Lightninvash wrote: »KoshkaMurka wrote: »The thing is, facerolling everything is what the community demands.
When Zos introduces some mechanic-based challenges, forums are full of people crying and demanding nerfs so they can just pew-pew through the dungeon without paying attention to anything.
And I'm against the softcaps. I remember the game when they were in place, and I dont want this again. At least now we have a lot of viable build options, not just full raids of mag dks and same gear for everyone.
used to play a game where you could face roll everything. The Devs didn't want the game being played that way where 1 person could solo any dungeon if they had the right setup. So they added mechanics to specifically stop the builds that were causing one person to beat anything. Like making 2 people stand on a point and etc.
The main reason people could do this is the high damage that could be done per second. People built for APS( attacks per second) combined with a life steal they would get more hp back than bosses could deal to them by face tanking(5 attacks per second was the highest you could achieve and kill bosses in under 15secs).
They added a buff to bosses that took reduced damage from normal attacks but regular damage from skills(not saying this would work for ESO but its the idea). Some mechanics they added if you reduced a boss hp too much too quickly it would be a wipe due to the mechanic. An example was boss spawns some sort of mini boss creature and if you took hp down too fast there would be several mini bosses and would effectively wipe you out.
Some bosses if you killed too quickly would stun you and deal a huge amount of damage to the group possibly taking out 1 or 2 people or so. Some things could be the boss goes impervious to damage at certain stages of the fight and you have to do x y and z to make the boss vulnerable again. Similar concepts could be made into ESO if the DEVS decided this is how they wanted the game to play.
I broke up my post to make it easier to read and feel less like a wall of text but for those who don't want to read it all; there are many ways to have some boss mechanics worked into the game that wouldn't prove to be difficult. It could just change how people think of the builds and start using less damage builds and more rounded builds for mechanics.
Mettaricana wrote: »Its all about dmg because no soft caps to help make players diversify it lets us focus to hard into one thing and that one thing becomes the bible we jave to follow or become outcasts... I'd welcome those caps back in a heartbeat...
GrumpyDuckling wrote: »Because without damage, nobody and nothing dies, right ?
But look at pvp, tanks and tankiness are the current meta.
Correct, someone has to be doing damage.
It's a bit annoying, though, that the way the game currently plays, that it's overly important for everyone to do as much damage as possible, as fast as possible, to melt a boss. Such game mechanics don't really leave room for anything other than max or near-max, damage spec.
As for "tanks" in PVP, most have their attributes weighted in either stamina or magicka depending on their build - so they still do a lot of damage. I don't know or have seen many players who invest heavily in health - because it hurts to spread your attribute points around or make a hybrid.
KoshkaMurka wrote: »Mettaricana wrote: »Its all about dmg because no soft caps to help make players diversify it lets us focus to hard into one thing and that one thing becomes the bible we jave to follow or become outcasts... I'd welcome those caps back in a heartbeat...
Oh yeah, raids were so diverse back in the days... mag dks and mag dks with templar healers and maybe a sorc and a nb for utility.
DeepPlayGamer wrote: »true , the ideal is that it should be role based like healer , tank and dps
healer and tank don't do much damage but one heals and other taunts and takes damage while dps wrecks normally
in ESO all these roles are a bit minimalised to hybrid like roles in my opinion
DeepPlayGamer wrote: »true , the ideal is that it should be role based like healer , tank and dps
healer and tank don't do much damage but one heals and other taunts and takes damage while dps wrecks normally
in ESO all these roles are a bit minimalised to hybrid like roles in my opinion
https://www.youtube.com/watch?v=8TXghSpgcs4 KoshkaMurka wrote: »Lightninvash wrote: »KoshkaMurka wrote: »The thing is, facerolling everything is what the community demands.
When Zos introduces some mechanic-based challenges, forums are full of people crying and demanding nerfs so they can just pew-pew through the dungeon without paying attention to anything.
And I'm against the softcaps. I remember the game when they were in place, and I dont want this again. At least now we have a lot of viable build options, not just full raids of mag dks and same gear for everyone.
used to play a game where you could face roll everything. The Devs didn't want the game being played that way where 1 person could solo any dungeon if they had the right setup. So they added mechanics to specifically stop the builds that were causing one person to beat anything. Like making 2 people stand on a point and etc.
The main reason people could do this is the high damage that could be done per second. People built for APS( attacks per second) combined with a life steal they would get more hp back than bosses could deal to them by face tanking(5 attacks per second was the highest you could achieve and kill bosses in under 15secs).
They added a buff to bosses that took reduced damage from normal attacks but regular damage from skills(not saying this would work for ESO but its the idea). Some mechanics they added if you reduced a boss hp too much too quickly it would be a wipe due to the mechanic. An example was boss spawns some sort of mini boss creature and if you took hp down too fast there would be several mini bosses and would effectively wipe you out.
Some bosses if you killed too quickly would stun you and deal a huge amount of damage to the group possibly taking out 1 or 2 people or so. Some things could be the boss goes impervious to damage at certain stages of the fight and you have to do x y and z to make the boss vulnerable again. Similar concepts could be made into ESO if the DEVS decided this is how they wanted the game to play.
I broke up my post to make it easier to read and feel less like a wall of text but for those who don't want to read it all; there are many ways to have some boss mechanics worked into the game that wouldn't prove to be difficult. It could just change how people think of the builds and start using less damage builds and more rounded builds for mechanics.
The problem is not the dps.
The problem is when Zos adds any kind of mechanic that requires teamwork (like in WGT and ICP), people start QQing about this content being too hard and keep crying until it gets nerfed. Which, of course, is not really helpful since even in the current state some mecahnics are unskippable. And pugs are still wiping at flesh sculptor and planar inhibitor.
There is one instance where team coordination is required and you cant beat it just by stacking and dpsing - vMoL. And only a small number of guilds managed to beat it. Many people are stuck on the second boss, not because of dps, but because it has unskippable mechanics and one person that isnt paying attention can wipe the whole group.
I did a lot of normal MoL pugs when farming certain items, and most of people jsut dont understand how mechanics work even after explanations. Just because they can still beat it, even if they kill half of group with wrong colors. And thats the problem with players mentality - they see any kind of challenging mechanics in a very negative way and if they see such mechanic, they demand nerfs so they can roflstomp everything again, without thinking and without teamwork.
Imo, a game msut encourage people to play by rules. This nerfing policy is just toxic for the game and for the community.
Just nerfing dps will just lead to more neft cries, nothing else.
GreenhaloX wrote: »Maybe I'm missing a bit of concept of this thread, but damages are what fighting the enemies is about. You want highest damage traits as you can get, so to take out the boss and his minions as quickly as possible and move on.. not tinkering and toying with them.. right?
Blackleopardex wrote: »Talking PVE here:
High dps/damage is making everything faster and people like fast, one reason. Also many people believe high dps is required to complete dungeons. However very little in this game requires high damage/dps...https://www.youtube.com/watch?v=8TXghSpgcs4
KoshkaMurka wrote: »Mettaricana wrote: »Its all about dmg because no soft caps to help make players diversify it lets us focus to hard into one thing and that one thing becomes the bible we jave to follow or become outcasts... I'd welcome those caps back in a heartbeat...
Oh yeah, raids were so diverse back in the days... mag dks and mag dks with templar healers and maybe a sorc and a nb for utility.
KoshkaMurka wrote: »Lightninvash wrote: »KoshkaMurka wrote: »The thing is, facerolling everything is what the community demands.
When Zos introduces some mechanic-based challenges, forums are full of people crying and demanding nerfs so they can just pew-pew through the dungeon without paying attention to anything.
And I'm against the softcaps. I remember the game when they were in place, and I dont want this again. At least now we have a lot of viable build options, not just full raids of mag dks and same gear for everyone.
used to play a game where you could face roll everything. The Devs didn't want the game being played that way where 1 person could solo any dungeon if they had the right setup. So they added mechanics to specifically stop the builds that were causing one person to beat anything. Like making 2 people stand on a point and etc.
The main reason people could do this is the high damage that could be done per second. People built for APS( attacks per second) combined with a life steal they would get more hp back than bosses could deal to them by face tanking(5 attacks per second was the highest you could achieve and kill bosses in under 15secs).
They added a buff to bosses that took reduced damage from normal attacks but regular damage from skills(not saying this would work for ESO but its the idea). Some mechanics they added if you reduced a boss hp too much too quickly it would be a wipe due to the mechanic. An example was boss spawns some sort of mini boss creature and if you took hp down too fast there would be several mini bosses and would effectively wipe you out.
Some bosses if you killed too quickly would stun you and deal a huge amount of damage to the group possibly taking out 1 or 2 people or so. Some things could be the boss goes impervious to damage at certain stages of the fight and you have to do x y and z to make the boss vulnerable again. Similar concepts could be made into ESO if the DEVS decided this is how they wanted the game to play.
I broke up my post to make it easier to read and feel less like a wall of text but for those who don't want to read it all; there are many ways to have some boss mechanics worked into the game that wouldn't prove to be difficult. It could just change how people think of the builds and start using less damage builds and more rounded builds for mechanics.
The problem is not the dps.
The problem is when Zos adds any kind of mechanic that requires teamwork (like in WGT and ICP), people start QQing about this content being too hard and keep crying until it gets nerfed. Which, of course, is not really helpful since even in the current state some mecahnics are unskippable. And pugs are still wiping at flesh sculptor and planar inhibitor.
There is one instance where team coordination is required and you cant beat it just by stacking and dpsing - vMoL. And only a small number of guilds managed to beat it. Many people are stuck on the second boss, not because of dps, but because it has unskippable mechanics and one person that isnt paying attention can wipe the whole group.
I did a lot of normal MoL pugs when farming certain items, and most of people jsut dont understand how mechanics work even after explanations. Just because they can still beat it, even if they kill half of group with wrong colors. And thats the problem with players mentality - they see any kind of challenging mechanics in a very negative way and if they see such mechanic, they demand nerfs so they can roflstomp everything again, without thinking and without teamwork.
Imo, a game msut encourage people to play by rules. This nerfing policy is just toxic for the game and for the community.
Just nerfing dps will just lead to more neft cries, nothing else.
@Anti_Virus wrote: »KoshkaMurka wrote: »Mettaricana wrote: »Its all about dmg because no soft caps to help make players diversify it lets us focus to hard into one thing and that one thing becomes the bible we jave to follow or become outcasts... I'd welcome those caps back in a heartbeat...
Oh yeah, raids were so diverse back in the days... mag dks and mag dks with templar healers and maybe a sorc and a nb for utility.
That wasn't because of soft caps it was because of class balance was more infavorinfavor of magic builds but specificallyspecifically mDKs and Templars stam builds didn't really exist back then.
Templars used to have blinding flashes and mDKs had perma wings and could take on Zergs. Soft caps can be pit back in the game and we all would fine.
This insta gib dmg stacking Meta is cancerous right now everyone wears the exact same gear same skills CP allocation etc in PVP duels suck 1vXers fighting potatoes one shots people and roll behind rocks and Zergs just steam roll spamming AoE spells
Lightninvash wrote: »KoshkaMurka wrote: »Lightninvash wrote: »KoshkaMurka wrote: »The thing is, facerolling everything is what the community demands.
When Zos introduces some mechanic-based challenges, forums are full of people crying and demanding nerfs so they can just pew-pew through the dungeon without paying attention to anything.
And I'm against the softcaps. I remember the game when they were in place, and I dont want this again. At least now we have a lot of viable build options, not just full raids of mag dks and same gear for everyone.
used to play a game where you could face roll everything. The Devs didn't want the game being played that way where 1 person could solo any dungeon if they had the right setup. So they added mechanics to specifically stop the builds that were causing one person to beat anything. Like making 2 people stand on a point and etc.
The main reason people could do this is the high damage that could be done per second. People built for APS( attacks per second) combined with a life steal they would get more hp back than bosses could deal to them by face tanking(5 attacks per second was the highest you could achieve and kill bosses in under 15secs).
They added a buff to bosses that took reduced damage from normal attacks but regular damage from skills(not saying this would work for ESO but its the idea). Some mechanics they added if you reduced a boss hp too much too quickly it would be a wipe due to the mechanic. An example was boss spawns some sort of mini boss creature and if you took hp down too fast there would be several mini bosses and would effectively wipe you out.
Some bosses if you killed too quickly would stun you and deal a huge amount of damage to the group possibly taking out 1 or 2 people or so. Some things could be the boss goes impervious to damage at certain stages of the fight and you have to do x y and z to make the boss vulnerable again. Similar concepts could be made into ESO if the DEVS decided this is how they wanted the game to play.
I broke up my post to make it easier to read and feel less like a wall of text but for those who don't want to read it all; there are many ways to have some boss mechanics worked into the game that wouldn't prove to be difficult. It could just change how people think of the builds and start using less damage builds and more rounded builds for mechanics.
The problem is not the dps.
The problem is when Zos adds any kind of mechanic that requires teamwork (like in WGT and ICP), people start QQing about this content being too hard and keep crying until it gets nerfed. Which, of course, is not really helpful since even in the current state some mecahnics are unskippable. And pugs are still wiping at flesh sculptor and planar inhibitor.
There is one instance where team coordination is required and you cant beat it just by stacking and dpsing - vMoL. And only a small number of guilds managed to beat it. Many people are stuck on the second boss, not because of dps, but because it has unskippable mechanics and one person that isnt paying attention can wipe the whole group.
I did a lot of normal MoL pugs when farming certain items, and most of people jsut dont understand how mechanics work even after explanations. Just because they can still beat it, even if they kill half of group with wrong colors. And thats the problem with players mentality - they see any kind of challenging mechanics in a very negative way and if they see such mechanic, they demand nerfs so they can roflstomp everything again, without thinking and without teamwork.
Imo, a game msut encourage people to play by rules. This nerfing policy is just toxic for the game and for the community.
Just nerfing dps will just lead to more neft cries, nothing else.
So basically it is a l2p issue and no one knows how to do that?
newtinmpls wrote: »GreenhaloX wrote: »Maybe I'm missing a bit of concept of this thread, but damages are what fighting the enemies is about. You want highest damage traits as you can get, so to take out the boss and his minions as quickly as possible and move on.. not tinkering and toying with them.. right?
No, that's not what I want.
I would like to be able to make it a battle of attrition and endurance, and I would like to have to have the tank draw targets away so that a companion can get in a good snipe.
I'm lucky enough to play with a group who are in it for fun and willing to explore options.
That's it, I would like to have multiple options, not just "one best way".
Ep1kMalware wrote: »newtinmpls wrote: »GreenhaloX wrote: »Maybe I'm missing a bit of concept of this thread, but damages are what fighting the enemies is about. You want highest damage traits as you can get, so to take out the boss and his minions as quickly as possible and move on.. not tinkering and toying with them.. right?
No, that's not what I want.
I would like to be able to make it a battle of attrition and endurance, and I would like to have to have the tank draw targets away so that a companion can get in a good snipe.
I'm lucky enough to play with a group who are in it for fun and willing to explore options.
That's it, I would like to have multiple options, not just "one best way".
there will always be a 'one best way'.
tbhf if I see you in a trials group spamming snipe, guess who's getting kicked out of the group?
you spend 5-7hrs EVERY week helping pkayers through this crap and see how patient tou feel toward people goofing off.
no matter how they orientate damage, anyrhing less than t=your expected effort will be seen as disreapectful.
Ep1kMalware wrote: »newtinmpls wrote: »GreenhaloX wrote: »Maybe I'm missing a bit of concept of this thread, but damages are what fighting the enemies is about. You want highest damage traits as you can get, so to take out the boss and his minions as quickly as possible and move on.. not tinkering and toying with them.. right?
No, that's not what I want.
I would like to be able to make it a battle of attrition and endurance, and I would like to have to have the tank draw targets away so that a companion can get in a good snipe.
I'm lucky enough to play with a group who are in it for fun and willing to explore options.
That's it, I would like to have multiple options, not just "one best way".
there will always be a 'one best way'.
tbhf if I see you in a trials group spamming snipe, guess who's getting kicked out of the group?
you spend 5-7hrs EVERY week helping pkayers through this crap and see how patient tou feel toward people goofing off.
no matter how they orientate damage, anyrhing less than t=your best effort will be seen as disreapectful.
GrumpyDuckling wrote: »There are some interesting armor sets and champion point selections available in ESO that could create strategic/fun builds, but because ESO is pretty much all about damage (in both PVE and PVP) I'm hurting my group whenever I stray from a max damage build.
When I equip the cool-looking Maw of the Infernal or spread around champion points, I'm hurting my group because I'm costing my team precious dps. I feel guilty when my group wipes in PVE or dies in PVP because I didn't have a max damage spec that would have helped defeat that boss sooner, or dropped that enemy player faster - because that's how ESO works, it's all about causing damage as fast as possible, or else you're hurting yourself and your team.
It would be fun to see some more unique gameplay elements (that aren't all about damage) get some love - like defiling an enemy. It would be fun to have a viable build where instead of doing any damage at all, we can put all of our points into skills that weaken/debuff an enemy - and have it be powerful enough to be just as worthy as having a max damage build on our team.
Why does this game have to be all about damage?
Giles.floydub17_ESO wrote: »GrumpyDuckling wrote: »There are some interesting armor sets and champion point selections available in ESO that could create strategic/fun builds, but because ESO is pretty much all about damage (in both PVE and PVP) I'm hurting my group whenever I stray from a max damage build.
When I equip the cool-looking Maw of the Infernal or spread around champion points, I'm hurting my group because I'm costing my team precious dps. I feel guilty when my group wipes in PVE or dies in PVP because I didn't have a max damage spec that would have helped defeat that boss sooner, or dropped that enemy player faster - because that's how ESO works, it's all about causing damage as fast as possible, or else you're hurting yourself and your team.
It would be fun to see some more unique gameplay elements (that aren't all about damage) get some love - like defiling an enemy. It would be fun to have a viable build where instead of doing any damage at all, we can put all of our points into skills that weaken/debuff an enemy - and have it be powerful enough to be just as worthy as having a max damage build on our team.
Why does this game have to be all about damage?
There are other game play elements. Tanking and healing are not all about damage. Healing is 4 man content is fabulous because one can do damage and heal at the same time. Many tank and heal at the same time also.
As far damage itself, it is an MMO. The goal, the entire premise of this game is to destroy eveil. Not sure what OP is actually looking for but it sounds like a completely different type of game.
As far as not doing damage at all, pretty much a full healer, though heavy attacks with a healing staff do damage. Also, Tanks do some damage with their taunt, but it is not their focus (though some can get some decent damage with 4 man content builds.
Nothing will ever change until damage caps are put in place. Funny because there are mitigation caps but not damage? That's called Wrobel Balance.
"Oh but Ego, people will moan about high TTK!" That's a good thing. Instagibbing is not skill, but prolonged, strategic fights where you have to think and plan your actions on the fly are. Zergs running around mowing down everyone in split second aren't either.
The situation we are now is thanks to glass cannon spamblade moans on the forums we had pre-1.6. Putting them on ignore and aside, fights used to be so much more enjoyable back then (minus the dynamic ulti-gen for AoE skills and Dot's).
Giles.floydub17_ESO wrote: »GrumpyDuckling wrote: »There are some interesting armor sets and champion point selections available in ESO that could create strategic/fun builds, but because ESO is pretty much all about damage (in both PVE and PVP) I'm hurting my group whenever I stray from a max damage build.
When I equip the cool-looking Maw of the Infernal or spread around champion points, I'm hurting my group because I'm costing my team precious dps. I feel guilty when my group wipes in PVE or dies in PVP because I didn't have a max damage spec that would have helped defeat that boss sooner, or dropped that enemy player faster - because that's how ESO works, it's all about causing damage as fast as possible, or else you're hurting yourself and your team.
It would be fun to see some more unique gameplay elements (that aren't all about damage) get some love - like defiling an enemy. It would be fun to have a viable build where instead of doing any damage at all, we can put all of our points into skills that weaken/debuff an enemy - and have it be powerful enough to be just as worthy as having a max damage build on our team.
Why does this game have to be all about damage?
There are other game play elements. Tanking and healing are not all about damage. Healing is 4 man content is fabulous because one can do damage and heal at the same time. Many tank and heal at the same time also.
As far damage itself, it is an MMO. The goal, the entire premise of this game is to destroy eveil. Not sure what OP is actually looking for but it sounds like a completely different type of game.
As far as not doing damage at all, pretty much a full healer, though heavy attacks with a healing staff do damage. Also, Tanks do some damage with their taunt, but it is not their focus (though some can get some decent damage with 4 man content builds.
GrumpyDuckling wrote: »Giles.floydub17_ESO wrote: »GrumpyDuckling wrote: »There are some interesting armor sets and champion point selections available in ESO that could create strategic/fun builds, but because ESO is pretty much all about damage (in both PVE and PVP) I'm hurting my group whenever I stray from a max damage build.
When I equip the cool-looking Maw of the Infernal or spread around champion points, I'm hurting my group because I'm costing my team precious dps. I feel guilty when my group wipes in PVE or dies in PVP because I didn't have a max damage spec that would have helped defeat that boss sooner, or dropped that enemy player faster - because that's how ESO works, it's all about causing damage as fast as possible, or else you're hurting yourself and your team.
It would be fun to see some more unique gameplay elements (that aren't all about damage) get some love - like defiling an enemy. It would be fun to have a viable build where instead of doing any damage at all, we can put all of our points into skills that weaken/debuff an enemy - and have it be powerful enough to be just as worthy as having a max damage build on our team.
Why does this game have to be all about damage?
There are other game play elements. Tanking and healing are not all about damage. Healing is 4 man content is fabulous because one can do damage and heal at the same time. Many tank and heal at the same time also.
As far damage itself, it is an MMO. The goal, the entire premise of this game is to destroy eveil. Not sure what OP is actually looking for but it sounds like a completely different type of game.
As far as not doing damage at all, pretty much a full healer, though heavy attacks with a healing staff do damage. Also, Tanks do some damage with their taunt, but it is not their focus (though some can get some decent damage with 4 man content builds.
What it pretty much boils down to is this... There are underused sets and champion skills in this game because max damage builds are - by far - the most effective way to play the game. Hybrid or tactical builds that aren't all about max damage severely hurt your team.
The game overly-promotes throwing everything you have into damage. Sure, you can tank or heal if you don't want to do damage, but we're severely missing out on a tactical approach play style.
Look at skills that maim, silence, debuff, and defile enemies. These are elements that are already in the game - yet don't get nearly as much love as a max damage build. A defiler build could be just as important in "destroying evil" as a damage dealer, if ZOS didn't make straight-damage-dealing so insanely needed.