strikeback1247 wrote: »That would change the game so incredibly much. Imagine the all the changes that have to be made to all PvE content to compensate for this. Healers and DPS will run out of resources incredibly fast and they will have incredibly low dps and hps. It's gonna mess up all builds and zeni will have to do a sh*tload of work to compensate for everything
Why not just add cooldowns then? We only have 5 slots per bar. It's a terrible idea.HeroOfNone wrote: »Just as they added increased cost to repeat dodge rolling and bolt escape, why not add it to all abilities?
It's something I've been toying around in my head that would limit the number of spama key builds and would add a bit more skill into the gameplay. Numbers can be adjusted and it doesn't have to be for more than 2.5 seconds or so, the time it would take an attack and another ability or two to be used in a rotation. If you don't like the thought of a tax, a reduction to the next ability you use could be applied then, either way it will encourage a bit more variety and reduce the spamming of just 1 high damage ability a lot of builds seem to rely on.
eventide03b14a_ESO wrote: »Why not just add cooldowns then? We only have 5 slots per bar. It's a terrible idea.HeroOfNone wrote: »Just as they added increased cost to repeat dodge rolling and bolt escape, why not add it to all abilities?
It's something I've been toying around in my head that would limit the number of spama key builds and would add a bit more skill into the gameplay. Numbers can be adjusted and it doesn't have to be for more than 2.5 seconds or so, the time it would take an attack and another ability or two to be used in a rotation. If you don't like the thought of a tax, a reduction to the next ability you use could be applied then, either way it will encourage a bit more variety and reduce the spamming of just 1 high damage ability a lot of builds seem to rely on.
Forestd16b14_ESO wrote: »I did think about this too but then I though about the taunts well the 2 taunts in game and then other stuff like silver leash it only works if you activate it again..... Like this could be a wonderful way of balancing the game to stop gankers and CC spammers but they would have to make sure its 100% flawless system. So it balances stuff with out making them useless. Cause I'm just saying it be nice to see a light or heavy attack in my death recap instead of lethal arrow fire ring crystal frags flame lash radient destruction yadda yadda bla bla you get the idea.
Plus it would make PvE dungeons honestly so much more fun. Before people say "spam skills need bla bla" I just wanna say it is no way fun at all to basicly be on a rollercoaster ride watching the 2 DPS spam all there skills melting the mob before I can't even get off a single taunt. That is no way at all fun and that's the point of ESO to have fun. Really the point of any game.
Won't work doing it to everything because there are not enough slots on the bar for a true cool down like effect (kind of what this would be)
Lack of skills is the reason why people use a small number of main damage skills. The choices are limited to begin with. Also few people actually spam just one ability. They weave light or heavy attacks and rotate buffs/dots, etc.
I've thought about this for a long time, but when talking to my guild about it soon realised the problem in a game that only uses 5-10 abilities, something needs to be spammed occasionally.
Imagine the new player experience;
"Just bought The Elder Scrolls Online, looks nice so far. I'm just going through the tutorial, combat seems fun enough."
...
"Okay so I'm level 3, I think I've done something wrong as I cast my ability twice and I die to a single demon thing because I can't block or roll like the tutorial taught me, I don't understand - the tooltip says Soul Trap costs 300 Magicika, I cast it twice and instead of costing 600 it seems to cost all my Magicka? How does this even make sense I'm having difficulty with the tutorial! Ugh, this game is not casual friendly at all."
This idea will never be implemented, ever. Bolt Escape and Dodge Roll are the most obvious and sensible abilities to apply this effect to in an effort to help balance out the game.
HeroOfNone wrote: »Lack of skills is the reason why people use a small number of main damage skills. The choices are limited to begin with. Also few people actually spam just one ability. They weave light or heavy attacks and rotate buffs/dots, etc.
Some abilities are just over used because they work with a high amount of damage, hence why you see a DK pulling 20k just attach weaving flame whip, or nightblades spamming teleporting strike, or folks using executioner over and over when it's low health.
HeroOfNone wrote: »Lack of skills is the reason why people use a small number of main damage skills. The choices are limited to begin with. Also few people actually spam just one ability. They weave light or heavy attacks and rotate buffs/dots, etc.
Some abilities are just over used because they work with a high amount of damage, hence why you see a DK pulling 20k just attach weaving flame whip, or nightblades spamming teleporting strike, or folks using executioner over and over when it's low health.
If you are only spamming one skill you're doing it wrong. Most knowledgable players are going to maintain DOTs and Buffs. You don't get to just ignore that fact to make your idea sound reasonable.
ArvenAldmeri wrote: »Ps: There is no stack increase on BE for sorc in the end if you did read patch notes, they nerfed duration of BoL instead.
HeroOfNone wrote: »
HeroOfNone wrote: »
Obviously there is a big different between those two numbers since you are asking for more. If there is no difference, then no need to change anything.
HeroOfNone wrote: »Lack of skills is the reason why people use a small number of main damage skills. The choices are limited to begin with. Also few people actually spam just one ability. They weave light or heavy attacks and rotate buffs/dots, etc.
Some abilities are just over used because they work with a high amount of damage, hence why you see a DK pulling 20k just attach weaving flame whip, or nightblades spamming teleporting strike, or folks using executioner over and over when it's low health.
If you are only spamming one skill you're doing it wrong. Most knowledgable players are going to maintain DOTs and Buffs. You don't get to just ignore that fact to make your idea sound reasonable.
HeroOfNone wrote: »Lack of skills is the reason why people use a small number of main damage skills. The choices are limited to begin with. Also few people actually spam just one ability. They weave light or heavy attacks and rotate buffs/dots, etc.
Some abilities are just over used because they work with a high amount of damage, hence why you see a DK pulling 20k just attach weaving flame whip, or nightblades spamming teleporting strike, or folks using executioner over and over when it's low health.
If you are only spamming one skill you're doing it wrong. Most knowledgable players are going to maintain DOTs and Buffs. You don't get to just ignore that fact to make your idea sound reasonable.
@dday3six Exactly.
So, with that we're able to understand that they're going to impolitely bypass constructive discussion as they're only interested in facilitating discussion which supports such an atrocious and anti new-player, anti first time MMO and anti first time Elder Scrolls player by changing the level 1 to 50 experience into every masochist and sadists theme park.
It's atrocious. Players want to heal for the first time in their first ever dungeon with Illustrious Heal three times within three seconds? May as well give their blood pressure a reason to rise, why should non-veteran level 10 dungeons be easy!? Hell no, let's see if they get stressed by this!
Oh look, this player thinks they're getting the hang of the game mechanics by having one ability from each skill line on their actionbar, hmm - they only have one single target ability there, let's see if they notice the dramatic cost increase as they die 1 v 3 to severely weak NPCs.
Doshia was nerfed severely, Gutripper should be called Pillowfluffer, Veteran overworld was nerfed severely.
People used to have difficulty and complain the game was too hard without this. It's not needed, there's no need for it and it would alienate all players who only PvE and are not very good at videogames in general. Which is against every single design philosophy the Zenimax Online team reinforce, fortunately allowing something like this to never happen due to that.
Spinning the thought further, how would this work? Having a similar 4 second timer, considering activation on global CD, you would need to have 4 abilities for attack purpose. With a 5 slot ability bar, this is not feasible. Even three and interspersed light/heavy attacks is not really feasible.
Making use of one ability reset the timer on all others will not change much. That would just convert one button spammers to two button spammers.
Also take into consideration healing. We do not have a sufficient number of healing spells for each purpose to allow this mechanic. Another issue are gap closers. In order to catch fleeing targets, you often have to use them consecutively, which would be very costly.
All in all, I think that capping resource regeneration all around while reevaluating ability base cost is preferable over a change like this.
Emma_Eunjung wrote: »NO.
This is just a sneaky way to add cooldowns to ESO through the back door.
MaximusDargus wrote: »Most stupid idea ive ever seen.
Of course its because of PVP?
And of course OP doesnt even bother to think what result it would have on PVE.
Just like with 0 stamina regen while blocking, noone thinks about PVE tanks, everyone just thinks that whole game is PVP and cyrio and nerf everything left and right.
So, what is your solution to healing and gap closers?HeroOfNone wrote: »Spinning the thought further, how would this work? Having a similar 4 second timer, considering activation on global CD, you would need to have 4 abilities for attack purpose. With a 5 slot ability bar, this is not feasible. Even three and interspersed light/heavy attacks is not really feasible.
Making use of one ability reset the timer on all others will not change much. That would just convert one button spammers to two button spammers.
Also take into consideration healing. We do not have a sufficient number of healing spells for each purpose to allow this mechanic. Another issue are gap closers. In order to catch fleeing targets, you often have to use them consecutively, which would be very costly.
All in all, I think that capping resource regeneration all around while reevaluating ability base cost is preferable over a change like this.
Your global cool down on abilities is 1.3 seconds last I checked. Limiting it to 2 seconds means you hit ability A, 1.3 seconds, ability B, 1.3 seconds, then ability A without penalty.
Alternatively if we're reducing the cost of snother ability by lets say 33% for 5 seconds when you cast an ability , you'd hit ability A for 1000 magicka, ability B for 666 magicka, then ability A for 666 magicka... until you run our of magicka or you stop casting abilities for 5 secondsEmma_Eunjung wrote: »NO.
This is just a sneaky way to add cooldowns to ESO through the back door.
Nope, no cool downs, use another ability at no tax (or alternatively at a discount). If you use it over and over again, you can (just like dodgeroll in PTS) just make sure you manage your resources
HeroOfNone wrote: »
*sigh*
It is pretty simple to use one other ability on your bar or swap to another bar and use in a new ability. In other MMOS you do this all the time due to cool down timers, frustrating time management tools that tell you use this ability now, use this here, etc. To maximize damage on some builds you absolutely need to stack on buffs, debuffs, and dots, but a lot will get by with just spamming one ability over and over again and get high dps or enough healing without changing things up. In PVP it seems to be the meta for most quick kill builds as well, whether it be in an impule/steel tornado/healing springs zerg or a surprise attack spamming nightblade. This wouldn't stop them from doing it though, just make a lot focus on resource management and altering skills more.
As most seems to focus on the negative aspect of a tax as well, what comments do you have on an ability discount through a champion passive or armor set, the soft way to implement this? Most seem to just read through the first sentence, rudely, and reply it will never happen while ignoring this second suggestion, which seems less difficult for anyone having to learn straight off.
So, what is your solution to healing and gap closers?HeroOfNone wrote: »Spinning the thought further, how would this work? Having a similar 4 second timer, considering activation on global CD, you would need to have 4 abilities for attack purpose. With a 5 slot ability bar, this is not feasible. Even three and interspersed light/heavy attacks is not really feasible.
Making use of one ability reset the timer on all others will not change much. That would just convert one button spammers to two button spammers.
Also take into consideration healing. We do not have a sufficient number of healing spells for each purpose to allow this mechanic. Another issue are gap closers. In order to catch fleeing targets, you often have to use them consecutively, which would be very costly.
All in all, I think that capping resource regeneration all around while reevaluating ability base cost is preferable over a change like this.
Your global cool down on abilities is 1.3 seconds last I checked. Limiting it to 2 seconds means you hit ability A, 1.3 seconds, ability B, 1.3 seconds, then ability A without penalty.
Alternatively if we're reducing the cost of snother ability by lets say 33% for 5 seconds when you cast an ability , you'd hit ability A for 1000 magicka, ability B for 666 magicka, then ability A for 666 magicka... until you run our of magicka or you stop casting abilities for 5 secondsEmma_Eunjung wrote: »NO.
This is just a sneaky way to add cooldowns to ESO through the back door.
Nope, no cool downs, use another ability at no tax (or alternatively at a discount). If you use it over and over again, you can (just like dodgeroll in PTS) just make sure you manage your resources