I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
I'm actually talking about a time before these recent patches. Somewhere around the time CPs were new. Classes were very varied then. For example, there was a build focusing on power overload ult back when ult cap was 1000. I'm not saying that the game was extremely balanced though. All I'm saying is that classes felt unique at that time.
starkerealm wrote: »starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
I'm actually talking about a time before these recent patches. Somewhere around the time CPs were new. Classes were very varied then. For example, there was a build focusing on power overload ult back when ult cap was 1000. I'm not saying that the game was extremely balanced though. All I'm saying is that classes felt unique at that time.starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
I'm actually talking about a time before these recent patches. Somewhere around the time CPs were new. Classes were very varied then. For example, there was a build focusing on power overload ult back when ult cap was 1000. I'm not saying that the game was extremely balanced though. All I'm saying is that classes felt unique at that time.
If you're talking pre-1.6, when Softcaps were still a thing, then, yeah, but that was because stam and mag weren't really a thing the way they are now. Everyone ran hybrids of some variety because there was no point to overstacking in a single stat, you'd overcharge and get severe diminishing returns.
starkerealm wrote: »starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
I'm actually talking about a time before these recent patches. Somewhere around the time CPs were new. Classes were very varied then. For example, there was a build focusing on power overload ult back when ult cap was 1000. I'm not saying that the game was extremely balanced though. All I'm saying is that classes felt unique at that time.starkerealm wrote: »I think the fundamental problem is the ridiculous limit of 5 skills at a time, to accommodate console controllers.
Everybody is limited to just a handful of skills, and most people end up with the same ones. If you went magic, you are using a staff. So you have one or two staff skills. Maybe one or two class skills. Oops, that's all you get.
You went stamina? Ok, one or two weapon skills, and one or two class skills. Ooops, that's all you get.
No. the problem isn't the cap of 12 skills that can be slotted at a time. That's plenty for a non tab-target action mmo. The problem is the devs choosing to go through the path of least resistance in terms of balance.
i.e: "man balancing unique class mechanics is hard, lets just nerf these class mechanics and make the skills accesible to every class bis.... There everyone is dealing similar damage by using the generic skills! Balance!!!"
In fairness, I don't think the goal was to make those skills the best, I think they were to ensure that all classes had access to basic elements of a toolkit, without needing to worry that... for example, every class had a taunt, or every class had a click heal. What ended up happening was those class agnostic abilities slipped past balance reviews, because the focus appears to have been on class vs class, and not the overall skill sets available outside of those classes. ZOS is clearly aware the core abilities exist, but they've been hesitant to mess with them too much, in comparison to the class lines.
The end result has been that the general abilities appear to have been mostly overlooked in previous balance passes.
I'm actually talking about a time before these recent patches. Somewhere around the time CPs were new. Classes were very varied then. For example, there was a build focusing on power overload ult back when ult cap was 1000. I'm not saying that the game was extremely balanced though. All I'm saying is that classes felt unique at that time.
If you're talking pre-1.6, when Softcaps were still a thing, then, yeah, but that was because stam and mag weren't really a thing the way they are now. Everyone ran hybrids of some variety because there was no point to overstacking in a single stat, you'd overcharge and get severe diminishing returns.
No im not talking about softcaps.
starkerealm wrote: »I'm no expert, in this game, but I believe in building according to how I think things should be, not how they are and I don't care if it's not, currently, optimal to do so.
This will lead you to making fundamental mistakes with games. I should know. That's how I tended to approach games when I was in my teens.In my opinion, a DPS in a 5 active skills (at a time) game, should have, on each bar:
1. A dot.
2. A spammable (ideally, a class specific one, for flavour).
3. A self heal.
4. An AOE (ranged, or melee).
5. An immobilise/slow (ranged), or gap closer (melee).
I know that isn't how this game is built to be, but it should be.
1 through 4 are fine. Though, honestly, you probably only need 3 on one bar, and can add a buff on the other bar. 1 and 4 are a bit more complicated, because they'll frequently overlap. For example, a sorc is likely to use Liquid Lightning and Wall of Zap. Both are ground based AoEs, that will deal damage over time (though they're not true DoTs.)
Ranged #5 is where you went off the reservation and deserve to be kicked from groups.
So, Crowd Control is the tank's job. I don't care if you want to do it as the DPS, it is not your job, and it will sabotage the group.
When you CC a target, that target gains CC immunity. When the DPS CCs a trash add, that means the Tank cannot manage or reposition them properly.
With #5, you are actively working against your group and messing with the tank. Your ranged #5 will cause wipes in some content. In other content, you will only succeed in making life extremely unpleasant for the tank.
Your melee #5 will get you killed. So, that's fine. It's unnecessary in most situations for the DPS, but, I mean, that's a self correcting problem.
If you look for endgame diversity and class identity dont play this game.
By the way, I'm not in my teens...
That is a choice the devs made, for whatever reason (probably PVP-related).
I raided in WoW, which is a better game in this way, I don't need to do trials here.
I just don't feel any need to do as I'm told by games devs who, quite frankly, don't seem to have much of a clue.
TheUrbanWizard wrote: »Pvp is different, much more diversity and unique builds that fit individual play styles,
Role should be more significant than class, Prove me wrong!
The way it is now is not perfect but its a step in the right direction.
Parses are much closer, each class brings something unique to the group but its not mandatory and there are no defacto damage dealers.
Tanking and healing class skills need similar treatment.
VaranisArano wrote: »Role should be more significant than class, Prove me wrong!
The way it is now is not perfect but its a step in the right direction.
Parses are much closer, each class brings something unique to the group but its not mandatory and there are no defacto damage dealers.
Tanking and healing class skills need similar treatment.
Originally, class and role were identical.
DK=tank
Templar=healer
Sorc=DD
NB=DD
It was all very simple and the two damage classes were very distinct in style.
The biggest changes happened when the removal of softcaps created the stam/magicka split we have now, and when ZOS decided to move towards "every class can tank, heal, and DPS in their own special, but not as effective way".
It wasnt helped by ZOS gutting some of the more effective ways that other classes could fill those roles. Remember the uniquely Nightblade Sap Tank?
kralskritek wrote: »Hello,
I am fairly new player and I dont have any character max leveled. But I was interested in end-game builds so I decided to look up some.
My main is DPS stamplar, so I found this build:
https://alcasthq.com/eso-stamina-templar-build-pve/
There are only 3 class based skills (and all mostly buffs), which fairly sucks to be honest, I enjoy templar skills (like jabs).
Ok, so I tried another build - warden
https://alcasthq.com/eso-stamina-warden-build-pve/
Again, 4 skills and the other skills are almost identical as the skills in the templar build...
DK - https://alcasthq.com/eso-stamina-dragonknight-build-pve/
Again, 4 unique skilss and the rest very similar as all stamina builds...
I really enjoy the game because of the class diversity... I have 3 chars at lvl 30 magicka templar, stamina templar, and DK, warden.
I am using as much as possible of the class skills right now and that feels like you really play unique class and that is what I find extremely enjoyable.
But i am also interested in end game content (group content, not housing) and meta builds for raids/dungeons are awfuly similiar for stamina classes. I dont know how it is
for magicka, but... i am fairly dissapointed..
How endgame builds works? Do you have to follow the best dps builds in order to be useful in trials? Or are the builds somehow different?
If the game cannot offer me some kind of build diversity, I will not enjoy the end game and that means, i will not enjoy this game to carry on...
How is it with magicka based classes? Is is the same story? And pvp? Same meta builds without big diversity?
As I said, I enjoy most group-content and experimenting with all classes and builds... but this really scares me...
Do you enjoy playing the same skills all over? That is question for people who have been playing ESO for x years?
Would you recommend some classes and type (magicka x stamina) where the meta builds for PvE are diverse? I would definitely play them..
Thank you
I gotta say I was using Allcast until I accidentally stumbled onto Xynode and found a build I reallllly like and feel connected to for my class. I have no idea how it compares, I am doing beginning end game stuff where I'm not pushed into a corner and if it means I can' do the biggest and best stuff, I'm ok with that. I'd rather play a class that makes me happy.
And his video helped me understand how it was all connected together, making me more confident in the future to make some tweaks as needed.
Canned_Apples wrote: »Don't be fooled, even most pvp builds are exactly the same.
Magicka classes have some identity, but stamina classes, for the most part, are exactly the same.
But there aren't any other mmos worth playing out right now.
Class, racial, and skill line passives should not be changed almost every major dlc or patch. It's starting to wear thin with people. Make a build and then 2 months later its screwed up and you have to start over.
If they werent so quick with their changes and spread them out over a period of time it wouldn't be as bad. But recently they want to change everything in one dlc. Then in a few months they are doing it again.
Very frustrating and I guess that's why some people have taken a break or left for good.