We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
robertthebard wrote: »We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
Oddly, I play a lot of MMOs where one can weapon swap, SP games as well. Why? Because sometimes your heavily ranged toon may need to go melee, or vice versa. GW 2 has some exceptions to this, Engineers/Elementalists can't swap in combat, for example, but by and large, weapon swapping is a thing for a reason, and it's not primarily, or only, because of how weapon skill lines work here. It's a factor, but it's not the only factor.
Congratulations, your proposal would destroy PvP for many of the magicka classes, since classes without strong magicka selfheals rely on a resto staff backbar in PvP (or a SnB backbar for classes with strong class heals).Another major argument for removing the swap mechanic is that it enables people largely to change roles of game play. Forcing people to one weapon, would enable the ability to require roles to "have weapons of specific types" equipped to be a "role".
As long as that swap mechanic works, you can just que with a resto staff on, and swap to your dps weapon. we learn from this how abusive the system is and this is not including the constant waiting global to use abilities.
Congratulations, your proposal would destroy PvP for many of the magicka classes, since classes without strong magicka selfheals rely on a resto staff backbar in PvP (or a SnB backbar for classes with strong class heals).Another major argument for removing the swap mechanic is that it enables people largely to change roles of game play. Forcing people to one weapon, would enable the ability to require roles to "have weapons of specific types" equipped to be a "role".
As long as that swap mechanic works, you can just que with a resto staff on, and swap to your dps weapon. we learn from this how abusive the system is and this is not including the constant waiting global to use abilities.
You would also screw over healers in PvE and PvP alike, who usually use a destro staff on one bar and a resto staff on the other. Same with PvE tanks, who normally use both SnB and a destro staff.
It's clear you don't PvP (or PvE, for that matter) in ESO at any kind of high level, or you would not be putting forward such nonsense.Congratulations, your proposal would destroy PvP for many of the magicka classes, since classes without strong magicka selfheals rely on a resto staff backbar in PvP (or a SnB backbar for classes with strong class heals).Another major argument for removing the swap mechanic is that it enables people largely to change roles of game play. Forcing people to one weapon, would enable the ability to require roles to "have weapons of specific types" equipped to be a "role".
As long as that swap mechanic works, you can just que with a resto staff on, and swap to your dps weapon. we learn from this how abusive the system is and this is not including the constant waiting global to use abilities.
You would also screw over healers in PvE and PvP alike, who usually use a destro staff on one bar and a resto staff on the other. Same with PvE tanks, who normally use both SnB and a destro staff.
Actually that is not the case at all.
You remove the Gear Scaling from pvp, just like the CP and the problem will go out the door. Also, i find this to be an argument for removing duel weapons on the bases that it would validate full heal ques for pvp.
The fact that everything can heal just means that having things that main heal are near useless. If your class is not having enough self-imposed sustainability then the defensive to the class can be changed, but this is an easy fix if we just modify the defensive of each armor type, since at least one of them is used.
I think your argument here is more or less just that you have some broken build and dont want to adapt.
It's not a matter of "having a broken build", because that's the basic design of magicka DPS solo/smallscale builds for PvP: destro/resto.
ESO was designed right from the outset with its barswap mechanic in mind, it's a bit late to be removing that in a 6 year old game.
A lot of the game's content (PvE and PvP) relies on having access to different types of weapons on either bar.
If you don't participate in a form of content, you have no business - and no right - asking for nerfs/buffs/changes to that content.Wait, your argument is that my argument is invalid because i do, or do not do a form of content?
ZOS tried that recently with the LA/HA changes on PTS (which were FAR less impactful than the nonsense you are proposing), and just look how well that went over with the playerbase.ESO was designed right from the outset with its barswap mechanic in mind, it's a bit late to be removing that in a 6 year old game.
This "its been around for a while, it cant change:" argument demonstrates out right ignorance of design. WE REVAMP SYSTEMS ALL OF THE TIME TO IMPROVE THEM. ALL OF THE TIME.
this argument is put into the dust on that bases alone.
Lol, you clearly don't understand how ESO PvP works.It's not a matter of "having a broken build", because that's the basic design of magicka DPS solo/smallscale builds for PvP: destro/resto.
So what. Change it to being more about self-defensive. Its not rocket science. The solution to this is far more balanced (in terms of role distribution) game play, which massively improves the pve dugeon/raid and pvp experience. Another strong argument that supports that is because of predictability of comps (Tank, Heal, Two damage vs the current Tank, 3 Damage) You can more easily balance content and tune it to skill (by having more accurate number distribution).
if you are to slow to understand it ill make it easier for youMagicka DPS does not need resto staff to have sustainability, it has plenty of class related sustain. Example Warden has heals, Sorc has shields. Etc.
One word: Consoles.
ZOS tried that recently with the LA/HA changes on PTS (which were FAR less impactful than the nonsense you are proposing), and just look how well that went over with the playerbase.
Even ZOS is not so dumb as to completely gut their game by deleting one of its core mechanics it was built on as part of its very foundation.
Also, who are "we"? You are not part of the ZOS dev team.
Try that on, say, a Nightblade - who has one of the worst class heals in the game, and magNB is totally non-viable without a resto backbar.
One word: Consoles.
No, you can't have 10+2 abilities on 1 bar, and it will not be fine - because controllers are a thing, and you can't fit that kind of control scheme on a controller.
It really shows your extremely limited understanding of the game, if you even need to pose such a question to begin with.
If you want ESO to be more like WoW/GW2/(insert another MMO here)... then you should just go and play that MMO, instead of trying to overhaul ESO to be identical to another game and losing its unique identity.
Right, because NB heals are trash compared to other classes', and NB class in general has been repeatedly nerfed into Oblivion far too many times to count.Nightblade already has heals and it still dies in pvp
That's not how ESO PvP works, heals are an absolute requirement unless you are bombing or ganking.but even if we go s astrep further i already covered the stupidity of "no because a class needs heals to live". No they dont, they need defensive or some advantage to offset the loss of the heals.
No, I don't play on console, although I sometimes use a controller on the PC.this one word demonstrated the fact that you dont know that the controllers on ps4 have up to 21 binds. (9 face buttons, plus 8 directional on the two controller sticks, 4 triggers)
So yes, the game can definitely support it on council this way.
So obviously mr one word, you dont play on console.
G. K. Chesterton wrote:In the matter of reforming things, as distinct from deforming them, there is one plain and simple principle; a principle which will probably be called a paradox.
There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road.
The more modern type of reformer goes gaily up to it and says, "I don't see the use of this; let us clear it away."
To which the more intelligent type of reformer will do well to answer: "If you don't see the use of it, I certainly won't let you clear it away. Go away and think. Then, when you can come back and tell me that you do see the use of it, I may allow you to destroy it."
No amount of nerfing/buffing, or introducing new weapons, will ever fix the problem of fake tanks and fake healers. This is an issue rooted very deeply, but elsewhere.
Ultimately, this happens because there is an excessively long queue for DDs - because there's a shortage of tanks... because group finder DDs are quite awful on average, and the majority of good tanks don't want to waste their time with bad DDs.
Someone who's set out to "game the system" right from the start (queueing for a role they have 0 intention of fulfilling) won't be discouraged by the availability of fancy new dedicated tank/healer weapons, because they never intended to do any of that stuff in the first place.
Also, having an easily accessible AoE taunt would run contrary to the overall design intention behind ESO's group content, which has been designed with single-target taunts in mind right from the beginning.
robertthebard wrote: »We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
Oddly, I play a lot of MMOs where one can weapon swap, SP games as well. Why? Because sometimes your heavily ranged toon may need to go melee, or vice versa. GW 2 has some exceptions to this, Engineers/Elementalists can't swap in combat, for example, but by and large, weapon swapping is a thing for a reason, and it's not primarily, or only, because of how weapon skill lines work here. It's a factor, but it's not the only factor.
I'd like to know which other mmos have this mechanic, with the exception of GW2 (thats the only major mmo i know that has this mechanic), btw, that does not make it a good mechanic.
robertthebard wrote: »robertthebard wrote: »We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
Oddly, I play a lot of MMOs where one can weapon swap, SP games as well. Why? Because sometimes your heavily ranged toon may need to go melee, or vice versa. GW 2 has some exceptions to this, Engineers/Elementalists can't swap in combat, for example, but by and large, weapon swapping is a thing for a reason, and it's not primarily, or only, because of how weapon skill lines work here. It's a factor, but it's not the only factor.
I'd like to know which other mmos have this mechanic, with the exception of GW2 (thats the only major mmo i know that has this mechanic), btw, that does not make it a good mechanic.
I can line a 12 space bar with nothing but weapons to swap to in DDO, right off the top of my head. More, if they're not sets of weapons, like dual weapons or S&B. I'm sorry that you're confused about why some styles may want different weapons for different situations, but this isn't a poor design choice. Giving players options is never not a good thing.
We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
robertthebard wrote: »robertthebard wrote: »We really should have a serious conversation about moving the weapon swapping itself as a mechanic (ie removing it) its really not that good. a second action bar may be a better move, or simply just expand the current one. It feels clunky to have the second bar and constantly swap back and forth, sort of like "walking up a hill" so i'll term is "walking up the hill mechanic".
Oddly, I play a lot of MMOs where one can weapon swap, SP games as well. Why? Because sometimes your heavily ranged toon may need to go melee, or vice versa. GW 2 has some exceptions to this, Engineers/Elementalists can't swap in combat, for example, but by and large, weapon swapping is a thing for a reason, and it's not primarily, or only, because of how weapon skill lines work here. It's a factor, but it's not the only factor.
I'd like to know which other mmos have this mechanic, with the exception of GW2 (thats the only major mmo i know that has this mechanic), btw, that does not make it a good mechanic.
I can line a 12 space bar with nothing but weapons to swap to in DDO, right off the top of my head. More, if they're not sets of weapons, like dual weapons or S&B. I'm sorry that you're confused about why some styles may want different weapons for different situations, but this isn't a poor design choice. Giving players options is never not a good thing.
This is not about options, and Yes, There is situations where giving people options is NOT a good thing.
There is a reason why the majority of senior studios do not use loose class design, it is in fact because that concept "giving players options" is never a good idea when it comes to class design, but these are things for us designers to decide and really come down to if we want to trade balance for that expressive content (ie ability to flex on builds).
This is not the issue however, the problem is not that the game has loose class design, the problem is that like multiguild systems weapon swapping has never really done anything significantly impactful to a game that could not be done without it.
the very concept of forcing people to have weapons to be viable with a class itself is restricting personal build. Any build should be competitive, no matter what is on their weapon slots, and that is simply not the case in many cases, especially for nightblade.
Those are class related issues, not weapon swapping related issues. Archery could of been one of the nb skill lines.
...which is an issue those suggestions won't fix. Since at its core, its an issue with peoples honesty, and dishonesty to gain an advantage...I was putting some thought into the serious issue we are having with people queuing as heal or tank to do the role of damage...
You cannot fix player behavior.
Yes, Yes you absolutely can.
In the case of dungeons and dps queuing as heals to dps the problem is "dps queuing for the wrong role, and as a result group going a run with out heals".
If players queue as heals to dps, you can fix that by forcing them to heal. That is easily done in a mechanical way. Either they will q ue as heals and heal, or start queuing as dps. Problem is solve and now only people qued as healer will heal.
Its not rocket science here i do not understand why you make such a stupid statement. You can definitely solve these problems, its just you the player probably do it and dont want to be forced to heal, in which case i advocate for a faster change to stop this abuse.
This isn't a trinity based MMO, and it adds to it's uniqueness
You do realize that the queue system has literally 3 roles on top, right?
Heal, Tank, Damage. How do you make such a clearly wrong statement?
In a market flooded with games, for better or worse, being unique can help a game stand out among it's peers
no such thing as being unique in any mmo. Literally everyone has builds that are copied by the masses. It is literally impossible for you to be unique in a game of millions of players with only hundreds of skills. IMPOSSIBLE.
Nothing in any of your suggestions will work in a game that doesn't have clearly defined roles, and since the lack of these clearly defined roles is part of this game's identity, it's not something you change because "well, this player hit the queue as a tank, and sucked at it".
The problem is i am clearly advocating that weapons are sorted into groups that have clearly defined roles, so this entire argument go's out the door. I am literally saying that weapons should fall into three categories, Tank, Damage, Heals. and each should be paired with the role in group queue.
its not hard to get.
Just like form follows function, player behavoir is influenced by the options and limitations the game gives them. Change the limitations and you can affect player behavoir... though of course there will always be those who try to "dirty trick" themselves an advantage, and you need to be very careful to make up limitations and settings that make their efforts ineffective, or they WILL behave that way.robertthebard wrote: »You cannot fix player behavior.
Also won't force "tanks" to actually slot a taunt skill on their S&B, or "healers" to use their resto staff for more then heavy attack to recover MP for their DPS spells or... or... or...The problem is i am clearly advocating that weapons are sorted into groups that have clearly defined roles, so this entire argument go's out the door. I am literally saying that weapons should fall into three categories, Tank, Damage, Heals. and each should be paired with the role in group queue.