1) True global cooldown timer.
(6) Magicka classes depend on it as the only way of procing enchants. (Could be easily changed, I guess).
1) True global cooldown timer.
so pressing one extra button every 450ms, and the same button, somehow elevates & adds some mystical complexity layer to the game?
please.
really whats occurring is that all the other parts that are well designed are being diminished.
with weaving you press a button every 1/2 ish second. LA>.Skill..LA. The interval is one second between light attacks. So within one second you can theoretically get 1 skill and 2 light attacks off, bleeds, enchantment effects and a proc. If there is any lag at all that could be doubled and add an dawnbreaker just in case.
this is why everyone has to wear heavy armor in pvp. Burst is too high.
all these issues that keep coming up over and over is because of that timer but you will never see. Dps in this game is broken and that is largely due to the light attack separate GCD. heavy attacks arent so bad because heavy takes a long time to do, relatively speaking.
complain about heavy armor in pvp ...
complain about lag in pvp and trials...
crap dps in dungeons...
no tanks because of crap dps...
it is what it is. Being in denial of it wont fix it. Whether you like it or not it is the root cause.
I want a great game same as you. Im just more specialized for finding root causes.
1) True global cooldown timer.
1. There is a GCD. It is 1 second. Basic attacks are not on the a GCD but that is not really an issue. I do not think we should oversimplify a good combat system because some do not really try or are challenged to get one aspect down.
It does not look like this is something we have to worry about because Zos has clearly made weaving light attacks a more significant part of good DPS two different times in the past year.
2. Medium armor passives and the Alkosh set bonus are not connected by any means. Alkosh is a great set for coordinated group play. It does not make sense that you would want to toss that out the door.
3. This makes no sense. First, there are more tanks than GF makes it look like. Most do not queue because they have enough sense to form groups in their guild and avoid the bad dps often found in GF groups. I have rarely had an issue finding a tank.
3a. Block is knockdown resistance in itself, unless the mechanics is intended to knock anyone down that does not get out of the red telegraphed area.
3b. We have one shot resistance. Everyone has it. It is called deal with the mechanic properly. Granted, Zos has relied heavily on one-shots recently due to being lazy with fight designs, but all it takes is to deal with the mechanic properly.
3c. Not needed. The stun would only be useful in PvP and low slash does well as it is. Maybe offer a reason for what you suggest.
3d. Retrofitting a DPS weapon for tanking was a lazy design to start with. It will not be proper until it is designed right. Putting a band aid on it does not make it all better.
4. Take care of the bad dps in GF and more tanks will likely follow. Decent and good tanks know it is best to form a group from their guilds.
5. Just does not make sense. I question if this thread is about ESO at this point. Clearly OP is has not seen the DLC dungeons or trials past Craglorn. It almost appears that OP is suggesting a dungeon mechanic requiring us to kill 1000 zombies in 30 minutes is a good mechanic that should be added to ESO dungeons. Sounds pretty boring to me. I think I would rather the one shot and not avoid the mechanic.
Body block in pvp and in wvw. If you hold block button enemy player could not pass you. Not even with dodge rolls. Two skills in wvw skills that could brake this. One magic and one stamina. This would make the fights more realistic and fun perhaps.
More armor you have the slower you would become.
1) True global cooldown timer. This is a critical deficiency of this game. Beyond all the get gud and other nonsense the de-linking of light attacks from the global timer hurts this game alot as the disparity in performance creates needless havok. Consider that the worst players spam light attacks and the best players also spam light attacks but in a way that it "works" (weaving). Beyond the inflated dps numbers it is a terrible system in both pvp and pve. Light attack should be a free spammable and there should be attack type options we can select such that my tank or healer can have a reason to use the button other than dps.
Right now light attack is the opposite of what it should be. It gives players advantages in pvp they shouldnt have in terms of exploiting the timers in a often laggy environment not to mention any technology that can maximize this potential. I believe it chases players away from pvp because theyll never "get good" since it might not even be possible or reasonable for them to do so. Players wear heavy armor in pvp to survive burst, which is made worse when a good chunk of that burst is a free light attack ( often times 2, plus the stuff that a light attack can trigger) before you can react due to lag...) that has no bearing on what armor your wearing and no real cost for the attacking player. Exploiting the timers becomes more important than the other attributes. Players dont know this generally as combat in this game isn't well explained. If you don't wear heavy you often don't get to react when a player who knows how to do this targets you whether its skill (or technology).
however fighting players that don't do this you can usually survive just fine in any armor. You at least get a chance to respond. This tells me that there is a technical deficiency in the core combat mechanics that need to be addressed since most players have no idea how these things actually work. Light attack/heavy attack as a spammable that is free with multiple selectable options for the different classes and roles is a simple solution that will also address lag while providing a more reasonable play environment for all the players at reasonable connection speeds and reasonable skill levels.
2) Medium armor. Medium armor requires penetration for the 5pc equipped bonus. It should have ~3650. Get rid of the alkosh set if you have to but this needs to be done to improve pvp and the viability of that armor. Let the tanks wear what they want. Maybe one will show up once and a while.
3) Tanks. The least played role in the game by a factor of maybe 10x. Other than the overuse of one shots tanking isnt actually that bad but there are a few things that can be done to get players interested. The changes in #1 would give tanks a light attack option that might have a short taunt or other reason to use that button. Getting rid of the weaving will actually help tanks as their dps will relatively go up. Right now a good dps can do about 10x the dmg of a specced tank and that does'nt make any sense. Properly specced for their respective roles the difference should be 3-5x max. Right now the disparity is just far to great and its obviously driving players away.
3a) Knockdown resistance: Armor rating should give knockdown resistance, or a chance (doesnt have to be a high chance) to not be knocked down when you get hit by one. The chance should be small until you get to over 31k armor and become a reasonable at around 33k.
3b) One shot resistance. Same as above but rather than just dying you get different, possibly worse effect, that your teammates can do something about. Again available to all but generally reasonable chances starting at 31k to 33k.
3c) increase the dmg of puncture/low slash a bit and redesign reverberating bash to be some sort of stun+dot
3d) option one would provide a light attack option that taunts so that ice staff would be more viable for tanking. Remove the taunt from the heavy attack.
4) Groupfinder. Groupfinder issues are mostly resolved when more players play tanks and when more players are able to do reasonable dps because the system is obvious and not mystical like it is now.
5) Dungeon design. Dungeon design is stagnant in this game. All dungeons are exactly the same. There is no theme variation other than the boss mob mechanics. The focus on boss mechanics as opposed to overall dungeon strategies (even simple ones like kill 1000 zombies in 30 minutes to complete the dungeon). none of this exists. They are all linear mini trials where you progress from one boss to the next and evasion is the most important skill. The current strategy should be reserved for trials but dungeons should be more fun based with differing objectives and themes. Not everything needs to be a boss fight. Im not saying to eliminate this current design but to augment it with new themed dungeons that will peak players interest. at least one of every two released should have a alternative theme.
ESO is a great game but the combat system has critical issues as easily seen by the variation in players. Move away from these arcane systems to something more people are willing to take part in. ESO is neither an esport nor a hardcore game.
Content is often balanced on numbers that vast majority of players cant reach or ever will.
-Dps is often crap in pugs. Its so bad people stop playing other roles because they cant do anything about it other than that.
Content is often balanced on numbers that vast majority of players cant reach or ever will.
-Burst and resultant heavy armor is a problem.
-Dps is off the charts compared to tanks and healers to the point that they now balance dungeons to penalize dps(lol).
- the lag is real
medium armor penetration does nothing but make medium armor better vs heavy armored opponents. The dmg bonus is only an issue when the timers are exploited as per the regular gameplay of this system.
from what ive seen nobody has any alternative reasons other than you dont want or like it which tells me im on the right track.
1) if you want to improve lag you have to reduce the calculations per second. Light weaving/burst dramatically increases the calculations per second. The game plays pretty fast even if you never pressed the light attack button. Simple way to improve performance and address burst.
Because you can use it you might be missing the legions of those who cannot.
Tanking vet pug might help here in broadening your perspective. Education will not help a broken system.
Tanks dont want to do dmg , they feel they need to so they finish dungeons. You might never see this but its pretty common. Eventually they just stop que-ing. Its come to a head because no one has addressed it. Enjoy your fake tanks and fake healers. Crap systems drive players away because they cant do anything to fix it.
medium armor isnt used because its squishy.
I only offered the penetration to make medium more of an attractive offering over heavy armor which it will work against.
I didnt say anything about removing anything and i also offered up 3650 which is 1200 less than light armor gives. Could be 2500.
i get that you might make good use of it but this one feature is quite poisonous for the game on the whole and the game plays just fine without it.
Youll still have better dps than everyone else because youll have better rotations.
Youll still have light attacks but now your light attacks will have way more options you might actually find useful. say for instance an aoe light attack or a taunting one.
there is no downside here really
Its a much needed fix.