There are two big reasons I wish they wouldn't extend buff/DoT timers (And why I think they could actually be shorter).
1. This is an action-combat game with a limited hotbar. You only get five active skills per bar, so those five skills better feel impactful and useful. Once you start hitting 30+ seconds on a skill duration, it begins to feel more like a passive skill rather than an active one, and its value feels diminished. Rather than a skill where the player has to pay attention to the situation and determine when a buff would provide the most benefit, it turns into something where you're expected to just have 100% uptime on it, at which point it's not really an active effect anymore. It's the same reason why I think skills like Inner Light and Bird of Prey are boring and should be re-evaluated.
2. Skills with these mid-length durations start to become harder to track during longer fights. At least with the 30-minute buffs of other MMOs you can just kind of forget it once it's applied, and with the 3-5 second effects of MOBAs you're more actively looking for opportunities to use them. At 30 seconds to a minute, I find it just long enough to start escaping my attention but short enough that I'm always breaking my rhythm to barswap and reapply. This is compounded by the fact that most buffs/debuffs are pretty much impossible to track visually in-game, and require constantly scanning the massive list of timers at the bottom of my screen, which is about the most un-immersive thing I can think of to do mid-combat in an action game.
That said, you weren't dreaming. Doubling the timers on most DoTs and HoTs was part of the first week's PTS patch.
I differentiate a few things.
- Maintenance Buff. push a button every 20s/30s for a passive effect with a bonus.But compared to "while slotted", the buff apply to the bar too since it a buff with duration. So having longer duration is good.
- DoT/Hot. In PvP, increasing duration without changing global damage is a nerf.
It was the best thing in the update. I'm disappointed they removed it without even saying why.
Having to pop a 3k to 4k buff skill every 20 seconds is one of the reasons why people went oakensoul, and one of the reasons why the ring outperformed because of the drastic difference in sustain.
WrathOfInnos wrote: »Some of the buff timers were appropriately extended. Molten Weapons, Channeled Acceleration and Radiant Aura all went to 60s. Boundless Storm, Quick Cloak and Ice Fortress were extended to 30s.
It seems many others were forgotten though. I'd like to see longer durations (maybe 60s) on:
- Betty Netch
- Sap Essence
- Spiked Armor
- Green Lotus
- Bound Armaments
- Rune Focus
- Blur
- Mark Target
- Elemental Drain
- Bone Armor
- Momentum
I'd also like to see longer durations on temporary summons, including:
- Summon Shade
- Skeletal Mage
- Spirit Mender
- Storm Atronach (it is too short on PTS, fine on live)
I would personally draw the line there, and would not extend durations on other skills such as:
- Flames of Oblivion
- Solar Barrage
- Bird of Prey
I would also like to see the duration change to Deep Fissure reverted. 9s is not helpful in any rotation, floor or ceiling. Warden needs to keep its 3s rhythm, and overcasting every 3s is a large DPS loss given that most of the damage is loaded into the 2nd delayed hit.
I could be wrong about which skills were already extended, patch notes are pretty unclear and this is from memory on PTS.
ThirdEye_PULSE wrote: »It was the best thing in the update. I'm disappointed they removed it without even saying why.
Having to pop a 3k to 4k buff skill every 20 seconds is one of the reasons why people went oakensoul, and one of the reasons why the ring outperformed because of the drastic difference in sustain.
I was just looking through Reddit today in posts comparing ESO to other MMOs. I saw one year old posts with people talking about ESO combat as: 90% of the time buffing, 10% casting spammables.
Obviously thats a huge exaggeration. However, it does show that many MMO players that have played ESO dont understand why activating your buffs every 10-20 seconds is part of the combat system.
Wish we could get an explanation for why they wanted to do this change and then never talked about it again. This patch cycle has been weird man.
ThirdEye_PULSE wrote: »It was the best thing in the update. I'm disappointed they removed it without even saying why.
Having to pop a 3k to 4k buff skill every 20 seconds is one of the reasons why people went oakensoul, and one of the reasons why the ring outperformed because of the drastic difference in sustain.
I was just looking through Reddit today in posts comparing ESO to other MMOs. I saw one year old posts with people talking about ESO combat as: 90% of the time buffing, 10% casting spammables.
Obviously thats a huge exaggeration. However, it does show that many MMO players that have played ESO dont understand why activating your buffs every 10-20 seconds is part of the combat system.
Wish we could get an explanation for why they wanted to do this change and then never talked about it again. This patch cycle has been weird man.
I have to spend 40% of my mag and 30% of my stamina just to buff up before attacking.
Channeled Acceleration
Focus
Leeching strikes
Forward Momentum
Shadowy Disguise
Major force on channeled is 32 seconds but the major expedition is only 12. Everyone is faster than you can sneak in pvp without it, so good luck attacking and escaping without it.
Focus has a wonderful ability to just drop because you suddenly leave combat even though you're surrounded by enemies.
Leeching strikes has to a 20 second resource return instead of just being a larger per second tick.
Forward momentum is a great morph with a 40 second timer BUT when you use vat 2h the timer on it still only lasts 20 seconds, so if you are trying to save your damage buff you still have to refresh momentum every 20 seconds.
Then shadowy for resolve and stealth crit, which of course is notoriously expensive despite what other players think.
So it would be nice if at least one or two of those were extended. Hell, if they just made vat 2h last the full momentum duration I'd feel rich with stamina.
Increasing buff durations to 45 sec/ 1 min would have been a huge quality of life improvement, and would have been good for the game unlike extending dot durations. DoTs are attack spells, buffs are just maintenance. It's not fun having to spend globals every 20 seconds on self buffs.
That's why I enjoy playing with oakensoul so much. It's not because I'm disabled or I suck at the game. It's because not having to recast brutality/armor buffs every 20 seconds makes the game more fun!
Increasing buff durations to 45 sec/ 1 min would have been a huge quality of life improvement, and would have been good for the game unlike extending dot durations. DoTs are attack spells, buffs are just maintenance. It's not fun having to spend globals every 20 seconds on self buffs.
That's why I enjoy playing with oakensoul so much. It's not because I'm disabled or I suck at the game. It's because not having to recast brutality/armor buffs every 20 seconds makes the game more fun!
So, what if those buffs were just applied passively then? Why even bother having an active skill when it's permanent uptime is required just to hit your baseline stats? Like, Resolve could honestly just be removed from the game entirely and have its armor stats redistributed to heavy armor pieces or passives, because its not like any tank is not using them 100% of the time. At that point it doesn't add anything to the experience, it's just a hurdle for the sake of having one.
Increasing buff durations to 45 sec/ 1 min would have been a huge quality of life improvement, and would have been good for the game unlike extending dot durations. DoTs are attack spells, buffs are just maintenance. It's not fun having to spend globals every 20 seconds on self buffs.
That's why I enjoy playing with oakensoul so much. It's not because I'm disabled or I suck at the game. It's because not having to recast brutality/armor buffs every 20 seconds makes the game more fun!
So, what if those buffs were just applied passively then? Why even bother having an active skill when it's permanent uptime is required just to hit your baseline stats? Like, Resolve could honestly just be removed from the game entirely and have its armor stats redistributed to heavy armor pieces or passives, because its not like any tank is not using them 100% of the time. At that point it doesn't add anything to the experience, it's just a hurdle for the sake of having one.
Increasing buff durations to 45 sec/ 1 min would have been a huge quality of life improvement, and would have been good for the game unlike extending dot durations. DoTs are attack spells, buffs are just maintenance. It's not fun having to spend globals every 20 seconds on self buffs.
That's why I enjoy playing with oakensoul so much. It's not because I'm disabled or I suck at the game. It's because not having to recast brutality/armor buffs every 20 seconds makes the game more fun!
So, what if those buffs were just applied passively then? Why even bother having an active skill when it's permanent uptime is required just to hit your baseline stats? Like, Resolve could honestly just be removed from the game entirely and have its armor stats redistributed to heavy armor pieces or passives, because its not like any tank is not using them 100% of the time. At that point it doesn't add anything to the experience, it's just a hurdle for the sake of having one.
I do think its a case by base system. Take resolve for instance. Some class armor buffs might be better sutied for shorter duration due to additional benefits <Such as Necro tank passive chains>, while a generic form benefit could be that you indeed have it toggled permanently on your character w/o the hassle of maintaining it. Lose a perk, but easier play.
WrathOfInnos wrote: »Some of the buff timers were appropriately extended. Molten Weapons, Channeled Acceleration and Radiant Aura all went to 60s. Boundless Storm, Quick Cloak and Ice Fortress were extended to 30s.
It seems many others were forgotten though. I'd like to see longer durations (maybe 60s) on:
- Betty Netch
- Sap Essence
- Spiked Armor
- Green Lotus
- Bound Armaments
- Rune Focus
- Blur
- Mark Target
- Elemental Drain
- Bone Armor
- Momentum
- Siphoning Strikes
- Force Siphon
I'd also like to see longer durations on temporary summons, including:
- Summon Shade
- Skeletal Mage
- Spirit Mender
- Storm Atronach (it is too short on PTS, fine on live)
I would personally draw the line there, and would not extend durations on other skills such as:
- Flames of Oblivion
- Solar Barrage
- Bird of Prey
- Combat Prayer
- Dark Exchange
I would also like to see the duration change to Deep Fissure reverted. 9s is not helpful in any rotation, floor or ceiling. Warden needs to keep its 3s rhythm, and overcasting every 3s is a large DPS loss given that most of the damage is loaded into the 2nd delayed hit.
I could be wrong about which skills were already extended, patch notes are pretty unclear and this is from memory on PTS.
ThirdEye_PULSE wrote: »You could say that about 95% of every MMO. I honestly cant think of any MMO that has buffs like ESO which has such short timers. The point is every buff should be unique for every class. That way, even though its largely a passive source buff, it is unique depending on the class your playing and each and every class brings something to the table.
Why do you think you see trials with 90% of one class for DPS? Because the other 10% is the one or two classes which bring a buff that is needed.
Having to recast a buff every 10-20 seconds isnt fun gameplay. Its simply distracting you from what your actually trying to accomplish by playing the game. To have fun and to dish out damage or tank/heal.
ThirdEye_PULSE wrote: »There are two big reasons I wish they wouldn't extend buff/DoT timers (And why I think they could actually be shorter).
1. This is an action-combat game with a limited hotbar. You only get five active skills per bar, so those five skills better feel impactful and useful. Once you start hitting 30+ seconds on a skill duration, it begins to feel more like a passive skill rather than an active one, and its value feels diminished. Rather than a skill where the player has to pay attention to the situation and determine when a buff would provide the most benefit, it turns into something where you're expected to just have 100% uptime on it, at which point it's not really an active effect anymore. It's the same reason why I think skills like Inner Light and Bird of Prey are boring and should be re-evaluated.
2. Skills with these mid-length durations start to become harder to track during longer fights. At least with the 30-minute buffs of other MMOs you can just kind of forget it once it's applied, and with the 3-5 second effects of MOBAs you're more actively looking for opportunities to use them. At 30 seconds to a minute, I find it just long enough to start escaping my attention but short enough that I'm always breaking my rhythm to barswap and reapply. This is compounded by the fact that most buffs/debuffs are pretty much impossible to track visually in-game, and require constantly scanning the massive list of timers at the bottom of my screen, which is about the most un-immersive thing I can think of to do mid-combat in an action game.
That said, you weren't dreaming. Doubling the timers on most DoTs and HoTs was part of the first week's PTS patch.
I think of buffs as passive.
ThirdEye_PULSE wrote: »You could say that about 95% of every MMO. I honestly cant think of any MMO that has buffs like ESO which has such short timers. The point is every buff should be unique for every class. That way, even though its largely a passive source buff, it is unique depending on the class your playing and each and every class brings something to the table.
Why do you think you see trials with 90% of one class for DPS? Because the other 10% is the one or two classes which bring a buff that is needed.
Having to recast a buff every 10-20 seconds isnt fun gameplay. Its simply distracting you from what your actually trying to accomplish by playing the game. To have fun and to dish out damage or tank/heal.
We might just be missing something on the communication here, because I agree with all of this. It 100% is un-fun to constantly stop your flow in combat to reapply a buff that you need to have up all the time. That's why other MMOs have those buffs on 30-minute to 1-hour-long durations. Those other MMOs can get away with it though because you have 20+ skills available to you at all times, so losing one slot for that buff doesn't feel so bad. In ESO you only get five per bar, so having a slot taken for a buff you can't do without feels unnecessarily punishing, even worse if it's a "while slotted" buff.
I also agree completely that the trend that every class has access to every buff is part of what's killing class identity. The minor buffs from each class hardly feel like they have any impact if you aren't studying the post-combat logs. So again, when we look at a buff like Resolve, which you can get on every class + the heavy armor line + sets, it makes you wonder why such an essential stat buff isn't just built into the game's passives or the armor itself. It's something that makes you feel like you have a choice but really you don't because you need to have that buff if you're a tank.
Ultimately I think we have the same idea. I'm just presenting an alternate solution.
ThirdEye_PULSE wrote: »There are two big reasons I wish they wouldn't extend buff/DoT timers (And why I think they could actually be shorter).
1. This is an action-combat game with a limited hotbar. You only get five active skills per bar, so those five skills better feel impactful and useful. Once you start hitting 30+ seconds on a skill duration, it begins to feel more like a passive skill rather than an active one, and its value feels diminished. Rather than a skill where the player has to pay attention to the situation and determine when a buff would provide the most benefit, it turns into something where you're expected to just have 100% uptime on it, at which point it's not really an active effect anymore. It's the same reason why I think skills like Inner Light and Bird of Prey are boring and should be re-evaluated.
2. Skills with these mid-length durations start to become harder to track during longer fights. At least with the 30-minute buffs of other MMOs you can just kind of forget it once it's applied, and with the 3-5 second effects of MOBAs you're more actively looking for opportunities to use them. At 30 seconds to a minute, I find it just long enough to start escaping my attention but short enough that I'm always breaking my rhythm to barswap and reapply. This is compounded by the fact that most buffs/debuffs are pretty much impossible to track visually in-game, and require constantly scanning the massive list of timers at the bottom of my screen, which is about the most un-immersive thing I can think of to do mid-combat in an action game.
That said, you weren't dreaming. Doubling the timers on most DoTs and HoTs was part of the first week's PTS patch.
I think of buffs as passive.
But these buffs are not passives so they should not be like passives. It should be a choice to use this action to refresh the passive or to use a different skill.
EldritchSun wrote: »So, the devs introduced a terrible patch, where the only good thing was the extended buff duration, and they just got rid of this? Funny.
WrathOfInnos wrote: »Some of the buff timers were appropriately extended. Molten Weapons, Channeled Acceleration and Radiant Aura all went to 60s. Boundless Storm, Quick Cloak and Ice Fortress were extended to 30s.
ThirdEye_PULSE wrote: »Lol pretty much. To be fair someone said in this post they extended some timers, but missed many others if you wanna scroll up and see his excellent reply.
EldritchSun wrote: »ThirdEye_PULSE wrote: »Lol pretty much. To be fair someone said in this post they extended some timers, but missed many others if you wanna scroll up and see his excellent reply.
Great. The patch is gonna hit the live tomorrow and the dev team haven't even finished they started. I can't say this is something extraordinary, Just typical ZoS attitude.
Deleting the game right now, but I'm gonna enjoy reading the forum tomorrow.
ThirdEye_PULSE wrote: »I still feel invested in the game though. Spent 5 years on and off with this game and thought id always return to it. U35 has essentially killed most of my hope for the future of the game.
EldritchSun wrote: »ThirdEye_PULSE wrote: »Lol pretty much. To be fair someone said in this post they extended some timers, but missed many others if you wanna scroll up and see his excellent reply.
Great. The patch is gonna hit the live tomorrow and the dev team haven't even finished they started. I can't say this is something extraordinary, Just typical ZoS attitude.
Deleting the game right now, but I'm gonna enjoy reading the forum tomorrow.