Woodenplank wrote: »Hybridization has been so big for ZOS that they'll never roll it back, I don't think. But I sure hope they take many initiatives in the future to diversify builds and playstyles. Between different Classes but markedly also within Classes themselves.
Duke_Falcon wrote: »@ZOS_BrianWheeler
Scorer's Dark Deal/Conversion skill cancels its self out when ever you Block, Roll Dodge, Bash, Sprint, or Weapon Swap. I often find myself pausing combat entirely just to hit the skill, which seems to be against the kind of fast paced action you want to build into the game.
I suspect the cast time was added to it to prevent block tanks from abusing the skill because it has an incredible amount of resource return, which Sorc desperately needs because its skill costs are insanely high. The massive resource return is needed just to use the class skills.
To help achieve the goals of fast paced combat perhaps the one time instant burst sustain could be distributed over 20 or 30 seconds without a cast time being placed on the skill, so that Sorc could then use the base game actions of Block, Dodge Roll, Sprint, and Weapon Swapping to help achieve the goals of continuous action while using the skill.
moderatelyfatman wrote: »
I was told that Dark Deal originally didn't have a channel but it was brought in because people were spamming it in PvP and becoming unkillable.
A good solution would be similar to Streak where the cost increases by 33% when cast within 4s of the previous casting. This would make the skill viable for Sorc Tanking in PvE while preventing abuse in PvP.
If they also allowed the Minor Sorcery/Brutality to be an AOE that affects the party, DK will now have a serious contender in PvE tanking.
+1 to this. I've been craving another magicka weapon too, or at least a magic-damage staff of some sort as sometimes I don't want to deal with the whole elemental theming of frost/fire/lightning. Sacrificing some skeevers on an altar and hoping the next class is a monk and primarily stamina based + unarmed weapons, maybe? A spear would be quite cool and has some really good examples to draw from - GW2 recently added spears, even!Combat in ESO is by far the number one complaint I see people make online when talking about this game. It's why a lot of people stopped playing, it's why a lot of people refuse to start playing, and it honestly needs to be addressed.
The floaty, unimpactful combat just doesn't feel good. That coupled with all of the weaving and animation canceling makes it just not fun or engaging.
Also, you've added multiple new classes but no new weapons. I think adding a few new weapons to the mix with new skill lines could make a huge difference in how people play their characters and roles in general. Why this game has been out for 11 years and not a single new weapon has been added is beyond me.
Duke_Falcon wrote: »@ZOS_BrianWheeler
Hey, I was browsing the forums and read your post. I really enjoyed it, and like the direction the game is going. I decided to toss in a comment to help with that direction in regards to one skill in the game. I copied and pasted down below part of the initial post you made.
"Active Combat
We believe combat is more engaging when you are on the move and continuously taking action. Battles should be exhilarating, with threats and opportunities coming fast and you feeling empowered to respond in kind. In any given moment you should have options for reacting to your opponents and shouldn't be held back by long waits between actions. This requires controls to be responsive and consistent so you feel connected to your character and in control of the outcomes of your battles.
Block, Roll Dodge, and Bash/Interrupt are not constrained by the global cooldown
No ability cooldowns and a short global cooldown
Most abilities are instant, with cast times being the exception
Weapon swapping"
Scorer's Dark Deal/Conversion skill cancels its self out when ever you Block, Roll Dodge, Bash, Sprint, or Weapon Swap. I often find myself pausing combat entirely just to hit the skill, which seems to be against the kind of fast paced action you want to build into the game.
I suspect the cast time was added to it to prevent block tanks from abusing the skill because it has an incredible amount of resource return, which Sorc desperately needs because its skill costs are insanely high. The massive resource return is needed just to use the class skills.
To help achieve the goals of fast paced combat perhaps the one time instant burst sustain could be distributed over 20 or 30 seconds without a cast time being placed on the skill, so that Sorc could then use the base game actions of Block, Dodge Roll, Sprint, and Weapon Swapping to help achieve the goals of continuous action while using the skill.