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Skill builds are still dull with an overall bland combat

daedalusAI
daedalusAI
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I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

Skill builds:
  • If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there
  • In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds
  • Questionable skill scaling like Entropy or Destructive Touch
  • I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

Combat:
  • In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible
  • Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless
  • Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?
  • Kidgangster101
    Kidgangster101
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    daedalusAI wrote: »
    I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

    Skill builds:
    • If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there
    • In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds
    • Questionable skill scaling like Entropy or Destructive Touch
    • I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    Combat:
    • In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible
    • Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless
    • Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    Yeah I agree. This game has made light attacks so important that you can't really get a good parse without them. And this is another reason why there is so many bad DPS in the game.

    When they are playing they don't want to do light attack weaves they want to use their class skills. If zos wanted to help players out they would make your abilities and rotation of using them be more important than landing light attacks in between moves.
  • WoppaBoem
    WoppaBoem
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    I agree, was very focussed on PVE and wanted to be part of the top DPS. When I figgerrid out what I need to do, I moved to PVP. There a good light attack - skill combo feels great and you don't need to continue to do that for a couple of minutes and then move on and do it all again for a couple of minutes.

    Sometimes I dip my too in the PVE waters and don't know how fast I need to run back to PVP. So mate just go and do PVP you being able to have a good rotation and animation cancelling will make you feel very powerfull like to mage you are referring to :)
    Edited by WoppaBoem on May 29, 2019 3:24PM
    Xbox EU & NA - PVP Only
  • Ogou
    Ogou
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    daedalusAI wrote: »
    Combat:
    In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible

    I'm not sure what you mean by "shoot-and-forget" vs "direct damage spell". What's the difference in execution between a light attack and a spammable like force pulse, for example?
    daedalusAI wrote: »
    Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless

    But then again, only a novice would just spam their strongest attack. Wouldn't an actual master also know what their limits are and how to circumvent them?
    daedalusAI wrote: »
    Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    At the end of the day, no matter how weak light attacks are someone weaving light attacks with skills will always end up doing more damage than someone else just using skills. They are just doing more stuff in the same amount of time.
  • daedalusAI
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    Ogou wrote: »
    I'm not sure what you mean by "shoot-and-forget" vs "direct damage spell". What's the difference in execution between a light attack and a spammable like force pulse, for example?
    The majority of damage done in long parses is based on DoT-effects like Wall of Elements, Rain of Arrow, Poison Arrow etc. - and direct damage spells only contribute very little compared to that.

    In essence every class is turned/has to turn into a DoT-class because that's where the most damage is, and as you know you'll only refresh DoTs when their timer is about to run out.
    Ogou wrote: »
    But then again, only a novice would just spam their strongest attack. Wouldn't an actual master also know what their limits are and how to circumvent them?
    A master would end a fight as efficient as possible with the appropriate skill/spell, but in TESO everything is leveled to CP 160, so even your random mudcrab can't be killed in 1 skill/cast.

    Additionally a master wouldn't run out of steam after just a few skill/cast rotations, but in TESO you are constantly running out of steam and have to counter that with recovery/leech/potions/Champion passives/etc. to even be able to do a few rotations in quick succession.

    Ogou wrote: »
    At the end of the day, no matter how weak light attacks are someone weaving light attacks with skills will always end up doing more damage than someone else just using skills. They are just doing more stuff in the same amount of time.
    On the mast basic weaving level using a light attack before every cast is hardly "doing more stuff", and yet those white attacks do more damage than your skills/spells in longer fights, which is utterly ridiculous.

    Is this a MMORPG, or am I playing a fighting game like Super Smash Brothers in which even a mage class has to use auto-attacks to be competitive?
    Edited by daedalusAI on May 30, 2019 6:19AM
  • Sp1dHQ
    Sp1dHQ
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    Stop crying, learn light attack weave and animation cancel. This is what distinguishes a good dps from amateur. nobody forces you to deal 50k+ dps to play the game. You can complete all normal content just pressing whichever buttons you want. “Veteran” content is not for people that are not “veterans” and don’t want to learn the mechanics.
    You have no idea of dps parses if you think that spammable attacks are doing less dmg that wall of elements. Direct dmg is 2-3 place after LA.
    Why are you complaining about mag sustain? You want to fire skills for an eternity? If 2-3 of your rotations are draining all your mana than something is wrong. In group there must be minor magicka steal, orbs, synergies, some sets that lower skill cost for group. Put some mag recovery glyphs if that is an issue. Put some skills that convert hp/stam into mana. Good dps must never run out of resource and stand still to spam HA
  • russelmmendoza
    russelmmendoza
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    daedalusAI wrote: »
    I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

    Skill builds:
    • If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there
    • In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds
    • Questionable skill scaling like Entropy or Destructive Touch
    • I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    Combat:
    • In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible
    • Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless
    • Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    Sustain is an easy fix wether stamina or magicka build.
    Weaving takes practice and is attainable.
    Doing 22k dps on my magsorc, magblade and magplar is easy, and good enough for normal dungeons.
  • Browiseth
    Browiseth
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    I rather like how in order to do good dps, you need to devote your entire skill bar and gear to it. I remember when good dps just meant spamming impulse over and over, so this has been a massive step in the right direction.
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • Vandril
    Vandril
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    Sp1dHQ wrote: »
    You can complete all normal content just pressing whichever buttons you want.

    I wanna press "D".

    On my keyboard.

    Just "D".

    Np, I got this.
  • Turelus
    Turelus
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    Yeah I agree. This game has made light attacks so important that you can't really get a good parse without them. And this is another reason why there is so many bad DPS in the game.

    When they are playing they don't want to do light attack weaves they want to use their class skills. If zos wanted to help players out they would make your abilities and rotation of using them be more important than landing light attacks in between moves.
    This has been one of my issues with the combat system the last two years.

    In the past weaving was a thing good players did to rise above okay players, now weaving is a thing good players have to do to complete content.

    I have personal reasons for disliking it but still feel it's not as good for the game or making people work better together.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Grianasteri
    Grianasteri
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    daedalusAI wrote: »
    I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

    Skill builds:
    If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there

    While I take your point, you are mistaken. I have a ‘bow/bow stam build’, a ‘double handed/bow stam build’, a ‘bow/staff stam/mag hybrid’, and a ‘swordshield/staff stam/mag tank’. All of these builds are capable of handling most PVE content, including vet dungeons and trials. The meta may be bow/duel wield for stam and staff for mag… but the meta is not required for the majority of PVE content. In fact the double handed/bow build has the highest DPS of all 12 of my characters.


    In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds

    Correct, that’s how it was intended, the classes and races should be unique and bring different play styles and build options. Sadly as time has past the aim seems to be to make every class and race as equal as possible in every aspect of the game. This has had both pros and cons. Balancing such a diverse range of options is difficult and ZOS cannot please everyone.


    Questionable skill scaling like Entropy or Destructive Touch
    I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    True to a certain extent. As I mentioned I do have a stam/mag hybrid and it is great fun, I can lay down 5 or 6 aoe/dots from across the mag/stam skill availability, then focus damage with big hits or spammables. For PVE this works well, that amount of stacked aoe/dot damage is impressive, even with split stam/mag. There are sets like Pelinal and Innate Axiom among others, that lend themselves to hybrid builds, although I think there should be more to enable more hybrid builds to be successful. But, on the whole I do agree, hybrids will usually deal less DPS than a focused build. Although I have to say my hybrids DPS is capable of tackling most PVE content.


    Combat:
    In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible

    This just isn’t true. If you are not using a range of skills your DPS is going to be negligible. Of course laying down aoe/dots is an important part of any DPS rotation of skills, as are light attacks, but without the other skills, the direct damage, the bleeds, the executes, the debuffs etc, the DPS will be low. The whole range is required. Im not really sure what else you want to be the case. There are a huge range of skills available and it is only the meta that says “use these ones”, but again, you don’t need to, there are more than enough skills to create effective builds that can tackle most PVE content.


    Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless

    Sorry this is just questionable game play, perhaps you have not made your build well enough to sustain your rotation, or you are not executing a rotation that allows you to sustain. You seem to want to have a never ending supply of stam/mag… no, that would remove a huge part of the game, the ability to sustain your attacks/rotation is vitally important and part of being a good player.


    Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    Yeah I have to agree, the fact that light attacks increase DPS by such a large amount is, emersion/lore wise, questionable, dito animation cancelling, its not intuitive and it makes little sense, other than an artificial mechanic to raise DPS. However, the counter argument is that effective weaving takes skill, it takes timing and practice… ZOS and others argue that this is part of the progression, part of “getting gud”. Weaving is again, not required to tackle most PVE content, only when moving onto the DLCs, vet dungeons and trials will you start to suffer without effective light attack weaving. On balance, I do not appreciate the need to weave and animation cancel.

    On the whole, I do think there is an issue with the best performing builds requiring a narrow range of armour sets and skill rotation. This can and should be opened up to more variety. Having said that part of the issue is again, and I cannot reiterate this enough, content providers and min/max meta players (i.e a small percent of the player base), crunch the numbers and basically say "this is the meta", leading everyone to flow down certain routs. But to have fun, to PVE the available content, you do not need that meta, the difference between a varied fun build (for instance my themed poison/disease Argonian) and a meta min/max build, is only a few percent re stats/damage etc. Branch out, have fun, create new builds.



    Edited by Grianasteri on May 30, 2019 8:44AM
  • phaneub17_ESO
    phaneub17_ESO
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    Some games have auto attack to compensate steady DPS between resource droughts, this has manual attacking to fill in the gaps; however, it can be daunting getting in a rotation that includes Light Attacks between skill uses. Even a sloppy spamming of Light Attacks with skills will give you more damage than skills by themselves, you can even think of Light Attacking as a free cost spell damage outside of the CD of regular skills while a Heavy Attack is charging up an attack skill.

    One way to trick your mind to help better rotate Light Attacks within your skill rotation is to keybind an additional button for attacking in the same row as your regular skills to throw that in there as you go through them. You treat that keybind as a staple skill, so instead of 5 normal skill attacks you have 6 without losing your normal Attack and Block buttons, so your muscle memory for those buttons don't get mixed up.
  • lassitershawn
    lassitershawn
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    daedalusAI wrote: »
    I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

    Skill builds:
    • If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there
    • In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds
    • Questionable skill scaling like Entropy or Destructive Touch
    • I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    Combat:
    • In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible
    • Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless
    • Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    Bow/bow builds are very viable and BiS for some content so you aren't really locked into DW/Bow for a viable PvE stam DPS build, vAS HM world record was achieved with mostly bow/bow builds. It also does a huge amount of the "direct damage" you like with snipe.

    Imbalance of class skills is probably because there are a lot more stamina weapon lines and a lot of the magicka skills serve as support for a stamina spec. Realistically it doesn't make a whole lot of sense for many skills to be physical in any event. "Bound weapons" like SAttack, Jabs, Scythe do make sense but some like "Noxious Breath," "Hurricane," "Power Extraction," most stamcro skills don't make a lot of sense as stamina scaling (they are clearly magical looking) and were added because stamina was underwhelming.

    Agree, entropy and destructive touch are underwhelming, though destructive touch has a stun and therefore PvP applications. Perhaps the most underwhelming skill is "Scalding Rune," which I've campaigned a bit to get buffed without much success. It really deserves it...

    DW mag builds used to be a thing but ultimately fell out of favor due to the fact that light attacks don't scale with magicka. Perhaps making ALL weapon LA scale with highest stats would allow for interesting builds like this. If you wanted the extra SD that DW provides you could run DW and have the limitation of going melee (though even mag scaling LA would hit a bit less hard because flame light attacks benefit from engulfing and destro passives are strong). I don't think its a good idea but if people really want mag DW/2h etc it might be the way to go.

    "shoot-and-forget" spells, otherwise known as DoTs, make combat more interesting. It would be boring and horribly uncomplicated to just spam one high damage skill over and over. If you really want a lot of direct damage some specs provide more of it than others. Magblades and caster magsorcs have a lot of high-damage direct damage skills like frags and bow procs as well as room in their rotations for ample spammable use.

    Sustain on a full DPS build is limited for gameplay purposes, making group support/healers more interesting. If you want to give yourself more sustain you can run regen food, play as breton, use false god's devotion, or slot ele drain if your supports aren't running it (magickasteal is a huge sustain boost). I play a caster magsorc which is generally considered a hard to sustain spec but I rarely have to heavy attack with decent healers and my only sustain investment is breton. In solo content sustain is a joke, you can sustain in vMA never having to heavy attack just by killing things quickly with a destruction staff and/or endless fury.

    Weaving is really fun to many people, makes rotations more complex and engaging, and I'm not really sure what your "roleplay" issue with it is. It isn't exactly pathetic, you're shooting fireballs at things... fireballs that can do like 60% of the damage of a spammable. It isn't like you're whacking something with your staff physically, it is still magic.
    William Thorne - EP Breton Sorcerer
    Astrid Winterborn - EP Breton Warden
    Erik Ironskin - EP Nord Dragonknight
    Venasa Viri - EP Dunmer Nightblade

    IR x8, GH x5, TTT x2
  • Ysbriel
    Ysbriel
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    Animation canceling and light attack weaving are a design flaw that people figured out and then it became a so called mechanic with content created revolving such flaw, why go to the trouble of adding animations if to be “good” you must make sure not to see most them? why not just have a static character standing there and input as fast as you can? Telling people they should practice to get better at voiding every visual design as possible and the. back it up saying that this is an action oriented game is the most illogical argument ever made. I would even love to see the development team actually say, “ We worked hard in designing good looking animations and effects so players must make sure they don’t see them in order to be good” such a lovely sales pitch right?
  • ZeroXFF
    ZeroXFF
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    Light attacks have to be redesigned to work as spammables, by putting them on the GCD of skills and adjusting affected skills and sets accordingly.

    Inb4 "but muh skill" and "but muh fast paced combat":
    1. No, it's not "skill" when you have to do the same action every second regardless of what's going on in the game. It's not like a combo that has to be well placed and executed when your opponent makes a mistake, it is just a way of abusing your mouse.
    2. It's not "fast paced" if you still have a GCD, you just press 2 buttons instead of 1 to activate 1 skill. There is no additional speed, only additional complications.

    As for other forms of animation cancelling, they have to stay, because that indeed will make the game slow and sluggish when you can't dodge or block an attack. But except for a few skills with long animations (like endless hail, in which case the animations should be just shortened/accelerated to match the GCD) no other form of animation cancelling would result in more raw damage output, so nobody would be trying to cancel animations any more when just doing the normal rotation.
  • Darkstorne
    Darkstorne
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    It would require a rework of the animation system unfortunately. All instant attacks, including light attacks, deal damage the exact moment a skill / light attack is triggered. That's a really dated and problematic system, in particular because it means the poor animators working for ZOS have to create animations that are front-loaded with their damage-dealing visuals. They can't make a heavy weapon light attack look slow and heavy to wield for example, having a good wind-up animation before the swing is executed, because that would create a bizarre delay between the damage being dealt and the weapon visually connecting. So heavy weapons swing instantly as though they're made of cardboard, and then your character suddenly pretends their weapon is heavy afterwards, when really you'd want to use your momentum to move into the next swing but can't because of the front-loaded animation requiring a long animation delay afterwards.

    Combine that instant-damage problem with animation cancelling - which is a great system for making a combat system feel responsive - and you've got a huge problem. Damage is already dealt regardless of whether an attack animation is allowed to play out. Animation cancelling feels good, but isn't compatible with an instant-damage animation system. You can't kill animation cancelling without making the game feel worse, and you can't retool the animation system to deal damage at a specific animation frame instead of on skill activation without requiring a rework of almost every animation in the game.

    For Honor is a great example of what animation cancelling can do with a proper damage-on-animation-connection system. Since attack animations have a wind-up phase, it means you can feint attacks to bait opponents. It means you can read opponent animations and enjoy a reactive playstyle. Try being reactive to light attacks and instant cast skills in ESO, even against regular mobs, and you'll see why this animation system sucks.

    They even tried adding a 5 piece set in Murkmire to allow for reactive playstyles: Might of the Lost Legion - blocking an attack grants 3 charges of empower. So you might try and play the game in first person like a traditional TES game, waiting to see an opponent wind up their light attack, blocking as it comes in, then enjoying a heavily buffed counter-attack. Sounds fun on paper! But due to instant damage attacks, as soon as you see an enemy launch a light attack (which barely has a wind up animation anyway due to this limitation, only a wind "down" animation) the damage is already done to you. So you can't react at all. If you see an attack animation starting, it's already too late. You have to stand there like a lemon with your guard up until a light attack comes in anyway. Reactive playstyle is impossible against the majority of attacks, since the majority are instant damage.

    One of the worst parts of this community is seeing the constant battle between animation cancelling fans and detractors. Both camps cling to wild and heavily flawed arguments. Very few people understand that animation cancelling is a good system to have (look at For Honor) due to the reactive playstyle it allows for, but that the archaic instant-damage design of ESO's combat system means animation cancelling doesn't work well in this game, since reactive playstyles are impossible. You simply have a combat system that is all about weaving light attacks that don't visually connect, into skill animations that also don't connect, because you've cancelled them into a block. It's a complete mess, and one of the worst combat systems in any MMO. I know it can be hard to see that when you're so accustomed to ESO's combat system, but look at it objectively. It's a complete design failure.

    To all ZOS animators - I feel really sorry for you guys and girls :disappointed: I can't imagine how depressing it must be to try and create animations for a system this restrictive and flawed.
  • Vapirko
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    This just sounds like 1) you don’t really know the game well at all and 2) you don’t like the combat system.

    Sounds like you probably shouldn’t stick around.
  • Pronto
    Pronto
    daedalusAI wrote: »
    If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there.

    DW/Bow stamina might be the min/max ideal DPS setup, but there are many builds out there that use 2h/bow and bow/bow and pull high DPS. It might not be maximum, but it's good enough for all vet content if you know how to use the build. I don't know if your complaint is "why isn't every single set-up in the game perfectly balanced" or "why does DW/Bow the only stamina set up that works" but if it's the latter, I'll tell you from experience that Bow/2h and Bow/Bow definitely works.

    As far as magicka builds, I think it makes sense that destruction staves are the only viable option for dps. As a magicka character, you have a lot more options in using your class abilities to pull DPS because there are often more magicka morphs. In addition, you're probably building for max magicka to get increased magic damage and recovery. Seeing as though destruction staves are a magicka weapon, whose heavy attacks restore magicka and whose skills all require magicka, it only makes sense.

    daedalusAI wrote: »
    In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds

    I agree with this, especially Stamina Sorceror. The class doesn't have any real identity and I think even the addition of just 1-2 stamina morphs on any of the abilities could greatly fix that.
    daedalusAI wrote: »
    Questionable skill scaling like Entropy or Destructive Touch
    I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    There are a few hybrid builds that can work, at least in PvP. A player's skill in ESO will get them further than any build. However, your reasoning already answered your question for you. Building in both magicka and stamina leaves you less room to build in other things that pure staminas and pure magickas can. Less resource pools means less damage, and probably less recovery, which means that you probably won't last in prolonged fights against pure builds.

    daedalusAI wrote: »
    [*] In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible

    AoEs and light attacks are the highest damaged skills in rotations because of their uptime alone. With vMA bows and destruction staves giving increased ticks to endless hail and increased damage from light and heavy attacks in wall of elements respectively, it makes complete sense given those are the BiS PvE DPS weapons. Even if vMA weapons that favors AoEs and light attacks were taken out of the rotation, those would probably still be your highest damage abilities because light attacks cost no resources and you are weaving them between every single skill, and AoEs are exactly how you put it: shoot and forget (until the timer runs out and you need to reapply of course). Spammables and other class abilities you might use in your rotation drain resources will drain resources, and even if you make a mistake of overcasting a buff or abilitiy and you run out of resources, you have your AoEs and light attacks to maintain constant damage so your DPS doesn't drop too drastically.
    daedalusAI wrote: »
    Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless

    This can be a playstyle or build issue. You might not have a build that has enough recovery or you might be overcasting/overbuffing your skills and running dry too fast, I don't know if you mean PvP or PvE.
    daedalusAI wrote: »
    Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    Light attacks are your highest damage ability because it is your most used ability, it makes sense. This game is about maintaining resources and light attacks do just that while maintaining your DPS. I think without the resource mini-game that everyone plays in PvP, dungeons, and trials, this game would be very bland and repetitive. Being able to just spam your rotation without having to worry about resources forever seems pretty boring to me.

    Pronto Padfoot - Bosmer Stamina Nightblade (AD)
    Pronto Greenfoot - Bosmer Stamina Warden (AD)
    Pronto Firefoot - Bosmer Stamina Dragonknight (AD)
    -Pronto - Bosmer Stamina Nightblade (AD)
  • Kolache
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    Cancelling and weaving are kinda ghetto in that they really make some animations look less like Street Fighter combos and more like model/animation glitching seizures. It's hard to deny that they make the combat feel more responsive (at the cost if it looking uglier, IMO). Regardless, it's been that way long enough that the people who hated it already quit and we're left with the people that either love it or tolerate it so... that's just the way it is now.

    I'm all for doing a better job encouraging build variety though. Yes, something well always be the best/meta, but IMO you should be able to get 'more competitive' (not best) stamina DPS without endless hail, poison injection, and razor caltrops. The DoT/AoE stacking meta just seems a little boring. I think ESO's mechanics could be tweaked to where the current meta was still meta but there were more reasonable alternatives.

    Speaking of reasonable alternatives to cookie-cutter meta builds, when are we going to revisit the intentions and reality of frost staff tanking?
    Something being unbalanced in 1v1 does not imply that it is balanced in group play.
  • Anhedonie
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    Meta builds are a bit more diversified now than a couple patches ago. Before that there was like really hard meta and any alterations would fall behind.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • deepseamk20b14_ESO
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    This is why I like PvP. It’s a bit more dynamic. Sure there is BiS gear for PvP but I still find it to be more diverse. Weapon combos are better as well as you are not just using dual wield and now like you were saying.

    I still favor ESO combat over any other MMO I’ve played, Tera being another system I like even though I didn’t overall care for the game itself.

    Pretty much every big MMO you end up getting the BiS gear then doing a rotation over and over. Take a game like FFIV. Sure, you have 30 skills on your bars but in the end your pressing1,2,3,1,2,3,1,2,3. I at least find the mechanics in ESO to make you do more and pay more attention. Then again I haven’t played FFIV in forever so perhaps it’s different. After doing a dungeon 50 times even the mechanics get boring simply because it comes down to “o we are at this phase, just stand here”. It’s why I’m glad the game gets regular updates and DLC/expansions. Gives us more to do.
    Hey everyone! Look! It's a signature!
  • Kel
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    As some one who's just barely competent at animation cancelling, I'd love to see a tutorial on it. Either from Zos themselves (unlikely) or some content creator in the community.
    Not only one that explains it ,but shows their hands on both a controller then on a keyboard while doing it.
    You could tell me with words all you like, but I think it would be a great boon to the community to actually show the "flow" of the hand movement.

    I mean, everyone complains about low dps. Here's a opportunity to help improve that.
  • DjMuscleboy02
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    Turelus wrote: »
    Yeah I agree. This game has made light attacks so important that you can't really get a good parse without them. And this is another reason why there is so many bad DPS in the game.

    When they are playing they don't want to do light attack weaves they want to use their class skills. If zos wanted to help players out they would make your abilities and rotation of using them be more important than landing light attacks in between moves.
    This has been one of my issues with the combat system the last two years.

    In the past weaving was a thing good players did to rise above okay players, now weaving is a thing good players have to do to complete content.

    I have personal reasons for disliking it but still feel it's not as good for the game or making people work better together.
    You do not need to weave to complete content. It helps, sure, but is not absolutely needed.

    DPS matters very little at this point in the game, most classes do very good damage with even the most basic debuffs. Damage is so high right now that if you're struggling to clear content, it is 100% on your skill as a player and has next to nothing to do with any particular game mechanic.

    20k dps gets you through any content and is more than easily attainable by anyone of any CP level.
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • Grianasteri
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    Kel wrote: »
    As some one who's just barely competent at animation cancelling, I'd love to see a tutorial on it. Either from Zos themselves (unlikely) or some content creator in the community.
    Not only one that explains it ,but shows their hands on both a controller then on a keyboard while doing it.
    You could tell me with words all you like, but I think it would be a great boon to the community to actually show the "flow" of the hand movement.

    I mean, everyone complains about low dps. Here's a opportunity to help improve that.

    I'm an average LA weaver and animation canceller... I do it, just not as fast as a min/max high end player. I improved hugely by watching different tutorials from different content providers online. There are plenty out there, some better than others. Go type it in, "ESO light attack weaving" or "ESO animation cancelling". As you elude to, some guides are poor and not really explaining what is actually happening, some are far better and actually talk about the timing involved and how the player thinks about it and approaches it.

    One single tip that helped me, was to think of every skill use as a "skill+LA" unit together. i.e I am not using a skill, or a light attack on their own, I am not thinking about one after the other... instead they are together, doing this helped my timing sub consciously or in some other way, because I improved quite a bit.
  • MartiniDaniels
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    Turelus wrote: »
    Yeah I agree. This game has made light attacks so important that you can't really get a good parse without them. And this is another reason why there is so many bad DPS in the game.

    When they are playing they don't want to do light attack weaves they want to use their class skills. If zos wanted to help players out they would make your abilities and rotation of using them be more important than landing light attacks in between moves.
    This has been one of my issues with the combat system the last two years.

    In the past weaving was a thing good players did to rise above okay players, now weaving is a thing good players have to do to complete content.

    I have personal reasons for disliking it but still feel it's not as good for the game or making people work better together.
    You do not need to weave to complete content. It helps, sure, but is not absolutely needed.

    DPS matters very little at this point in the game, most classes do very good damage with even the most basic debuffs. Damage is so high right now that if you're struggling to clear content, it is 100% on your skill as a player and has next to nothing to do with any particular game mechanic.

    20k dps gets you through any content and is more than easily attainable by anyone of any CP level.
    No, not even close. It gets player through vet2 dungeons in best case if tank and healer are good, and in all higher content, 20k dps players are simply carried. That's ok if this is guild run and overall group dps is sufficient, but for PUGs I'll never go to any even vet trial with 20k dps.
  • DjMuscleboy02
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    Turelus wrote: »
    Yeah I agree. This game has made light attacks so important that you can't really get a good parse without them. And this is another reason why there is so many bad DPS in the game.

    When they are playing they don't want to do light attack weaves they want to use their class skills. If zos wanted to help players out they would make your abilities and rotation of using them be more important than landing light attacks in between moves.
    This has been one of my issues with the combat system the last two years.

    In the past weaving was a thing good players did to rise above okay players, now weaving is a thing good players have to do to complete content.

    I have personal reasons for disliking it but still feel it's not as good for the game or making people work better together.
    You do not need to weave to complete content. It helps, sure, but is not absolutely needed.

    DPS matters very little at this point in the game, most classes do very good damage with even the most basic debuffs. Damage is so high right now that if you're struggling to clear content, it is 100% on your skill as a player and has next to nothing to do with any particular game mechanic.

    20k dps gets you through any content and is more than easily attainable by anyone of any CP level.
    No, not even close. It gets player through vet2 dungeons in best case if tank and healer are good, and in all higher content, 20k dps players are simply carried. That's ok if this is guild run and overall group dps is sufficient, but for PUGs I'll never go to any even vet trial with 20k dps.

    Sure that's fair. But for the record you can beat most vet trials without any cp at all. So I'll admit it probably not going to get you into a group but it's definitely doable.
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • Royaji
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    Kel wrote: »
    As some one who's just barely competent at animation cancelling, I'd love to see a tutorial on it. Either from Zos themselves (unlikely) or some content creator in the community.
    Not only one that explains it ,but shows their hands on both a controller then on a keyboard while doing it.
    You could tell me with words all you like, but I think it would be a great boon to the community to actually show the "flow" of the hand movement.

    I mean, everyone complains about low dps. Here's a opportunity to help improve that.

    There is such a guide. Although a bit more PvP oriented and slightly on the too specific side.

    But the general idea is still not rocket science. You press "Light Attack", then you press "skill". The basics are really that simple.
  • srfrogg23
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    daedalusAI wrote: »
    I just came back after 2 years and as far as skill builds and combat is concerned nothing has really changed.

    Skill builds:
    • If you want a PvE stamina build you have to use either bow or DW, if you want a magicka build you have to use destruction staff, as weapon skill lines aren't "Pick if you want to" but rather a "You have to pick the corresponding skill lines for magicka/stamina, as class skill lines alone don't suffice to make a complete build on their own", which results in the majority of builds running around with the same weapon skills and just a few different skills here and there
    • In theory every class can go either stamina or magicka, but in reality a lot of class skills don't even offer a stamina morph for stamina builds
    • Questionable skill scaling like Entropy or Destructive Touch
    • I don't know about hybrids, but I reckon a DW magicka caster would be a failure by default due to having to spent on both magicka and stamina, weapon scaling for stamina skills damage and both worlds of stamina and magicka not really meshing very well together

    Combat:
    • In the grand scheme of things spells are very underwhelming in terms of mechanics and damage done: in longer fights shoot-and-forget-spells like Wall of Elements and light attacks make up the majority of the damage done, while direct damage spells are rather negligible
    • Without an impressive magicka/stamina recovery or recovery from secondary effects I'm running dry after only a few rotations across both bars, which forces me to use heavy attacks to get resources back, leaving behind the feeling of being a pathetic and tiny novice who can't even use a few skills/spells in quick succession without being useless
    • Weaving is a travesty: if my white attacks contribute a very high percentage of my overall damage in long fights something is really wrong. What kind of a pathetic mage am I that I have to constantly hit something with my staff to 1. get better overall damage numbers and 2. to get a somewhat good skill flow by cutting animations short?

    And, it will ALWAYS be this way as long as people insist on pushing this belief based on hearsay and parses that misrepresent actual gameplay.
  • Kel
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    Royaji wrote: »
    Kel wrote: »
    As some one who's just barely competent at animation cancelling, I'd love to see a tutorial on it. Either from Zos themselves (unlikely) or some content creator in the community.
    Not only one that explains it ,but shows their hands on both a controller then on a keyboard while doing it.
    You could tell me with words all you like, but I think it would be a great boon to the community to actually show the "flow" of the hand movement.

    I mean, everyone complains about low dps. Here's a opportunity to help improve that.

    There is such a guide. Although a bit more PvP oriented and slightly on the too specific side.

    But the general idea is still not rocket science. You press "Light Attack", then you press "skill". The basics are really that simple.

    Sweet.
    Know of one on a controller?

    I'm decent at weaving and block cancellations. Weaving I think of like a heartbeat. LA/skill (like the boom/boom of a heartbeat)

    More or less just looking for something to further improve.
  • THEDKEXPERIENCE
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    Kel wrote: »
    Royaji wrote: »
    Kel wrote: »
    As some one who's just barely competent at animation cancelling, I'd love to see a tutorial on it. Either from Zos themselves (unlikely) or some content creator in the community.
    Not only one that explains it ,but shows their hands on both a controller then on a keyboard while doing it.
    You could tell me with words all you like, but I think it would be a great boon to the community to actually show the "flow" of the hand movement.

    I mean, everyone complains about low dps. Here's a opportunity to help improve that.

    There is such a guide. Although a bit more PvP oriented and slightly on the too specific side.

    But the general idea is still not rocket science. You press "Light Attack", then you press "skill". The basics are really that simple.

    Sweet.
    Know of one on a controller?

    I'm decent at weaving and block cancellations. Weaving I think of like a heartbeat. LA/skill (like the boom/boom of a heartbeat)

    More or less just looking for something to further improve.

    On a controller it’s really just A, trigger, A, trigger etc. The key is knowing at what point to literally cancel the animation.

    Personally I’m a bigger fan of block casting or block canceling in PVP unless it’s a case where you’re sure you can melt someone without them returning fire. A lot of time if you AC and are unsuccessful you’re left with no choice but to flee and or die because you can burn through your resources just as fast as you can AC.
    Edited by THEDKEXPERIENCE on May 30, 2019 5:38PM
  • Goregrinder
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    I guess that's why the terms "dull" or "bland" are subjective to what they are describing.
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