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Couple suggestions on new mechanics

Xargas13
Xargas13
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Hello, I would like to suggest a few new mechanics to be introduced into the game, I think they will improve the general state of the game and make it more interesting for all of us.

1. Introduce Spec Allocation, there should be three specs: 1.DPS, 2.Tank, 3. Healer.
What it will mean is that when u allocated in DPS for example, you setting a cap on Healing and Tankiness, but not on damage. Healer will have caps on DPS and Tankiness. And Tank allocation will set caps on DPS and Healing. Also it increases your speced allocation, so DPS gets increased DPS, Healers get to heal more, and Tanks will get a boost to their resistances.

2. Introduce Active "passives". What it means is that you still have your standard passives, but in addition you get extra passives, you get about 5 or so slots in which you can put them in and activate them. I think it would add some RPG flavor to the game, since the passives that we have usually gets forgotten, unless you want to remind yourself in which direction you should be going to play to your strengths. This kind mechanic is seen in games like Witcher 3, and I quite enjoyed it.

As a side note: there could be passives that increase your tankiness or healing by a certain amount, for those who want some extra healing or resistance to damage, though paring them should be impossible, since it defeats the purpose a bit.

Thoughts?
  • Sahidom
    Sahidom
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    The trinity roles completely goes against the long history of Elder Scrolls character conceptions. The game itself centered around classes NOT this trinity stereotyping mentality; the original Bethesda game designers had MUCH more vision than that. When the player base understands the vision the founding developers had than you'll really know how much ESO is a *** child of the franchise.

    I see where you're trying to offer an interesting solution but the problem runs deeper than the kool aid trinity roles that feel we must have to play difficult content; the further you dive into "play as you want" under the current design, the more the inherent flaws of ESO implementation are restrictive and the further you move away from the original franchise title releases that wanted players to take any character and develop him/her from the base start point of the class (classes didnt restrict skill lines), learn any skills and enjoy playing the character.

    Maybe you see my perspective why ESO is the *** child of the Elder Scrolls games. Want a case and point example? Anarchy Online or the first MMO, Ultimate Online.
    Edited by Sahidom on September 22, 2020 12:59AM
  • Xargas13
    Xargas13
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    Sahidom wrote: »
    The trinity roles completely goes against the long history of Elder Scrolls character conceptions. The game itself centered around classes NOT this trinity stereotyping mentality; the original Bethesda game designers had MUCH more vision than that. When the player base understands the vision the founding developers had than you'll really know how much ESO is a *** child of the franchise.

    I see where you're trying to offer an interesting solution but the problem runs deeper than the kool aid trinity roles that feel we must have to play difficult content; the further you dive into "play as you want" under the current design, the more the inherent flaws of ESO implementation are restrictive and the further you move away from the original franchise title releases that wanted players to take any character and develop him/her from the base start point of the class (classes didnt restrict skill lines), learn any skills and enjoy playing the character.

    Maybe you see my perspective why ESO is the *** child of the Elder Scrolls games. Want a case and point example? Anarchy Online or the first MMO, Ultimate Online.

    I've been playing Elder Scrolls games since Morrowind, so I know what you are talking about, but as you said, ESO is far from what we see in TES games, so I suggest just to drop this charade and do something for the betterment. Or of course we can drop classes and be true to the original, but we both know it won't happen.
  • idk
    idk
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    1. This is not that type of game where we require players to pigeonhole themselves into one thing. Hybrids are a big part of the game's design even if they are not optimal in all situations. This is not WoW, FF14, or SWTOR and we do not need to shoehorn the game into the roles as they are in those games.

    2. We do not need to make things more complicated for game design or balancing purposes. ESO has a good RPG flavor already.

    More importantly, the addition of more passives for the game to deal with is inherently a bad idea. Zos is currently trying to fix the issue of all the calculations required to make the game work so adding more does not make sense.
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