Elendir2am wrote: »As DK Zen I must write, that your recommendation (4-6 sec) would make me jump of cliff.
Parasaurolophus wrote: »What if we reduce the dot timer to 4-6 seconds? This will save players from having to use all the available 10 slots for damage, and there will be more flex slots. This will make the rotation more muscle memory oriented. However, it will still require high AP, weaving and timing. So I think if the "fascination" of the fight suffers, but not critically, I suppose.
Parasaurolophus wrote: »What if we reduce the dot timer to 4-6 seconds? This will save players from having to use all the available 10 slots for damage, and there will be more flex slots. This will make the rotation more muscle memory oriented. However, it will still require high AP, weaving and timing. So I think if the "fascination" of the fight suffers, but not critically, I suppose.
This is a terrible idea. I don't mind the longer length of DOTs so much as the fact that so many skills have such different timers. Trying to juggle 5-6 wildly different timers is the issue.
Parasaurolophus wrote: »Parasaurolophus wrote: »What if we reduce the dot timer to 4-6 seconds? This will save players from having to use all the available 10 slots for damage, and there will be more flex slots. This will make the rotation more muscle memory oriented. However, it will still require high AP, weaving and timing. So I think if the "fascination" of the fight suffers, but not critically, I suppose.
This is a terrible idea. I don't mind the longer length of DOTs so much as the fact that so many skills have such different timers. Trying to juggle 5-6 wildly different timers is the issue.
The idea is to cut down on the number of skills that need to be pressed and give the players more space.
the1andonlyskwex wrote: »Parasaurolophus wrote: »Parasaurolophus wrote: »What if we reduce the dot timer to 4-6 seconds? This will save players from having to use all the available 10 slots for damage, and there will be more flex slots. This will make the rotation more muscle memory oriented. However, it will still require high AP, weaving and timing. So I think if the "fascination" of the fight suffers, but not critically, I suppose.
This is a terrible idea. I don't mind the longer length of DOTs so much as the fact that so many skills have such different timers. Trying to juggle 5-6 wildly different timers is the issue.
The idea is to cut down on the number of skills that need to be pressed and give the players more space.
I don't think that's what would happen. I think you'd just get more complicated rotations that have fewer spammable casts to make room for more DOT refreshs.
FluffyBird wrote: »4-6 seconds is uncomfortably short even if you play on one bar, imo
Parasaurolophus wrote: »FluffyBird wrote: »4-6 seconds is uncomfortably short even if you play on one bar, imo
This is small compared to what? Or for what?
FluffyBird wrote: »Parasaurolophus wrote: »FluffyBird wrote: »4-6 seconds is uncomfortably short even if you play on one bar, imo
This is small compared to what? Or for what?
For applying dots and then doing other things. Casting, blocking, dodging, scratching my nose, doing mechanics. I don't find perfecting my timings enjoyable and would want a bit of freedom in my rotation.
Didn't we had 6-8 seconds dots already? It was too much juggle for some folks. I think that 10 second timers are ideal, not too short and not too long for current encounters.
Turtle_Bot wrote: »There're far too many balance issues with reducing the durations to such a short timer. Not to mention anyone that cannot perform the required APM for whatever reason will not be able to access a lot of end game content since the APM required to keep up an appropriate level of damage to complete it will be out of their reach.
Parasaurolophus wrote: »Turtle_Bot wrote: »There're far too many balance issues with reducing the durations to such a short timer. Not to mention anyone that cannot perform the required APM for whatever reason will not be able to access a lot of end game content since the APM required to keep up an appropriate level of damage to complete it will be out of their reach.
Somehow I didn't think about that. But my idea is based mainly on the Oakensoul experience, which has been very well received by the community. At its core, this mythic just simplifies rotation by reducing the availability of skills.
Parasaurolophus wrote: »The idea is to cut down on the number of skills that need to be pressed and give the players more space.
Parasaurolophus wrote: »The idea is to cut down on the number of skills that need to be pressed and give the players more space.
This would essentially make it so that you would only be casting DOTs and would have no time for spammables. Overall, this would result in less button presses and a huge DPS loss. Hard pass for me.
boi_anachronism_ wrote: »I think this is not a great idea. As other have noted you will constantly be juggling dots plus when will you use your spammable?
Parasaurolophus wrote: »boi_anachronism_ wrote: »I think this is not a great idea. As other have noted you will constantly be juggling dots plus when will you use your spammable?
Why is it not obvious that this will depend on the balance? Nothing prevents you from using 10 dots now as well.
FluffyBird wrote: »Parasaurolophus wrote: »boi_anachronism_ wrote: »I think this is not a great idea. As other have noted you will constantly be juggling dots plus when will you use your spammable?
Why is it not obvious that this will depend on the balance? Nothing prevents you from using 10 dots now as well.
Translation: "I have nothing to say to support my idea, so I'll juggle "obvious" and "depends" like you would juggle your dots if they were 5 seconds long"
Nothing prevents me from using 10 dots now, but also nothing forces me into pure dot-management if I want to keep my dots up.
what you actually want is that ZOS adapts the skills to your 1 bar build, but this automatically makes 2 bar builds unplayable. since 2 bar builds are the normal setup, 1 bar builds have to adapt accordingly, not the other way around. find a setup that is fun and playable for you.
The game is built around having 2 bars. You can’t keep all your dots up if they only last 5 or 6 secs. When playing a full dps in a trial it is usual to have about 8 or 9 damage skills that need to be kept up which is impossible if they only last 5-6 secs.
Would you mind providing examples of numbers and rotation please? Before and after your proposed change.Parasaurolophus wrote: »But you can rebalance the damage values so that a smaller amount of dots is normal.