phaneub17_ESO wrote: »Glad to be solo/casual player who's not chasing the meta, gives me a lot of freedom to do combos that people won't normally touch. An example I love Unfathomable Darkness for my Stam Warden, summoning extra crows as I fight, they don't do a lot of damage but they sure add to the class theme.
Turtle_Bot wrote: »A lot of sets sort of do this already, with the damage types being different, e.g. flame and melee (grothdar, zaan, red mountain, elf bane, sun silk, etc) that fit thematically with flame magdk, or ice wraith, frostbite, hrothgar, iceheart, nunatak, whorl, etc for an ice themed warden, or some lightning damage sets (can't remember their names off the top of my head) for sorcerers.
There are a few issues with majority of these sets though.
1. These sets get nerfed into the ground or powercrept into oblivion with every successive patch, which makes their already niche roles even worse when compared to the overall power that the meta sets give to everything.
2. The class skills often don't synergise well with these sets in a way that would make them competitive when compared to many of the meta sets.
3. There is a lack of unique buffing for a specific damage type that a set that buffs overall stats doesn't already fill.
This third point has a few examples, but mainly for shock damage, there are sets like elf bane that increases the duration of flame abilities, ice damage has frostbite buffs ice damage against enemies afflicted with frost statuses (up to +14% damage), magic damage has warmaiden that gives a 150% boost compared to all other specific damage type buffing sets at +600 damage instead of the standard +400 damage, while shock only has the generic +400 damage netches touch and that's it (unless there was a set released recently that I am unaware of). These sets are also very weak compared to majority of generalised damage increasing sets, such as basei's mania (+12% for missing mag), old deadly (+20% to dots/channels), etc that increase damage done by a lot more and also increased it for multiple/all damage types instead of just 1 type of damage.
There's an easy way to fix this, give each set that buffs only a specific damage type (such as sun silks, netches, ysgramor, etc) a buff, so that they are stronger than sets that give generic buffs to all damage types, but the trade off is that other damage types aren't buffed by the set. This would allow for classes to focus builds around their themes better and would make generic damage sets less overbearing on the meta.
For example, make these sets that buff specific damage types, buff that damage type by a unique amount of say 20% and create unique differing buffs for all damage types like they did with elf bane for flame and frostbite for ice damage and also buff many of the older specific damage type proc sets so that they can compete with generic meta proc sets like relequen, scoria, etc on their themed builds.
lastly is to rework class abilities to focus into their classes themes and synergise with their class passives better (i.e., lightning/physical for sorc, frost/bleed for warden, flame/poison for dk, magic/disease for nb and magic/physical for plar). This requires a lot more work to implement right and balance properly as it would require a lot of reworking of abilities and not just changing damage types, although some abilities would only need a damage type change on one morph.
They were very close for all classes last patch, with many only lacking the secondary damage type on class spammable/burst abilities (lightning for magsorc, frost for magden, poison for stamdk) and overall damage was high enough to allow for many different theme/niche builds to be viable for majority of content (even most end game content).
Cro is a bit harder to pin down for a specific damage type, as it has access to majority (if not all) of the types of damage within its class kit, but it does have a lot of unique and powerful buffs/debuffs/mechanics in its class kit to make up for this lack of focus and it tends to benefit disproportionately from current meta of the generic damage sets being stronger than the specific damage type sets, so a buff to necros would be required so it doesn't fall completely behind the other classes with these changes.
Making these changes would also allow for some more interesting combat element possibilities for dungeon/trial bosses/mechanics etc where certain bosses could have weaknesses to specific damage types for a period of time, but resistant/immunity to other damage types for that same period, so groups would build around this and have to bring multiple classes to have the same average level of effectiveness against all bosses, e.g. first boss is resistant to frost/poison damage, but weak to lightning/bleed damage, then the second boss is weak to frost/poison, but resistant to fire/disease, then the third boss could be weak to fire/disease, but resistant to lightning/bleed damage types and basic magic/physical damage types would be neutral against everything. This would inherently create diversity in group compositions since in this example, a group of only/mainly magdks/stamblades would struggle against the second boss, while a group of only/mainly magsorcs/stamdens would struggle against the 3rd boss, etc, so groups would have to balance this out across their groups with an appropriate mix of classes.
EldritchSun wrote: »I was thinking about class specific sets yesterday, and came to conclusion it would clutter every new expansion and break the current 1 light/1 medium/1 heavy sets per zone/dungeon rule as well as the drops rules. This is a core system and changing it would mean reworking the whole game.
Although, I agree sets and non-class abilities killed classes as something unique and themed. ZoS should've got rid of the classes and make the class skills unlockable. Unlike remaking the core loot and non class skill-line system, this could be done easier.
Remathilis wrote: »Hapexamendios wrote: »Bored with sets? Play nude
The player or the character?
Unfortunately, this would make everyone play the same rotation with the same sets. People with 18 characters would then need 3, except with the armory, one character could do literally everything. Trials would require higher DPS because everyone is perfectly equal.
i was thinking...and this might garner the respond 'well everyone will want you to change your race'...that, for example, sets from Rivenspire might give a buff to Bretons, or sets from Hew's Bane give a buff to Redguards. i realise what i'm asking...this would be painstaking to implement, test, balance, etc. but it might make some kind of sense. mother's sorrow...buff for dark elves. briarheart...buff for orcs. i predict mayhem with this idea, but might be a good, interesting mayhem. i wonder if it would give us some more meta variety. the reality is that the devs have massive amounts on their plates, but that shouldn't stop anyone from asking
Wish they'd go back and just buff every set to the power of the sets everyone uses. The game would be, by far, so much more fun if you really had choice in your build, rather than just playing around with the same 4-8 sets. I want to see a day where when a new player asks "What class is best?" and I say "all classes are viable," only for them to ask "what sets are best?" only for me to be able to say "All the sets are good, go ham and try out neat ***." I want to be able to say it's all good just like I'm able to say all classes are good and all races are (for the most part) good.