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.
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.
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.
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.
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.
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.
considering many builds only have one or two active abilities on a bar because the rest are buffs and toggles, my point still stands.