Recently, we were given some insight into the core values of ESO's combat system. While some of these values can be beneficial to casual play, they are very detrimental to competitive play. I'd like to discuss the downsides of ESO's "Play the Way You Want" value and it's impact on mastery and competitive play.
The full post I am referencing:
https://forums.elderscrollsonline.com/en/discussion/624269/eso-developer-deep-dive-core-combat-values/p1Too Much Choice is Not Always a Positive Thing
The first thing I want to address is Wheeler's statement about playing as you want:
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.
Years ago when I first gained an interest in PvP, I asked my friend how I should get started. The answer was pretty simple: I was told to craft light Julianos, a few pieces of Magnus, and then buy arcane Willpower jewelry. This build was easy to acquire, effective, and simple. The champion point system was also easy to understand. Since I was a magicka sorcerer, I needed to focus on increasing magic element damage and magic sustain. Lastly, wearing at least 5 pieces of light armor was the obvious choice for my needs. This build even worked well for PvE with a slight change of skills. Making builds felt intuitive and bad choices were obvious.
In modern ESO, things are far more complicated. You probably need a mythic, the amount of sets to choose from is massive, there are more traits to worry about, and you can use any combination of armor weights. Even as a long-time player, returning from a break feels overwhelming and discourages me from participating in PvP cause of how many options there are. It is also no longer clear when you are making a bad build choice.
Giving players so many options also gives them many ways to shoot themselves in the foot. The massive amount of choices can make it overwhelming for new players to get their foot in the door. It is also very easy for players to make a build choice that ends up gimping them in PvP which will make the experience worse for them. While some level of build customization is good, there is also value in simplicity. Making builds should be intuitive and relatively easy for any player to do (as it was in the past). If you want to increase participation in PvP and competitive PvE, it needs to be easy to get your foot in the door with a build.
Balance Issues
Balance issues are exacerbated by the "Play as You Want" value. It is difficult to balance a game with so many build and playstyle choices. Additionally, the lack of well-defined roles creates stale metas and a high time to kill.
every character should have the capacity to protect their group, mend allies, or devastate foes.
Many current issues within the game stem from this statement. In PvP, healers are very tanky and difficult to kill and many damage builds have over 30k health and can slot restoration staves to stack heals (as seen in ball groups). With this system, you end up with the majority of builds having excellent healing, good mitigation, and enough damage to still get kills (essentially all 3 roles within one character). While on a basic level this can be a good thing, it has been taken too far in the current state of PvP, leading to drawn out and boring fights.
Decreased Skill Expression
Playing as you want creates an environment where player skill is secondary to build choices. This is bad for both new players and veteran players. It also goes against the "Mastery" value that Wheeler mentions. The level of build customization currently in the game blurs the lines between a skilled player and a well-built player. Well-built players can triumph over a skilled player if the difference in builds is significant enough. This makes it difficult for new players to gauge their skill level and identify areas of improvement. It also discourages competitive/veteran players from playing since their time dedicated to improving their skill feels meaningless when builds matter more. In PvP environments, players should have close to equal footing (this was the case in the earlier days of the game when builds were simpler). This ensures that skill is the main deciding factor of a fight which makes improving your skill feel meaningful.
Paradoxical Homogenization on the High End
For players who like to play the most effective or optimized build as possible (disgarding the fun value), the game has become more homogenized and stale than ever. So why is this true if there is more choice than ever? Wheeler himself states:
Some combinations of these tools are more effective than others
This is why the game has become more homogenized for the most optimized players. While there is a freedom to play however you want, some choices are vastly better than others. With the introduction of hybridization, I find myself using many of the same skills on every build because they happen to be the best option available. Let's look at templar as an example. In the past, magplar had some strengths that stamplar did not and vice versa. For a long time, the lack of a good heal over time was a big issue for magplar. This fundamentally changed how magplar was played compared to stamplar, and it made the Templar class feel like two different classes. Now, you can just slot vigor on any build since it is probably the best heal over time available. This completely takes away the need to compromise. The drawback here is that now there is only one best way to play a class: the hybrid way. When you take away the need to compromise, players will gravitate towards the well-rounded best option. Unfortunately, this has basically cut the number of classes in half. The choice is basically an illusion at this point.
How to Improve
Build choices should be meaningful and well balanced with each other. let's say a player is looking for a set that allows them to sustain both their magic and stamina, they may come across
Amberplasm: Adds 245 Magicka Recovery, Adds 245 Stamina Recovery, Adds 245 Health Recovery and
Wretched Vitality: While in combat, applying a Major Buff or Debuff to a target grants you 260 Magicka and Stamina Recovery for 15 seconds. While in combat, applying a Minor Buff or Debuff to a target grants you 130 Magicka and Stamina Recovery for 15 seconds.
These sets are poorly balanced with each other and a veteran player would see that wretched is a far better choice. Wretched can be single barred, gives more recovery, and can easily have 100% uptime. Amberplasm grants health recovery, but this doesn't matter in PvP anymore. There is not a meaningful choice to be made here, the player should just choose wretched vitality. Instead more sets should be designed with built in drawbacks and benefits. For example, New Moon Acolyte gives more damage than Hundings Rage, but at the expense of sustain. Here there is an actual meaningful choice to be made. A player could choose the option that better fits their playstyle. Designing sets with both benefits and drawbacks (like New Moon) is better for both balance and build diversity.
Conclusion
This is not to say that all aspects of "Play the Way You Want" are a bad thing. Some level of build customization is a good thing. However, when there are 100s of sets in the game with customizable traits and weights it starts to become a detriment. Additionally, if you want players to truly be able to build how they want,
build choices NEED to be better balanced with each other.