Chickf1lGay wrote: »Personally I think class abilities should be stronger, however, the devs are totally focused on balancing the game so buffing generic skills that EVERYONE has access to seems to be the direction they’re going...
GeorgeBlack wrote: »Dont you dare touch my Shrouded Daggers

SidewalkChalk5 wrote: »This incoming generic skill meta looks really awful to me. Everyone is going to be running the same boring non-class skills like Soul Trap and Entropy in the place of class skills. Honestly, I LOVE the general idea of the dev's direction of standardizing skill cost-to-power ratio (such changes are a prerequisite to a balanced Spellcrafting system, which I think is the hidden purpose behind them), but personally I think class skills should have a standard across-the-board bonus to make them a little higher than the base standard.
GeorgeBlack wrote: »Just wait for all the stamsorc to come crying:
Give us stamclass ulty
Give us stamclass CC
Give us stamclass spammable
Dont you dare touch my DB
Dont you dare touch my Turn Evil
Dont you dare touch my Shrouded Daggers
Marshall1289 wrote: »The game has been out for what, 5 years now? This is the first time a great deal of these frankly USELESS abilities are able to be used in people's builds, the fact that we have options now. The fact that you actually have trouble filling your bar space, the idea of choosing lower aoe dps for higher single target dps is how the game should of always been balanced.
They're not done here. I wish this was the end all be all patch, but it isn't. The past 3 or so major updates have been leading to their overall combat vision and I appreciate finally having dev's that have some inclination of where they want the combat balance of the game to go.
It sucks being along for the ride and we can only make our final judgments after all is said and done, we're all paying customers and we can leave whenever we want. Honestly some people need a break from the game for it feel new again and I'll most likely be doing the same.
The previous combat team were tripping over themselves patch to patch with skills and passives that were fundamentally flawed from a programming and design point of view and these audits have fixed a lot of those issues, with more to come.. Weird rules like mundus stones and 5 pc bonuses not being affected by the 20% from cp, etc. Racial changes moving from % to static numbers. Removal of mandatory front bar Flawless DB for 8% WPD. Standardization of cost/damage on abilities.
There is just so much to this game with 100s of sets that it's impossible for them to do this perfectly, so I have mad respect that they're actually doing something for the better future health of the game. Wrobel seemed to have no vision for the future and worked patch to patch. Wheeler came hot and heavy and is flipping everything on it's head, fixing the mess of the past 3+ years.
Tin foil hat time: Each Chapter releases some type of content that helps sell the chapter that fundamentally makes a difference besides more trials, quests, dungeons, etc. Looks like they're Chapter model alternates between a new class and a new skill line. With these large combat changes and 3 major updates to go, it looks like spell-crafting may finally be in the cards. Think about how much easier it is to implement now that they have some type of standard to go by.
Morrowind: Warden Class
Summerset: Jewelry Crafting + Psijic Order Skill line
Elsweyr: Necromancer Class
_______: Spellcrafting Skill line ?
Despite what you may read on the forums, I guarantee ZOS knows Spellcrafting would be an extreme selling point for most of the player base. Casual players make up most of the population and nothing sounds more interesting than being able to create your own abilities in an MMO. Chapters are a way to re-release the game and pull in new players and reinforcing the "play as you want" motto with spell-crafting is 1 hell of a way to do that.
TLDR: Overall combat balance isn't done, sucks that it takes so much time, but I support the new dev team and their vision, feels like good changes are on the horizon and I applaud mixing up the combat since things have become incredibly stale and stagnant. Class abilities should still feel stronger than universally equivalent abilities, but they know this given the fact that they plan on reworking Cruel Flurry which just made every Stam dps close to the same.
You can't please everyone, but they're making meaningful changes and I can appreciate that. The forums are mostly a vocal minority to begin with, passionate, but not representative of the entire player base.
Spell crafting is an atrocious idea for the sake of balance.
VaranisArano wrote: »yeah, there's been a vocal pushback against ZOS' increasing homogenization, but let's not pretend that there haven't been lots of players vocally in favor of getting to play every role with any class.
What?! Class skills should at least be equal to other skill options — otherwise what is the point of different classes? Ideally, all options would be effective, although not necessarily equally effective in all situations. Options and variety are most important.
In more than one game I see class skills eroded and nerfed in the name of “balance.” **** balance.Perfect balance should never be the goal anyway, in my opinion. It is unattainable and will just ruin everything else in the pursuit thereof.
Marshall1289 wrote: »The game has been out for what, 5 years now? This is the first time a great deal of these frankly USELESS abilities are able to be used in people's builds, the fact that we have options now. The fact that you actually have trouble filling your bar space, the idea of choosing lower aoe dps for higher single target dps is how the game should of always been balanced.
They're not done here. I wish this was the end all be all patch, but it isn't. The past 3 or so major updates have been leading to their overall combat vision and I appreciate finally having dev's that have some inclination of where they want the combat balance of the game to go.
It sucks being along for the ride and we can only make our final judgments after all is said and done, we're all paying customers and we can leave whenever we want. Honestly some people need a break from the game for it feel new again and I'll most likely be doing the same.
The previous combat team were tripping over themselves patch to patch with skills and passives that were fundamentally flawed from a programming and design point of view and these audits have fixed a lot of those issues, with more to come.. Weird rules like mundus stones and 5 pc bonuses not being affected by the 20% from cp, etc. Racial changes moving from % to static numbers. Removal of mandatory front bar Flawless DB for 8% WPD. Standardization of cost/damage on abilities.
There is just so much to this game with 100s of sets that it's impossible for them to do this perfectly, so I have mad respect that they're actually doing something for the better future health of the game. Wrobel seemed to have no vision for the future and worked patch to patch. Wheeler came hot and heavy and is flipping everything on it's head, fixing the mess of the past 3+ years.
Tin foil hat time: Each Chapter releases some type of content that helps sell the chapter that fundamentally makes a difference besides more trials, quests, dungeons, etc. Looks like they're Chapter model alternates between a new class and a new skill line. With these large combat changes and 3 major updates to go, it looks like spell-crafting may finally be in the cards. Think about how much easier it is to implement now that they have some type of standard to go by.
Morrowind: Warden Class
Summerset: Jewelry Crafting + Psijic Order Skill line
Elsweyr: Necromancer Class
_______: Spellcrafting Skill line ?
Despite what you may read on the forums, I guarantee ZOS knows Spellcrafting would be an extreme selling point for most of the player base. Casual players make up most of the population and nothing sounds more interesting than being able to create your own abilities in an MMO. Chapters are a way to re-release the game and pull in new players and reinforcing the "play as you want" motto with spell-crafting is 1 hell of a way to do that.
TLDR: Overall combat balance isn't done, sucks that it takes so much time, but I support the new dev team and their vision, feels like good changes are on the horizon and I applaud mixing up the combat since things have become incredibly stale and stagnant. Class abilities should still feel stronger than universally equivalent abilities, but they know this given the fact that they plan on reworking Cruel Flurry which just made every Stam dps close to the same.
You can't please everyone, but they're making meaningful changes and I can appreciate that. The forums are mostly a vocal minority to begin with, passionate, but not representative of the entire player base.