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Please add 33% cost tax for all repeat abilities or a cost discount for using another

HeroOfNone
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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, and could be introduced through a champion passive or armor set.

Ether 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.
Edited by HeroOfNone on July 29, 2015 6:37PM
Herfi Driderkitty of the Aldmeri Dominion
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  • strikeback1247
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    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 :D
    P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
  • HeroOfNone
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    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 :D

    I think you might be exaggerating a bit =3. A lot of builds already use multiple attacks in a rotation. This would probably shut down some of the high damage impulse, flame whip, surprise attack, healing springs, and mutagenesis spammers, but they could easily add in more abilities into the rotation to make up, wait and do more light/heavy attacks, or accept the increased cost.

    If an ability tax is too scary though, an armor set or a champion passive (replacing another) could easily be integrated to augment the current builds to reduce the cost of the next ability cast that's not the same one.
    Edited by HeroOfNone on July 29, 2015 4:25PM
    Herfi Driderkitty of the Aldmeri Dominion
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  • ArvenAldmeri
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    This is the most stupid idea I have ever seen so far on forum. In pve you need those spammable abilites to be able to do high dps or to overheal some damages (perfect example would be trials or last boss of darkshade caverns).
    Just simply NO.
    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.
    Magicka sorcerer from start until the end. Always. Through the good times and the bad, even now when its probably saddest PvE dps it has ever been.
    Even as an owner of one radiant apex mounts I am against radiant apex mounts and anything thats not obtainable by direct purchase.
  • eventide03b14a_ESO
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    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.
    Why not just add cooldowns then? We only have 5 slots per bar. It's a terrible idea.
    :trollin:
  • Forestd16b14_ESO
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    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.
    Edited by Forestd16b14_ESO on July 29, 2015 4:35PM
  • Rioht
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    Was this implemented for BE?

    Patch notes didn't list it.
  • HeroOfNone
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    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.
    Why not just add cooldowns then? We only have 5 slots per bar. It's a terrible idea.

    Not trying to stop folks from doing it, just add some reward for using something else, otherwise accept a high cost for "close your eyes and spam 1" builds. Again if it's too scary to think about, a cost reduction passive or armor set could also be introduced =3
    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.

    Silver leash's 2nd ability shouldn't have a cost last I checked, should be fine
    Herfi Driderkitty of the Aldmeri Dominion
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  • xaraan
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    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)
    -- @xaraan --
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  • dday3six
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    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.
  • dRudE
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    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.
    ~Necrow
  • HeroOfNone
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    xaraan wrote: »
    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)

    We already have a 1.3 cool down on abilities, if a 2 - 2.5 second cool down is too much, how are you doing them past the cooldown?
    Herfi Driderkitty of the Aldmeri Dominion
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  • Teiji
    Teiji
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    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.
    "Serving Boethiah is Freedom, embracing heroism is Liberty, existing solely for noxiphilic sanguivoria is truth." - Martin Luther King, Jr.

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  • HeroOfNone
    HeroOfNone
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    dday3six 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.

    dRudE wrote: »
    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.

    It's not as scary as it sounds, just a bit of delay from the normal ability cooldown, you can easily rotate in another. And as a cost reduction ability for a CP passive or armor set it could be introduced that way as well.
    Teiji wrote: »
    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.

    If your spamming soul trap, a dot, over 2 seconds, isn't there a bigger issue? Most wI'll notice though that one ability is grated out though whike othere are activatable. In addition this doesn't address the idea of a cost reduction across the board for the 2nd ability you use, or as a champion passive, or an armor set.

    Edited by HeroOfNone on July 29, 2015 5:03PM
    Herfi Driderkitty of the Aldmeri Dominion
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  • dday3six
    dday3six
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    HeroOfNone wrote: »
    dday3six 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
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    dday3six wrote: »
    HeroOfNone wrote: »
    dday3six 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.

    Some will weave in abilities and light/heavy attacks, which is what I'd like to reward, but many still don't because it's "simple" enough to hit one key and be rewarded =(. Not saying they can't up numbers adding in dots and buffs, but many don't even need to.
    Herfi Driderkitty of the Aldmeri Dominion
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  • MisterJimothy
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    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.

    Ummm... yes there is. They updated the notes yesterday.

    Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting. We have also increased the cost for Bolt Escape by 50%, which stacks with each cast within four seconds.


  • xaraan
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    HeroOfNone wrote: »
    xaraan wrote: »
    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)

    We already have a 1.3 cool down on abilities, if a 2 - 2.5 second cool down is too much, how are you doing them past the cooldown?

    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.
    -- @xaraan --
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  • HeroOfNone
    HeroOfNone
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    xaraan wrote: »
    HeroOfNone wrote: »
    xaraan wrote: »
    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)

    We already have a 1.3 cool down on abilities, if a 2 - 2.5 second cool down is too much, how are you doing them past the cooldown?

    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.

    Just putting it as use a different ability or wait the length of two cool downs of another would be the detailed way to explain it, but an arbitrary 2-2.5 is easier to write =3

    Folks that are constantly pounding an ability key would be most affected by this, hopefully adopting new tactics due to a higher tax or because they are rewarded with cost reduction on another.
    Herfi Driderkitty of the Aldmeri Dominion
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  • Teiji
    Teiji
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    dday3six wrote: »
    HeroOfNone wrote: »
    dday3six 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.
    "Serving Boethiah is Freedom, embracing heroism is Liberty, existing solely for noxiphilic sanguivoria is truth." - Martin Luther King, Jr.

    European megaserver Fallout 4

    Loyalist of Boethiah, heroism enthusiast, exposer of secrets, bless'ed of noxiphilic sanguivoria.

    Nerf one grind, two more take its place; hail Gryndra!


    I am a dank memer and satire enthusiast
  • Leandor
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    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_Overload
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    NO.

    This is just a sneaky way to add cooldowns to ESO through the back door.
    #CAREBEARMASTERRACE
  • HeroOfNone
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    Teiji wrote: »
    dday3six wrote: »
    HeroOfNone wrote: »
    dday3six 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.

    *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.
    Herfi Driderkitty of the Aldmeri Dominion
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  • HeroOfNone
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    Leandor 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 seconds
    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
    Herfi Driderkitty of the Aldmeri Dominion
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  • Rinmaethodain
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    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.
  • Thymos
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    So instead of people just pressing 1 1 1 1 11 1 1 11 1 11 1 as fast as they can, they'll just be pressing 121212121212121212.
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  • HeroOfNone
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    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.

    Actually I am thinking of PVE and how stagnant some of the DPS and healing fights are. I'm guessing your upset with the tax portion of this, so what rotation of abilities are you using that this would be an issue?

    Would this still be a bad idea with a CP passive or armor set to offer a cost reduction instead?
    Herfi Driderkitty of the Aldmeri Dominion
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  • HeroOfNone
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    Thymos wrote: »
    So instead of people just pressing 1 1 1 1 11 1 1 11 1 11 1 as fast as they can, they'll just be pressing 121212121212121212.

    With hopefully some light/heavy attack rotations, yup.
    Herfi Driderkitty of the Aldmeri Dominion
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  • Leandor
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    HeroOfNone wrote: »
    Leandor 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 seconds
    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
    So, what is your solution to healing and gap closers?
  • Teiji
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    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.

    Once again, through usage of an action which holds emotion; the "sigh" you manoeuvre away from the purpose and goal of my post.

    The goal and purpose of my post is to establish understanding; why do you want to bully new players by creating an environment which is going to be unnecessarily superficially difficult?
    Doshia, Gutripper and Veteran areas being nerfed dramatically, repeatedly actually, this shows that Zenimax believed the game was too difficult before, why should they make the entire game as whole much more difficult when they have never, ever increased the difficulty of pre level 50 content, all of sudden they should suddenly fix something which is not broken and bully new players with increased difficulty?

    You're constantly talking about the experience of seasoned players because it better supports your argument, if you want your idea to develop efficiently, you need to facilitate and encourage discussion at all levels, where you're comfortable and where you're not comfortable, which is important - if you don't do this, you alienate players and you create issues due to a lack of common courtesy and care.

    So enough of typing "sigh", I could just go onto your Twitch stream and listen to you sigh, I enjoy the audience your steam attracts as well as you and the interaction you have their where you present yourself well, yet you go out of your way to ineloquently present a potentially good idea by ignoring how dramatically it would effect new players. Madness.

    With regards to your second paragraph, we already have cost reduction passives which are really strong. Stamina no longer regenerates whilst blocking soon, so many players are going to find themselves in situations where they will be required to cast abilities in rapid succession, such as multiple healing wards, multiple Wards, multiple taunts on axes, hard hitting mobs, bosses and more.

    It's great that you're thinking about combat and further ways to better it, it really is - but think about it, Zenimax is already slowly doing what you're suggesting.

    How?

    Stamina no longer regenerates whilst blocking, dodge rolling repeatedly dramatically increases the cost, Bolt Escape usage increases dramatically after each cost. They may even already plan something for the worst offenders only ability-wise for further balancing.

    A blanket increase to absolutely all abilities, is the worst thing and laziest thing they can do, the fact they've not done this shows that they care.

    The most important and essential meta in this game is to be decent. Decent V decent players will never use only one ability, they'll move around, dodge roll, rotate CC, single-target damage, damage mitigation, immobilize effects and more in order to be competitive.

    In your short, your idea is already happening, just slowly and carefully right now. A blanket increase to everything would be a tragedy, in and off itself.
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  • HeroOfNone
    HeroOfNone
    ✭✭✭✭✭
    Leandor wrote: »
    HeroOfNone wrote: »
    Leandor 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 seconds
    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
    So, what is your solution to healing and gap closers?

    Spamming healing springs will still be a thing, the increase in cost is still offset by the number you heal in it. Spamming things like mutagen would need to be done more conservative. Heals like breath of life might need to be augmented by others. Healing ward can also be used with other abilities. And as part of risk/reward you can still spam any of these in clutch situations, you just risk running out of resources or having to add in more heavy attacks or adding in spell symmetry, which also reduces cost.

    As for gap closers you might have more than most realize. Teleporting strike, chains, take flight, spear charge (apologies templars, can't remember the name), bolt escape, each class has a closer. Then you have gap closers with 2 hander (crit charge) and shields (invasion). Throw in roll dodging and majir expedition buffs to that for alternate speed. With all of this you could make an chaser build with a low tax pretty easily. But if someone is running away, how are they doing it? Bolt escape or dodge roll? They'll be taxed on resources already.



    Both of these are also negated if we offer a cost discount for different abilities used through CP passives or as an armor set, so I expect that wouldn't cause a huge issue.
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