humpalicous wrote: »Maybe I misread something, or maybe I misinterpreted your point, but this is an MMO.
1. PVE 4 man group content (or trials) is meant to be completed with a few dedicated roles. DD's should deal as much damage as humanly possible, healers should heal teammates and tanks should keep most of the aggro. Pretty straightforward concept. And in order to maximize each role in a PVE group environment, the respective player must have a decent rotation.
2. Vet Trials will be veeery hard on a player who uses a "situational playstyle" like PVP. Good luck finding a group who wants this kind of player in their raid.
3. There are 2 skills bars to maximize rotations, that's what I believe.
I'm sorry, but your observations just don't align with the nature of MMO's.
Hope I didn't misread, long day at work
Bladerunner1 wrote: »There's no way the devs ever planned to nerf regen so badly that you'd only be able to use one skill every 4 seconds. It would kill off everyone's interest of course, but have you ever compared light attack spam for each weapon?
Bows: 1/2 second timespan between light attacks
Dual Wield: 1 second timespan between light attacks
2H: 1 1/2 second timespan (rough estimate, but it's noticeably very slow)
Within four seconds of LA spam, you get more damage out of bow.
The global cooldown on skill use is 1 second, no matter which weapon you have slotted, so you can technically weave in light attacks between skills once every second across the spectrum of weapon choices. Running out of stamina on 2H is the worst possible DPS outcome, and it's already on the lowest rung for DPS in PVE.
humpalicous wrote: »Maybe I misread something, or maybe I misinterpreted your point, but this is an MMO.
1. PVE 4 man group content (or trials) is meant to be completed with a few dedicated roles. DD's should deal as much damage as humanly possible, healers should heal teammates and tanks should keep most of the aggro. Pretty straightforward concept. And in order to maximize each role in a PVE group environment, the respective player must have a decent rotation.
2. Vet Trials will be veeery hard on a player who uses a "situational playstyle" like PVP. Good luck finding a group who wants this kind of player in their raid.
3. There are 2 skills bars to maximize rotations, that's what I believe.
I'm sorry, but your observations just don't align with the nature of MMO's.
Hope I didn't misread, long day at work
I agree completely about roles, you should be performing to the top of your ability whatever you chose to do, but I don't think it was intended to be a dual bar rotation, with effects and buffs kept up almost 100% of the time. And of course there will always be some form of rotations for a longer fight.
But I just get the feeling they are trying to make rotations look more like this:
SKILL > SKILL > LA > LA > LA > LA > SKILL > LA > LA > LA > LA > LA > etc.
instead of the other way around, where you have a few light or heavy attacks in between your Skill spamming.
I could be wrong, but I just get the feeling this is where the game is going.
I see a lot of people complaining about light attack spammers, work on your "rotation" etc etc, especially when it comes to playing a DPS class, so this is just an observation of recent changes and upcoming changes that i feel the devs are tweaking at the moment, and would probably be considered nerfs or buffs to some.
Rotations.
Don't get me started on this one. I firmly believe some skills were never meant to be used in any kind of rotation, and considering the recent changes to cost reduction I'm pretty sure this is one of the goals of the dev team, to have PvE be much more situational like PvP. It was a bit of a setback for some, but some adapted and started to change their rotations to include more heavy attacks, although I don't think the devs intended for it to be so, and I think we will continue to see changes that will make it harder to keep up a lot of skills and buffs at once. If you like this playstyle so be it, but I don't think that was ever intended, and I do think there will be further changes buffing light attacks, and crippling rotations, or at least buffs to builds that are not oriented towards stacking effects from two set of skill bars.
Using skills
Weather you're playing magicka, stamina or hybrid. I think skills were intended to be situational. Something to be used at the right moment in between your light attacks, and not the other way around, spamming skills, and with some animation cancelling to get a few extra light attacks in between the skills. I don't think this is how skills should work. There's skills for burst, for protection, for execute, for area damage, for CC, for heal and all kinds of scenarios, and I don't think they were ever intended to be stacked and kept up to reach 35k+ sustained dps, as a DPS class.
How i think they were intended in a boss fight for example. You use some longer low cost buff, pressure skill to increase your overall damage a bit, a group of adds spawn, and this is when you start to burst them down, or apply AOE skills, etc. Not keeping up a rotations of different buffs, and ground AOE effects and just pull adds into the fire.
Two skill bars
Have you ever noticed in group finder there's an option to pick multiple roles? Yes you can actually pick more than one, and i think the idea behind 2 different skill bars, was so that you could quickly change role on demand, and help out when needed. Although it's absolutely possible to go DPS for both bars, I think one would be single target oriented, and one would be for AOE situations, and not meant for stacking effects and buffs.
Anyone else did similar observations and considering recent changes? Or what do you think the aim of the devs are?
The question is - and?It's just a theory OK, but i think we will see more of these changes coming, as a lot of players are not comfortable with complex rotations, finding it incredibly hard to reach the numbers you're talking about, unless they play meta, BiS, and practice complex rotations.
It seems like they are trying to close the gap between a solid rotation and a not so solid one.
humpalicous wrote: »Maybe I misread something, or maybe I misinterpreted your point, but this is an MMO.
1. PVE 4 man group content (or trials) is meant to be completed with a few dedicated roles. DD's should deal as much damage as humanly possible, healers should heal teammates and tanks should keep most of the aggro. Pretty straightforward concept. And in order to maximize each role in a PVE group environment, the respective player must have a decent rotation.
2. Vet Trials will be veeery hard on a player who uses a "situational playstyle" like PVP. Good luck finding a group who wants this kind of player in their raid.
3. There are 2 skills bars to maximize rotations, that's what I believe.
I'm sorry, but your observations just don't align with the nature of MMO's.
Hope I didn't misread, long day at work
SKILL > SKILL > LA > LA > LA > LA > SKILL > LA > LA > LA > LA > LA > etc.
ZoS wrote:“Combat in ESO is, and has always been, about fast-paced action... [italics added]
Well... Of course.Meta or no end game for u? U think that was really intended? A handul of builds the only viable option to beat the hardest content? Is there any 2h/2h setup that can even be remotely viable end game?
https://www.youtube.com/watch?v=Eaa2432waKM