It'd be everyone running around in a dress with Talons, Crit Surge, Inner Light, Breath of Life and your DPS ability of choice for #5 pressing one button and face-rolling through everything.
Liquid_Time wrote: »There will never be balance.. Nuff said.
As long as we have no clear class -> role associations, players are always going to gravitate toward what works best for toe-to-toe PVP or solo PVE, which current is a staff and light armor. If they nerf staves and/or light armor in the near future, some other combination will be slightly better and everyone will gravitate toward that. It seems like no matter what they do, diversity will always be a problem under the current mechanics.
Are the traditional tank/healer/DPS roles being associated strongly with particular classes so bad? Why were classes even introduced in the first place? Personally, I'd like to see more class distinction and stronger class/role association:
Dragon Knight -> primary tank, secondary melee DPS, tertiary ranged DPS (bow), usually heavy armor, never a caster
Sorcerer -> primary ranged DPS, superior DPS / low survivability, almost always ligt armor, never a tank, never a healer
Nightblade -> primary melee DPS, secondary ranged DPS (bow), superior DPS (not quite as good as sorcerer) / moderate survivability, never a tank, never a healer
Templar -> primary healer, secondary DPS (but never as good as a Nightblade or Sorcerer) or tank (but never as good as a DK).
Otherwise, just do away with classes altogether because right now, they are nothing but a vehicle for brokenness and imbalance between one staff-wielding mage and another.
Liquid_Time wrote: »There will never be balance.. Nuff said.
Here Is an awesome and effective plan of making the game awesome and balanced.
1.Take away all skills damage and weapon attack damage.
2.Make the stats auto allocate the same for everybody.
3. Add a passive aura that does AoE damage to everybody in 25 m
4.Adjust that damage such that if another player that enters the aura has more life then you the damage that you do increases to compensate.
5.Just use the skills in combat for the light works and the lulz.
6. Make the auras non stackable so that we have great pvp balance.
6.Enjoy your awesomely balanced game.
WOW-brained detected.Dragon Knight -> primary tank, secondary melee DPS, tertiary ranged DPS (bow), usually heavy armor, never a caster
Sorcerer -> primary ranged DPS, superior DPS / low survivability, almost always ligt armor, never a tank, never a healer
Nightblade -> primary melee DPS, secondary ranged DPS (bow), superior DPS (not quite as good as sorcerer) / moderate survivability, never a tank, never a healer
Templar -> primary healer, secondary DPS (but never as good as a Nightblade or Sorcerer) or tank (but never as good as a DK).
There is no problem with light armor and staffs... seriously. Have them fix medium and heavy rather than complain about things that actually work
[Moderator Note: Edited per our rules on Rude and Insulting comments]
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
As long as we have no clear class -> role associations, players are always going to gravitate toward what works best for toe-to-toe PVP or solo PVE, which current is a staff and light armor. If they nerf staves and/or light armor in the near future, some other combination will be slightly better and everyone will gravitate toward that. It seems like no matter what they do, diversity will always be a problem under the current mechanics.
Are the traditional tank/healer/DPS roles being associated strongly with particular classes so bad? Why were classes even introduced in the first place? Personally, I'd like to see more class distinction and stronger class/role association:
Dragon Knight -> primary tank, secondary melee DPS, tertiary ranged DPS (bow), usually heavy armor, never a caster
Sorcerer -> primary ranged DPS, superior DPS / low survivability, almost always ligt armor, never a tank, never a healer
Nightblade -> primary melee DPS, secondary ranged DPS (bow), superior DPS (not quite as good as sorcerer) / moderate survivability, never a tank, never a healer
Templar -> primary healer, secondary DPS (but never as good as a Nightblade or Sorcerer) or tank (but never as good as a DK).
Otherwise, just do away with classes altogether because right now, they are nothing but a vehicle for brokenness and imbalance between one staff-wielding mage and another.
Really? I think your missing the whole picture but thats OK. In reality the thing that is causign more people to flee this game in end game activities is the melee builds and the complete and total lack of any real tank role.ruze84b14_ESO wrote: »This game made some primary design choices that drew me into it. These are different than your standard MMO fare, the World of Warcraft clones that have proliferated the market for the last 10 years.
ESO is not the first to do any of them. The 5-slot action toolbar? Yeah, Guild Wars 2 and Neverwinter Nights both went that route, as it forces players to pick and specialize their toolbars.
In the case of the Ops complaint, it's the lack of defined classes. Again, ESO isn't the first. You can go as far back as SWG pre-NGE, or Ultima Online, for games that skipped classes altogether. Or more recently, to classes which had more options, like Neverwinter Online.
Some people see the classes, and cannot change their method of thinking: that classes equal roles, and that trying to make a class fit a role other than it's intended is wrong.
As other's have said, that's that EverQuest/WoW mentality coming out. It is NOT true in all games. It's not even true in the majority of games. It's simply true in the games played by the most people.
There are many of us who are perfectly happy that ZOS went the way it did. I am one of them.
Wifeaggro13 wrote: »As long as we have no clear class -> role associations, players are always going to gravitate toward what works best for toe-to-toe PVP or solo PVE, which current is a staff and light armor. If they nerf staves and/or light armor in the near future, some other combination will be slightly better and everyone will gravitate toward that. It seems like no matter what they do, diversity will always be a problem under the current mechanics.
Are the traditional tank/healer/DPS roles being associated strongly with particular classes so bad? Why were classes even introduced in the first place? Personally, I'd like to see more class distinction and stronger class/role association:
Dragon Knight -> primary tank, secondary melee DPS, tertiary ranged DPS (bow), usually heavy armor, never a caster
Sorcerer -> primary ranged DPS, superior DPS / low survivability, almost always ligt armor, never a tank, never a healer
Nightblade -> primary melee DPS, secondary ranged DPS (bow), superior DPS (not quite as good as sorcerer) / moderate survivability, never a tank, never a healer
Templar -> primary healer, secondary DPS (but never as good as a Nightblade or Sorcerer) or tank (but never as good as a DK).
Otherwise, just do away with classes altogether because right now, they are nothing but a vehicle for brokenness and imbalance between one staff-wielding mage and another.
I agree with you . I think the Instant gratifcation generation became fixated with this idea everyone can do everything special snowflake mentality. In all truthfulness i see no way of fixing this game until the Devs make major changes to this whole system. roles and the trinity is a good thing. it didnt need to be dissolved and done away with it needed to be expanded upon and enriched.
Right now this whole damn game is a mess , anyone that thought this would be such a wonderful thing is now screaming their head off because there is really one build for everything in this game and it is Robes, Staves and occassionaly SNS on a boss or two. tank is in light armor with a resto stave and sns with a bar full of DPS skills and 1 cc at most. It is the same for the other roles. there is less distinction here less team work and a complete game catering to the solo player mentality that breeds self centered anti social game play. MMO's are done ill not buy another one and this will be the last one i play corporations have completely and totally taken over this industry and they are built like horrible fast food chains.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruze84b14_ESO wrote: »Wifeaggro13 wrote: »As long as we have no clear class -> role associations, players are always going to gravitate toward what works best for toe-to-toe PVP or solo PVE, which current is a staff and light armor. If they nerf staves and/or light armor in the near future, some other combination will be slightly better and everyone will gravitate toward that. It seems like no matter what they do, diversity will always be a problem under the current mechanics.
Are the traditional tank/healer/DPS roles being associated strongly with particular classes so bad? Why were classes even introduced in the first place? Personally, I'd like to see more class distinction and stronger class/role association:
Dragon Knight -> primary tank, secondary melee DPS, tertiary ranged DPS (bow), usually heavy armor, never a caster
Sorcerer -> primary ranged DPS, superior DPS / low survivability, almost always ligt armor, never a tank, never a healer
Nightblade -> primary melee DPS, secondary ranged DPS (bow), superior DPS (not quite as good as sorcerer) / moderate survivability, never a tank, never a healer
Templar -> primary healer, secondary DPS (but never as good as a Nightblade or Sorcerer) or tank (but never as good as a DK).
Otherwise, just do away with classes altogether because right now, they are nothing but a vehicle for brokenness and imbalance between one staff-wielding mage and another.
I agree with you . I think the Instant gratifcation generation became fixated with this idea everyone can do everything special snowflake mentality. In all truthfulness i see no way of fixing this game until the Devs make major changes to this whole system. roles and the trinity is a good thing. it didnt need to be dissolved and done away with it needed to be expanded upon and enriched.
Right now this whole damn game is a mess , anyone that thought this would be such a wonderful thing is now screaming their head off because there is really one build for everything in this game and it is Robes, Staves and occassionaly SNS on a boss or two. tank is in light armor with a resto stave and sns with a bar full of DPS skills and 1 cc at most. It is the same for the other roles. there is less distinction here less team work and a complete game catering to the solo player mentality that breeds self centered anti social game play. MMO's are done ill not buy another one and this will be the last one i play corporations have completely and totally taken over this industry and they are built like horrible fast food chains.
Not that I believe light armor wearers should be tanking, or that staves should be doing best ranged damage, or that stamina builds shouldn't be more useful. I believe the individual things need touched and retouched.
But that doesn't mean the class system needs to be made more strict, simply because a player cannot see that 'Dragonknight' doesn't mean 'tank'. Or finds it insulting that a sorcerer can wear heavy armor.
There was an MMO that listened to the frantic calls of it's playerbase before. Who tried to bring a unique MMO in line with mainstream, 'follow the herd' mentality.
It was called Star Wars Galaxies. And the change many here are proposing was known as the New Game Enhancements.
I'm against the use of the NGE as an argument tool, as much as anybody, but this is the first game where I've felt it was valid.
Don't screw up this very open and plyable class system, ZOS. Fix the lines, for sure. But start limiting classes to armor types, weapon types and other unnecessary mechanics designed to simplify for the simple minds, and you'll be surprised what you'll really lose.
No longer will ESO be a unique game on the market that does what others don't. It'll be a bad clone that focuses too much on lorebooks.
Ragnar_Lodbrok wrote: »Why would they change anything? Its clear the devs are trying to sink this game.