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

  • xaraan
    xaraan
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    HeroOfNone wrote: »
    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.

    considering many builds only have one or two active abilities on a bar because the rest are buffs and toggles, my point still stands.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
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  • OGLezard
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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.

    Oh god how wrong you are. ZoS makes mistakes in coding as well as writing their patch notes. I strongly suggest you get the pts and see how so very wrong you are
  • HeroOfNone
    HeroOfNone
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    Teiji wrote: »
    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.

    The sigh was more for the personal insults woven into your reply. While most attack the idea, which I expect, I do have some frustration with folks that seem to take these ideas and thoughts to a personal level for not considering all exceptions. I do emote when my personal defenses are up, it's cathartic.

    Now, back on track.

    For low levels we can offer better incentives and queues on that, but as I remember my experience, I would take time on my attacks, not being cued into attack weaving, and would focus on interlacing dodge rolling, kiting, and bl9cking, which took up time between abilities. Now, if we're saying new players would be totally clueless about their resources being gone with a blanket implementation like this, assuming we'd put in a tutorial (which we still don't have with animation canceling), then there would also be an issue with the changes to dodgeroll and bolt escape as well. I trust most would recognize it, but would possibly need added info. This would also suit them to learn it early in the game, rather than getting by through a crutch.

    As for taunting multiple enemies, this would be a problem, and some might need to load both taunts, party members may need to dodge more, or a second tank may be needed to manage adds. Most fights the tanks aren't expected to taunt the entire room, just deal with the most difficult targets. With the changes to block, handling multiple enemies may already be a major disadvantage.

    The purpose of a blanket tax like this though was to keep it simple for anyone, rather than selecting out a few abilities today, tomorrow, and the patch after that. I could suggest it only apply to instant cast abilities, the biggest culprit of "1111111" syndrom, but even I find myself unconsciously spamming wrecking blow when I have someone sitting there at half life. It would change things drastically, but after thinking about this for over the past week (inspired by the tax on dodge roll and bolt escape) the more I considered how I would go through a rotation even on a lowbie that we ground up, and how easy it was in comparison to pull 10k on an unoptimized magical build using flame whip past over and over, only rotating in the ocasional aoe and spamming potions. I feel the former would be vastly unaffected by this, but the latter would have to rework tactics and take on more of a challenge. Not trying to punish or get folks to slow down either, just put in something different.

    I agree ZOS are working toward part of what I'm talking about, but players still have a low incentive to mix it up.

    On a softer introduction with a reverse in a discount, there are cost reduction abilities/sets but few offer it for using multiple abilities I think about abilities like crystal fragments, and how that works well with using another ability to trigger it's reduced cost, though this makes most just spam a low cost ability. Most others will offer it to just a weapon (bows with the hawk eye set) or specific ly stamina or magicka reductions. This could in stead lead to both more stamina and magicka abilities for keeping the beat going, rotating one ability to another between both pools for a slightly more skilled way to give a reduction to abilities than grinding out a bunch of CP and putting points all into a tree and forgetting resource management.


    Oh, and as for a timeframe, I would consider it an interesting test for PTS, but I can agree that implementation might take till the next DLC to flesh out. Testing something doesn't always mean adding it into the game right off the bat.
    Edited by HeroOfNone on July 29, 2015 8:11PM
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • HeroOfNone
    HeroOfNone
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    xaraan wrote: »
    HeroOfNone wrote: »
    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.

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

    Which builds are you referring to and is that the direction we want to go? If you're using only 1-2 abilities and putting out high DPS is the challenge as fun as weaving through multiple abilities and rotations? I have no doubt this may hurt certain high DPS builds, but that might make them come more in line with the average dps builds as well.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • RustedValor
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    How about they just make it impossible to have nearly infinite resources, thats the real issue.
  • Draehl
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    Not a bad idea in general theory, but some skills are designed to be spammed. If there were designated "filler" abilities then the idea could work. Not that I'm for it, but increasing the cost of Funnel Health or Sap Essence for example would be silly.
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
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    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
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