hedna123b14_ESO wrote: »daedalusAI wrote: »hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »Seraphayel wrote: »You are right, I meant a different Mundus Stone and mixed up their names.
But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?
Thats like saying well life sucks, I mean we are born we live and then we die...its all the same......thats kind of how it all works...not sure what kind of a system youre envisioning...
Probably thinking discrete classes with no overlap that comes from having weapon, guild, and armor lines. I know I miss it from EQ2 sometimes. It was cool having 24 discrete classes.
The issue is balance and balance by nature goes against diversity because its very nature is to equalize and in turn make similar. You cant have true diversity because some classes would excell at one thing but be bad at another and while some may welcome this, it doesnt work well, since players want to do everything well. The current system in my opinion for magicka at leaat offers a lot of diversity. Could it offer a lot more? Of course! But balancing that would be a nightmare...id love sets that would buff a certain style of unique gameplay, that way you can create something truly unique, but rhe designers have to balance encounters so you cant cheese anything and that approach complicates this.
How does balance by nature go against diversity? If all skills are tuned to be in a range of +/- 10% performance difference you are getting close to an optimum of balance and thus enable build diversity.
For example I really want to make a magicka dot templar build, but except backlash and sun fire as my class dots the other available dots are a joke in comparison, especially entropy and soul trap. Even the dot from destructive touch is pretty dismal.
A certain class specialization for different types of content can't be avoided if you don't want to make every class feel and play the same and thus being useful in everything.
Indeed: there is diversity if you go my the basic meaning of the word as in "the condition of having or being composed of differing elements". But for me diversity implicitly includes some soft of performance indicator: how can you name something as having diversity when the performance of said elements don't even come close to each other?
You already have an abundance of sets and most of them are just plain useless - and the few really good ones are so good because the rest is just useless and rather serves as window garnish as in "Look how many sets there are in ESO" instead of "Look there is a small selections of set which are all useful in some way".
Isn't there already pretty major cheesing going on with the almost required endgame sets of spell power cure, burning spellweave, infallible mage etc.?
The issue with your reasoning is an assumption that if you tweak damage of skills to beong close to one another balance will happen. The issue is the fact that those skills by nature do different things and their interaction with other skills shapes the end dps result, so while a templar as you said has low hitting DoTs, it has a nain spammable that is an aoe. A sorc instead has a lower damaging single target skill, but high hotting DoTs...there is a built in diversity based on the integration of skills on a character.
As far as set diversity I absolutely agree...this needs to be revamoed...
Giles.floydub17_ESO wrote: »IzakiBrotherSs wrote: »Giles.floydub17_ESO wrote: »IzakiBrotherSs wrote: »Dark Flare? For real? People actually use that skill instead of Puncturing Sweeps? Seems like a DPS loss to me.
Btw OP, it seems to me you haven't played these classes. Sure the bar set up and gear might be similar, but the feel of each class is very different. If you're good on sorc, that doesn't make you good on DK. Its not nearly as simple as that.
Stamina classes though? Hell yeah, its the exact same thing, stamina NBs being kinda the exception cause they have an execute.
Um, yea, outside of a good templar that needs to go ranged for one fight (vMoL Forgotten) there are some who dark flare it up as their main spam. Never understood since obvious loss of DPS and loss of great survival increase. But yea.
Force Pulse would do more DPS though, would it not? Considering it doesn't have a cast time.
Probably not. On paper Dark Flare performs better than FP but the good melee builds outperform both by a large margin.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Cuz balance is poop. This is why the skills right now need to be revamped. Proc everything is stupid.
Seraphayel wrote: »One year later and this issue still exists.
I really hope with adding a new mechanic in Chapter II (hopefully Spellcrafting) build diversity will exist in this game. Right now it's very boring. I mean, just look at some YouTuber's. Alcast is putting out builds every update and they're in 99% always the same with the same skills, sets, weapons etc. Why?
Seraphayel wrote: »Ultimate: Meteor / Elemental Rage
Seraphayel wrote: »One year later and this issue still exists.
I really hope with adding a new mechanic in Chapter II (hopefully Spellcrafting) build diversity will exist in this game. Right now it's very boring. I mean, just look at some YouTuber's. Alcast is putting out builds every update and they're in 99% always the same with the same skills, sets, weapons etc. Why?
Seraphayel wrote: »You are right, I meant a different Mundus Stone and mixed up their names.
But Giles, what's your point? Just because the skills have different animations and names it is different in the end when Liquid Lightning, Eruption, Blazing Spear do exactly the same? It follows the same pattern. That's my point. In the end it is still the same and as I said, if you arrange your bars all classes are nearly identical in their PvE playstyle. What exactly is unique? The color of your damage?
Seraphayel wrote: »One year later and this issue still exists.
I really hope with adding a new mechanic in Chapter II (hopefully Spellcrafting) build diversity will exist in this game. Right now it's very boring. I mean, just look at some YouTuber's. Alcast is putting out builds every update and they're in 99% always the same with the same skills, sets, weapons etc. Why?
OP seems to have not played MMOs much, especially ESO since most of the time only one or two skills are shared by the different classes and in other games whatever class you play there is one specific build you will use or you are weak sauce.
I find threads like this humorous since they usually avoid the obvious in an attempt distract attention so they think they are making a point.
Seraphayel wrote: »Can someone tell me why nearly all Magicka builds are 50-60% the same even with different classes? I was looking for builds and build ideas in the last weeks and one thing really baffled me: 9/10 builds are literally the same. Those builds follow the same pattern, same skills, same weapon choices, same set choices - not even the class matters anymore. I know this is called "meta" but isn't this a huge problem in ESO?
Most Magicka builds follow this scheme:
Mundus Stone: The Thief
Weapons: Fire Staff + Lightning / Restoration Staff
Sets: Ilambris, Grothdarr, Valkyn Skoria, Burning Spellweave,
Skills:
One spammable skill: Force Pulse or class spammable (Funnel Health, Dark Flare, Lava Lash)
Two AoE ground target skills: Wall of Elements + class AoE (Eruption, Twisting Path, Liquid Lightning, Blazing Spear)
Flex slot (mostly DoTs or proc abilities): Merciless Resolve, Crystal Fragments, Reflective Light, Burning Embers
Finisher: Impale, Mage's Wrath, Radiant Destruction
Crit / Magicka boost: Inner Light and / or class skills (Inferno, Bound Aegis)
Ultimate: Meteor / Elemental Rage
+ healing abilities / shields on the off bar (Healing Ward, Combat Prayer, Dampen Magic, Hardened Ward etc.)
_____________________________
Isn't this super boring? In the end every class has the exact same playstyle for Magicka DPS (in PvE). There is literally no difference. Throw your DoTs and keep spamming your fillers, throw an ultimate, rinse and repeat. It doesn't matter if you're a Sorcerer, Templar, Dragon Knight or Nightblade. You're doing the same rotation with mostly the same skills on all of them. If you arrange your skills right you could play all four classes with eyes closed due to their similarities when it comes to endgame PvE builds.
I know players tend to have the "best" builds for "best" damage but why is it so limited in ESO? This game was advertised as "play how you want" (yes, we know that was never a thing really) but since 12 (?) months or so Magicka DPS has become flat and boring because you literally have 4-5 "must have" skills or items, maybe more.
Why isn't Zenimax adressing this problem and trying to fix this? I mean, do all of you want to play the same as every other Magicka DPS out there? I don't know how it is for Stamina, maybe the same, maybe worse, but as a Magicka DPS I feel limited by the game because it forces me to use skills or items I don't really want to use.
This might be a rant thread for many players out there but I just wanted to discuss this issue. I want your opinion and I really would like to enforce a discussion about this topic (feel free to open up a Stamina thread as well if you think it's necessary). There are soooooooo many skills in game but players only use 20-30% because the rest of them is bad, very bad, terribad etc. - ZOS tries to "fix" these problems, take Scalding Rune as an example. They buffed the DoT damage by 30% in Homestead but... 30% of nothing is still nothing. So why are they ignoring so many skills while they totally overpower others (e.g. Puncturing Sweep - super cheap, AoE, amazing damage plus additional healing - this skill combines all of what's wrong with the balancing in this game).
So... what do you think?
Do you like how it is? Do you think ZOS needs to revaluate many skills? Do you feel a bit bored by the limitations?