LukosCreyden wrote: »ok... but why... do you... type... like... this...?
GeorgeBlack wrote: »Proc sets, be it dmg or bonus effect...
We got:
1) 6 classes
2)We got mages, fighters.
3)Four stamina weapons and sadly staves only for mages
4)Vamp/ww
5)Other combat skill lines
The combination of all these should (but they dont) let people play as they want and create various playstyles.
I find it very very very sad that ESO is all about number crunching, rather than active combat.
I see countless "new builds" in which only the armor sets are changing most of the time unless a big nerf/buff affected active abilities on the bars.
The reason being because AvAvA does not give guild satisfaction and PvE is so repetitive. How else will people seek some sense of accomplishment.
And yet here we are, people saying that proc sets create uniqueness, without seeing what a meta trap they are, and a balance nightmare.
I doubt that this game will ever use stats/bonuses for their intented purpose, progression and modification, rather as an ability.
Penetration is a more aggresive stat.
WD is a more balance stat(healing)
Crit fits with class/racial passives.
Regen targets combat duration.
Monster sets could buff features of the list mentioned at the begining of the post to enhance an identity.
Weapon sets could add a visual enhancement to active abilities be it class or weapon (devs can do anything if they decide to)
But no... proc sets are too shiny for people to let go off, no matter how bad they have been for PvP.
VD
Skely magsorc/magplar
Skoria dk/templar
BS/TK 1vX
Viper/veli/selene and the like ever since
Calurions/Zaan.
Yep... a class and a weapon combo was not good enough to enjoy a play style. Proc sets were the ESO play as you want essence.
And here we are.
Meta PvP and lag.
And CP. Omg what a terrible idea to promote progression artificially.
PvE irrelevant, rage all you want.
Sticking to ESO only because I like the theme of my character [stupid poison dmg tho...] while Im constantly googleing for other news....
Right? These guys forget that Cyrodiil was the original endgame, LOL.
Nemesis7884 wrote: »
Calculations are the cause of lag in most cases period.
Including the servers calculating things like healing, penetration vs. mitigation, weapon damage/spell damage vs. resistance...guess we should get rid of stats too?
Calculations are the cause of lag in most cases period.
Including the servers calculating things like healing, penetration vs. mitigation, weapon damage/spell damage vs. resistance...guess we should get rid of stats too?
no because if the stats are all numbers and are raised by numbers and are not modified in pvp or pve..then there are no need for new calculations...
yes all static from beginning to end...
instead of healing doing
weapon damage+weapon damage*(heal modifiers)+ 20%*weapon damage
we should get base stats...
major brutality= increase your weapon damage by 350 when used...
this way when things like ravager, fury etc turn on....that 20%*weapon damage is now just an added +350 (or whatever is value is to be created there) removing the need to call the function to increase the weapon damage each tick..(maybe zos does it differently lol who knows)
cleans things up a bit..
david_m_18b16_ESO wrote: »If EQ that is over 30 years old csn handle proc and ESO cant. Id say this game is ran by a commodor 64.
Dark_Lord_Kuro wrote: »
Right? These guys forget that Cyrodiil was the original endgame, LOL.
Was is the key word
LukosCreyden wrote: »ok... but why... do you... type... like... this...?

Sure change the game fundamentaly to increase the performance, meanwhile ESO PvP server:
Why not make an 8bit, round based pvp zone?