It could be like One Tamriel all over again, when they introduced so many new sets to populate the zone specific pools with, or perhaps more reasonably just a handful every couple of patches. That'd probably be the change that gets me the most interested, balancing classes is important, but empowering interesting builds through combining the class with multiple sets would have so much more depth with more interesting options.
no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
And so what? In which case is class identity worse than the same meta for all classes?no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
That's... exactly what their goal was though?chessalavakia_ESO wrote: »Regarding the light attacks change:
If all you do is light attack, the change will help you by a noticeable amount but, otherwise I doubt it is going to really matter much in most content.
Darkstorne wrote: »That's... exactly what their goal was though?chessalavakia_ESO wrote: »Regarding the light attacks change:
If all you do is light attack, the change will help you by a noticeable amount but, otherwise I doubt it is going to really matter much in most content.
There are a lot of new and casual players who play ESO like Skyrim/Oblivion/Morrowind, where light attacks are the majority of their attacks with a few skills sprinkled in for impact. So if they've managed to increase the damage of these players without inflating the damage of skilled players, then that's great news.
And so what? In which case is class identity worse than the same meta for all classes?no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
Flawless logic. I can say I don't see why their current state is a problemESO_Nightingale wrote: »no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
i don't see why that's a problem.
Well, it's all anecdotal, but I've seen it first-hand when I tried getting my brother to play back when Elsweyr was the latest chapter. He's a huge TES fan, but hated the combat in ESO and dropped it almost instantly because he primarily light/heavy attacked and did barely any damage. All-white gear with no CP and light attacking must feel bad...chessalavakia_ESO wrote: »Darkstorne wrote: »That's... exactly what their goal was though?chessalavakia_ESO wrote: »Regarding the light attacks change:
If all you do is light attack, the change will help you by a noticeable amount but, otherwise I doubt it is going to really matter much in most content.
There are a lot of new and casual players who play ESO like Skyrim/Oblivion/Morrowind, where light attacks are the majority of their attacks with a few skills sprinkled in for impact. So if they've managed to increase the damage of these players without inflating the damage of skilled players, then that's great news.
Generally, my experience with newer players is that most lean towards ability usage and then shift towards the light/heavy attacks when they run dry.
I've heard about the new players primarily using light attacks on forums a ton but, I haven't actually seen many people that do so in-game that are actually new.
Some like you do deliberately run light attack builds but, I wouldn't really say it's at all common.
And so what? In which case is class identity worse than the same meta for all classes?no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
Yeah, cool, lets make a bunch of sets that are useless for everyone else except your beloved class because of imaginary "identity"Flawless logic. I can say I don't see why their current state is a problemESO_Nightingale wrote: »no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
i don't see why that's a problem.
Darkstorne wrote: »Well, it's all anecdotal, but I've seen it first-hand when I tried getting my brother to play back when Elsweyr was the latest chapter. He's a huge TES fan, but hated the combat in ESO and dropped it almost instantly because he primarily light/heavy attacked and did barely any damage. All-white gear with no CP and light attacking must feel bad...chessalavakia_ESO wrote: »Darkstorne wrote: »That's... exactly what their goal was though?chessalavakia_ESO wrote: »Regarding the light attacks change:
If all you do is light attack, the change will help you by a noticeable amount but, otherwise I doubt it is going to really matter much in most content.
There are a lot of new and casual players who play ESO like Skyrim/Oblivion/Morrowind, where light attacks are the majority of their attacks with a few skills sprinkled in for impact. So if they've managed to increase the damage of these players without inflating the damage of skilled players, then that's great news.
Generally, my experience with newer players is that most lean towards ability usage and then shift towards the light/heavy attacks when they run dry.
I've heard about the new players primarily using light attacks on forums a ton but, I haven't actually seen many people that do so in-game that are actually new.
Some like you do deliberately run light attack builds but, I wouldn't really say it's at all common.
I also see it a lot in dungeons though. I'm a healer, so get to stand back a bit and control the battlefield with buffs/debuffs etc, and sometimes I notice my DPS accounts for like 20%+ of the group total. That's when you notice the bow and dual-wield light attackers
Presumably, ZOS has the data to see that this happens quite a lot. I'm sure there are also new players who use abilities a lot without light attack weaving too, but that's nowhere near as much of a damage-loss as light attack spamming is. So it definitely makes sense to lift the floor here and make the game more welcoming to those players while they learn how to play.
proteinexe wrote: »Well to put it bluntly (for PvP);
Templars are now fairly useless. Backlash change was needed but the average damage done in PvP has gone from a strong 12k - 15k to 2k - 4k (if you’re lucky), making it the same damage as a spammable.
proteinexe wrote: »Well to put it bluntly (for PvP);
there are better healers out there with more utility to offer.
proteinexe wrote: »Well to put it bluntly (for PvP);
Templars are now fairly useless. Backlash change was needed but the average damage done in PvP has gone from a strong 12k - 15k to 2k - 4k (if you’re lucky), making it the same damage as a spammable. The potential killing power isnt there anymore and there are better healers out there with more utility to offer.
Necromancers now dont have the potential synergy power they once had, reducing them back to a side character class where it’s ‘cute’ to role play in PvP but realistically they dont stand a chance against most stronger classes.
Nightblades are in a good position but because they’re a head above other classes, they’re overtuned. Buff the other classes, dont nerf nightblades.
Wardens are also in a decent spot, you now have frost wardens and you have interesting gameplay but when you inevitably nerf polar wind/arctic blast, dont destroy it. Tiny nerfs please.
Dragonknights are potentially too strong. They spit out damage without intention and they’re incredibly good at survival. Their class utility is very high and they don’t necessarily have a counter.
Sorcerers are my biggest concern. Changes to shields was nice, now give them a burst heal that’s effective like you did with Healthy Offering for Nightblades. Dont make it mandatory for Sorcerers to have to wear Mara’s to survive, that shouldnt be how a class has to function to stand a chance.