Doctordarkspawn wrote: »Here's the problem.
If you attack Spam play you attack the core functionality of the game. It's why, changes to PVP specifically should have been what happened. ZOS's excuse of 'we dont want people to run different gear' is just a substitute for effort.
That said, if I had to do it, I'd do the following.
Institute soft caps again.
Edit the PVE content to suit those caps and the theoretical damage ceiling they'd be ment to keep people at.
Edit the less usefull weapon styles to hit that theoretical damage ceiling. Just have them do it in different ways. Twohanded be a burst damage spec, duel wield chip damage and dots, ect, ect.
Generally let PVP minded players take PVP changes from there because honestly I've never seen a MMO PVP system that works
Profit. The reason the game is *** right now is ZOS wont take a firm hand and make a plan. If 30K DPS is the goal, make all weapons able to hit it, and change the content, the damage resist, the health pools, to revolve around that maxmum number.
The reason the spam play is such a problem is because the combat does not have more nuance. The design needs to encourage people to combo. The design needs to encourage people to use one ability, then another for payoff. This is something that for all ESO's action driven combat, it's usually not managed.
To encourage this, the designers should look at a dragon age inquisition style combo system, with certain status effects and payoffs available to one weapon type.
Otherwise we will keep geting the same situation we have now, where ZOS tries to fix problems with the same heavy hand and keep screwing it.
AcadianPaladin wrote: »Improve and variety? Hmm, I'd start with a couple very big things:
1. Admit that balancing PvP and PvE together is a futile endeavor and give each of the two disparate modes the care and respect they each deserve.
2. Make damage scale on the skill in the line that supports it. That is high 2H damage comes from having 50 in the 2H skill line - not stam. Have staff damage scale off skill in the staff line, not magicka. Casting damage similarly would scale from high skill in the skillline that provides it instead of mag or stam. Stam would be used for block/bash/dodgeroll/sprinting. Magicka would be used to actually cast abilities that require casting.
AcadianPaladin wrote: »Improve and variety? Hmm, I'd start with a couple very big things:
1. Admit that balancing PvP and PvE together is a futile endeavor and give each of the two disparate modes the care and respect they each deserve.
2. Make damage scale on the skill in the line that supports it. That is high 2H damage comes from having 50 in the 2H skill line - not stam. Have staff damage scale off skill in the staff line, not magicka. Casting damage similarly would scale from high skill in the skillline that provides it instead of mag or stam. Stam would be used for block/bash/dodgeroll/sprinting. Magicka would be used to actually cast abilities that require casting.
broad topic of balance/diversity in gameplay...
- SETS - DROPS vs CRAFTING
- Remove drop sets weapons altogether. Now you have crafting for sets which include weapons and drops for sets which include jewels. Drops and Crafteds become partners, not competitors in all builds. there would still be non-set weapons of the vanilla variety.
- Maelstrom and masters "weapons" would either be replaced by tokens that you could then craft into weapons of that type OR be replaced by temporary "blessings" or even consumables which are significant in power but which run out - thus giving you a need to repeat.
- GEAR TRAITS
- massive rework of traits for armor and weapons designed to be more "outward" dependent. Basic idea is there is nota "best" trait but rather traits which are best against certain things and less against other things so no "gear-trait" combo is best everywhere but most gear-trait combos are best somewhere or maybe second best everywhere.
- Example: let nirned raise damage by X for all weapon cases. Then holy raises it by 2x but only againt undead and daedra. repeat. let nirned add X armor everywhere all the time. let sturdy armor add 2X armor vs DOT damage. let Well fitted add 2X armor vs AOE damage.
- PVE CONTENT
- Adjust lots of the trials and dungeons to have more sneak challenges and more defense challenges and fewer DPS challenges. DPS challenges can still be the majority of the effort but give more need for the other gameplay elements to factor stronger. Essentially, enough challenges should reward having a dedicated sneak to make it a "role" or at least secondary role that needs to be included for top scores.
kunquatb16_ESO wrote: »It is obvious that the recent changes to game balance are unpopular. Many stating that they decrease game balance, and decrease character skill variation. Additionally, many of the changes were to lessen "spam play" where just 1 maybe 2 skills are hammered away at, or exploited. We've all seen those templars running in circles none stop killing. Spam play does need tackling. But these changes too heavily penalize good varied specs that required skill to play and used many skills situationally , while leaving spam play easy as pie.
How would you change things to improve game balance, keep variety of spec, and skill usage, and make spam play unviable? In fact any idea you think will improve game balance fairness, and fun.
I hope people will remain constructive.
Make a pvp login and a pve login available for each user character. Each login has its dedicated CP, Skills and Gear that can only be obtained in each login. Make pvp land have pvp centric gear, CP and skills. Conversely, if you log that same character by pressing the pve login you only see pve CP and gear etc...
Might be doable, whereas having seamless pve /pvp seems beyond the developers capabilities (or budget).
Once the balancing tug of war between pve and pvp is resolved, ZOS can dial in the much needed balancing.
AgentofKhaoss wrote: »broad topic of balance/diversity in gameplay...
- SETS - DROPS vs CRAFTING
- Remove drop sets weapons altogether. Now you have crafting for sets which include weapons and drops for sets which include jewels. Drops and Crafteds become partners, not competitors in all builds. there would still be non-set weapons of the vanilla variety.
- Maelstrom and masters "weapons" would either be replaced by tokens that you could then craft into weapons of that type OR be replaced by temporary "blessings" or even consumables which are significant in power but which run out - thus giving you a need to repeat.
- GEAR TRAITS
- massive rework of traits for armor and weapons designed to be more "outward" dependent. Basic idea is there is nota "best" trait but rather traits which are best against certain things and less against other things so no "gear-trait" combo is best everywhere but most gear-trait combos are best somewhere or maybe second best everywhere.
- Example: let nirned raise damage by X for all weapon cases. Then holy raises it by 2x but only againt undead and daedra. repeat. let nirned add X armor everywhere all the time. let sturdy armor add 2X armor vs DOT damage. let Well fitted add 2X armor vs AOE damage.
- PVE CONTENT
- Adjust lots of the trials and dungeons to have more sneak challenges and more defense challenges and fewer DPS challenges. DPS challenges can still be the majority of the effort but give more need for the other gameplay elements to factor stronger. Essentially, enough challenges should reward having a dedicated sneak to make it a "role" or at least secondary role that needs to be included for top scores.
I think that all of these are great suggestions. But, I think we need one more..... add stamina morphs to every ability and add magika morphs to weapon skills. Combined with your changes, you would have build diversity and balance.
The only one I am not sure about is the Maelstrom token. I think Vet Maelstrom needs to be reworked.