Yes, this is a thread coming from the opposite direction than most players feel, but this is about a healthy, diverse PvE.
So, after reading the patch notes, mainly focusing on the changes to sustain and champion points, i was quite exstatic.
Finally the meta could change, away from static rotations, towards dynamic gameplay.
Finally Champion points would offer more choices with mandatory sustain stars being removed and others weakened.
This could be a huge step towards more builds being competetive, seeing as the floor should be raised and the ceiling lowered.
So I went to PTS to test it out and was severely disappointed, there was barely any change noticeable.
You are still heavily rewarded for carrying as many dots/aoe/buffs as possible and this is the only way to come even close to the high dps-numbers of the best builds.
While players now have to incorporate heavy attacks in their rotation and gear towards sustain, this could not be farther from the active sustain management the game should have.
Champion point distribution still offers zero choice. You can mathematically calculate which distribution offers the largest dps increase / defense boost / sustain buff for each build.
Looking at the builds that would seem "viable" there seemed to be little change. Main bow / main 2h / core class builds are still severely underperforming when compared to the meta dw/bow and especially destro builds.
So what to do?
Seeing as this is the first expansion, a complete overhaul of the game could have been the way to go.
Obviously the release of Morrowind is too close for such drastic changes, but maybe this will be considered in a future patch.
Completely overhaul the champion point system, removing all mandatory stars and replacing them with utility.As long as there are stars that increase dps/defenses/sustain players will take them and ignore anything else. If there are many options, this does not provide a choice, it just means someone has to calculate what is the best option and everyone will take it. This is the direct opposite of build diversity.
And even if there was some choice, what does it matter? Passive increases (aside from sustain) have no effect on gameplay whatsoever. If they are required you might as well bake them into the core abilities.
So what do we replace the current system with?
Just looking at the passives and other parts of the game gives lots of ideas.
From more inventory slots to more movement speed, more loot, better deals with fences, more space to put furnishing in homes, to skin changes or actual abilities.
Completely rebalance the skills costs and interactions, reducing automatic cleave and giving players the need to actively change their gameplay depending on the situation.Aoe abilities should have their damage/healing reduced or their cost increased to the point where they are only useful against multiple enemies / for healing multiple injured allies. Change spam skills to be super strong, but have massive costs in order for them to be more like burst skills or "oh sh**"-buttons that you want to use in specific situations, but not in a general sustained rotation. (Needs to be split for PvP).
Again, the goal here should be to change the meta from "more skills in your rotation = more dps" to situational use of skills depending on single target vs aoe, bosses with vulnerable phases and so on. At the same time space on bars can be freed up for utility.
The same thing should obviously be true for healers. Away from one-button spamming buffbot/half-dps towards situational use of small and big heals, group heals and buffs.
Change the potion and ultimate systems to not just be be another thing you press on cooldown.The current implementation of pots is awful. Tripots are used on cooldown to provide important buffs and sustain. This devalues a lot of otherwise good skills as the buffs are already present and is just generally mandatory.
A good alternative would be splitting the pots in two:
Potions that only replenish health can stay as they are, maybe even buff them a bit so they are good emergency buttons.
Potions that do anything else will now be "elixirs" that can be bound to a second key. They will provide unique and strong buffs for a short duration, but can only be used once per battle. (Precautions need to be made, so you can not "prepot" or otherwise get out of combat to reset this on any relevant encounter.) (Elixirs can not be used in pvp, obviously).
This would change pots from "used on cooldown" to situational use, like a burn phase or end of fight.
Ultimates serve a similar fate, being used as either a passive (dawnbreaker) or on cooldown. Most of them need to be changed to provide more utility instead of just raw damage (Consuming Darkness is a good positive example).
Item sets need to be rebalanced in order to be comparable.The current philosophy seems to be: Sets that are harder to aquire need to be stronger. While the intent of this is understandable (get players to do trials and spend lots of gold on rare drop sets), this is just not healthy for the game. It means that the large amount of sets are completely useless in endgame, as they are simply outclassed by others. This means little diversity.
The only way to change this is to look at all the sets and get them roughly to the same values. Some builds may be better of with a specific set, but the general idea should be to have a large pool to choose from instead of a handful of obvious best sets for pretty much any build.
PvE and PvP should have a stronger split, with skills having different values or additional effects in each.The current philosophy is to have both modes as similar as possible, so players can switch easily and will not be confused by different effects. While this is a nice intent - it just doesn't work.
PvE and PvP are so vastly different, if you just take a build from one to the other, you will be very inefficient.
This philosophy mostly leads to a large sum of skill morphs and item sets being never used in one game mode or the other. Again, less diversity and harder balancing.
A definite split could change this, with pvp-versions of many otherwise too strong skills.
You need to relearn the game anyway, so you might as well also learn altered values. I agree that skills should not be completely different.
The bow heavy attack needs to be auto-fire like all other heavy attacks.This has been said so often and is such a small change, yet so important if you ever want bow to be an alternative. Yet if you want to preserve the old mechanic, just add a toggle to the gameplay options.
TL:DR
Changes are a small step in the right direction, but they fail to come through. More changes need to be made.
Drastic was probably not the right word.I'm not sure what you are saying
(...)
This is drastic .... This is the math ... most of the nerfs have been 10 to 20% nerfs to various things over the years ... but some classes received 6 major stacked nerfs...
For some classes and meta the nerfs are lighter but some things were completely obliterated.....when there was no reason for it... there is less diversity and builds one of the main selling points of this game..
I know not everyone has the same opinion, but could we please keep this discussion serious?
Thank you.
On Topic:
I agree the changes have the right intention: lower the ceiling and raise the floor, make sustain important again, break spam meta, etc. BUT didn't achieve this.
As far as I could test lowering the ceiling worked partially with the sustain changes. But on the other hand people are more forced than ever into one build direction (Heavy Attack Build).
Raising the floor did not work at all, quite the opposite.
My Twink Damage Character with no BIS gear could reach 24k DPS before - not much but enough for most lower content.
On the PTS I can't get DPS past 16k, even with Legendary Gear, Pots etc. (With sustain not being the problem)
On a positive note my Tank and Healers are not feeling the sustain nerf that much. Only the nerfed group utility seems to bother me. (e.g. group members starting to fight over Orbs/Shard for resources)
Regarding your suggestion:
Overhaul CP:I agree that best CP can be calculated and a utility based system would prevent this. But I think this can be done at a later date - there are to many things that need to be addressed now.
On top of it I really enjoy the new CP Balance they added in here. Makes my CP distribution more flexible and my characters more well rounded.
Rebalance GameplayWhile I agree that a decision based gameplay is better than a Spam orientated, it's hard to achieve if you want to maintain a fast paced game.
Rebalance SetsMore options set wise are always welcome to me.
There might always be BIS sets, but making old ones more viable is good for diversity.
PvE and PvP SplitI kind of understand the point but the devs have made it clear that they do not intend to split them.
Bow heavy attackThis has been asked for a lot. The problem is that PvE kind of favours auto-release while solo-play and PvP need hold-option.
A toogle might be the solution.
@Sydria
Thx for the positive and honest feedback.
I'm fully aware a rework to the CP system is not top priority, simply pointing out the CP in it's current or PTS iteration is not good. Like many talent systems of MMOs of the past it merely gives the illusion of choice.
Sadly ZOS stance on a PvP split seems quite strong.
Still in the past they did change their opinions about other parts of the game severly.Drastic was probably not the right word.I'm not sure what you are saying
(...)
This is drastic .... This is the math ... most of the nerfs have been 10 to 20% nerfs to various things over the years ... but some classes received 6 major stacked nerfs...
For some classes and meta the nerfs are lighter but some things were completely obliterated.....when there was no reason for it... there is less diversity and builds one of the main selling points of this game..
What I meant is the changes are a good start in the right direction. But if you leave it there, the game might even be off worse than before.
We don't need even more nerfs to sustain - we need a redefinition what sustain or a rotation is.
Obviously you weren't reading the whole post, as I'm not disagreeing with you:
We need more build diversity and balance, not less.
2 minutes. It literally took two minutes for someone to see your post and decide to be a total $@&&#%. Did he even read it?
I'm not on the PTS, but when I saw the patch notes I considered a lot of the things you discuss. The lead-up to this was a lot of talk about "big changes" and bringing resource management back. I have characters of all classes/resources. What I see in the notes indicate that I'm going to continue to struggle on the ones I struggle with now (stam) and the ones that seem OP will continue to be OP (sorc, Magplar).
One thing that has been confusing to me since IC dropped is the stam vs magic approach. This patch feels like the point where resource scarcity began moving apart, with my magic characters running low less and less and my stamina characters remaining pretty even. This doesn't make a lot of sense to me since stamina is required to block and roll...if anything, it feels like there should be abilities and sets that help restore. (Let's see them add regen to shuffle equivalent to harness magicka and see what happens).
I've often considered that the stamina principles come from pvp complaints. And indeed...stam characters can be strong. But at the same time I've seen change after change aimed at "fixing" this when there are perfectly good fixes available in the CP tree already. Don't like being stunned and ganked? Invest in CPs that prevent this rather than piling in power CPs.
Whatever the cause, the problem is that my stam characters are not viable in hard pve, and they struggle with some stuff in pvp that magic toons have been needlessly given a pass on. For over a year the best expert players (not me, lol) have been posting hard data about the most fundamental issues, and this patch looks like ZOS completely ignored these and made a lot of middling changes that, oddly, look like they hurt stam far more than magic. It's a really weird set of notes...I don't seem to be the only one thinking this.
Build diversity is gone with this patch you will have one meta/gear setup for tanking, one meta/gear setup for healing and one meta/gear setup for dps... yes you can do whatever you want but with these changes as is, you will gimp yurself that is if you plan on beating any endgame group content... gone are the days of builds like NB saptank it was obliterated with these changes, its not even a case of change it up a lil bit and might work out. nope it was straight up made not viable...
if you are a sorc and say "changes really don't feel that drastic"... just dont....
The game is already 3 years old. I, and probably lots of other players, don't want to have to relearn how to play the game again. If you want a game that plays differently I think you should go look elsewhere, since encouraging the developers to completely change the way the game plays is just inviting even poorer decision-making than they have already shown themselves capable of.
Is the OP a Republican congressmen, just curious.
Build diversity is gone with this patch you will have one meta/gear setup for tanking, one meta/gear setup for healing and one meta/gear setup for dps... yes you can do whatever you want but with these changes as is, you will gimp yurself that is if you plan on beating any endgame group content... gone are the days of builds like NB saptank it was obliterated with these changes, its not even a case of change it up a lil bit and might work out. nope it was straight up made not viable...
if you are a sorc and say "changes really don't feel that drastic"... just dont....
you're only 30% right.
the tanking and healing meta is not going to change. it has and will continue to be dk's as tanks and templars as healers. in fact the warden is not likely to usurp the templar as a healer given how their heals are either a) short narrow cones, b) 6 second delayed aoe's and c) require the warden to be actively weapon attacking with either a lightning or resto staff while rather close to the tank. the only cool thing they got is the vines due to the potential raid wide healing the debuff leeching vines applies. this is of course assumptions based entirely on what has been printed about that class.
many are assuming the betty will remove a debuff on everyone on cast but it doesnt say it does that and i have a feeling it only removes one off the warden, meaning that templars will continue to be the cleansing kings/queens.
dps however has swung around several times. all 4 classes have had their time in the spot light as either magicka or stamina, single target or aoe. right now it's sorcs and for aoe it will continue to be mag sorcs in morrowind without additional changes.
however for single target Alcast and others are of teh opinion that the stam dk is going to reign supreme in morrowind.
so actually you are less than 30% right that the meta is going to change.
In PVE yes but in PVP they got destroyed ....
ashenb14_ESO wrote: »In PVE yes but in PVP they got destroyed ....
you must understand, zos can do no wrong and make no mistakes.... they are fine...any change zos makes is fine/good/for the best...saying otherwise is blaspheme..
im sure these changes will make both pvp and pve alot more fun....alot more time consuming...i mean spending 15min killing the same boss you killed in around 5min before....MUCH MUCH MUCH more fun...
spending 3 days rather then 3hours grinding a dungeon to get a specific gear drop....should be alot more fun
all these changes will make the game sooo much more fun, people will love it, it will be grate!!!wonderful!!!
While players now have to incorporate heavy attacks in their rotation and gear towards sustain, this could not be farther from the active sustain management the game should have.
Champion point distribution still offers zero choice. You can mathematically calculate which distribution offers the largest dps increase / defense boost / sustain buff for each build.
You are still heavily rewarded for carrying as many dots/aoe/buffs as possible and this is the only way to come even close to the high dps-numbers of the best builds.
There are skills like equilibrium, dark exchange or leeching strikes that could fill this role.Giles.floydub17_ESO wrote: »While players now have to incorporate heavy attacks in their rotation and gear towards sustain, this could not be farther from the active sustain management the game should have.
There really is not more that can be done for "active sustain management"
Which is why I suggested to get rid of the current performance increases in the CP system and replace them with utility and out of combat benefits.Giles.floydub17_ESO wrote: »It will always be the case we can mathematically determine the best CP builds just as it we can mathematically determine the best gear sets. It is the case for any MMO that offers a glimmer of choice.Champion point distribution still offers zero choice. You can mathematically calculate which distribution offers the largest dps increase / defense boost / sustain buff for each build.
Absolutely true.Giles.floydub17_ESO wrote: »You are still heavily rewarded for carrying as many dots/aoe/buffs as possible and this is the only way to come even close to the high dps-numbers of the best builds.
In pretty much any game there are the best rotations and skills to use. These change with balance patches, but an optimal build and rotation is always determined.
Yes, this is a thread coming from the opposite direction than most players feel, but this is about a healthy, diverse PvE.
So, after reading the patch notes, mainly focusing on the changes to sustain and champion points, i was quite exstatic.
Finally the meta could change, away from static rotations, towards dynamic gameplay.
Finally Champion points would offer more choices with mandatory sustain stars being removed and others weakened.
This could be a huge step towards more builds being competetive, seeing as the floor should be raised and the ceiling lowered.
So I went to PTS to test it out and was severely disappointed, there was barely any change noticeable.
You are still heavily rewarded for carrying as many dots/aoe/buffs as possible and this is the only way to come even close to the high dps-numbers of the best builds.
While players now have to incorporate heavy attacks in their rotation and gear towards sustain, this could not be farther from the active sustain management the game should have.
Champion point distribution still offers zero choice. You can mathematically calculate which distribution offers the largest dps increase / defense boost / sustain buff for each build.
Looking at the builds that would seem "viable" there seemed to be little change. Main bow / main 2h / core class builds are still severely underperforming when compared to the meta dw/bow and especially destro builds.
So what to do?
Seeing as this is the first expansion, a complete overhaul of the game could have been the way to go.
Obviously the release of Morrowind is too close for such drastic changes, but maybe this will be considered in a future patch.
Completely overhaul the champion point system, removing all mandatory stars and replacing them with utility.As long as there are stars that increase dps/defenses/sustain players will take them and ignore anything else. If there are many options, this does not provide a choice, it just means someone has to calculate what is the best option and everyone will take it. This is the direct opposite of build diversity.
And even if there was some choice, what does it matter? Passive increases (aside from sustain) have no effect on gameplay whatsoever. If they are required you might as well bake them into the core abilities.
So what do we replace the current system with?
Just looking at the passives and other parts of the game gives lots of ideas.
From more inventory slots to more movement speed, more loot, better deals with fences, more space to put furnishing in homes, to skin changes or actual abilities.
Completely rebalance the skills costs and interactions, reducing automatic cleave and giving players the need to actively change their gameplay depending on the situation.Aoe abilities should have their damage/healing reduced or their cost increased to the point where they are only useful against multiple enemies / for healing multiple injured allies. Change spam skills to be super strong, but have massive costs in order for them to be more like burst skills or "oh sh**"-buttons that you want to use in specific situations, but not in a general sustained rotation. (Needs to be split for PvP).
Again, the goal here should be to change the meta from "more skills in your rotation = more dps" to situational use of skills depending on single target vs aoe, bosses with vulnerable phases and so on. At the same time space on bars can be freed up for utility.
The same thing should obviously be true for healers. Away from one-button spamming buffbot/half-dps towards situational use of small and big heals, group heals and buffs.
Change the potion and ultimate systems to not just be be another thing you press on cooldown.The current implementation of pots is awful. Tripots are used on cooldown to provide important buffs and sustain. This devalues a lot of otherwise good skills as the buffs are already present and is just generally mandatory.
A good alternative would be splitting the pots in two:
Potions that only replenish health can stay as they are, maybe even buff them a bit so they are good emergency buttons.
Potions that do anything else will now be "elixirs" that can be bound to a second key. They will provide unique and strong buffs for a short duration, but can only be used once per battle. (Precautions need to be made, so you can not "prepot" or otherwise get out of combat to reset this on any relevant encounter.) (Elixirs can not be used in pvp, obviously).
This would change pots from "used on cooldown" to situational use, like a burn phase or end of fight.
Ultimates serve a similar fate, being used as either a passive (dawnbreaker) or on cooldown. Most of them need to be changed to provide more utility instead of just raw damage (Consuming Darkness is a good positive example).
Item sets need to be rebalanced in order to be comparable.The current philosophy seems to be: Sets that are harder to aquire need to be stronger. While the intent of this is understandable (get players to do trials and spend lots of gold on rare drop sets), this is just not healthy for the game. It means that the large amount of sets are completely useless in endgame, as they are simply outclassed by others. This means little diversity.
The only way to change this is to look at all the sets and get them roughly to the same values. Some builds may be better of with a specific set, but the general idea should be to have a large pool to choose from instead of a handful of obvious best sets for pretty much any build.
PvE and PvP should have a stronger split, with skills having different values or additional effects in each.The current philosophy is to have both modes as similar as possible, so players can switch easily and will not be confused by different effects. While this is a nice intent - it just doesn't work.
PvE and PvP are so vastly different, if you just take a build from one to the other, you will be very inefficient.
This philosophy mostly leads to a large sum of skill morphs and item sets being never used in one game mode or the other. Again, less diversity and harder balancing.
A definite split could change this, with pvp-versions of many otherwise too strong skills.
You need to relearn the game anyway, so you might as well also learn altered values. I agree that skills should not be completely different.
The bow heavy attack needs to be auto-fire like all other heavy attacks.This has been said so often and is such a small change, yet so important if you ever want bow to be an alternative. Yet if you want to preserve the old mechanic, just add a toggle to the gameplay options.
TL:DR
Changes are a small step in the right direction, but they fail to come through. More changes need to be made.
The game is already 3 years old. I, and probably lots of other players, don't want to have to relearn how to play the game again. If you want a game that plays differently I think you should go look elsewhere, since encouraging the developers to completely change the way the game plays is just inviting even poorer decision-making than they have already shown themselves capable of.