ZOS with the unenviable task to find compromise in-between.
So yes, given that, there is absolutely no grounds for outright shoehorning people into class corsets by making class abilities the superior choice all the time. But it most definitely can't be that they're the bad choice either. Variants, secondary effects, and multiple viable choices can be the only way to go unless ESO changes absolutely elementary parts of the game by now.
Actually you understood it wrong. It’s not about power. It’s about diversity. A class skill is the default option for any new player and build.
Weapon choices should complement or tweak your gameplay to the style you desire. It’s okay to run rapid strikes as a Templar if you’re after a stamina spammable with heal, or because you want to combine it with maelstrom dots. It’s your choice, but it’s the secondary effects that should differentiate skills, not pure power or damage
I don't understand why it's so hard for zos to balance ability damage to make all spells viable... there will always be meta builds, but at the very least you could make sure all abilities are within 5 to 10% dps of each other.. but currently we have dots that literally deal 4 to 5 times the dps of other dots lol. You have passive pets that deal more dps than casted dots... you also have spammable abilities that deal 30 to 40% more damage than other spammables, or have very good secondary effects, while others have no secondary effects at all.
Then on top of that you have passives for slotting some abilities, and no passives for slotting others... it's all a mess.
In an ideal world, every ability would be within 5% dps of each other, so players could truly choose how they want to play. And every class would have unique mechanics on their spells. Spells like blastbones, shalks, backlash, grim focus, crystal fragments, storm atro, flames of oblivion, deep breath are all different in their own way, and fun to use in their own way.
^ This.Many, possibly most people drawn to TES or to fantasy in general are not going to go 'OMG I want to play a Dragon Knight' or 'OMG I want to play a guy that combines mushrooms, frost magic and... what even are these animals?'
The result is that to many people these classes are just tools to get close to the power fantasy they're actually after, which may be as simple as 'Fire Mage', but not some Akaviri Martial/Magical Arts Mix even the Mage's Guild finds wacky. And that desire is diametrically opposed to your desire of putting classes first, leaving ZOS with the unenviable task to find compromise in-between.
So yes, given that, there is absolutely no grounds for outright shoehorning people into class corsets by making class abilities the superior choice all the time. But it most definitely can't be that they're the bad choice either. Variants, secondary effects, and multiple viable choices can be the only way to go unless ESO changes absolutely elementary parts of the game by now.
The hybridization changes were completely the wrong direction to take the game, both from a class identity perspective and for RPG/lore reasons. If ZOS wanted to enable access for more hybrid builds, they should've added a new hybrid weapon line that MADE SENSE to be hybrid, like a 1 hand and rune or spellsword type skill line. Now this next patch is only going to make things worse.
They nerfed Templar Jabs into the ground apparently because they didn't want the class defined by spamming it, so I guess after 3 months of NB being nothing but Surprise spam, expect the same for them in u36.See Surprise attack?