Stinkyremy wrote: »Isn't this the reason you hear everyone crying about templar jabs on this forum, because they upgraded the animation to what is now essentially a spear made of light rather than some sort of magical concoction as it was before...
There is nothing wrong with the OG animations anyway.
I get more annoyed when they make drastic changes like overload not having a third bar any more or the DK skill where you throw 3 rocks now, forgot it's name.
Oreyn_Bearclaw wrote: »I feel like I said this earlier today in a different thread, but here is my take, and admittedly, I am mostly talking about balancing. I care far more about balance and gameplay functionality than I do about flashy skills. Also, last time they made a major aesthetic change to an iconic basegame skill, people lost their freaking minds, cough cough, jabs, cough.
I think the base game classes have definitely lost some of their identity. At launch, and for the first few years, I felt like each class had things they were good at, and things they were frankly not so good at.
You wanted a tank? You rolled a DK. You wanted a healer? You rolled a Templar. Sorc and NB were clearly designed as your damage classes. Admittedly, every class could DPS pretty well. One of the best players I ever new played a templar tank, but when we decided to tackle VMOL HM (and we were on of the first to clear it), he had to roll a DK. Group comp of all the early clears was two DK tanks, two templar healers, and mostly NBs and Sorcs as DPS, with a templar or DK occupying the melee slots.
Now, ZOS has made an effort to make sure every class can be good at everything. I understand why, mostly because people complained, but I also think it has resulted in homogenization of the classes, which is not a great thing in my opinion.
the1andonlyskwex wrote: »Oreyn_Bearclaw wrote: »I feel like I said this earlier today in a different thread, but here is my take, and admittedly, I am mostly talking about balancing. I care far more about balance and gameplay functionality than I do about flashy skills. Also, last time they made a major aesthetic change to an iconic basegame skill, people lost their freaking minds, cough cough, jabs, cough.
I think the base game classes have definitely lost some of their identity. At launch, and for the first few years, I felt like each class had things they were good at, and things they were frankly not so good at.
You wanted a tank? You rolled a DK. You wanted a healer? You rolled a Templar. Sorc and NB were clearly designed as your damage classes. Admittedly, every class could DPS pretty well. One of the best players I ever new played a templar tank, but when we decided to tackle VMOL HM (and we were on of the first to clear it), he had to roll a DK. Group comp of all the early clears was two DK tanks, two templar healers, and mostly NBs and Sorcs as DPS, with a templar or DK occupying the melee slots.
Now, ZOS has made an effort to make sure every class can be good at everything. I understand why, mostly because people complained, but I also think it has resulted in homogenization of the classes, which is not a great thing in my opinion.
I'm not sure how far back you're going, but as early as console launch ZOS messaging was that any class could play any role and there were even (community created) guides saying that DKs were the best healers (because they had the easiest access to +healing done buffs).
(On the other hand, I also pretty regularly got kicked from PUG dungeon groups simply for being a DK healer up until at least the Morrowind chapter. That was because people are dumb though, not because anything in ZOS's class design made DKs particularly bad healers.)