Hello Min/Maxers!
I'm here to talk about builds, sets, and skills issues in 2017 which span both PVE and PVP. This list is based on my own experiences and tempered with discussions with others, it is in no way a complete list. Many of the suggestions are also brain storming suggestions, they still require balancing and it would not be good without proper counter play.
Now, let's look into some of the issues
Builds, Sets, and Skill issues - Animation canceling is still not integrated very well into ESO. There are no tutorials or indicators telling players they should do it and it behaves differently between PC to console.
- Builds have become stagnant and unchanging for several DLC. Players have little reason to look for new gear when we keep trying to make sure the best in slot stays the best.
- There is a very large gap in good "meta" builds and other unused sets, making certain sets useless and not even used for progression.
- The heavy attack DPS builds are "boring" in most player opinions, requiring constant heavy attacks canceled with abilities.
- Few builds have class in debuff removal, especially in stamina builds. This makes groups reliant on Templars, wardens, or purge abilities from PVP
- Stats like magicka and stamina feed into both damage and resources giving them double value. This makes certain sets and abilities higher than others since they raise both while raising just one stat. This issue is compounded when the only limiting factor to DPS is how much resources you have.
- AOE caps for damage & heals are confusing and frustrating when facing large groups. In pvp players have noted that they heal the wrong target, hit someone further than those near by, and other behavoir.
- Heavy armor is performing so well that additional mitigation isn't required. This trivializes medium armor and many sets that give resistances.
- Damage shields negate all crit's and penetration & offer no specific counter play outside of niche sets. This is especially for abilities like healing ward that both protect and heal based on the health lost, making it a one ability rescue for PVP.
- Block builds are still a constant source of complaints. Even with several of the changes there are few builds that work directly against it as it reduces damage, stops crits, stops CC, and still allows players to cast abilities
- Dark Cloak has had off & on issues working properly or over performing inside PVP. Currently it is a Nightblade only ability it has no effective counterplay other than detection pots and constant DOTs. By contrast it works as counter play to countless other abilities. It's issues are also compounded with line of sight and lag. This year it has also been found to be exploitative; being used to escape fights, swap sets to proc buffs, and then come right back in before others have had time to recover.
- The bow is still considered weak for DPS for PVE, most abilities only used on the back bar for buffs. This is different than destruction staffs, which are still effective long and medium range.
- Most base classes lack a straight forward burst and sustain abilities like the warden skill trees. The delay built into the warden's class abilities lend itself well to PVP, a synergy most other classes don't have.
- Item naming is inconsistent, many set names come before or after the type of armor
- Uncapped stats have resulted in high damage builds with good defenses that standard players have difficulty fighting in PVP or matching in PVE. This continues to lead to power creep each time the CP cap is raised.
Suggestions for Builds, Sets, & Skills
- Revisit animation canceling when redoing skill animations. Things should flow better and have more indicators given in when you can speed a skill up. In addition there should be certain skills that can’t be canceled easily to keep things consistent between PC and console.
- Increase the gear cap from CP 160 to a CP 180 or higher. This is expected power creep and reason to grind gear up again. This can also be used to sunset older sets without complaints, like the debate of VMA weapons getting a nerf when Asylum weapons came out.
- Rework the base class abilities.
- For all classes: rework the trees to have clear defined sustained DPS and burst DPS skills for PVE and PVP, along with lines for tanking and healing. Structure it similar to the model you made with the wardens
- For Debuff removal, tweak Templars & Wardens debuff removal to remove DOT damage, but not all debuffs. For other classes allow them a unique debuff removal for that class, where one could remove snares, another remove poisons, others remove offbalance, etc. Purge would be the over all removal ability
- For Nightblade cloak, rework dark cloak with two morphs, one to cloak and remove all effects of the nightblade (removing them from the fight) & another to cloak/deaggro mobs on another player (supportive PVE).
- Remove the AOE caps, limit group size in PVP to 4 to 5 people, and limit support abilities to only those in your group. This should lead to less confusion on who you’re hitting while not allowing a small number of healers to heal large sized groups. It would also help discourage large mega groups consisting of mostly one role. Note: this is a PVP change, PVE you'd still be allowed to make groups up to 12+
- Rework heavy attacks, giving reduction to ability costs on certain abilities or ways to speed up the speed of the swing for certain classes abilities. The heavy attack meta needs more uniqueness to get folks interested.
- Reduce the amount of spell resistance given through base armor, heavy armor resolve passive, and the DK spell scale passive. This would give counterplay to hard hitting tanks for PVP unless they build specifically for protection through Champion points or different sets, thus reducing other abilities. This would also add difficulty to some of the current PVE fights unless Tanks put more consideration into their builds.
- Reduce the amount of damage given from raw Stamina and Magicka by 33% to 50%. Players are currently getting too much benefit from these raw states and in a game where there are no cool downs, that means more spamming of abilities with less need to worry about sustain. By reducing the damage given by these raw stats you should see builds shift in deciding whether if wants to be able to do more abilities or to do more damage with those abilities. For higher levels it also means less about hitting hard, but being able to use more abilities between heavy attacks.
- Create abilities specifically made to increase damage on damage shields and blocking targets. This would give counter play to these abilities that could be slotted for the situation or kept on the bar as a backup for when you run into something. This may also give new uses for previously unused abilities.
- Remove the stun element from stealth ranged attacks and add stun to any melee range abilities, then adjust damage values on bow. This is a balancing change to try and raise bow to where it once was and improve melee magicka abilities that manage to get into melee range without getting detected. One of the reasons I think bow suffered such a nerf was it was doing too much damage from stealth. Many were getting one shot in PVP without any risk to the sniper. Now with the reduction of damage boosting skills affecting stealth hits and this change, there would be less reason to continue on nerfing it's damage.
- Rework mages light and flare to give longer detection, faster animations to use, and larger ranges. Both skills are not living up to the snuff of an effective anti-stealth skill, especially with the way that nightblade is setup.
- Add a separate CP tree for PVP. I’ve suggested it before, but the current CP system has huge power creep issues and doesn’t promote progression in PVP, only PVE. A separate tree, fueled by AP, will give specific progression and note muddle in the PVE passives.
- Institute softcaps into PVP through the battlespirit buff. Giving “uncapped stats” has lead to monster mitigation followed by monster burst damage & healing. Introducing softcaps again should allow a balance to be reached where any build is killable by another if you reach cap, but only if you’re skilled enough. It will also promote the use of certain sets that aren’t used because their 5 set bonus is useless when you have unmitigated stats. Doing this through the battlespirit buff also means you won’t see it affect PVE as much, and balancing between the two can be kept separate.
That's all from me right now. Some of these suggestions conflict, but this is a brainstorming session, support one or the other, or make your own suggestions. As with any ideas posted, these do require balance, but I just hope to see the main issue is addressed.
Thanks for reading and happy New Year!
(Sorry for the typos, poor grammer, and bleh formatting ahead of time, I will edit corrections as I get a chance)
Edited by HeroOfNone on January 4, 2018 8:18PM Herfi Driderkitty of the Aldmeri Dominion
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