GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
- free up restrictions on class skill lines so we have more options to choose from when building a character
- give us the option to toggle some of the timer-based skills (like Lotus Flower) to reduce upkeep -- sometimes the game feels too much like maintenance where our character is constantly re-casting and re-buffing skills to try to maintain power and defense
MashmalloMan wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
- free up restrictions on class skill lines so we have more options to choose from when building a character
- give us the option to toggle some of the timer-based skills (like Lotus Flower) to reduce upkeep -- sometimes the game feels too much like maintenance where our character is constantly re-casting and re-buffing skills to try to maintain power and defense
Oooo I really like your last point.
Infinite Crit Surge, Bound Armaments, Dark Deal, Hurricane and Quick Cloak, but minus -40% healing/damage/sustain on each of those skills.
Sad to look at that right now and think about the fact that I manage to keep up 5 skills with different timers.. 40s, 33s, 20s, 15s, and 14s. Then I need to remember to only cast Streak/Dodge every 4s or bye bye sustain. Then managing pots on 45s cd.
Kinda amazing how much buff management players deal with, but we're so use to it by now we don't really question it. That must be a big barrier for entry on new player experiences. Not to mention the Console experience for managing skills is ABYSMAL. Their buff tracker is so convulted and bloated, I have no idea how anyone actually enjoys that experience.
If there was a statistic for average dps, hps, buff and debuff uptime between the platforms, I'm willing to bet consoles are behind by at least 10-15%. They also have weapon swap on the directional arrow key to the left by default.. I remember on PS4 I had to use the accessability features to change that to Right JoyStick, I imagine people just continue playing the default way trying to adapt to the clunky system by either taking their left thumb off the Left Joystick for moving to press it OR they warp there hand in the claw way with their index finger which is extremely awkward to say the least..
Great idea and highlights a major issues with this games "action" based combat. 12 skill slots, 2 of which you only use every 30-70s (ultimate), then 5 out of the remaining 10 slots are either buff management or somewhat empty slots used for passive stats from Fighters Guild/Mages Guild.
ZOS should start with this concern.
MashmalloMan wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
- free up restrictions on class skill lines so we have more options to choose from when building a character
- give us the option to toggle some of the timer-based skills (like Lotus Flower) to reduce upkeep -- sometimes the game feels too much like maintenance where our character is constantly re-casting and re-buffing skills to try to maintain power and defense
Oooo I really like your last point.
Infinite Crit Surge, Bound Armaments, Dark Deal, Hurricane and Quick Cloak, but minus -40% healing/damage/sustain on each of those skills.
Sad to look at that right now and think about the fact that I manage to keep up 5 skills with different timers.. 40s, 33s, 20s, 15s, and 14s. Then I need to remember to only cast Streak/Dodge every 4s or bye bye sustain. Then managing pots on 45s cd.
Kinda amazing how much buff management players deal with, but we're so use to it by now we don't really question it. That must be a big barrier for entry on new player experiences. Not to mention the Console experience for managing skills is ABYSMAL. Their buff tracker is so convulted and bloated, I have no idea how anyone actually enjoys that experience.
If there was a statistic for average dps, hps, buff and debuff uptime between the platforms, I'm willing to bet consoles are behind by at least 10-15%. They also have weapon swap on the directional arrow key to the left by default.. I remember on PS4 I had to use the accessability features to change that to Right JoyStick, I imagine people just continue playing the default way trying to adapt to the clunky system by either taking their left thumb off the Left Joystick for moving to press it OR they warp there hand in the claw way with their index finger which is extremely awkward to say the least..
Great idea and highlights a major issues with this games "action" based combat. 12 skill slots, 2 of which you only use every 30-70s (ultimate), then 5 out of the remaining 10 slots are either buff management or somewhat empty slots used for passive stats from Fighters Guild/Mages Guild.
ZOS should start with this concern.
MashmalloMan wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
- free up restrictions on class skill lines so we have more options to choose from when building a character
- give us the option to toggle some of the timer-based skills (like Lotus Flower) to reduce upkeep -- sometimes the game feels too much like maintenance where our character is constantly re-casting and re-buffing skills to try to maintain power and defense
Oooo I really like your last point.
Infinite Crit Surge, Bound Armaments, Dark Deal, Hurricane and Quick Cloak, but minus -40% healing/damage/sustain on each of those skills.
Sad to look at that right now and think about the fact that I manage to keep up 5 skills with different timers.. 40s, 33s, 20s, 15s, and 14s. Then I need to remember to only cast Streak/Dodge every 4s or bye bye sustain. Then managing pots on 45s cd.
Kinda amazing how much buff management players deal with, but we're so use to it by now we don't really question it. That must be a big barrier for entry on new player experiences. Not to mention the Console experience for managing skills is ABYSMAL. Their buff tracker is so convulted and bloated, I have no idea how anyone actually enjoys that experience.
If there was a statistic for average dps, hps, buff and debuff uptime between the platforms, I'm willing to bet consoles are behind by at least 10-15%. They also have weapon swap on the directional arrow key to the left by default.. I remember on PS4 I had to use the accessability features to change that to Right JoyStick, I imagine people just continue playing the default way trying to adapt to the clunky system by either taking their left thumb off the Left Joystick for moving to press it OR they warp there hand in the claw way with their index finger which is extremely awkward to say the least..
Great idea and highlights a major issues with this games "action" based combat. 12 skill slots, 2 of which you only use every 30-70s (ultimate), then 5 out of the remaining 10 slots are either buff management or somewhat empty slots used for passive stats from Fighters Guild/Mages Guild.
ZOS should start with this concern.
There is a addon that tracks your buffs and abilities, forgot what the name is though.
Zodiarkslayer wrote: »<Disclaimer>
This post uses sarcasm as a stylistic tool to enhance the argument against the original posters and subsequent propositions.
<Disclaimer End>
Really great idea!
Take any challenge to develop as a player out of the game. Yes! Who needs 12 buttons, if you can play with only ONE. Yeah! Lets streamline everything that is unique about the game. All we really want is to sink money and time into a fantasy!
Make Tamriel great again! Yeah!
ExistingRug61 wrote: »Zodiarkslayer wrote: »<Disclaimer>
This post uses sarcasm as a stylistic tool to enhance the argument against the original posters and subsequent propositions.
<Disclaimer End>
Really great idea!
Take any challenge to develop as a player out of the game. Yes! Who needs 12 buttons, if you can play with only ONE. Yeah! Lets streamline everything that is unique about the game. All we really want is to sink money and time into a fantasy!
Make Tamriel great again! Yeah!
The intent of the comment here was not to simplify to a only using a smaller number of skills, but rather that instead we spend more time having to decide between and use a variety of active skills that actually interact with our opponent or as a counter in reaction to the something they do, instead of having to periodically cycle through 3 or 4 buff skills based simply on a countdown on the screen. The latter doesn't really strike me as unique or enhancing fun, but rather repetitive busywork. Instead the player development would be more focused on learning "which skill is optimal for the exact situation I'm in" instead of "its been X seconds, better recast Y".
ExistingRug61 wrote: »Zodiarkslayer wrote: »<Disclaimer>
This post uses sarcasm as a stylistic tool to enhance the argument against the original posters and subsequent propositions.
<Disclaimer End>
Really great idea!
Take any challenge to develop as a player out of the game. Yes! Who needs 12 buttons, if you can play with only ONE. Yeah! Lets streamline everything that is unique about the game. All we really want is to sink money and time into a fantasy!
Make Tamriel great again! Yeah!
The intent of the comment here was not to simplify to a only using a smaller number of skills, but rather that instead we spend more time having to decide between and use a variety of active skills that actually interact with our opponent or as a counter in reaction to the something they do, instead of having to periodically cycle through 3 or 4 buff skills based simply on a countdown on the screen. The latter doesn't really strike me as unique or enhancing fun, but rather repetitive busywork. Instead the player development would be more focused on learning "which skill is optimal for the exact situation I'm in" instead of "its been X seconds, better recast Y".
I think the main issue with what you are talking about is that it doesnt seem like zos wants you to have one build that has skills that are optimal for different exact situations you may encounter.
The main restrictions in the combat system are resource management and bar space. The choices and sacrifices you make while developing or using a particular build are very important. Having active skills for a bunch of different situations would greatly reduce the bar space restriction. Without adding another restriction like cooldowns this would be a very boring system in my mind. Also if I'm in an exact situation, without buffs being around and without cooldowns, would I just be spamming the same active skill more so than I already am with the current system? Or would I need to rotate through the actives to keep other active abilities up, and then are these actives just another form of buffs?
GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
StarOfElyon wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
This all day.
I play hybrids to make the game more fun but I know that I'm gimping myself (which makes it less fun). But if power didn't scale from max stats, I wouldn't be so disadvantaged.
StarOfElyon wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
This all day.
I play hybrids to make the game more fun but I know that I'm gimping myself (which makes it less fun). But if power didn't scale from max stats, I wouldn't be so disadvantaged.
Imagine PvP, now that stacking resources won't affect dmg, you will have high health people that hit just like low health ones... This is a horrible idea.
Joy_Division wrote: »StarOfElyon wrote: »GrumpyDuckling wrote: »How to make builds more fun:
- get rid of the attribute scaling that encourages a stamina/magicka divide
This all day.
I play hybrids to make the game more fun but I know that I'm gimping myself (which makes it less fun). But if power didn't scale from max stats, I wouldn't be so disadvantaged.
Imagine PvP, now that stacking resources won't affect dmg, you will have high health people that hit just like low health ones... This is a horrible idea.
What do you mean imagine? That's exactly what proc sets allow players to do.
The way heavy attacks work doesn't even make sense now, and it's very counterintuitive.
Heavy attacks should just do more damage, like in any normal game. This returning of resources thing is something nobody guesses until they seek it out or read about it.
Honestly, there's only thing that makes builds fun: proc sets
BXR_Lonestar wrote: »The way heavy attacks work doesn't even make sense now, and it's very counterintuitive.
Heavy attacks should just do more damage, like in any normal game. This returning of resources thing is something nobody guesses until they seek it out or read about it.
Honestly, there's only thing that makes builds fun: proc sets
I agree, I think its weird that you would gain resources when, in the other ESO games, a heavy attack would drain your stamina more (and there is no heavy attack for magika).
IMO, rather than heavy attacking being a sustain mechanic, IMO, they should buff sustain so that heavy attacking isn't necessary to sustain rotations. For sustain, you should rely on racial passives, character build, armor stats, and any bonuses from skills, and glyphs.