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Proposal: Tactical, Long Lasting Buffs That Don't Take Skill Slots

rb2001
rb2001
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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
  1. 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)
  2. Free up more skills to use for active combat abilities!
  3. Perhaps provide a more tactical feel
  4. 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.


  • DDemon
    DDemon
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    I really like this idea, obviously would need some balancing and theory crafting.

    I have an addition though, in some games you have classes that have buffs they can apply to group members, extended buff, might also be worth considering to add a class, or even a guild that has these types of buffs they can apply to people.
  • rb2001
    rb2001
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    DDemon wrote: »
    I really like this idea, obviously would need some balancing and theory crafting.

    I have an addition though, in some games you have classes that have buffs they can apply to group members, extended buff, might also be worth considering to add a class, or even a guild that has these types of buffs they can apply to people.

    Makes sense, as the short buff times also apply for external buffs (having to put Mutagen/RR on everyone every 20 seconds).
  • Garion
    Garion
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    I love the idea but I don't realistically think ZOS will want to spend time and development resource on this when they will be busy developing crown store crap and further DLC.
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  • Thecapeo
    Thecapeo
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    I would love some variation of such a system. Though ZOS likes to excuse their deviations from the typical MMO trappings as being for the sake of immersion this is one place where they stuck true to the typical MMO formula of constant buff upkeep. Though in other MMOs this usually isn't a huge issue because you're not limited to so few slots.
  • leepalmer95
    leepalmer95
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    Too bad new mounts are > priority then improving the game.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Thecapeo
    Thecapeo
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    It would cool if the passives in skill lines had to be slotted in one of maybe 10-12 available slots. The inherent difficulties would be, one, they'd all have to be better if you were forced to choose just a few of them, and two, they'd all have to be useful and balanced. Otherwise they wouldn't increase build diversity. You'd just end up with a situation like Diablo 3 where 95% of the slottable passives are complete garbage and every class runs around with the same ones.
  • hardcore_gmr
    hardcore_gmr
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    Maybe I'm alone here but Food buffs are fine, they last long enough. Potions are fine as well as they make for a quick boost or status effect. So the only buffs I assume we are talking about would be skill based buffs. I personally like the limited selection of skills and wrestling with the choice of whether or not to run this skill or another. The problem you get from enacting a method to stack buffs before a fight is that it takes away player choice, it gives players not options, who wouldn't select the major brutality buff, or the spell damage buff. these would then become the standard and by taking away the choice to use these buffs or not it makes any benefits from these buff mute. no one gains an advantage if everyone is using the same buffs and those buffs last a long time.
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