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"Improved" Synergies

Nerouyn
Nerouyn
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Ability Synergies in ESO are designed to give players additional opportunities to benefit from teamwork and communication. Leading up to Update 17, we weren't seeing groups use Synergies as effectively as we wanted, so we made them easier to use and gave them a series of buffs and fixes.

“With this update, we wanted to make Synergies easier to understand and even easier to activate," says ESO's Lead Combat Designer Eric Wrobel. “Every ability that offers a Synergy now displays a clear visual indicator, such as a column of light. Once the Synergy is used, the indicator disappears. This helps other players know whether they can expect to find a Synergy there."

You seriously believe they need to be easier to understand?

The biggest problem which this change doesn't address is that ESO's synergies are woefully unsophisticated. "Teamwork" = pressing an x when it pops up on your screen.

Yawn.

Personally I tend to play at range so synergies rarely happen anywhere near me. Even when they do I tend to ignore them. Not because I'm stupid but because the synergies are. For me ESO's combat is superior most other MMOs because it's not the typical cooldown driven rotations where combat feels more like the game playing you. Synergies however are precisely that. This is one of those examples of how ESO fights itself and is less than the sum of its parts.

City of Heroes had vastly superior synergies. For example, one tank set had an ability which created a fire field. Foes wouldn't just stand around in it either. They'd very quickly run out it. So solo that ability functioned as a fear field with a tiny bit of damage. Some other powersets had immobilizes though, so used in combination they became a very powerful damage field and that effect made perfect sense. It wasn't just some arbitrary completely new effect plucked out of thin air. The game had a number of combos like this and even included some negative ones.

That's the direction ESO could take with synergies.

For example, DK's Ash Cloud + a lightning field (either Sorc's Lightning Splash or lightning staff wall of elements) might create an electromagnetic effect, pulling foes into the field.
  • ArchMikem
    ArchMikem
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    They made them easier to activate, not easier to understand. The problem was the cue to activate a synergy would pop in and out, making it difficult or impossible to actually hit it, thus the synergy being wasted.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
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  • cabbageub17_ESO
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    I'd wished they'd made a Warden skill line to be more like the COH Controller power set for precisely the reason you are talking about.
  • Nerouyn
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    ArchMikem wrote: »
    They made them easier to activate, not easier to understand.

    Can you not read?
    “With this update, we wanted to make Synergies easier to understand and even easier to activate," says ESO's Lead Combat Designer Eric Wrobel.
  • Doctordarkspawn
    Doctordarkspawn
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    Well, for one, their easier to see now, which is nice. That was half the problem with them, you couldn't see the effect area, they basicly had to drop them in your lap.

    For two, their easier to activate, which is nice. We couldn't activate them all at once, and we couldn't animation interrupt before.


    Not sure what your complaning about honestly. As loathed as I, the most esteemed critic, is to say...your just barking for the sake of it.
    Edited by Doctordarkspawn on February 16, 2018 3:10AM
  • Raz415
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    I also much prefer Guild Wars 2 combos to this, synergies are truly boring. Having a Field / Finisher mechanic is much more fun and easy to use, imo. GW2 bloated the system a bit with all the combinations (some of them being very weak and not worth using) and especially the field spam (fields should be rarer and more powerful, and not having one class with a very weak field spamming it every 2s)
  • Tasear
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    So are you saying you don't like group play as it currently? Also what say others to that then?
  • Anastian
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    I'd love to see abilities sinergizing among others more actively, just like in games such as Dragon Age! Good suggestion.
  • Tasear
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    Anastian wrote: »
    I'd love to see abilities sinergizing among others more actively, just like in games such as Dragon Age! Good suggestion.

    Are you saying you would like more synergies in game? Would hard to remember how each ability affected yourself or allies? How are you imagining it?
    Edited by Tasear on June 17, 2018 3:03PM
  • Liofa
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    There was something like this back then. Orbs used to be the perfect example of teamwork. When you popped a yellow orb, it would give magicka to all allies nearby per amount of people the orb healed, used by healers because they stand in the back. Blue orbs used to do the same but the magicka restore would scale with the amount of enemies hit, used by tanks because orbs would hit as many enemies as possible before reaching the group. Better thing is, the magicka restore from different morphs would stack and restore over time, not instantly. This was perfect but they changed it, now people chase orbs and whoever gets to use the synergy first is the lucky one ^^ I wish it still worked this way :/
  • Tasear
    Tasear
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    Liofa wrote: »
    There was something like this back then. Orbs used to be the perfect example of teamwork. When you popped a yellow orb, it would give magicka to all allies nearby per amount of people the orb healed, used by healers because they stand in the back. Blue orbs used to do the same but the magicka restore would scale with the amount of enemies hit, used by tanks because orbs would hit as many enemies as possible before reaching the group. Better thing is, the magicka restore from different morphs would stack and restore over time, not instantly. This was perfect but they changed it, now people chase orbs and whoever gets to use the synergy first is the lucky one ^^ I wish it still worked this way :/

    I think bone shield and it's morphs is last synergy left that actually works with a team. Which is a pity.
    Edited by Tasear on June 17, 2018 3:39PM
  • Liofa
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    Tasear wrote: »
    Liofa wrote: »
    There was something like this back then. Orbs used to be the perfect example of teamwork. When you popped a yellow orb, it would give magicka to all allies nearby per amount of people the orb healed, used by healers because they stand in the back. Blue orbs used to do the same but the magicka restore would scale with the amount of enemies hit, used by tanks because orbs would hit as many enemies as possible before reaching the group. Better thing is, the magicka restore from different morphs would stack and restore over time, not instantly. This was perfect but they changed it, now people chase orbs and whoever gets to use the synergy first is the lucky one ^^ I wish it still worked this way :/

    I think bone shield and it's morphs is last synergy left that actually works with a team. Which is a pity.

    Ye some synergies are so bad they actually hurt the other synergy user. For example, Shadow Silk synergy spawns bunch of spiders that do physical damage and a poison DoT. If someone else uses the synergy as well, spiders constantly cancel out the DoT of the other player, reducing the damage potential of both synergy users.
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