Hi everyone,
Preamble:
There are posts about how the buffs are too short, a sentiment with which I absolutely agree.
There are posts about there not being enough skill slots, and to me, it seems that this problem is mostly created (or at least very much exacerbated) by the fact that most of us are spending 2-4 (or more) of our 10 skill slots on buffs.
To me, these problems could both go away together with the implementation of one new system.
What new system?
Well, a buffs system that logically and mechanically separates buffs from active combat skills.
Right now, we have too many skills, in my opinion, which are a combination of both. I understand what ZOS was going for, but I don't think that many players find it
fun to spend their active slots on buffs, which they need to reapply every 15 seconds. I certainly do not.
What would such a system be like?
A great example of how this can be done is the Witcher Roleplaying Game (a fantastic game, by the way), and I mean the first one in the series.
In the Witcher, you have a tactical alchemy system, in which you can 1) learn lore, 2) think about which buffs you want to bring with you to fight certain enemies and bosses, different types of encounters, etc., and 3) take crafted potions long before the actual combat. The potions lasted in the ballpark of a full game day, some more, some less.
The idea was brilliant, and really got me into the lore and tactics of the game.
Are you suggesting making all buffs potions, or making ESO more like the Witcher?
No, to the first, and not necessarily to the second.
What I am suggesting is that ESO would be more
fun if there was a separate UI/interaction to pre-load your active buffs, and you can only have so many. Perhaps, like in the Witcher, you can
overstack buffs and receive negative effects, and it is up to you to determine if you are willing to accept x cons for y pros.
What's the point? What do you really want?
The beauty in separating active buffs and active combat skills would be that each character would have access to the same buffs they do now, but can determine which ones to be active at the current time. They could change them between every combat event (whenever you are not in combat).
You try a boss and die? Alright, team, switch your active buffs, and try again. Maybe you can save sets of them, and swap them in combat (like weapon swap, only its active buffs swap).
Perhaps it would be more streamlined to simply have one active buffs set per weapon set (so, in practice, under or next to your skill bar #1, you'd have an active buffs bar, into which you can plot active buffs -- these are always active whenever you are in combat with that set).
The key here is that the active buffs would be separate from the active combat skills.
Key Benefits- Buffs would always be active when you are -in combat- (as everyone and their grandmothers knows that there is almost never a time when we don't want our buffs up constantly, so this is merely wasting playing time and isn't that fun to reapply them every 15 seconds)
- Free up more skills to use for active combat abilities!
- Perhaps provide a more tactical feel
- Allow 2 or more different sets of buffs that could be either tied to skill bars, or cycled through
Thoughts?
If someone from the company reads this, it would be appreciated to receive any feedback, as I'm fairly certain this system would improve player enjoyment of combat.