ZOS_BrianWheeler wrote: »"......"
- "..."
- Slot abilities from any skill line you've discovered
- "..."
What that mean exactly?
I can use two-handed skills with staff as weapon?
I can use Staff skills with Sword +Shield?!
ZOS_BrianWheeler wrote: »
Elder Scrolls Inspired
The Elder Scrolls has captured the hearts and minds of millions of players over decades, and we strive to honor series traditions. An online multiplayer world presents some unique challenges, constraints and opportunities, but fans of the series should feel a sense of familiarity within our character and combat experience. The lore and mechanics from previous games should serve as an inspiration and, when possible, a foundation for ESO combat.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES games (ex: Werewolf, Heavy Armor, Mages Guild, etc.)
ZOS_BrianWheeler wrote: »"......"
- "..."
- Slot abilities from any skill line you've discovered
- "..."
What that mean exactly?
I can use two-handed skills with staff as weapon?
I can use Staff skills with Sword +Shield?!
ZOS_BrianWheeler wrote: »
Elder Scrolls Inspired
The Elder Scrolls has captured the hearts and minds of millions of players over decades, and we strive to honor series traditions. An online multiplayer world presents some unique challenges, constraints and opportunities, but fans of the series should feel a sense of familiarity within our character and combat experience. The lore and mechanics from previous games should serve as an inspiration and, when possible, a foundation for ESO combat.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES games (ex: Werewolf, Heavy Armor, Mages Guild, etc.)
Hi.
The fact there's some different classes comes in contradiction with all TES games where you can BECOME the class you want though your gameplay and archetype you've built. ESO is built as a MMO and doesnt follow the TES core system;
For exemple in TESV you can be a stealth mage assassin necromancer when in ESO you have to choose between sorc/nb/necro.
SO it's still funny when you say "play as you want".
You fundamentally violated this value when you decided tying a class passive to a certain weapon type was a good idea.ZOS_BrianWheeler wrote: »Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
Hybridization was the death of ESO. Every class uses the same 3 or 4 armor sets and weapon/guild skills with maybe one or two class skills.
First of all, thank you for your post, but to me there are a few concerns:I get that you want combat to be engaging, and that there needs to be room to grow. But right now most of this list(bolded) excludes many players from quite some of the game's content, as this list assumes everyone is top tier or will be top tier one day. Not even taking into question if they even want to be top tier. Some of this list(and barswapping) excludes a very very large group of players from playing higher content. Shouldn't the goal be to get more players playing(including in higher content), instead of chasing most away, and having few left playing. Currently many do not see this engaging/challenging combat as "let's do this!", but rather as "screw that, I'm going to try another game!". It looks like a mountain to climb, but only very few actually want to make that climb. It is a game afer all.ZOS_BrianWheeler wrote: »Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies
In my opinion, the game should provide these mastery mechanics(and barswapping) until a player has mastered them. Once they have mastered these mechanics, they should automatically take over control of them. Basically raising the floor, or as I have called it in other threads "crutch mechanics": Auto barswap, more skilldamage when not light attack weaving, automatic resource management, etc. These won't affect the top tier player, but will let inexperienced players and bad players(like me) have a much higher floor. And once they master one or more of these mechanics, they can choose to perform them manually, as that will/should always provide a better result.
PS: Ultimate should automatically regen like all the other resources, one ultimate per second.
Well, here are my 2 drakes...
Many people have commented that hybridization actually homogenized builds, but that wasn't my experience. Admittedly I don't do trials anymore, my endgame are solo arenas and dungeons, but hybridization has vastly increased the options in abilities and sets my characters can use viably to let me play the way I want.
a) Sharpen class identity across roles. Yes, every class should be able to fill every role, but how does a Sorcerer Tank differ from a Nightblade Tank, and how can you ensure a Sorcerer Tank and Sorcerer Healer still both feel like Sorcerers?
b) Finish hybridization. You promised to do this a year ago, but this really needs to happen soon to set ESO on a better basis.
c) Continue to balance builds. Especially in the realm of gear sets, the difference is wild, and because of hybridization, these issues are highlighted to everyone's annoyance. For abilitites, after Update 35, DoTs aren't in a good spot imo.
d) Increase combat gameplay variety. Mastering light attack weaving can be fun, and I'd rather other forms of gameplay to be encouraging rather than light attack weaving be discouraged. More weapons should be viable for heavy attack builds. For the lower end of players, new playstyles centered around continuous light attacks could be established. You said cast times are the exception, but is there no space for dedicated casters in your active combat?
e) Increase encounter variety. This is probably the most difficult, labor intensive and controversial, but I really feel it's important to consider. Without making different builds effective in different encounters, build diversity just means there is a more diverse underclass below the DPS meta overlord.
This all comes from a "Play As You Want" focus and the fact that ESO is leaning towards making it so that no player can make a mistake when doing a build. The character may not be as powerful as another build, but that is not a mistake, meaning it is not viable, it is just a poor decision that still retains some viability. If ZOS can eliminate both mistakes and poor decisions, build diversity goes through the roof, while simultaneously making all the builds much more similar. That is the Road to Homogenization.
Razorback174 wrote: »You fundamentally violated this value when you decided tying a class passive to a certain weapon type was a good ideaZOS_BrianWheeler wrote: »Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
NettleCarrier wrote: »I have high hopes for U37 then, as recent changes have worried me a bit. I'm seeing a lot less diversity in builds than ever before. I admit part of that though is that rule that if given the opportunity, players will optimize the fun out of the game.
Only if you use the top groups as a benchmark. I think the goal seems to be making all playstyles more viable, irrespective of the endgame meta.
Razorback174 wrote: »You fundamentally violated this value when you decided tying a class passive to a certain weapon type was a good ideaZOS_BrianWheeler wrote: »Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
And regarding the warden ice staff passive: it came at the cost of an actually beneficial and class defining passive.... the bonus to magic damage. So ZOS seems to be rather fond of coming up with these niche passives that are of no use to or even detrimental to the majority of the users.
Steel_Heart777 wrote: »Also there is nothing "deep" or even new mentioned here at all, it reads as a good example of corporate buzz-word no-speak that somehow manages to say nothing, despite the many paragraphs.
There is a built-in global cooldown indicator but for some mysterious reason it's disabled by default and can't be enabled anywhere in the settings. It can be turned on with a chat command: /script ZO_ActionButtons_ToggleShowGlobalCooldown()maximusrex45 wrote: »The goals are laudable, but ZOS isn't doing well in meeting them in my estimation.
You want to support weaving and have minimal cast time abilities, but the base UI is terrible for helping players learn, manage, and master this. You have no cast bar and no global cool down indicators, this makes learning and keeping combat rhythm much more difficult than it needs to be.