Cooperharley wrote: »Some people enjoy the skill associated w/ 2 bar and enjoy using 2 weapons, so I wouldn't want to take that from them. But, I wouldn't mind this personally. Don't see it happening personally though regardless.
Cooperharley wrote: »Some people enjoy the skill associated w/ 2 bar and enjoy using 2 weapons, so I wouldn't want to take that from them. But, I wouldn't mind this personally. Don't see it happening personally though regardless.
I think a one-bar system would actually increase that skill expression by pushing people to choose what they want to use, rather than relying on a bunch of filler buffs just to make sure they have two full bars.
As for it happening, yeah, it might be a long shot, but with the changes coming with subclassing it might not be totally out of the question for ZOS to rethink the core design.
Either way, appreciate your input and miss seeing your ESO videos!
DeadlySerious wrote: »Only if we get all the buffs that come with wearing Oakensoul ring without having to actually wear the ring.
If that were implemented, I'd probably play ESO a lot less. I personally don't mind bar swapping, and I like that we're able to use two different weapons and skill bars. Being limited to just one bar would definitely make ESO's combat more boring for me.
This would be very boring.
valenwood_vegan wrote: »I love my one-bar / oakensoul builds. I love my full, sweaty two-bar builds. Taking one away would make the game much more boring for me. And if I were going to have to vote for which one to take away, it'd actually be the one-bar builds. They all feel too similar.
My problem with two bar builds has always been two-fold.
1. Buff management is tedious, and takes up quite a few bar slots while generally not feeling good to cast.
2. When I'm running two bars, I don't want my second bar to just be low priority or long duration stuff, I want to be able to actually run it as a functional second weapon. (I.e, main bar is melee, second bar is ranged.)
Since problem 1 in effect creates or exacerbates problem 2, I can honestly say I don't see myself ever not running with oakensoul again so moving fully over to a 1 bar system wouldn't be a problem for me, but I can sympathize with the people who wouldn't be happy about that in the same way I wouldn't be happy if oakensoul was gutted with the game as it is now.
I think what could be a good compromise would be instead of removing bar swapping, to instead bake major/minor buffs into literally every ability as passive effects you get just for slotting on either bar. First instance of the effect gives you the major version, if it shows up again you get the minor version. Then as a tradeoff for the freed up bar space add a build limitation where you can only have 1 long dot/hot, 1 short dot/hot, and one ground effect from abilities active at a time. (procs from armor sets, status effects and things are fine)
Now bar swapping still exists for skill expression
People don't like buff don't have to worry about it and can viably sit on one bar if they want.
and backbar weapons can actually function as weapons for different situations
In theory everyone wins on some level.
NoticeMeArkay wrote: »Wouldn't be a fan of that, to be honest.
This would make combat and gameplay in general very simple and boring for me, and combat is one of the things I enjoy in ESO. And from a purely utilitarian POV, you would have to keep swapping skills in and out for different things and that would get annoying fast.
I’ve always played 2-bar, even before the change to make DoTs last longer. A one-bar game would immediately kill a lot of backbar sets like maelstrom 2h and maelstrom destro. It would push DPS to using weapon/spell power potions instead of tripots due to lack of space. It would make support roles harder as healers would not be able to slot as many heals and buffs and tanks would not be able to use sword and shield due to the necessity of crusher. This would also kill my gameplay of sword and board trifocus tanking where my backbar costs mag to block while frontbar costs stam. Even my overland build uses 2 bars— the front bar is for combat and the second bar is for getting around.
You can play 1-bar but don’t make everyone else play 1-bar too.
I’ve always played 2-bar, even before the change to make DoTs last longer. A one-bar game would immediately kill a lot of backbar sets like maelstrom 2h and maelstrom destro. It would push DPS to using weapon/spell power potions instead of tripots due to lack of space. It would make support roles harder as healers would not be able to slot as many heals and buffs and tanks would not be able to use sword and shield due to the necessity of crusher. This would also kill my gameplay of sword and board trifocus tanking where my backbar costs mag to block while frontbar costs stam. Even my overland build uses 2 bars— the front bar is for combat and the second bar is for getting around.
You can play 1-bar but don’t make everyone else play 1-bar too.
Totally fair points and I appreciate how detailed your reply is. I think you highlight a lot of the trade-offs that would need to be worked through. In terms of the Maelstrom weapons and other backbar sets, that's kind of the point—you’d need to build around those as your main weapon instead of just using them as yet another backbar buff.
And yeah, support roles would definitely have to adapt. Again, that's kind of the point? And I don't think that's inherently a bad thing. It would actually open up new ways to specialize: some builds lean more into healing, others into buffing, and others into utility or mobility. Instead of being able to do everything at once, you'd have to coordinate more and commit to your role more clearly, which would be really refreshing in group content.
Playing one bar forces players to make real choices, you can't just slot everything. Instead of squeezing in every dot, every buff, you're curating a tight kit that reflects how you actually want to play.
I’ve always played 2-bar, even before the change to make DoTs last longer. A one-bar game would immediately kill a lot of backbar sets like maelstrom 2h and maelstrom destro. It would push DPS to using weapon/spell power potions instead of tripots due to lack of space. It would make support roles harder as healers would not be able to slot as many heals and buffs and tanks would not be able to use sword and shield due to the necessity of crusher. This would also kill my gameplay of sword and board trifocus tanking where my backbar costs mag to block while frontbar costs stam. Even my overland build uses 2 bars— the front bar is for combat and the second bar is for getting around.
You can play 1-bar but don’t make everyone else play 1-bar too.
Totally fair points and I appreciate how detailed your reply is. I think you highlight a lot of the trade-offs that would need to be worked through. In terms of the Maelstrom weapons and other backbar sets, that's kind of the point—you’d need to build around those as your main weapon instead of just using them as yet another backbar buff.
And yeah, support roles would definitely have to adapt. Again, that's kind of the point? And I don't think that's inherently a bad thing. It would actually open up new ways to specialize: some builds lean more into healing, others into buffing, and others into utility or mobility. Instead of being able to do everything at once, you'd have to coordinate more and commit to your role more clearly, which would be really refreshing in group content.
Playing one bar forces players to make real choices, you can't just slot everything. Instead of squeezing in every dot, every buff, you're curating a tight kit that reflects how you actually want to play.
What would end up happening is something like this:
DPS - Daggers or destro staff, 2x 5pc sets, 1 mythic
Damage or buff
Spammable
Flail/Frags/etc
Dagger cloak or exploding wall
Class damaging AoE
Damaging class ult
Tank - Ice staff, 2x 5pc sets, 1 monster
Buff or debuff or self-heal
Inner fire or frost clench or chain
Ele sus
Frost blockade
Buff or debuff
War horn
Healer - Restro staff, 2x 5pc sets, 1 mythic or 1 monster
Aoe heal (class)
Combat prayer
Aoe heal (restro)
Radiating regeneration or echoing vigor
Orb
War horn
You wouldn’t get to curate anything, you end up with 0-2 flex spots per role and that’s assuming I didn’t miss anything important. Sword and board would be dead. Every class would play almost exactly the same. There would not be room for useful skills like altar and rapid maneuvers. Multiple sets would be nigh impossible to use like Z’ens and Azureblight. Most of the rotation would just be hitting one button over and over again.
Renato90085 wrote: »relequen will be hardest boss
Sound very boring and like delete tank and healer in game
I’ve always played 2-bar, even before the change to make DoTs last longer. A one-bar game would immediately kill a lot of backbar sets like maelstrom 2h and maelstrom destro. It would push DPS to using weapon/spell power potions instead of tripots due to lack of space. It would make support roles harder as healers would not be able to slot as many heals and buffs and tanks would not be able to use sword and shield due to the necessity of crusher. This would also kill my gameplay of sword and board trifocus tanking where my backbar costs mag to block while frontbar costs stam. Even my overland build uses 2 bars— the front bar is for combat and the second bar is for getting around.
You can play 1-bar but don’t make everyone else play 1-bar too.
Totally fair points and I appreciate how detailed your reply is. I think you highlight a lot of the trade-offs that would need to be worked through. In terms of the Maelstrom weapons and other backbar sets, that's kind of the point—you’d need to build around those as your main weapon instead of just using them as yet another backbar buff.
And yeah, support roles would definitely have to adapt. Again, that's kind of the point? And I don't think that's inherently a bad thing. It would actually open up new ways to specialize: some builds lean more into healing, others into buffing, and others into utility or mobility. Instead of being able to do everything at once, you'd have to coordinate more and commit to your role more clearly, which would be really refreshing in group content.
Playing one bar forces players to make real choices, you can't just slot everything. Instead of squeezing in every dot, every buff, you're curating a tight kit that reflects how you actually want to play.
What would end up happening is something like this:
DPS - Daggers or destro staff, 2x 5pc sets, 1 mythic
Damage or buff
Spammable
Flail/Frags/etc
Dagger cloak or exploding wall
Class damaging AoE
Damaging class ult
Tank - Ice staff, 2x 5pc sets, 1 monster
Buff or debuff or self-heal
Inner fire or frost clench or chain
Ele sus
Frost blockade
Buff or debuff
War horn
Healer - Restro staff, 2x 5pc sets, 1 mythic or 1 monster
Aoe heal (class)
Combat prayer
Aoe heal (restro)
Radiating regeneration or echoing vigor
Orb
War horn
You wouldn’t get to curate anything, you end up with 0-2 flex spots per role and that’s assuming I didn’t miss anything important. Sword and board would be dead. Every class would play almost exactly the same. There would not be room for useful skills like altar and rapid maneuvers. Multiple sets would be nigh impossible to use like Z’ens and Azureblight. Most of the rotation would just be hitting one button over and over again.
I really don’t agree with your assessment here, especially when you say every class would play almost exactly the same. Your own examples actually show quite a bit of room for variation within each role. A DPS choosing between daggers or destro staff, for example, already has completely different playstyles baked in. Right now, all dps are both. Same with tanks running frost staff versus sword and board (idk much about tanking, but sounds like sword and board needs a buff, according to you) or healers leaning more into burst heals versus HoTs or utility. Right now, everyone can do everything, simply because they have the room for it. As for the rotation hitting one button over and over, that's not really a change from what it currently is. Buff up, lay down your dots, hit your spammable over and over.
Overall, I feel the problem is that builds can do way too much without trade-offs. It's not exciting or creative. And I know you're coming from a PvE perspective, but it's even worse in PvP.
Not sure what you mean,Renato90085 wrote: »relequen will be hardest boss
Sound very boring and like delete tank and healer in game
Not any more boring than playing two bar buff/dot manager. And what you're saying doesn't make sense. A one bar system wouldn't delete roles, it would define them more clearly. Done right, it could actually make the group meta less homogeneous, not more.
and meta will be bad than now, tank now have 2-4 weapon and 4-7 set can chooseRenato90085 wrote: »relequen will be hardest boss
Sound very boring and like delete tank and healer in game
Not any more boring than playing two bar buff/dot manager. And what you're saying doesn't make sense. A one bar system wouldn't delete roles, it would define them more clearly. Done right, it could actually make the group meta less homogeneous, not more.