Now that ESO has been on a steady build for the past two years (other than the choice to remove a monthly sub), I was wondering if there was anything new with regards to new races being implemented, new classes to be made, or new weapons that offer a different play style?
Abilities:
I know that ESO has done quite a bit with abilities and has replaced them over time. The issue is that they have replaced them, which has made more builds viable, wont argue with that, but has also just straight up taken other builds out of the game. Most of the new ability altering effects have taken the form of passives, which can marginally make builds viable, they offer very little when it comes to combat. It's the reason why Skyrim has so many mods that alter game-play to add more abilities with weapons and more spells from the fans and ones that were removed for streamlining purposes. My main beef is that they could've just added the new ability morphs with the old ones and let builds just naturally form as content is put into place. They also could add more morphs or spells into the game, which in itself is a big order. The main concern with this is balance, although most of the balance would simply be just to alter damaged so that you don't one shot people or elongating animations to prevent locking (looking at you Jesus beam). While I do not fault them for making sure their content is the utmost polished, I do hope they hold a bit of creative savvy and confidence. I don't want this game to die simply because everyone becomes fatigued with the same stuff, especially considering that builds are often trumped as opposed to unique.
Another thing to point out is that there are a lot of guilds and groups in the Elder Scroll Universe that could be used like the Fighter's Guild and offer their own abilities, just a thought.
Classes
Same gripe here, just try a direction and see how the fans see it as. If they hate it, take and redesign. Would've loved to see the Warden class in the flesh and I'm sure the community would've loved helped giving insight and ideas. Couldn't hurt. Take the plunge and expand on what ideas you have.
That said, the main issue with classes is that they often go through huge swings in magicka and stam dominance, the latest being magicka DK. Now all we got to do is wait 5 more months to see a lot of very little changes that alter builds and that make stam DK not feel like a magic candle with a sword and not a brutish dragon. This issue of balance is connected to ZOSs habit of perfecting their game in a way and then re-balancing due to some various reasoning that changes on a dime. They obviously have a lot of ideas on how to make classes 'work', but they often change them by replacing old abilities? Why? This seems like such an arbitrary constriction on creative direction. They could easily make stam DKs a type of poison dragon class to be more damage viable, but then go back to try to fit it in the same place where builds already exists. They keep reinventing the wheel when all they have a good base to start from. Why not grow and add to the game instead of rooting it every time you mess with numbers. This may manifest again when they make poison morphs for DKs and they mess with the DOT damage and end up remaking all the stam morphs to be some type of physical damage ability with spikes or something like that, going in circles (just a prediction).
Another issue is wish class identity. A lot of mage classes or builds tend to be fine with using a decent amount of abilities that are unique and really bring out the class they chose. Stam classes and abilities, not so much. They have gotten better over time with new morphs, but they are still somewhat lacking as a symbol of the chosen class. Stam sorcs get a AoE defense buff that gives a speed boost, sounds a lot like the DW ability, expect it's defensive in another way. While the morph isn't bad as it open build path, you can see that stam builds often get little use from class abilities. This has led me to make a v16 stam character on every class and yet they all seem the same with the exception of what gives them the main damage and defense buffs. I can make a set of gear for one character and it is still equally applicable to most of my stam characters as they do no use class abilities all that much, but weapon abilities. Wouldn't be as bad if we could be a weapons master, if only there were weapon ults. So in the end, stam characters are half baked weapons masters they use magicka ults and really don't don't have a class. What they need is more optimized abilities and some weapon ults.
Weapons
Weapons are under cooked as it currently stands. They act like a class on their own and yet they can't be as they have no ults and we already have a class. We picked it even before we had access to weapons. As it stands, they are really the only way to do a lot of physical damage, making it hard to really strive away from the same abilities and gain some class identity (see the previous paragraph for some more insight).
Another issue is that as they're the only way a person can do physical damage, I've found myself using the same abilities in the same fashion across my 4 stam characters since BETA. The only thing that has changed is that they have had some balancing with numbers. So they're polished, but old and could use some creative love. Maybe some new morphs that offer new play-styles, like having a ability that acts as a parry or counter attack. Maybe a type of ultimate ability? Some of these are ideas being worked on now, but the changes are coming at very slow rate and I've become quite fatigued with stam builds even though they are my favorite play style. This could be improved with more viable item sets in crafting and found, but you could easily just revive old sets to some of the same effect.
TL:DR: Add new stuff please :^)
Edited by Panda_iMunch on April 12, 2016 5:35AM Yeetus that fetusYoutube:
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