Heya peeps, I know many of you hate my ideas (but they come from a good place with good intents), but I tend to think about what would make ESO run smoother since high-traffic hours make the game somewhat frustrating. No one likes to get DC'ed in the middle of a trial, group dungeon, battleground, or even simply questing the overworld by your lonesome.
My proposals are taking 1st into account of server load/performance tweaks, and 2nd is user habit/comfort. I already know I'll get pushback from elites and veterans who would have to "adapt" and might relearn even basic combat.
Proposal 1: Increase number of light attacks between abilitiesWhy?? Because abilities take more GPU and CPU effort to render.
How?
X. Increase light, medium, and heavy attack strength to compensate, dependent on the total number of light attacks "designed" to be swung inbetween abilities. 2 light attacks doubles the total time without animation cancelling.
Y. The other alternative is to decrease enemy health by 20-33%, and keep light and heavy attack strengths the same.
Example:
We currently do weaving like--
- light attack --> ability (cancel light attack) --> Weapon-Swap/Bash (cancel ability) --> {repeat}
- 0.5 animation time for light attack + 0.5 animation time for ability
But if we change it to--
- light attack --> light attack --> ability (cancel light attack) --> Weapon-Swap/Bash (cancel ability) --> {repeat}
- 1.5 animation time for light attack + 0.5 animation time for ability
We get--
- B = 1.5 animation time for light attack + 0.5 animation time for ability
- A = 0.5 animation time for light attack + 0.5 animation time for ability
- ( (B - A) / A) * 100% = ( (2 - 1) / 1) * 100% = 100% time increase, or 2X longer before a 2nd weave is started.
Proposal 2: Increase time intervals for regeneration, Heal/Damage Over Time procs/abilitiesWhy?? Because more frequent calculations is more load to the server. Also, decimal calculations require more computing power to solve, than whole numbers.
How? Change 0.5 second, 1 second, 1.5 second status checks, etc--to 2 second or 3 second intervals but with the equivalent boost in magnitude to compensate for the waiting.
Example: Major heroism, every 1.5 seconds gain 3 Ultimate --> to --> Every 2 seconds, gain 4 Ultimate.
Proposal 3: Remove weapon swapping, simply make the "swap weapon" only switch to the 2nd ability bar.Why?? Because less animations is less load, as well as even MORE time required for combat, which can be compensated with adjusted power, or enemy health (globally).
(but bonus is: The game looks less silly with characters swapping weapons from their "magicians hat"-like inventory every 1 second to get "optimal dps..."
How? Don't allow 2nd weapon to be slotted. That simple.
Downside(s):
- No animation cancelling with weapon swap, would require to use bash? Not sure if animation cancelling could still happen with the "ability bar" swap still. Maybe? Then I know it would get less pushback.
- No passives for specific scenarios, or weapons aren't catch-all for every scenario. Example: 2H for single target + 2 adds VS DW for mobs of adds or critical damage bonus.
From proposal 1, the new time for a single ability rotation becomes--
- light attack --> light attack --> ability (cancel light attack) --> {repeat}
- 1.5 animation time for light attack + 1 animation time for ability
and doing the math again we get--
- C = 1.5 animation time for light attack + 1 animation time for ability
- A = 0.5 animation time for light attack + 0.5 animation time for ability
- ( (B - A) / A) * 100% = ( (2.5 - 1) / 1) * 100% = 150% time increase, or (!)2.5X longer before a 2nd weave is started.
Increasing time between calculations will slow down combat, but can be compensated with increased power/stats for players, or decreased health/stats for NPC/Enemies.
So theoretically, combat will last the same amount of time! Nice.
Feedback is welcome!
edit (!) - Not 1.5x longer, but 2.5x longer weave times, if you combine proposal 1 and 3.