this is an insane quest. I will explain tanks and healers and leave dps for last as its a special case.
if you choose a tank as your role you must either choose one handed and shield or destruction staves or both, thus weapon skills provide the BASIS of your role. Your class does not provide the basis of your role but instead the fluff like buffs and look.
Same thing for a healer you must choose destro or resto staves or both and this does the same thing. Weapon skills provide the BASIS and your class fills the gaps.
its exactly opposite of what your trying to do with the classes. The classes should have abilities that only relate to the class theme. Add more weapon lines if you want to improve the BASIS of the roles. Wand and rune and or Alteration staves is what you want to add to increase the ROLE fit. You will never get it right tinkering with the class skills. One will always be too dominant ( Dragonknight tanks and Templar healers).
so if the Dragonknight is the best tank figure out what makes the dk the best and offer similar ideas in new weapon lines like alteration staves or alteration rune and sword . Same thing with the Templar by adding an additional restoration weapon or perhaps alteration can be a combination tanking/healing line which would achieve both in one shot.
for dps your pretty much screwed and i will tell you why as i dont believe anyone else will. All dps in this game sub 50 use their class skills but for endgame content they use whatever skill provides the most dps and is easiest to animation cancel. It doesnt matter what you add to the game those two rules will always apply because the combat system stinks. if you start making class skills more viable the rules will still apply and you will end up with everyone playing whatever class is deemed the best. Then the crying class x is overpowered, and trials filled with one class type, then nerf cycle, then repeat. You cannot win this game by adding anything to the classes as long as those rules are in effect.
the dps role in this game is far too reliant on the animation cancelling mechanism for dps and if your not willing to acknowledge that and do something about it at least get some bang for your buck and focus your changes on healers and tanks who will benefit without the drama.
this is an insane quest. I will explain tanks and healers and leave dps for last as its a special case.
if you choose a tank as your role you must either choose one handed and shield or destruction staves or both, thus weapon skills provide the BASIS of your role. Your class does not provide the basis of your role but instead the fluff like buffs and look.
Same thing for a healer you must choose destro or resto staves or both and this does the same thing. Weapon skills provide the BASIS and your class fills the gaps.
its exactly opposite of what your trying to do with the classes. The classes should have abilities that only relate to the class theme. Add more weapon lines if you want to improve the BASIS of the roles. Wand and rune and or Alteration staves is what you want to add to increase the ROLE fit. You will never get it right tinkering with the class skills. One will always be too dominant ( Dragonknight tanks and Templar healers).
so if the Dragonknight is the best tank figure out what makes the dk the best and offer similar ideas in new weapon lines like alteration staves or alteration rune and sword . Same thing with the Templar by adding an additional restoration weapon or perhaps alteration can be a combination tanking/healing line which would achieve both in one shot.
for dps your pretty much screwed and i will tell you why as i dont believe anyone else will. All dps in this game sub 50 use their class skills but for endgame content they use whatever skill provides the most dps and is easiest to animation cancel. It doesnt matter what you add to the game those two rules will always apply because the combat system stinks. if you start making class skills more viable the rules will still apply and you will end up with everyone playing whatever class is deemed the best. Then the crying class x is overpowered, and trials filled with one class type, then nerf cycle, then repeat. You cannot win this game by adding anything to the classes as long as those rules are in effect.
the dps role in this game is far too reliant on the animation cancelling mechanism for dps and if your not willing to acknowledge that and do something about it at least get some bang for your buck and focus your changes on healers and tanks who will benefit without the drama.
I think you laid out some very good points. I want to add to them.
I've played this game since Beta (took some breaks, but still kept up with it). When it first launched, I was strongly opposed to this "Only Sword and Shield can tank; only restoration staff can heal" mentality the game was pressing. I was so happy to discover later on that Frost Staves were added to the tanking arsenal. While that doesn't solve the Class First focus, it adds some appreciated variety. That unfortunately still leaves healers with something to be desired. So change can happen and options can be added. It just needs to have enough support.
I think the issues you laid out are in the necessity of usage instead of the optimization of such. For instance: not every encounter needs to be tuned that all a tank need do is block. Block can be the best case scenario for damage mitigation, that's fine. But other morphs of other skill lines can have bulky options to allow someone to tank with said weapon. This would also allow a variety of sets to be seen for that role (Footman's Fortune, Varen's Legacy, etc). The morphs of these skills can provide party buffs not found in typical tank setups we see today. For example: a morph of Dual Wield's Whirlwind could maim enemies and give a synergy that melee can activate for increased stamina recovery. Or a Lightning Staff's Wall of Elements morph can nullify players within it, granting them minor protection and reducing their abilities' costs by 5%.
It begs the question: Should there be THREE morphs instead of TWO? I believe that will solve a lot of these issues. Have 1 damage morph, 1 damage and utility morph, and 1 utility morph. All can be different and unique.
Further on differing encounters, damage and healing doesn't need to be the focus either. Maybe dispelling something bad can make/break a fight. Maybe a fight truly is a mad dps race where a "healer" needs to do at least 10k dps. Maybe there's so much aoe damage that evasion (literally or the buff) is all but necessary. Maybe more encounters absorb healing received for a duration, so damage shields are a better option. Again, there's so much that can acceptably be thrown in for variety without the medium being a Trial or HM.
Lastly, I think hybrids need more attention. I don't play hybrids, but they are very appealing because of their novelty. There are some hybrid options out there, but they seem to exist solely for the sake of "You figure it out". What if magicka and stamina skills played off of one another? For example: Fire Damage from a Magicka source can apply Burned, but Fire Damage from a Stamina source can apply Branded. When both are applied, their dot damage can be increased, say, 300%. Frost from both sources could freeze the target in place and apply major vulnerability for 3 seconds--only unleashing all of the damage over 5 seconds once the frozen target thaws, hopefully making PvP balanced to that. Lightning damage from both sources could apply Desensitize, causing the target to receive 0% healing for 3 seconds--and having more fights where bosses heal will make this better in PvE. As for non-elemental skills, let your imagination run wild.
There is no limit to what can be implemented. I think it just needs to be tried. We don't need extensive testing. Just throw it out there and see our reactions. So many systems in this game have been overhauled or removed entirely. Why can't the same be done for the sake of innovation? The player base will survive any hiccups. If things are successful, the player base will thrive.
KappaKid83 wrote: »Dalsinthus wrote: »I am deeply worried that the approach here is going to homogenize gameplay across the four original classes and strip away the experience that helped us fall in love with our class. I want my stamblade to play like a stealthy rogue and my mag sorc to feel like a powerful wizard. I don't think there is enough room in the class skill lines to maintain that and give options for mag/stam dps, healing, and tanking.
There has been so much change in the past year to the classes that I am frankly worn out. The article suggests even bigger changes are coming towards the goal of any role with any class aka play as you want.
The way I want to play is to have a consistent experience where my characters have a theme and fun gameplay options that are maintained through time.
This is what we all want, identity like this. Bring us back to the 4 classes you sold the game on and how unique they were, don't baseline everything so every class can do everything the same. A DK is, by design tankier than a Sorc. A Templar, by original class design, is a heavy armor using healer/tank where along the same lines as what a paladin would be in WoW. And a NB is a stealthier character that saps your health and lurks from behind to kill you, a la a Rogue. The muddled lines we have at this point in the game where most stam classes use weapon skills and not class skills and where most mag classes are using more guild and world line skills over their class skills is not where a lot of us want to see the game. I think we all understand balancing but when you balance away from class skills and into other skill lines every class slowly loses their identity and becomes a carbon copy of one another with different passives. Bring us back to when we felt like our classes were unique and not all the same.