Rugby_hook wrote: »Supreme_Atromancer wrote: »Rugby_hook wrote: »Finedaible wrote: »There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.
Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).
This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.
I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.
I think its too much burden for any particular skill to be responsible for class identity. If a skill is going to serve as the basis of four radically different tasks, why do they need to be tied to a base skill via morphs? What's the basis of that connection?
Initially, with the way that the game was designed, the two morphs were reasonably similar, at least, and weapons (and guild skill lines) were meant to be the tools for diversifying into roles and specs. The trend has been further into classes taking on that burden to the point where, thematically (and lore-wise), they don't really make much sense and they're contrived beyond any real meaning and even then, at least for very challenging content, there are one or two meta combinations for roles, and the others wont get a look-in.
Class identity, by default, is (or was) baked-in. We all know what a sorcerer is, for instance, and have some intuition about how it should behave, what strategies it might use within the framework of an MMO. Its not much of a stretch beyond that to imagine a sorcerer wielding a 2h weapon if they so chose, or using the techniques of a sword and shield to do tanky things. But what is a stamina sorcerer? You can say that its arbitrarily someone who generates whirlwinds with stamina but what's that got to do with the concept or identity of a sorcerer? We're contriving the concept so drastically that the classes don't make any sense, identity has been twisted into some bizarre, unrecognisable mess, and that's why we don't have it.
I personally think that weapons should shoulder the burden of role identity, and class identity shouldn't have anything to do with it. Class identity should be tied to the core, intuitive concept of the class.
So one example I can think of would be daedric curse. Both morphs are magic and the only difference is if you use pets or not. But the main essence of the skill is marking a target with a curse. Here either be a potential reworking of the skill to make viable for all roles: magic morph: keep deadric prey morph as is (this one feels more like a curse because it makes the target more susceptible to some other attack) Stamina morph: "Exsanguinating Curse" - Each melee attack you perform adds a stack of blood debt to the target. After ten seconds, the blood is viscously ripped out of the body dealing 500 bleed damage to the target per stack and 200 bleed damage to surrounding enemies. You can only have one curse active at any time. (This preserves the burst damage function of haunting curse, but would really augment an aggressive dual wield style) Heal Morph - "Confusion" you place a curse on a target for ten seconds. During that time the target has a 30% chance to misfire a skill healing their intended target for the amount of damage that would have been caused instead of damaging them. (Could be great as a PvP healer because it could help counter burst builds, or in PvE for long fights with lots of different forms of damage) Tank morph - "Enfeeblement" You place a curse on an enemy which inflicts the target with minor maim for ten seconds. At the end of ten seconds, the curse explodes, stunning the target.
This preserves the basic notion of the curse for all roles, but adds in flexibility based on the role. It might not be slotted on every character, but the goal of the skills (in this envisioning) is that every skill should be seen as a viable skill for each role. This would help to make all classes equally viable for all roles and many different play styles. I could see fun variations for many different skills in all classes.
pdebie64b16_ESO wrote: »The RNG, farming specific gear in dungeons/arena's overal takes way to long due of the small drop rate.
RupzSkooma wrote: »Thanks to them their complains made theSilverBride wrote: »Negative players who do nothing but complain... yet they are still here.
game from beta quality to what it is now.
If all of them were silent you still be playing the ESO beta.
Criticism of a product is what make progress.
Jofootballo wrote: »The abhorrent lack of end game viable PVE builds. No, I don't want to use mother's sorrow/medusa on my mag dps'. No, I don't want to use relequen's/Kinras' on my stam dps'. No, I don't want to use the *** maelstrom bow or inferno staff. There are so many sets in this game and a very very small percentage of them are even usable when attempting the harder content. Why isn't there a viable alternate build path with different sets and unique abilties?
And in the same vein, I hate the lack of class distinction nowadays. Yes, some classes are better and different slightly but they all share very similar builds, in high end pve anyway. I want to be able to craft a build unique to me that's viable or even on par with the meta in the toughest dungeons and trials.