… that likes the way the game is going with Morrowind?
So much of the responses on the forum to the PTS patch notes are all gloom and doom, with the occasional insults or raging. Rarely I can find some reflecting thoughts between all the emotional outbreaks. Really missing that someone is trying to go beyond the personal preferences and evaluate the changes in the bigger picture.
On a first and general note :
Change is good ( I guess). It keeps the game from becoming stale and forces new engagement in the game we like. A lot of the outcries seem to come out of fear of change. Personally I like to figure new things out or get challenged in a new way. And that seems an exciting outlook for me come Morrowind.
On a second and reflecting note :
Change is needed. In the current state of the game there is only one layer of skill that is needed (mostly). How fast some1 can chain-cancel skills and their animations. And without starting any argument over this, I just want to point out a problem that connects through this into designing new content.
With every progression in power, be it through gear, championpoints or anything else, the gap growths between those who embrace this unintended mechanic and the “normal” player. Making it increasingly difficult to design content between to easy by overpowering any mechanics through dps and not meeting the dps-requirements to kill something.
(that’s the reason a thing like global cooldown has proven crucial in almost every other MMO. It equals the playing field in terms of latency, age related reaction times and probably has a huge implication for server issues aswell – in WoW the server doesn’t has to sort out all the player spamm, because u can only do 1 action per second anyways)
So how does this relate to Morrowind and why I am generally glad about the direction it is going.
My take is: obviously animation canceling as a side effect of this games design cant be undone. So it seems ZoS wants to lower the incentive to do so at all times and costs and enforces a more decision based playstyle, by creating a new layer of skill that is needed. To know the encounter you are facing, when to go all in with dps and when to preserve resources for example, or synergizing your group in terms of task and resources rather than maximizing just damage. I generally like this approach of being tested on my decision making in combat rather than muscle memory only.
On a side note :
If done right the changes might even create a new variety in viable builds. Does a high spelldam/magicka build without sustain that plays with dots and heavyattacks suits one better, or a high sustain built that spams more while fishing for proccs?
As a summary :
I am really looking forward how this all plays out. But the direction towards more of a reactive, decision oriented playstyle rather than the memorized spamming we have now is rather exciting for me. I really wonder if I am the only one ..
