Why is every Magicka DPS mostly the same?

  • BuggeX
    BuggeX
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    AHAH my Dk is different, i dont have a execute sloted,
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • dday3six
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    Faulgor wrote: »
    dday3six wrote: »
    Faulgor wrote: »
    Honestly I'm scratching my head a bit, because I thought the difference in build diversity compared to other MMOs would be apparent. But if you guys see that differently it's either because there is more diversity than I think or it's because modern MMOs suck and I just don't know about it.

    As I said my MMO experience is basically limited to Ragnarok Online, but even back then there different ways to "deal damage".
    You had builds that focused on
    • attackspeed (Assassin, Falcon Hunter, 2h Knights, Spear Crusader, Blacksmith, etc),
    • critical hits (Katar Assassin, certain Blacksmiths, etc),
    • low cast times (Wizard, ME and TU Priest, certain Monks, Sage, etc),
    • skill procs (Dual Dagger Assassin, Combo Monk, Falcon Hunter, etc),
    • skill spam (Double Strafe Hunter, Spear Knight, Bolt Sage, Occult Monk, etc)
    • unique skills (Asura Monk (!))

    In ESO there is no attackspeed, casttime is present but irrelevant because it's confined to bad skills, skill procs require no dedicated builds but are just class flavor (Burning Light, Implosion) and no single skill is unique enough that it would warrant its own build (besides Blazplar perhaps, but that's not a PvE build).
    So what you end up with is that every DD goes for high crit and skill spam - what you might call a rotation. Which also means that every DD build needs a way to sustain that spam because there is no alternative to that gameplay, and thus you get the now year-long pleas to "improve sustain on class x y and z".
    But maybe I'm just ignorant.

    Man, now I miss my Asura Monk lol.

    Whether in PVE or PVP if you're just spamming skills you're doing it wrong if you're aiming for even marginal effectiveness in ESO.

    In PVE it's very much a rotation that is deliberate, methodical, and purposely done. Botching your rotation by doing things such as missing buffs and clipping or forgetting to reapply dots continuously will noticeably impact DPS output. A solid, and practiced rotation is what separates high dps from low dps. The two biggest failing of a DPS are lacking situational awareness and slop in their rotation.

    In PVP it's focused aggression and a battle of attrition. Spamming nets you out of resources and that gets you dead.

    I'll be honest it seems your understanding of the finer point of combat in ESO is very lacking.

    In relation to other RPG systems, all of that is still what I called "skill spam" in my post, as that is the defining source of the damage. I'm well aware of the necessity of rotations for max dps. Even RO had lots of self-buffs, although they usually lasted much longer than ESO's and thus were rarely part of a rotation.

    Spam means to use the same skill or few skills over and over, and it comes with an implication of mindlessness. It's the polar opposite of a rotation in which order is quite important.
  • Vaoh
    Vaoh
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    billp_ESO wrote: »
    I tend to agree with the OP. We only really have 5 skills to play with (except everyone needs the mage light skill, and everyone uses blockade from the destro staff, you really only have 3 skills to play with).

    This is a direct result of the game being designed around the console controller. It boils down to just a couple of skills that differentiate the classes.

    In MMO's, I tend to like to play the utility character; you have a ton of different skills and the fun is picking the right one at the right time. ESO prohibits this kind of play.

    It's console's fault huh? :lol: that is the very design of ESO. Tanks/Healers play those utility roles when built correctly via casting certain skills to debuff enemies/buff allies. Not prohibited at all.
  • timborggrenlarsenb16_ESO
    All builds are mainly the same, the game dont offer the way to play as you link without gimping you self, there are like 5 build overall in total. this days. Both for skills and armor.
    Just how it is
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  • Dawnblade
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    Vaoh wrote: »
    billp_ESO wrote: »
    I tend to agree with the OP. We only really have 5 skills to play with (except everyone needs the mage light skill, and everyone uses blockade from the destro staff, you really only have 3 skills to play with).

    This is a direct result of the game being designed around the console controller. It boils down to just a couple of skills that differentiate the classes.

    In MMO's, I tend to like to play the utility character; you have a ton of different skills and the fun is picking the right one at the right time. ESO prohibits this kind of play.

    It's console's fault huh? :lol: that is the very design of ESO. Tanks/Healers play those utility roles when built correctly via casting certain skills to debuff enemies/buff allies. Not prohibited at all.

    Combat in ESO is simplistic and plays more like a console button masher than a classic PC RPG / MMO because it has to support controller based console play, that is a fact.

    Nothing says that combat can't still be fun and challenging to master (mostly due to the speed of combat, animation cancelling, and the short duration of many abilities), but to try and state things like the base UI and general combat are not the way they are because of console design is just silly.
  • dday3six
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    Dawnblade wrote: »
    Vaoh wrote: »
    billp_ESO wrote: »
    I tend to agree with the OP. We only really have 5 skills to play with (except everyone needs the mage light skill, and everyone uses blockade from the destro staff, you really only have 3 skills to play with).

    This is a direct result of the game being designed around the console controller. It boils down to just a couple of skills that differentiate the classes.

    In MMO's, I tend to like to play the utility character; you have a ton of different skills and the fun is picking the right one at the right time. ESO prohibits this kind of play.

    It's console's fault huh? :lol: that is the very design of ESO. Tanks/Healers play those utility roles when built correctly via casting certain skills to debuff enemies/buff allies. Not prohibited at all.

    Combat in ESO is simplistic and plays more like a console button masher than a classic PC RPG / MMO because it has to support controller based console play, that is a fact.

    Nothing says that combat can't still be fun and challenging to master (mostly due to the speed of combat, animation cancelling, and the short duration of many abilities), but to try and state things like the base UI and general combat are not the way they are because of console design is just silly.

    I'd say more ZOS was trying to emulate Skyrim. If you look at FFXIV it's cross-platform with PC and Playstation and it's heavily influenced be WoW yet able to be played fine on a controller with jobs having around 30 skills iirc.
  • Strider_Roshin
    Strider_Roshin
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    At least the cut, and paste Magicka builds don't require Maelstrom daggers. I agree though, the diversity in this game is terrible.
  • Faulgor
    Faulgor
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    dday3six wrote: »
    Faulgor wrote: »
    dday3six wrote: »
    Faulgor wrote: »
    Honestly I'm scratching my head a bit, because I thought the difference in build diversity compared to other MMOs would be apparent. But if you guys see that differently it's either because there is more diversity than I think or it's because modern MMOs suck and I just don't know about it.

    As I said my MMO experience is basically limited to Ragnarok Online, but even back then there different ways to "deal damage".
    You had builds that focused on
    • attackspeed (Assassin, Falcon Hunter, 2h Knights, Spear Crusader, Blacksmith, etc),
    • critical hits (Katar Assassin, certain Blacksmiths, etc),
    • low cast times (Wizard, ME and TU Priest, certain Monks, Sage, etc),
    • skill procs (Dual Dagger Assassin, Combo Monk, Falcon Hunter, etc),
    • skill spam (Double Strafe Hunter, Spear Knight, Bolt Sage, Occult Monk, etc)
    • unique skills (Asura Monk (!))

    In ESO there is no attackspeed, casttime is present but irrelevant because it's confined to bad skills, skill procs require no dedicated builds but are just class flavor (Burning Light, Implosion) and no single skill is unique enough that it would warrant its own build (besides Blazplar perhaps, but that's not a PvE build).
    So what you end up with is that every DD goes for high crit and skill spam - what you might call a rotation. Which also means that every DD build needs a way to sustain that spam because there is no alternative to that gameplay, and thus you get the now year-long pleas to "improve sustain on class x y and z".
    But maybe I'm just ignorant.

    Man, now I miss my Asura Monk lol.

    Whether in PVE or PVP if you're just spamming skills you're doing it wrong if you're aiming for even marginal effectiveness in ESO.

    In PVE it's very much a rotation that is deliberate, methodical, and purposely done. Botching your rotation by doing things such as missing buffs and clipping or forgetting to reapply dots continuously will noticeably impact DPS output. A solid, and practiced rotation is what separates high dps from low dps. The two biggest failing of a DPS are lacking situational awareness and slop in their rotation.

    In PVP it's focused aggression and a battle of attrition. Spamming nets you out of resources and that gets you dead.

    I'll be honest it seems your understanding of the finer point of combat in ESO is very lacking.

    In relation to other RPG systems, all of that is still what I called "skill spam" in my post, as that is the defining source of the damage. I'm well aware of the necessity of rotations for max dps. Even RO had lots of self-buffs, although they usually lasted much longer than ESO's and thus were rarely part of a rotation.

    Spam means to use the same skill or few skills over and over, and it comes with an implication of mindlessness. It's the polar opposite of a rotation in which order is quite important.

    Fair enough, that's not the connotation I meant to convey.
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  • Riejael
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    Go healing.

    There's two builds there. Templar and non-Templar :p
  • VampiricByNature
    VampiricByNature
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    I am not a unique snowflake. :(
  • AtraisMachina
    AtraisMachina
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    Seraphayel wrote: »
    You are right, I meant a different Mundus Stone and mixed up their names.

    But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?

    Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...

    Agreed. Idk it seems like hes just mad.
    Edited by AtraisMachina on February 6, 2017 7:17PM
  • Dexter411
    Dexter411
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    At least magicka builds have different spammable ability while stamina has only Rapid Strikes(if You get Maelstrom daggers).
  • Paincake
    Paincake
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    Seraphayel wrote: »
    You are right, I meant a different Mundus Stone and mixed up their names.

    But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?

    Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...

    Probably thinking discrete classes with no overlap that comes from having weapon, guild, and armor lines. I know I miss it from EQ2 sometimes. It was cool having 24 discrete classes.
  • Paincake
    Paincake
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    Pibbles wrote: »
    There are two key reasons for this.

    Firstly, whenever you have variance of components, only a few (or even one) 'build' of those components is viable in a highly functional sense. i.e, we can throw all the components that make a jumbo jet into the air and have a near infinite number of possible assemblies, but only a small handful will fly, and maybe only one or two will fly LHR to JFK in 8 hours without crashing. Or consider all of the extinct variants of human being then compare yourself to all ones natural selection has chosen to live into this generation, you're all pretty similar. ESO builds are really just natural selection with the human as the selecting agent.

    Secondly, due to ESO catering for PvP, ZOS always have their eye on balance. It's a lot easier to balance builds when there's only a handful of core skills, but which you disguise with different names and animations. If the game was pure PvE it could have far more variety, but their strategy of 'play the way you want', tends to mean each class needs access to whatever a player may want in terms of skills. And even if this was not the case, you'd still end up with a few viable builds by end-game, because you're always seeking the edge as a player and even just 500 less DPS is something most people won't put up with if they know they can tweak to get more. So they'll tend to gravitate to the same builds.

    Whilst there are a huge amount of possibilities, only a handful work when it comes down to it.

    This is the answer. ...PVP. I love this game, but I really believe the PVE experience could be SO MUCH MORE if it weren't shackled by the PVP side of things. If I want PVP, I'll play LoL or BF1. I like my MMO's PVE... /shrug
  • Paincake
    Paincake
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    Faulgor wrote: »
    Honestly I'm scratching my head a bit, because I thought the difference in build diversity compared to other MMOs would be apparent. But if you guys see that differently it's either because there is more diversity than I think or it's because modern MMOs suck and I just don't know about it.

    As I said my MMO experience is basically limited to Ragnarok Online, but even back then there different ways to "deal damage".
    You had builds that focused on
    • attackspeed (Assassin, Falcon Hunter, 2h Knights, Spear Crusader, Blacksmith, etc),
    • critical hits (Katar Assassin, certain Blacksmiths, etc),
    • low cast times (Wizard, ME and TU Priest, certain Monks, Sage, etc),
    • skill procs (Dual Dagger Assassin, Combo Monk, Falcon Hunter, etc),
    • skill spam (Double Strafe Hunter, Spear Knight, Bolt Sage, Occult Monk, etc)
    • unique skills (Asura Monk (!))

    In ESO there is no attackspeed, casttime is present but irrelevant because it's confined to bad skills, skill procs require no dedicated builds but are just class flavor (Burning Light, Implosion) and no single skill is unique enough that it would warrant its own build (besides Blazplar perhaps, but that's not a PvE build).
    So what you end up with is that every DD goes for high crit and skill spam - what you might call a rotation. Which also means that every DD build needs a way to sustain that spam because there is no alternative to that gameplay, and thus you get the now year-long pleas to "improve sustain on class x y and z".
    But maybe I'm just ignorant.

    Man, now I miss my Asura Monk lol.

    ...or the auto-attack Dirge of yesteryear in EQ2 (I don't know what it's like now). Damn that thing was fun. Set your parser to ding on AA and groove in the cadence of a good raid encounter.

    ...or the dots of a Warlock. ...or the CC of an Enchanter. So much variety and distinction. I like ESO, but I admit, I miss that diversity of characters.
  • clocksstoppe
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    Inner light mana passive should become a passive skill. It's ridiculous that they just let all magicka builds run around with -1 skill slot because inner light is that broken.
  • Rva_Kun
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    You hit it on the nail pretty much.
    It's kinda irritating how every magicka build is the same but I don't google builds I make my own or use one of my homies build.
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  • hedna123b14_ESO
    hedna123b14_ESO
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    Paincake wrote: »
    Seraphayel wrote: »
    You are right, I meant a different Mundus Stone and mixed up their names.

    But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?

    Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...

    Probably thinking discrete classes with no overlap that comes from having weapon, guild, and armor lines. I know I miss it from EQ2 sometimes. It was cool having 24 discrete classes.

    The issue is balance and balance by nature goes against diversity because its very nature is to equalize and in turn make similar. You cant have true diversity because some classes would excell at one thing but be bad at another and while some may welcome this, it doesnt work well, since players want to do everything well. The current system in my opinion for magicka at leaat offers a lot of diversity. Could it offer a lot more? Of course! But balancing that would be a nightmare...id love sets that would buff a certain style of unique gameplay, that way you can create something truly unique, but rhe designers have to balance encounters so you cant cheese anything and that approach complicates this.
  • Shadesofkin
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    Lots of players do lots of different things, they just don't complete endgame content most of the time, this is the sacrifice we make to complete it. That's why it's the meta.
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  • Beardimus
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    People seem to love the copy and paste. Even when patch notes change and something is buffed things rather than thinking, ooh ill learn and try that they don't, they come here asking for the latest build to use the 'best. It's a lazy mentality.

    I doubt ZOS will help, quite the opposite on build diversity, some of us have been clutching on to the dual wield Sorc despite nerfings and this patch seems to be final nail in coffin.. they want Wizards with Wands, not battle mages :(
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  • Molec
    Molec
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    LadyLavina wrote: »
    74bdc00381a37ad18564227168bb49646ae07463f16d0b51c4666d8df5a614e4.jpg

    Literally can be used as emphasism in an informal conversation. The statement from OP is an oxymoron.
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  • daedalusAI
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    Paincake wrote: »
    Seraphayel wrote: »
    You are right, I meant a different Mundus Stone and mixed up their names.

    But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?

    Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...

    Probably thinking discrete classes with no overlap that comes from having weapon, guild, and armor lines. I know I miss it from EQ2 sometimes. It was cool having 24 discrete classes.

    The issue is balance and balance by nature goes against diversity because its very nature is to equalize and in turn make similar. You cant have true diversity because some classes would excell at one thing but be bad at another and while some may welcome this, it doesnt work well, since players want to do everything well. The current system in my opinion for magicka at leaat offers a lot of diversity. Could it offer a lot more? Of course! But balancing that would be a nightmare...id love sets that would buff a certain style of unique gameplay, that way you can create something truly unique, but rhe designers have to balance encounters so you cant cheese anything and that approach complicates this.

    How does balance by nature go against diversity? If all skills are tuned to be in a range of +/- 10% performance difference you are getting close to an optimum of balance and thus enable build diversity.

    For example I really want to make a magicka dot templar build, but except backlash and sun fire as my class dots the other available dots are a joke in comparison, especially entropy and soul trap. Even the dot from destructive touch is pretty dismal.

    A certain class specialization for different types of content can't be avoided if you don't want to make every class feel and play the same and thus being useful in everything.

    Indeed: there is diversity if you go my the basic meaning of the word as in "the condition of having or being composed of differing elements". But for me diversity implicitly includes some soft of performance indicator: how can you name something as having diversity when the performance of said elements don't even come close to each other?

    You already have an abundance of sets and most of them are just plain useless - and the few really good ones are so good because the rest is just useless and rather serves as window garnish as in "Look how many sets there are in ESO" instead of "Look there is a small selections of set which are all useful in some way".

    Isn't there already pretty major cheesing going on with the almost required endgame sets of spell power cure, burning spellweave, infallible mage etc.?
  • Masel
    Masel
    Class Representative
    Just try things out. Now with the dps dummies you can literally test everything to max out your personal playstyle. Don't copy someone else's work without thinking, just try out different things and you'll discover cool synergies.

    I usually set myself a threshold of 30k single target dps by myself, everything above that is raidmaterial and worth using. Only problem with this is the horrible rng that makes trying things out either ridiculously expensive or involving a horrible grind...
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  • Seraphayel
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    Masel92 wrote: »
    Just try things out. Now with the dps dummies you can literally test everything to max out your personal playstyle. Don't copy someone else's work without thinking, just try out different things and you'll discover cool synergies.

    I usually set myself a threshold of 30k single target dps by myself, everything above that is raidmaterial and worth using. Only problem with this is the horrible rng that makes trying things out either ridiculously expensive or involving a horrible grind...

    We're still forced to use some skills to reach 30k, aren't we? Thinking about Inner Light / Meteor / Blockade.
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  • hedna123b14_ESO
    hedna123b14_ESO
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    daedalusAI wrote: »
    Paincake wrote: »
    Seraphayel wrote: »
    You are right, I meant a different Mundus Stone and mixed up their names.

    But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?

    Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...

    Probably thinking discrete classes with no overlap that comes from having weapon, guild, and armor lines. I know I miss it from EQ2 sometimes. It was cool having 24 discrete classes.

    The issue is balance and balance by nature goes against diversity because its very nature is to equalize and in turn make similar. You cant have true diversity because some classes would excell at one thing but be bad at another and while some may welcome this, it doesnt work well, since players want to do everything well. The current system in my opinion for magicka at leaat offers a lot of diversity. Could it offer a lot more? Of course! But balancing that would be a nightmare...id love sets that would buff a certain style of unique gameplay, that way you can create something truly unique, but rhe designers have to balance encounters so you cant cheese anything and that approach complicates this.

    How does balance by nature go against diversity? If all skills are tuned to be in a range of +/- 10% performance difference you are getting close to an optimum of balance and thus enable build diversity.

    For example I really want to make a magicka dot templar build, but except backlash and sun fire as my class dots the other available dots are a joke in comparison, especially entropy and soul trap. Even the dot from destructive touch is pretty dismal.

    A certain class specialization for different types of content can't be avoided if you don't want to make every class feel and play the same and thus being useful in everything.

    Indeed: there is diversity if you go my the basic meaning of the word as in "the condition of having or being composed of differing elements". But for me diversity implicitly includes some soft of performance indicator: how can you name something as having diversity when the performance of said elements don't even come close to each other?

    You already have an abundance of sets and most of them are just plain useless - and the few really good ones are so good because the rest is just useless and rather serves as window garnish as in "Look how many sets there are in ESO" instead of "Look there is a small selections of set which are all useful in some way".

    Isn't there already pretty major cheesing going on with the almost required endgame sets of spell power cure, burning spellweave, infallible mage etc.?

    The issue with your reasoning is an assumption that if you tweak damage of skills to beong close to one another balance will happen. The issue is the fact that those skills by nature do different things and their interaction with other skills shapes the end dps result, so while a templar as you said has low hitting DoTs, it has a nain spammable that is an aoe. A sorc instead has a lower damaging single target skill, but high hotting DoTs...there is a built in diversity based on the integration of skills on a character.

    As far as set diversity I absolutely agree...this needs to be revamoed...
  • Wifeaggro13
    Wifeaggro13
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    Seraphayel wrote: »
    Can someone tell me why nearly all Magicka builds are 50-60% the same even with different classes? I was looking for builds and build ideas in the last weeks and one thing really baffled me: 9/10 builds are literally the same. Those builds follow the same pattern, same skills, same weapon choices, same set choices - not even the class matters anymore. I know this is called "meta" but isn't this a huge problem in ESO?

    Most Magicka builds follow this scheme:

    Mundus Stone: The Thief

    Weapons: Fire Staff + Lightning / Restoration Staff

    Sets: Ilambris, Grothdarr, Valkyn Skoria, Burning Spellweave,

    Skills:

    One spammable skill: Force Pulse or class spammable (Funnel Health, Dark Flare, Lava Lash)
    Two AoE ground target skills: Wall of Elements + class AoE (Eruption, Twisting Path, Liquid Lightning, Blazing Spear)
    Flex slot (mostly DoTs or proc abilities): Merciless Resolve, Crystal Fragments, Reflective Light, Burning Embers
    Finisher: Impale, Mage's Wrath, Radiant Destruction
    Crit / Magicka boost: Inner Light and / or class skills (Inferno, Bound Aegis)
    Ultimate: Meteor / Elemental Rage

    + healing abilities / shields on the off bar (Healing Ward, Combat Prayer, Dampen Magic, Hardened Ward etc.)

    _____________________________

    Isn't this super boring? In the end every class has the exact same playstyle for Magicka DPS (in PvE). There is literally no difference. Throw your DoTs and keep spamming your fillers, throw an ultimate, rinse and repeat. It doesn't matter if you're a Sorcerer, Templar, Dragon Knight or Nightblade. You're doing the same rotation with mostly the same skills on all of them. If you arrange your skills right you could play all four classes with eyes closed due to their similarities when it comes to endgame PvE builds.

    I know players tend to have the "best" builds for "best" damage but why is it so limited in ESO? This game was advertised as "play how you want" (yes, we know that was never a thing really) but since 12 (?) months or so Magicka DPS has become flat and boring because you literally have 4-5 "must have" skills or items, maybe more.

    Why isn't Zenimax adressing this problem and trying to fix this? I mean, do all of you want to play the same as every other Magicka DPS out there? I don't know how it is for Stamina, maybe the same, maybe worse, but as a Magicka DPS I feel limited by the game because it forces me to use skills or items I don't really want to use.

    This might be a rant thread for many players out there but I just wanted to discuss this issue. I want your opinion and I really would like to enforce a discussion about this topic (feel free to open up a Stamina thread as well if you think it's necessary). There are soooooooo many skills in game but players only use 20-30% because the rest of them is bad, very bad, terribad etc. - ZOS tries to "fix" these problems, take Scalding Rune as an example. They buffed the DoT damage by 30% in Homestead but... 30% of nothing is still nothing. So why are they ignoring so many skills while they totally overpower others (e.g. Puncturing Sweep - super cheap, AoE, amazing damage plus additional healing - this skill combines all of what's wrong with the balancing in this game).

    So... what do you think?

    Do you like how it is? Do you think ZOS needs to revaluate many skills? Do you feel a bit bored by the limitations?
    LOL because ZOS designed this game around a DPS meta, it was easy to create content this way. Its why you really don't need any role other than DPS for 98 % of the game there is no true CC or buffing not any real for of tanking until VR trials and that is just Taunt utility and self-survivability. the group dynamics severely lack in this game and it primary focus is on solo casual playstyle that really does not play the whole game anyhow.
  • Ghost-Shot
    Ghost-Shot
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    Because it's OP
  • Luthid
    Luthid
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    I have more variation with my mag builds than I do my stam builds. With few class skill exceptions, good stam builds are identical across classes.
  • AlnilamE
    AlnilamE
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    Seraphayel wrote: »
    Two main issues from my point of view:

    1. The Destro Ulti is too powerful not to use - so almost ALL magicka builds use it. Something that is said in nearly every Mag build video I've seen post it's introduction. This then leads to using Blockade as most of the other Destro staff skills are lacklustre.
    2. In terms of other class skills, again the most powerful ones are always used because most of the other class skills are lacklustre. Most classes have a couple of good skills, and a bunch of useless ones.

    They need to BALANCE the skills across classes to encourage diversity. Diversity does not just come from introducing loads of new (and mostly useless) sets.

    Thank you, this sums it up pretty good. My intention was too put focus on the skills that are either too strong or too weak. Skills like Meteor or Destro ult, Blockade or Inner Light. Those skills must not be nerfed but others must be buffed so that they're not so dominant in every build anymore.

    So you want to convert all skills into DPS? And have 50% of sets have a DPS function? Your uniformity really only applies in high-end group DPS set ups, and even then, I think the skills are a bit more diverse than you make it seem.

    Not all skills from every skill line are going to be DPS skills, but they are still useful. Sometimes they are more useful in a group setting (ie, when someone is making sure bosses are debuffed and skills that return resources are applied so the DPS is more effective). Sometimes they are more useful in a solo situation. That doesn't make skills that are not DPS focused useless.

    But if you put things broadly enough, you can say all races are the same because they all have two arms and two legs and just one head.
    The Moot Councillor
  • Khaos_Bane
    Khaos_Bane
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    Seraphayel wrote: »
    Stillian wrote: »
    If you actually played it, it feels different to play magic classes.

    I don't think so. Tried this with every class. The only difference are the flashy lights, they're either black, yellow, purple or red. In the end it's still the same feeling for all of them PvE-wise.


    Yep, this is very true and it's sad. @Wrobel has preached about not wanting homogenization. Yet every patch at @Wrobel moves the classes more towards homogenization.
    Edited by Khaos_Bane on February 7, 2017 5:14PM
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