In ESO a "rotation" is not about building procs to make specific skills hit harder since it is about the timing of skills coming off cooldown/DoT needs to be refreshed.
In ESO a "rotation" is not about building procs to make specific skills hit harder since it is about the timing of skills coming off cooldown/DoT needs to be refreshed.
I think it's extremely telling that you said this.
ESO doesn't have cooldowns.
Personally I can't stand games with cooldowns and the mindless repetition of rotations they necessitate and while ESO doesn't have cooldowns (other than on set procs), its combat nevertheless devolves into the same style of mindless repetition of rotations.
It's one of the reasons I don't play group content in this game.
The other is "mechanics".
I haven't heard the term "toolbox combat" before but it sounds like they're describing content where player abilities are what beat bosses, not memorizing paths through mazes like rats.
Yes please.
They were a big part of City of Heroes' success. At launch there was no kind of end-game at all, but players kept playing because playing was intrinsically fun and fresh.
Instead of classes, they had archetypes- tank, blaster (dps), defender (healer / buffer / debuffer), controller - and during character creation you could choose a primary and secondary power set from a pool.
Especially when PUg'ing, every time you did group content that experience was fresh because the powers of others in your group were so variable.
Also, there were immersive and meaningful power interactions.
Well... Archetype was simply another name for class.
Ehhh... I don't recall much of that.
I remember most group content was Tanker Dumpster Farming (Whereby a Tanker with maxxed defences + resistances ran around and pulled the entire map and then jumped into a dumpster so all the enemies would group up trying to get line of sight on them and then everyone dumped AoEs onto the whole map worth of enemies)
While more difficult content tended to have people err towards certain setups, like Stone Tanker and having a Defender/Corruptor/Controller with Radiation Emission powerset for perma-Accelerate Metabolism. Beyond that it was mostly just looks especially given how similar most of a classes powersets were.
With power interactions not being a thing as far as I remember, outside of specifically Oil Slick Arrow.
I'm not sure if I can recall an MMO that did any sort of meaningful skill interactions between players (I'd fathon a guess and say the reason they don't do this is so that you don't feel obligated to only team with the classes that synergize with your class).
I wouldn't start a lynch mob and set your house on fire for claiming that, but I do disagree.
At least that I'm aware of, no other game has done anything similar so I use their "archetype" label and explain when discussing it for the sake of people who haven't played.
It might have been much more noticeable to me as a controller than you as a scrapper. You would have been up close and personal whacking everything regardless of the group composition.
I remember that but also it not lasting very long.
The stone tank only phase also didn't last forever.
I remember a time when they were rightly regarded as OP and super popular, but the devs changed stuff and other tank types stopped being afraid to show their faces.
Another common one was I think both fire tanks and tech blasters had an ability which created a small patch of fire on the ground, which did heavy damage per tick but believably made enemies run out of it quickly. So the total damage caused was typically negligible and it was effectively a small fear field.
Unless a controller immobilized enemies in it. As with the tornado that effectively converted a control type ability into an epic damage one.
No game has done the same thing. But Rift did the flexible class system.
In Rift each of the 4 classes has 8 subclasses. You can pick any 3 subclasses to use at a time and put points into any of those 3 to gain talents and abilities.
You can also change these pretty easily, so you can always experiment and adapt.
I played more than Scrapper. I quite enjoyed my many Masterminds, Controllers, and my Warshade + Arachnos Soldier.
For the most part, every Blaster did the same thing. Every Scrapper did the same thing. Every Controller did the same thing. It was only small amounts of flavour that changed between powersets, outside specific ones that were notably different (Like Stone Armor having Granite Armor for easy resists and Radiation Emission having Accelerate Metabolism)
It lasted until the day the game shut down. It probably still exists on the unofficial fan servers that are currently active.
The nerfs affected it, but it was still the most effective strategy.
Stone Tanker was always the preferred choice. Even with Stone Bruisers existing.
All this is not particularly noteworthy "Skill interactions"
It's a common mechanic among games to have immobilizes prevent enemies moving out of AoE's and often being immune to CC effects that move (Heck, in ESO you can immobilize enemies to prevent them wandering around and being knocked all over...)
Yeah I really liked that about Rift in theory but in practice the result isn't what I'd call fun, and why macro-ing is not only allowed but regarded by many as essential in that game.
Really no.
No I know that you're wrong about this.
I recall the time when anyone other than a stone tank was treated as unwelcome on a team and why, but the devs responded to that appropriately with very effective changes.
I'd love to see games take that basic idea and build on it.
I found it fun. It was fun to mix and match and come up with interesting combinations for a particular result. My only qualm was the overall lack of healer and tank subclasses which made most of the builds for those roles "Max out the 1 subclass you have for it and put you last 5 points into whatever"
I dunno what you mean about macros. I never used them nor heard about them. But I guess I left the game before any meaningful endgame content was introduced (Many months of farming the same Rifts and Dungeons was only so exciting...)
The major differences were mostly found in the Control and Support powersets.
I know it was changed. But I also know that I WAS LITERALLY DOING TANKER DUMPSTER FARMING UNTIL THE DAY THE SERVERS SHUT DOWN.
I think the issue mostly stems from creating equality between classes. Which is a thing that many games look for (Notably after WoW's shift in that direction. The whole "Bring the player not the class" ideology)
Creating specific synergies generally means requiring specific classes (Or in the case of a more flexible class system, specific skill sets) which is not good for the old Jolly Co-operation.
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
The freedom of being able to mix classes and go as deep or not into any of their skill trees as you liked was truly great but the result especially on mages and clerics is that it created many-many-many-many buttoned optimal rotations for every single fight.
That's why the game supported macros.
What would be the point?
If damage dealers can only hit 16 at a time, how would farming that way be worth the effort?
Many games, including ESO specifically reward class diversity within groups.
I still find that result surprising. Given my own experiences.
Efficiency. Instead of running from pack to pack, attacking a handful of enemies at a time you consolidate everything. You just sit there spamming all your AoE's and you're ALWAYS hittting 16 enemies. Meaning you're always doing peak damage.
Which normally just results in a single token inclusion of a particularly less desired class simply for its unique benefit. While the actually desired classes get stacked.
[I counter-argued your argument that devs don't do class combos because they don't want to make any class seem too necessary.
Most MMO's don't do these class specific buffs. ESO is more of an outlier in that it actually does in fact try and promote class uniqueness.
Like, I know WoW and FFXIV USED to have some class uniqueness (Such as Bloodlust on Shamans and Bards buffs respectively) but they have since gone away from that.
Outside of those, I can't think of another MMO besides ESO that actually does try to push specific classes by way of unique buffs/debuffs/effects.
In ESO a "rotation" is not about building procs to make specific skills hit harder since it is about the timing of skills coming off cooldown/DoT needs to be refreshed.
I think it's extremely telling that you said this.
ESO doesn't have cooldowns.
Personally I can't stand games with cooldowns and the mindless repetition of rotations they necessitate and while ESO doesn't have cooldowns (other than on set procs), its combat nevertheless devolves into the same style of mindless repetition of rotations.
It's one of the reasons I don't play group content in this game.
The other is "mechanics".
I haven't heard the term "toolbox combat" before but it sounds like they're describing content where player abilities are what beat bosses, not memorizing paths through mazes like rats.
Yes please.
Most of the MMOs I've played did, and that's most of them.
WOW definitely had them originally. Hour (or two)) long class specific buffs that also meant that throwing a buff on random players you passed was worth doing.
Anarchy Online. Lots of classes and probably nearly or all of them with class specific buffs like this.
Except for GW2 - another NCSoft game like CoH which has class combos.
Regardless, we know that ESO actively promotes class diversity in groups so this can't be the reason for the lack of a more interesting combo system.
Additionally, combos could but wouldn't need to be class based.
The weird single / aoe / tank buffs now attached to destruction staves to promote weapon diversity in all content could be replaced with a more interesting combo system, and like some of the CoH combos, some would be accessible solo.