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Why is it the general impression of people who don't play ESO is that the combat is bad?

  • SkillzMFG
    SkillzMFG
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    Who cares what people who never played ESO think about ESO's combat. Their opinion is completely invaild.
  • Brenticus12
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    mickeyx wrote: »
    I had new found appreciation of ESO combat after playing New World. Locked in animation combat is the worst thing to happen to any MMO.

    Genuinely think people should play New World's combat and see how restrictive it feels lol. I enjoy New World's combat but that's just cause I like the SFX and some of the skills working together.

    However it feels extremely restrictive. The only animation cancel that I know of in New World is a basic Light Attack -> Skill which is fine and works well enough. However everything else is extremely restrictive and clunky and it feels like your character is sluggish and incapable of responding to you when you want him to do something. Action committment is good to a certain amount but the amount in New World is pretty annoyingly slow.
  • Nezyr_Jezz
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    mickeyx wrote: »
    I had new found appreciation of ESO combat after playing New World. Locked in animation combat is the worst thing to happen to any MMO.

    Genuinely think people should play New World's combat and see how restrictive it feels lol. I enjoy New World's combat but that's just cause I like the SFX and some of the skills working together.

    However it feels extremely restrictive. The only animation cancel that I know of in New World is a basic Light Attack -> Skill which is fine and works well enough. However everything else is extremely restrictive and clunky and it feels like your character is sluggish and incapable of responding to you when you want him to do something. Action committment is good to a certain amount but the amount in New World is pretty annoyingly slow.

    animation cancel should not be in ESO. It's confusing, and leads to abuse. It was a bug, and they let it stay.
    • Imho spamables should not exist. Instead weapons should have different swings on direction movement+jump.
    • No animations should be canceled, as it just looks *** (and yes bash, light weave looks like your character has an epilepsy).
    • Object colision should be much better and smoother experience.
  • Nezyr_Jezz
    Nezyr_Jezz
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    Nezyr_Jezz wrote: »
    mickeyx wrote: »
    I had new found appreciation of ESO combat after playing New World. Locked in animation combat is the worst thing to happen to any MMO.

    Genuinely think people should play New World's combat and see how restrictive it feels lol. I enjoy New World's combat but that's just cause I like the SFX and some of the skills working together.

    However it feels extremely restrictive. The only animation cancel that I know of in New World is a basic Light Attack -> Skill which is fine and works well enough. However everything else is extremely restrictive and clunky and it feels like your character is sluggish and incapable of responding to you when you want him to do something. Action committment is good to a certain amount but the amount in New World is pretty annoyingly slow.

    animation cancel should not be in ESO. It's confusing, and leads to abuse. It was a bug, and they let it stay.
    • Imho spamables should not exist. Instead weapons should have different swings on direction movement+jump (plus hold for light/med/heavy).
    • No animations should be canceled, as it just looks *** (and yes bash, light weave looks like your character has an epilepsy).
    • Object colision should be much better and smoother experience.

  • deleted220614-000183
    In short, combat in ESO is dumb.
    Moreover, it is not only dumb it is bugged/lagged as well.
    And ZOS are reluctant to admit the real state of affairs and try to figure out one more way how to ride a dead horse

    The basic idea about mass PVP map with hundreds concurrent users in 3 alliances all fighting healing grouping AOE, crowd control etc at once is utterly wrong.

    It actually could work in RPG based on turns, so everybody should tell what he/she is going to do and then all roll the dice and see, what happened after the turn.
    The catch is that every turn lasts ten seconds or even longer.

    But it is not ESO, it is Heroes of Magic, dou you understand the difference ?

    In real time MMORPG game you CANT solve complexity like 10.000 operation at once. Maybe you can on quantum computer technology but the network bottleneck is still a problem just to SEE what opponents are doing (and you want to see it fast dudes) .

    It will never work and it will never be ballanced, not on this Earth, not in this century and not in free to play game.

    Forgot about it once forever. It is a waste of time.
    Edited by deleted220614-000183 on November 15, 2021 10:57AM
  • Hurbster
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    SkillzMFG wrote: »
    Who cares what people who never played ESO think about ESO's combat. Their opinion is completely invaild.

    Because if that is the general opinion, then it could drive potential new players away. And I'm sure ZoS want to grab their share of the WoW refugees.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • deleted220614-000183
    Who cares what people who never played ESO think about ESO's combat. Their opinion is completely invaild.

    ESO PVP attracts only very little community of players who CANT PAY THIS WHOLE GAME .
    Very easy. Very simple.Very straightforward.
    Who cares ? Accountants. Owners. Shareholders. Employees.
    If PVP players are VAST MINORITY of player base and they are STILL UNSATISFIED
    and still asking new features, more server capacity and if they get it, they are still unsatisfiedand asking evenmore, what are they good for ?
    They are not good for anything.

    That's why PVP in ESO plays 3rd division meanwhile PVE rules the game and earns money.
    Edited by deleted220614-000183 on November 15, 2021 11:34AM
  • _Zathras_
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    Hurbster wrote: »

    On MMO forums I read I hear things like:

    "The combat is the only reason I don’t play ESO".
    "Here’s me hoping that New World’s launch will make ZOS improve stuff on ESO, like animations, capes and the AH".
    "If ESO could improve its combat system to not be absolutely trash it would kill most other MMOs with the rest of the content it offers".
    "They fix the combat and add an AH to get rid of that awful trade guild (aka pay us to be here) system and I’ll consider playing the game again".

    Those are literally from one topic on Massively about the Deadlands release date and I see these comments all the time.
    Massively is a special little place, with a very small, niche cabal run by Bree, their High Priestess. Not to sound too pejorative, but it's true. It's cool to hate on some games, and you will be run off the forums if you disagree on others. They also harshly censor comments that do not go in favor of the current trend, or an article.

    So, given that, I don't put any stock into comments from that community because of the groupthink mentality.

    As for the criticisms themselves..they've been there since the beginning with Angry Joe debuting his first ESO review. People picked up on the points, and it ran like wildfire. Because of a streamer. So, a lot of people had their opinions handed to them, and it became gospel.

    The rest of us tried ESO ourselves and found out it was quite a fun game.

    Edited by _Zathras_ on November 15, 2021 4:07PM
  • BlossomDead
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    I don't like the combat system at all, it literally hurts my hands, which is why I need to take a break from the game a few months per year. It feels very slow, clunky and it sucks up too much of your focus as well (I'm not talking advanced players which are probably a very small percentile of the population). And this animation cancelling stuff is just too much on top of everything else. One of the reasons I don't try to approach harder content is because the whole experience is just tedious.

    They need to do a study on what would make a smoother experience by experimenting different approaches and inviting actual players to give feedback.
  • deleted220614-000183
    Be realistic.
    Money are real. Everything other is virtual.

    Let's take a sample of 100 ESO players in any given time , it would probably look like this:

    50 people don't fight at all. They still can harvest resources, sell items, dye costumes, build houses, looking around, chat in guilds and do nothing they are supposed to do.
    They are paying the game

    40 people are doing PVE. They are all more or less happy and paying the game.

    10 people are doing PVP
    So it is 10 percent only.
    Now from these 10 people one is veteran PVP player instantly killing the rest 9 whatever they do, because that's how the game mechanics works.
    1 is happy , 9 is not happy.

    Now reading the forum about the status of the ESO game.
    9 PVP unhappy people are still repeating the mantra, that PVP sucks and needs to be reworked.
    1 happy PVP players says ESO PVP is great and should not be touched.
    90 other players absolutely don't care as long as PVE part is not laggy.

    That's the real picture that PVPer are never able to catch (maybe they lack general overview how thing works in gaming industry)

  • TheImperfect
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    Nezyr_Jezz wrote: »
    mickeyx wrote: »
    I had new found appreciation of ESO combat after playing New World. Locked in animation combat is the worst thing to happen to any MMO.

    Genuinely think people should play New World's combat and see how restrictive it feels lol. I enjoy New World's combat but that's just cause I like the SFX and some of the skills working together.

    However it feels extremely restrictive. The only animation cancel that I know of in New World is a basic Light Attack -> Skill which is fine and works well enough. However everything else is extremely restrictive and clunky and it feels like your character is sluggish and incapable of responding to you when you want him to do something. Action committment is good to a certain amount but the amount in New World is pretty annoyingly slow.

    animation cancel should not be in ESO. It's confusing, and leads to abuse. It was a bug, and they let it stay.
    • Imho spamables should not exist. Instead weapons should have different swings on direction movement+jump.
    • No animations should be canceled, as it just looks *** (and yes bash, light weave looks like your character has an epilepsy).
    • Object colision should be much better and smoother experience.

    Personally I like the combat and difference Eso has to everything else out there.
  • Athan1
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    bluebird wrote: »
    Oof, there's so much misinformation... It's fine to like a certain system, but let's not applaud it based on reasons that don't make sense. In almost every aspect I can name a game that does it better than ESO. The combat really is quite bad.

    - Regarding "fast-paced combat": quick combat is not exclusive to ESO, and it's not synonymous with repetitive button-mashing. GW2's Weaver with Alac and Quickness plays piano on all its keys just as fast as anything in ESO, same as Firebrand, Engineer, you name it. If you played WoW Fire Mage after getting enough crit, you're firing off fire blasts, phoenixes, pyroblasts in rapid succession as well. In fact, mashing through your various ability keys is much more engaging than having to spam the same light attack button.

    - And on that note, regarding rotations: ESO's customisable builds don't result in more variety, and that freedom ironically makes things far more similar and more pre-determined. When people have free access to the best damage skill, the best buff skill, the best CC skill, everyone will want to use those, and only those, instead of inferior options. This results in virtually every dps build having the same rotation of "buff up, apply DoTs, and spam your spammable while weaving inbetween it all". Honestly, a Frost Mage, Arcane Mage, and Fire Mage in WoW have more rotation variety within a single class than all of ESO's dps builds combined.

    - This is in a large part due to the cooldown issue: In GW2, the Thief class has no cooldowns on their abilities, and are limited only by their resources... which results in the same braindead 'rotation' of picking the strongest skills and spamming those like in ESO. In other games, players need to keep track of several abilities to press them as soon as they're off cooldown, or abilities that need to pressed in a certain sequence, or trying to line up your burst windows by optimising how and when to use your impactful abilities which is engaging and rewarding. Not just... "reapply this whenever it runs out, but it's always available to cast don't worry".

    - And that applies to buffs as major offenders too: Depending on the class, you can have access to around 3-5 short-term "you do more damage" buttons. How is that good combat design? Wow has figured it out, and ESO should catch up, but buff gameplay isn't engaging. If it's just a flat out damage bonus without any cooldown, just make it last 30-60mins. If a buff is short-term, it needs to be calculated, impactful, and not always available - e.g. a short-term burst where you strike twice that you may want to save for when the adds spawn, or a short-term bonus to damage you want to activate when you have to break through the boss' shield. Having to dedicate half of your available skill slots for short-term buffs that you can and should keep up all the time anyway is completely pointless.

    - Regarding targeting and "skill": tab-targeting isn't in any way worse than ESO, and ESO doesn't need particular skill. Many skills in all games do damage in an area, or in front of you, so you need to be in range and face the mobs anyway, and ESO isn't any more precise - it's not like you need to line up headshots with snipe lol, you just mouse over the target and press the ability... just as in "tab-targeting" games we use mouse-over to target. Furthermore, ESO is incapable of recreating more precise mechanics that tab-targeting games can do for this reason - there is no precision-bash, or precision-spin-to-win. In other games, there can be a single mob in a swarm that needs to be interrupted suddenly, even spells that mustn't be interrupted or you wipe, or if you need to do damage to some priority target while avoiding doing damage to the other mobs that reflect it back at your party; ESO doesn't have such mechanics because it doesn't have precise targeting.

    - Regarding complexity and reactive gameplay: ESO's combat isn't innovative, original, complex, anything of the sort. It's really basic, borrowing from hack-and-slash button-mashers but still coupling it with the many skills on an MMO, and it doesn't match well. It's really static, predictable, and repetitive, and being able to dodge or block doesn't change that. GW2 includes dodges too, in fact some builds even weaponize their dodges as part of their rotation, similarly in WoW some classes have movement skills and positioning in their rotation. But WoW for example is better than GW2 and ESO because it has procs - quick, instant-reacting skills that require you to pay attention and manage your class well instead of going through the same skills on a timer while mashing the mouse.

    - Regarding animations and the GCD: This is really the elephant in the room isn't it. And it all derives from the fact that the devs weren't able to code the game to have the player interrupt an action without the damage registering as complete, and decided to embrace it. Don't get me wrong, being able to interrupt actions is good, but if the cast time of the spell is 1s, then doing anything other than that in that 1s shouldn't make it land. ESO has skills that are not instant, that have long animations, but which they expect you to cancel - if players aren't supposed to complete those animations, why even make them that long in the first place??? Wow and GW2 do it far more smartly, as they have skills they can cast off the GCD between other abilities. They have no lengthy janky animations, they are designed to fire off quickly while you're using your GCD for something else. The end result is me channeling my flamethrower, while shooting a homing rocket from my utility belt - a far more elegant solution than my ESO character spazzing out between spell casts, with a weapon that keeps appearing and disappearing for a split-second Light Attack between spell animations lol.

    - On that note, regarding a smaller skill bar: I hate to say it, but an ancient game like GW1 (yes, one) had a better skill system than ESO. You could change your build point allocation at any rest zone, and create a loadout of a limited number of skills you wanted to take. And there were actually choices, rather than the kindergarden-level system of ESO, because a smaller limited skill bar doesn't automatically mean it should be repetitive. GW1 wasn't just about buff-debuff-DoT-damage, it had unique skills that resulted in actually unique combat. Dervish skills that triggered when you applied or lost a buff, assassin combo skills you had to activate in a specific sequence, Paragon echoes that refreshed their duration if you used a Shout or Chant, Elementalist skills that did extra damage in exchange for reducing your resource cap for some time, etc. Even in GW2 the devs are pushing the envelope when it comes to unique skills, class mechanics, novel ways to play, not just the same button-mashing across the board.

    - Combos / Synergies are another example of the basic-ness of ESO combat design: Synergies are the most banal idea of teamwork ever. You get a flashing button every 10 seconds and you press it for "instant teamwork" :lol: What is this? In GW2 abilities interact with each other and other players in unique and meaningful ways. If my Ranger lays down a poison trap and starts to shoot enemies through it, the projectiles will apply poison. If my Weaver friend leaps to the fray in a fire AoE, they will be engulfed in a Fire Aura which damages mobs that attack, and if my Warrior stomps in a healing spring, they will splash healing waters around themselves to everyone. It's far more complex and interactive than "Oh, your teamwork button is flashing, here's a sound cue too, press the button" :tongue:
    @bluebird thank you, this is an amazing analysis that perfectly summarises why everytime I log on ESO I eyeroll and cringe with the combat and switch over to GW2 and BDO.

    ESO developers need to listen to player feedback and meaningfully update their game.
    Athan Atticus Imperial Templar of Shezarr
  • OsUfi
    OsUfi
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    Weaving and bar swapping for me.

    Bar swapping I get around by having a one bar healer set up and one bar damage set up, never swapping between them on the fly. I'm either healing or dealing damage.

    Weaving... Ech... It looks awful and for someone who's not good or quick at games, if I want a higher damage parse thing, I need to spam spells and mouse buttons.
  • Kesstryl
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    I don't like animation canceling either and don't do it during questing and normals I run with a friend (really not needed). I'll do it when pugging and doing trials and vet because it's necessary, but I also have carpal tunnel and it wrecks my mouse hand if I did it all the time. I'm guessing this is the biggest reason combat is considered bad.
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • Adremal
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    ESO's combat is janky. And while I agree with most of what @bluebird pointed out, I don't think all evil comes to harm.
    For instance, I'd be sad if they "fixed" what has de facto become a feature and not a bug (weaving and animation canceling) because they've become automatic like breathing.
    Synergies have been done better in GW2, no doubt, but ESO's system is still better than WoW when I left it (pre-Shadowlands); there the only synergies were passives and the ones that weren't were heavily class-restricted, often exclusive with others stuff (e.g. potions) and on long cooldowns. Also, DPS had no need to worry about sustain in WoW, and I enjoy using synergies to run some non-meta (non-Bahsei's) builds. I also enjoy the extra tidbits of healing or damage one can squeeze out with synergies.
    A bigger action bar would definitely be welcome, especially when so many skills are only slotted because of the passive bonuses they provide. Having meta builds slotting 2-3 skills because of their passives (including a ultimate, looking at you Dawnbreaker aka BiS because 1% more spell/weapon damage) is just bad design.
    That being said, I wasn't put off by the combat when I started playing (unlike in NW) and janky is not necessarily bad, and it can become an acquired taste so long as it's not too janky (like in NW, which I keep installed for the mere purpose of laughing hysterically at how ridiculously bad it is gameplay-wise - it has some nice vistas I like to chill in and that's about it).
  • Seraphayel
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    Animation cancelling and LA weaving.

    Let's be honest, ESO combat is pretty bad. I'm not saying a cooldown based combat is better, but ESO's combat in the last years has become worse and worse.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Kwoung
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    Not a fan of weaving / bar swapping, especially in a game in which the servers and way they coded the game can't handle it. Also not a fan of the 5 skills on a bar, as in many of my builds 2-3 of those slots are used for passives, leaving 2 keys to press. On one of my builds 4 of the 5 slots are taken up by skills only there for the passive... leaving 1 key to push over and over and over for the skill, and (optionally) 1 mouse button for a light attack. And that build can solo almost anything in the game. /yawn

    Also not a fan of *not* being able to control healing much. Cast most heals and the game decides who gets it, which may not even be yourself who is about to die.
  • Drdeath20
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    I love the pve combat. It’s not mindless key spamming, It takes timing. If you get good at managing the timing of a rotation you see big improvements. If you get good at timing your Light attacks your dps will improve. For those that are capable of animation cancellation with bash you will see some improvement in dps. The more action per seconds + timing your rotation the better you perform.

    I have problems with eso’s damage dealer archetype. For best results every class wears the same armor and uses the same world skills with nearly the same rotations.

    It must be tough to balance all of pve + solo and group pvp + different classes + Stamina + magicka all in one go. It will never ever be truly 💯 % balanced but ZoS really should delegate more resources toward class skills (yes I know they did this years ago but the game is littered with class skill and ultimate morphs that are unused bcz they are commonly found to be undesirable).

    The big problem is the rest of the combat. The bosses don’t need more health the damage dealers need to have their rotations interrupted more. Dynamic rotations make the game far more challenging VS static rotations. Plus the holy trinity (healer/ tank/ DDs) needs to be broken up sometimes. Why not have a hard mode trial that requires 4 tanks? It’s clearly for the L33T and they won’t have a problem finding 4 tanks.

    Lastly like many have pointed out having a 4 skill rotation with a spammable and slotted passives should only be 1 option but it would make the game more interesting if DoT builds with a heavy attack filler could be nearly as powerful as the usual DD archetype.

    Just my opinion though. What do you think?
    Edited by Drdeath20 on January 23, 2022 6:17PM
  • karekiz
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    Probably because no CD's means rotations seem same across the board - DOT DOT DOT DOT DOT DOT -> Spammable when you can if not just repalced with a DOT.
  • SammyKhajit
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    Sammy just mashes the buttons and hope for the best :D
    Edited by SammyKhajit on January 23, 2022 6:49PM
  • Alinhbo_Tyaka
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    For me as it is for others the bar swapping and animation cancelling make for one kludge of a combat system. You're never sure if the bar swap will be recognized so you might still be on the back bar rebuffing when you think you have gone to the front bar for DPS and visa versa. This is compounded by the need to animation cancel any time the next keystroke has to process immediately and the animation doesn't cancel in time or not at all. The reality is the combat system cannot keep up and has only gotten worse with the move of much of the processing to the server side.
  • wazbaumukerb14_ESO
    wazbaumukerb14_ESO
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    bluebird wrote: »
    Oof, there's so much misinformation... It's fine to like a certain system, but let's not applaud it based on reasons that don't make sense. In almost every aspect I can name a game that does it better than ESO. The combat really is quite bad.

    - Regarding "fast-paced combat": quick combat is not exclusive to ESO, and it's not synonymous with repetitive button-mashing. GW2's Weaver with Alac and Quickness plays piano on all its keys just as fast as anything in ESO, same as Firebrand, Engineer, you name it. If you played WoW Fire Mage after getting enough crit, you're firing off fire blasts, phoenixes, pyroblasts in rapid succession as well. In fact, mashing through your various ability keys is much more engaging than having to spam the same light attack button.

    - And on that note, regarding rotations: ESO's customisable builds don't result in more variety, and that freedom ironically makes things far more similar and more pre-determined. When people have free access to the best damage skill, the best buff skill, the best CC skill, everyone will want to use those, and only those, instead of inferior options. This results in virtually every dps build having the same rotation of "buff up, apply DoTs, and spam your spammable while weaving inbetween it all". Honestly, a Frost Mage, Arcane Mage, and Fire Mage in WoW have more rotation variety within a single class than all of ESO's dps builds combined.

    - This is in a large part due to the cooldown issue: In GW2, the Thief class has no cooldowns on their abilities, and are limited only by their resources... which results in the same braindead 'rotation' of picking the strongest skills and spamming those like in ESO. In other games, players need to keep track of several abilities to press them as soon as they're off cooldown, or abilities that need to pressed in a certain sequence, or trying to line up your burst windows by optimising how and when to use your impactful abilities which is engaging and rewarding. Not just... "reapply this whenever it runs out, but it's always available to cast don't worry".

    - And that applies to buffs as major offenders too: Depending on the class, you can have access to around 3-5 short-term "you do more damage" buttons. How is that good combat design? Wow has figured it out, and ESO should catch up, but buff gameplay isn't engaging. If it's just a flat out damage bonus without any cooldown, just make it last 30-60mins. If a buff is short-term, it needs to be calculated, impactful, and not always available - e.g. a short-term burst where you strike twice that you may want to save for when the adds spawn, or a short-term bonus to damage you want to activate when you have to break through the boss' shield. Having to dedicate half of your available skill slots for short-term buffs that you can and should keep up all the time anyway is completely pointless.

    - Regarding targeting and "skill": tab-targeting isn't in any way worse than ESO, and ESO doesn't need particular skill. Many skills in all games do damage in an area, or in front of you, so you need to be in range and face the mobs anyway, and ESO isn't any more precise - it's not like you need to line up headshots with snipe lol, you just mouse over the target and press the ability... just as in "tab-targeting" games we use mouse-over to target. Furthermore, ESO is incapable of recreating more precise mechanics that tab-targeting games can do for this reason - there is no precision-bash, or precision-spin-to-win. In other games, there can be a single mob in a swarm that needs to be interrupted suddenly, even spells that mustn't be interrupted or you wipe, or if you need to do damage to some priority target while avoiding doing damage to the other mobs that reflect it back at your party; ESO doesn't have such mechanics because it doesn't have precise targeting.

    - Regarding complexity and reactive gameplay: ESO's combat isn't innovative, original, complex, anything of the sort. It's really basic, borrowing from hack-and-slash button-mashers but still coupling it with the many skills on an MMO, and it doesn't match well. It's really static, predictable, and repetitive, and being able to dodge or block doesn't change that. GW2 includes dodges too, in fact some builds even weaponize their dodges as part of their rotation, similarly in WoW some classes have movement skills and positioning in their rotation. But WoW for example is better than GW2 and ESO because it has procs - quick, instant-reacting skills that require you to pay attention and manage your class well instead of going through the same skills on a timer while mashing the mouse.

    - Regarding animations and the GCD: This is really the elephant in the room isn't it. And it all derives from the fact that the devs weren't able to code the game to have the player interrupt an action without the damage registering as complete, and decided to embrace it. Don't get me wrong, being able to interrupt actions is good, but if the cast time of the spell is 1s, then doing anything other than that in that 1s shouldn't make it land. ESO has skills that are not instant, that have long animations, but which they expect you to cancel - if players aren't supposed to complete those animations, why even make them that long in the first place??? Wow and GW2 do it far more smartly, as they have skills they can cast off the GCD between other abilities. They have no lengthy janky animations, they are designed to fire off quickly while you're using your GCD for something else. The end result is me channeling my flamethrower, while shooting a homing rocket from my utility belt - a far more elegant solution than my ESO character spazzing out between spell casts, with a weapon that keeps appearing and disappearing for a split-second Light Attack between spell animations lol.

    - On that note, regarding a smaller skill bar: I hate to say it, but an ancient game like GW1 (yes, one) had a better skill system than ESO. You could change your build point allocation at any rest zone, and create a loadout of a limited number of skills you wanted to take. And there were actually choices, rather than the kindergarden-level system of ESO, because a smaller limited skill bar doesn't automatically mean it should be repetitive. GW1 wasn't just about buff-debuff-DoT-damage, it had unique skills that resulted in actually unique combat. Dervish skills that triggered when you applied or lost a buff, assassin combo skills you had to activate in a specific sequence, Paragon echoes that refreshed their duration if you used a Shout or Chant, Elementalist skills that did extra damage in exchange for reducing your resource cap for some time, etc. Even in GW2 the devs are pushing the envelope when it comes to unique skills, class mechanics, novel ways to play, not just the same button-mashing across the board.

    - Combos / Synergies are another example of the basic-ness of ESO combat design: Synergies are the most banal idea of teamwork ever. You get a flashing button every 10 seconds and you press it for "instant teamwork" :lol: What is this? In GW2 abilities interact with each other and other players in unique and meaningful ways. If my Ranger lays down a poison trap and starts to shoot enemies through it, the projectiles will apply poison. If my Weaver friend leaps to the fray in a fire AoE, they will be engulfed in a Fire Aura which damages mobs that attack, and if my Warrior stomps in a healing spring, they will splash healing waters around themselves to everyone. It's far more complex and interactive than "Oh, your teamwork button is flashing, here's a sound cue too, press the button" :tongue:

    Anyway, this wasn't a response to any one poster specifically, just in general about some of the points I've read in this thread. There's just a big difference between "this works, I guess" and "I like it this way" and "this is amaaazing game design, so genius and revolutionary" :smiley: And I say that as someone who's been playing RPGs for two decades now and as someone who clearly loves things about all the games - but let's give credit where credit is due, and maybe learn from other games that figured out a better solution (e.g. to buff gameplay or off-the-gcd-inbetween-animations skills).

    This post is absolutely A+ feedback and I really wish the developers would read it.

    Honesty feels like people who really enjoy this system have just never played better games sometimes. ESO is a stellar world and MMO massively held back by its atrocious class and combat design.
  • Kwoung
    Kwoung
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    bluebird wrote: »
    Oof, there's so much misinformation... It's fine to like a certain system, but let's not applaud it based on reasons that don't make sense. In almost every aspect I can name a game that does it better than ESO. The combat really is quite bad.

    - Regarding "fast-paced combat": quick combat is not exclusive to ESO, and it's not synonymous with repetitive button-mashing. GW2's Weaver with Alac and Quickness plays piano on all its keys just as fast as anything in ESO, same as Firebrand, Engineer, you name it. If you played WoW Fire Mage after getting enough crit, you're firing off fire blasts, phoenixes, pyroblasts in rapid succession as well. In fact, mashing through your various ability keys is much more engaging than having to spam the same light attack button.

    - And on that note, regarding rotations: ESO's customisable builds don't result in more variety, and that freedom ironically makes things far more similar and more pre-determined. When people have free access to the best damage skill, the best buff skill, the best CC skill, everyone will want to use those, and only those, instead of inferior options. This results in virtually every dps build having the same rotation of "buff up, apply DoTs, and spam your spammable while weaving inbetween it all". Honestly, a Frost Mage, Arcane Mage, and Fire Mage in WoW have more rotation variety within a single class than all of ESO's dps builds combined.

    - This is in a large part due to the cooldown issue: In GW2, the Thief class has no cooldowns on their abilities, and are limited only by their resources... which results in the same braindead 'rotation' of picking the strongest skills and spamming those like in ESO. In other games, players need to keep track of several abilities to press them as soon as they're off cooldown, or abilities that need to pressed in a certain sequence, or trying to line up your burst windows by optimising how and when to use your impactful abilities which is engaging and rewarding. Not just... "reapply this whenever it runs out, but it's always available to cast don't worry".

    - And that applies to buffs as major offenders too: Depending on the class, you can have access to around 3-5 short-term "you do more damage" buttons. How is that good combat design? Wow has figured it out, and ESO should catch up, but buff gameplay isn't engaging. If it's just a flat out damage bonus without any cooldown, just make it last 30-60mins. If a buff is short-term, it needs to be calculated, impactful, and not always available - e.g. a short-term burst where you strike twice that you may want to save for when the adds spawn, or a short-term bonus to damage you want to activate when you have to break through the boss' shield. Having to dedicate half of your available skill slots for short-term buffs that you can and should keep up all the time anyway is completely pointless.

    - Regarding targeting and "skill": tab-targeting isn't in any way worse than ESO, and ESO doesn't need particular skill. Many skills in all games do damage in an area, or in front of you, so you need to be in range and face the mobs anyway, and ESO isn't any more precise - it's not like you need to line up headshots with snipe lol, you just mouse over the target and press the ability... just as in "tab-targeting" games we use mouse-over to target. Furthermore, ESO is incapable of recreating more precise mechanics that tab-targeting games can do for this reason - there is no precision-bash, or precision-spin-to-win. In other games, there can be a single mob in a swarm that needs to be interrupted suddenly, even spells that mustn't be interrupted or you wipe, or if you need to do damage to some priority target while avoiding doing damage to the other mobs that reflect it back at your party; ESO doesn't have such mechanics because it doesn't have precise targeting.

    - Regarding complexity and reactive gameplay: ESO's combat isn't innovative, original, complex, anything of the sort. It's really basic, borrowing from hack-and-slash button-mashers but still coupling it with the many skills on an MMO, and it doesn't match well. It's really static, predictable, and repetitive, and being able to dodge or block doesn't change that. GW2 includes dodges too, in fact some builds even weaponize their dodges as part of their rotation, similarly in WoW some classes have movement skills and positioning in their rotation. But WoW for example is better than GW2 and ESO because it has procs - quick, instant-reacting skills that require you to pay attention and manage your class well instead of going through the same skills on a timer while mashing the mouse.

    - Regarding animations and the GCD: This is really the elephant in the room isn't it. And it all derives from the fact that the devs weren't able to code the game to have the player interrupt an action without the damage registering as complete, and decided to embrace it. Don't get me wrong, being able to interrupt actions is good, but if the cast time of the spell is 1s, then doing anything other than that in that 1s shouldn't make it land. ESO has skills that are not instant, that have long animations, but which they expect you to cancel - if players aren't supposed to complete those animations, why even make them that long in the first place??? Wow and GW2 do it far more smartly, as they have skills they can cast off the GCD between other abilities. They have no lengthy janky animations, they are designed to fire off quickly while you're using your GCD for something else. The end result is me channeling my flamethrower, while shooting a homing rocket from my utility belt - a far more elegant solution than my ESO character spazzing out between spell casts, with a weapon that keeps appearing and disappearing for a split-second Light Attack between spell animations lol.

    - On that note, regarding a smaller skill bar: I hate to say it, but an ancient game like GW1 (yes, one) had a better skill system than ESO. You could change your build point allocation at any rest zone, and create a loadout of a limited number of skills you wanted to take. And there were actually choices, rather than the kindergarden-level system of ESO, because a smaller limited skill bar doesn't automatically mean it should be repetitive. GW1 wasn't just about buff-debuff-DoT-damage, it had unique skills that resulted in actually unique combat. Dervish skills that triggered when you applied or lost a buff, assassin combo skills you had to activate in a specific sequence, Paragon echoes that refreshed their duration if you used a Shout or Chant, Elementalist skills that did extra damage in exchange for reducing your resource cap for some time, etc. Even in GW2 the devs are pushing the envelope when it comes to unique skills, class mechanics, novel ways to play, not just the same button-mashing across the board.

    - Combos / Synergies are another example of the basic-ness of ESO combat design: Synergies are the most banal idea of teamwork ever. You get a flashing button every 10 seconds and you press it for "instant teamwork" :lol: What is this? In GW2 abilities interact with each other and other players in unique and meaningful ways. If my Ranger lays down a poison trap and starts to shoot enemies through it, the projectiles will apply poison. If my Weaver friend leaps to the fray in a fire AoE, they will be engulfed in a Fire Aura which damages mobs that attack, and if my Warrior stomps in a healing spring, they will splash healing waters around themselves to everyone. It's far more complex and interactive than "Oh, your teamwork button is flashing, here's a sound cue too, press the button" :tongue:

    Anyway, this wasn't a response to any one poster specifically, just in general about some of the points I've read in this thread. There's just a big difference between "this works, I guess" and "I like it this way" and "this is amaaazing game design, so genius and revolutionary" :smiley: And I say that as someone who's been playing RPGs for two decades now and as someone who clearly loves things about all the games - but let's give credit where credit is due, and maybe learn from other games that figured out a better solution (e.g. to buff gameplay or off-the-gcd-inbetween-animations skills).

    This post is absolutely A+ feedback and I really wish the developers would read it.

    Honesty feels like people who really enjoy this system have just never played better games sometimes. ESO is a stellar world and MMO massively held back by its atrocious class and combat design.

    I can agree with that. Of all the MMO's I have played over the years, which is most of them, ESO has what may be the worst system ever designed. It is like they made a great MMO with tons of content, then decided to drop a half baked FPS combat system in it.
  • Thavie
    Thavie
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    People who don't play say the combat is bad because most of the time that's exactly why they don't play. It's not bias or something, that is what is important for them and what they cannot ignore, because yeah, combat is bad. The question is, how bad it is for you, can you overlook it or not.
    For me, the combat is probably the worst part of ESO. Paired with animations in general. Floaty, no weight, clunky, unnatural.
    "We grew under a bad sun"
  • drsalvation
    drsalvation
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    Many people have many reasons to dislike combat in ESO. I don't have much of an issue with its combat in PvE, but I do in PvP.
    I personally don't like that the outcome of the battle depends on what you're wearing (mostly PvP) because weaving, and other combos don't do anything worthwhile unless you have the numbers at your side.
    The combat here (well, technically in every video game) is about numbers, but ESO in particular amounts to numbers in extremes that make it unenjoyable.
    Every other PvP game with builds allow you to improve in a certain way that doesn't become OP and unfair, it's more of a "this particular build will make a particular skill stronger so it becomes your best skill, but you don't need to use said skill or equip such build to still be successful"
    In ESO it's more like "If you're a templar you need to equip biting jabs + power of the light and then go find the deadly strikes armor set and then use Biting Aura, Master-At-Arms and Thaumaturge from warfrare CP in order to make biting jabs your go-to skill to win every battle"
    If you're a stamplar without the aforementioned sets/skills, then you have the wrong build.
    In this game you NEED gear and CP to make your skills the most important skill you'll ever use and need, instead of making gear just be there to add a slight touch of effectiveness to your skills.
    You should have maxed out gear and CP and everything gold just to get a 5% boost on that skill, instead you get by default a 15% (and it was nerfed) for just having that gear, golding it out and maxing out every other stat will definitely make it OP as hell.
    Second, gear again, is everything in this game, gear will cast spells for you for free, an OP spell that pulls all enemies close and then blows up should be a racial ultimate that costs a lot, instead, you wear gear that will cast that same spell every time you cast another spell that leaves an effect in the ground, which stacks with your colossus ultimate from every necromancer.

    In other words: This is a math game where the outcome of every fight is pre-determined, and there's not much you as a player can do behind your controller, because even if you know how to break lines of sight, even if you have the correct rotation, and know how to weave, it means nothing if your numbers don't add up.

    Not to mention, it's definitely not beginner friendly, especially PvP.
    You can run normal dungeons and when you think you're ready for veteran, it shifts its paradigm in a sense that meaningless stuff now becomes highly important (It's still fair to deal with, for example minotaurs in Falkreath will now one-shot tanks who don't block their charged attack... -quick sideline: What's the point of optimizing a tank build to its core if you'll still get one-shot by stuff like this?-) To me, I had to re-learn that dungeon other than the base mechanics.
    However, this learning curve is still ok, it adds to what you already know.
    But PvP?
    There's just no learning curve. Yes, you can see what killed you, but how can you learn from it when there's little to no counter to it whatsoever?
    It doesn't motivate players to "get better" because even if they do all the right things, if they don't have the gear, they can't "get better" (it's more like "grind/farm better").

    And lastly, this is a quirk I have against so many games: The concept of death.
    You don't get punished for dying in this game (equipment breaks, but you get free repair kits just for logging in so who cares?)
    In fallout 76 you just lose junk, in red dead online you just respawn, in naruto, you just get a countdown timer before respawning (and the fact that I died 5 times and still got an S-rank tells me how poorly designed that game was that they knew you'd die, so they added a threshold of how many times you could die before you start losing ranking points).
    Because there's no punishment for dying, glass cannon builds are low risk, high reward (unless you travelled across cyrodiil on enemy territory).

    // TL;DR
    So long story short: the story quests are so insultingly easy that Molag Bal was as scary as a generic delve boss and the final boss from fungal grotto I was scarier and a bigger challenge than the actual daedric prince, so whatever build you have doesn't matter and if you want to make it hard, you need to gimp yourself by equipping low-level gear.
    BUT the other aspects of the game, especially PvP will ramp up in a sense where you're tossed into the fire before you can even begin to learn anything because veteran players have access to all gear they need for their new toons, they can jump back into low-level PvP and just outright demolish everything and everyone.
  • Tannus15
    Tannus15
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    hiding the wall of text
    bluebird wrote: »
    Oof, there's so much misinformation... It's fine to like a certain system, but let's not applaud it based on reasons that don't make sense. In almost every aspect I can name a game that does it better than ESO. The combat really is quite bad.

    - Regarding "fast-paced combat": quick combat is not exclusive to ESO, and it's not synonymous with repetitive button-mashing. GW2's Weaver with Alac and Quickness plays piano on all its keys just as fast as anything in ESO, same as Firebrand, Engineer, you name it. If you played WoW Fire Mage after getting enough crit, you're firing off fire blasts, phoenixes, pyroblasts in rapid succession as well. In fact, mashing through your various ability keys is much more engaging than having to spam the same light attack button.

    - And on that note, regarding rotations: ESO's customisable builds don't result in more variety, and that freedom ironically makes things far more similar and more pre-determined. When people have free access to the best damage skill, the best buff skill, the best CC skill, everyone will want to use those, and only those, instead of inferior options. This results in virtually every dps build having the same rotation of "buff up, apply DoTs, and spam your spammable while weaving inbetween it all". Honestly, a Frost Mage, Arcane Mage, and Fire Mage in WoW have more rotation variety within a single class than all of ESO's dps builds combined.

    - This is in a large part due to the cooldown issue: In GW2, the Thief class has no cooldowns on their abilities, and are limited only by their resources... which results in the same braindead 'rotation' of picking the strongest skills and spamming those like in ESO. In other games, players need to keep track of several abilities to press them as soon as they're off cooldown, or abilities that need to pressed in a certain sequence, or trying to line up your burst windows by optimising how and when to use your impactful abilities which is engaging and rewarding. Not just... "reapply this whenever it runs out, but it's always available to cast don't worry".

    - And that applies to buffs as major offenders too: Depending on the class, you can have access to around 3-5 short-term "you do more damage" buttons. How is that good combat design? Wow has figured it out, and ESO should catch up, but buff gameplay isn't engaging. If it's just a flat out damage bonus without any cooldown, just make it last 30-60mins. If a buff is short-term, it needs to be calculated, impactful, and not always available - e.g. a short-term burst where you strike twice that you may want to save for when the adds spawn, or a short-term bonus to damage you want to activate when you have to break through the boss' shield. Having to dedicate half of your available skill slots for short-term buffs that you can and should keep up all the time anyway is completely pointless.

    - Regarding targeting and "skill": tab-targeting isn't in any way worse than ESO, and ESO doesn't need particular skill. Many skills in all games do damage in an area, or in front of you, so you need to be in range and face the mobs anyway, and ESO isn't any more precise - it's not like you need to line up headshots with snipe lol, you just mouse over the target and press the ability... just as in "tab-targeting" games we use mouse-over to target. Furthermore, ESO is incapable of recreating more precise mechanics that tab-targeting games can do for this reason - there is no precision-bash, or precision-spin-to-win. In other games, there can be a single mob in a swarm that needs to be interrupted suddenly, even spells that mustn't be interrupted or you wipe, or if you need to do damage to some priority target while avoiding doing damage to the other mobs that reflect it back at your party; ESO doesn't have such mechanics because it doesn't have precise targeting.

    - Regarding complexity and reactive gameplay: ESO's combat isn't innovative, original, complex, anything of the sort. It's really basic, borrowing from hack-and-slash button-mashers but still coupling it with the many skills on an MMO, and it doesn't match well. It's really static, predictable, and repetitive, and being able to dodge or block doesn't change that. GW2 includes dodges too, in fact some builds even weaponize their dodges as part of their rotation, similarly in WoW some classes have movement skills and positioning in their rotation. But WoW for example is better than GW2 and ESO because it has procs - quick, instant-reacting skills that require you to pay attention and manage your class well instead of going through the same skills on a timer while mashing the mouse.

    - Regarding animations and the GCD: This is really the elephant in the room isn't it. And it all derives from the fact that the devs weren't able to code the game to have the player interrupt an action without the damage registering as complete, and decided to embrace it. Don't get me wrong, being able to interrupt actions is good, but if the cast time of the spell is 1s, then doing anything other than that in that 1s shouldn't make it land. ESO has skills that are not instant, that have long animations, but which they expect you to cancel - if players aren't supposed to complete those animations, why even make them that long in the first place??? Wow and GW2 do it far more smartly, as they have skills they can cast off the GCD between other abilities. They have no lengthy janky animations, they are designed to fire off quickly while you're using your GCD for something else. The end result is me channeling my flamethrower, while shooting a homing rocket from my utility belt - a far more elegant solution than my ESO character spazzing out between spell casts, with a weapon that keeps appearing and disappearing for a split-second Light Attack between spell animations lol.

    - On that note, regarding a smaller skill bar: I hate to say it, but an ancient game like GW1 (yes, one) had a better skill system than ESO. You could change your build point allocation at any rest zone, and create a loadout of a limited number of skills you wanted to take. And there were actually choices, rather than the kindergarden-level system of ESO, because a smaller limited skill bar doesn't automatically mean it should be repetitive. GW1 wasn't just about buff-debuff-DoT-damage, it had unique skills that resulted in actually unique combat. Dervish skills that triggered when you applied or lost a buff, assassin combo skills you had to activate in a specific sequence, Paragon echoes that refreshed their duration if you used a Shout or Chant, Elementalist skills that did extra damage in exchange for reducing your resource cap for some time, etc. Even in GW2 the devs are pushing the envelope when it comes to unique skills, class mechanics, novel ways to play, not just the same button-mashing across the board.

    - Combos / Synergies are another example of the basic-ness of ESO combat design: Synergies are the most banal idea of teamwork ever. You get a flashing button every 10 seconds and you press it for "instant teamwork" :lol: What is this? In GW2 abilities interact with each other and other players in unique and meaningful ways. If my Ranger lays down a poison trap and starts to shoot enemies through it, the projectiles will apply poison. If my Weaver friend leaps to the fray in a fire AoE, they will be engulfed in a Fire Aura which damages mobs that attack, and if my Warrior stomps in a healing spring, they will splash healing waters around themselves to everyone. It's far more complex and interactive than "Oh, your teamwork button is flashing, here's a sound cue too, press the button" :tongue:

    Anyway, this wasn't a response to any one poster specifically, just in general about some of the points I've read in this thread. There's just a big difference between "this works, I guess" and "I like it this way" and "this is amaaazing game design, so genius and revolutionary" :smiley: And I say that as someone who's been playing RPGs for two decades now and as someone who clearly loves things about all the games - but let's give credit where credit is due, and maybe learn from other games that figured out a better solution (e.g. to buff gameplay or off-the-gcd-inbetween-animations skills).

    this is a lot of text that looks right, but is mostly weird and wrong.

    I get that you like GW2 combat more, and that's cool, but lets have a quick look over this.
    - This is in a large part due to the cooldown issue: In GW2, the Thief class has no cooldowns on their abilities, and are limited only by their resources... which results in the same braindead 'rotation' of picking the strongest skills and spamming those like in ESO. In other games, players need to keep track of several abilities to press them as soon as they're off cooldown, or abilities that need to pressed in a certain sequence, or trying to line up your burst windows by optimising how and when to use your impactful abilities which is engaging and rewarding. Not just... "reapply this whenever it runs out, but it's always available to cast don't worry".

    please explain to me how a skill on a cool down timer is better or different from a skill that you want to cast every 10 seconds to be efficient. lets say they disable unstable wall of elements for 10 seconds when you cast it. how is this better, or less brain dead, or anything? I literally can't see how keeping track of skill that are disabled on "timers" is better than keeping track of skills that are not disabled but are on timers.
    Most of the stuff you're talking about in ESO with optimising burst windows comes from sets in eso. like BSW you want to try and line up your burst with the damage proc. It might not be skill based, but it's still part of combat. ESO builds are not just skills, it's the sets too.
    - Regarding animations and the GCD: This is really the elephant in the room isn't it. And it all derives from the fact that the devs weren't able to code the game to have the player interrupt an action without the damage registering as complete, and decided to embrace it.

    what are you talking about? if you interrupt an activated ability then the damage doesn't land.
    it's a design decision to make it so that light attacks do their damage at the start of the animation and literally everything else does it's damage at the end. the fact is that if they gave light attacks an uninterruptable animation like a skill and make everything queue up behind the light attack then combat would slow down a lot, would play poorly and you'd only use light attacks if you were out of resources since skills do more damage.

    I don't really understand the issue with vanishing weapons. i'm too busy 90% of the time to really pay attention to the fact my staff vanished so i could cast a spell.
    - Combos / Synergies are another example of the basic-ness of ESO combat design: Synergies are the most banal idea of teamwork ever. You get a flashing button every 10 seconds and you press it for "instant teamwork" :lol: What is this? In GW2 abilities interact with each other and other players in unique and meaningful ways. If my Ranger lays down a poison trap and starts to shoot enemies through it, the projectiles will apply poison. If my Weaver friend leaps to the fray in a fire AoE, they will be engulfed in a Fire Aura which damages mobs that attack, and if my Warrior stomps in a healing spring, they will splash healing waters around themselves to everyone. It's far more complex and interactive than "Oh, your teamwork button is flashing, here's a sound cue too, press the button" :tongue:

    This is by far the best section and I agree completely. ESO needs more reactive abilities and team work. I'd love to see an overhaul of the undaunted skill line so that the skills do more than just provide another "synergy". It would be great to see some interaction between classes with unique class skills, even something simple like sorcs cause a magical explosion when they do this synergy while nightblades do a directed cone blast. technically they are doing the same thing (hit x) but each class would at least need to think about how they interact with that particular skill.

    I'd also love to see reaction skills. Vanguard had a great system where tanks could interrupt attacks meant for a dps and block the damage as a "reaction".

    The other part I think is really missing from PvE combat is how useless CC skills for a DD. There is literally no reason to slot any sort of CC as a DD and most bosses and strong enemies are immune to their effects entirely.
    CC abilities on CC immune targets like bosses should have a secondary effect. So if a DK casts petrify or it's morphs on a boss that should do "something" preferably open up a reaction attack or proc condition or something for someone else in the group. Other skills are just weaker than they should be from a damage perspective because they also apply a snare ... that everything that matters is immune to.
    Edited by Tannus15 on January 23, 2022 10:29PM
  • Dem_kitkats1
    Dem_kitkats1
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    Suddwrath wrote: »
    Because it is, especially for PvE.
    1) You have a limited number of skills that can be used/put on the skill bar.
    2) Classes feel very similar since they use many of the same weapon/guild/world skills (which takes away much of the flavor of the class)
    3) Regardless of class, the rotation is generally: Apply DOTs -> Click Spammable Skill -> Reapply DOTS -> etc. (applying self buffs as needed)
    4) The vast majority of content can be done without even having a healer in the group which devalues the role.
    5) Due to the incredibly poor server performance combat often feels clunky and sluggish, not to mention the number of skills that are so bugged they often just don’t even work.
    6) What was originally a bug is now deemed an essential feature to achieve high DPS (weaving/animation cancelling).
    7) Tanking is mind numbing. There is not an AoE taunt, no threat/aggro gauge to maintain, DPS is incredibly low, and the rotation is very simple.

    I played end game ESO PvE for years and thought the combat was great, but as soon as I started playing other MMOs I realized just how stale, boring, and clunky the combat actually is.

    Exactly! I definitely agree that the lack of diversity is really what hinders the flavor of the combat in ESO. Sure it's easier to learn as a new player as there are very few skill lines that you need to learn in order to become effective in combat, but as you become more experienced the more repetitive the combat begins to feel. Half of the skills available are useless, so you are left with very few to choose from, which limits the ability to define your own character and playstyle. Aesthetically, the skill animations are not all that impressive in comparison to other games on top of that.

    Classes don't feel all that different from eachother as many share the same skills because they give you the best stats and buffs in game. If you're a mag based toon then you're generally running the same sets as every other mag toon, the same goes for stam, because this game is based on how to best utilize sets, not class. Therefore class really doesn't give you much variation in regards to combat.

    Every toon must do damage in all content, aside from end game trials, because being a pure support role is pretty boring and ineffective until then. So you're practically doing the same thing all of the time (rotating through your dps skills, while throwing a couple of taunts and blocks, or reapplying buffs for your team if you are technically fulfilling a support role). Tanks could do so much more than taunt and hold aggro, there are some skills that would allow them to do so, but again, they are not powerful enough so no one uses them. Dps toons have so much healing on them that healers are now buff bots with some dps skills thrown on them. So there's limited opportunity to change your focus and playstyle because there is no need to. Dps is all you're doing for most of the content.

    While you feel like the combat is relatively fast paced and you are constantly using skills (when the performance is good), the actual combat is not all that dynamic. It's the same combat throughout the entire game, whether it be PvE, or PvP. It's the same skills and rotations over and over again (Buff yourself, apply debuffs/ D.O.Ts to enemies, spammable, rinse and repeat). In PvP there is little consideration for what class or even what race you're fighting because as long as you have good WD/SD you will be effective no matter what, so gameplay doesn't look all that diverse. Also imagine coming from other MMO PvPcentric games and just watching everyone run around trees and rocks, etc spamming heals and buffs over and over again until other players disengage.

    Lastly the performance is the biggest factor as we all know. On a good day combat can look glitchy and clunky, and not all that appealing to jump ship from another well performing game.
    Edited by Dem_kitkats1 on January 25, 2022 4:01PM
  • Jusey1
    Jusey1
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    Perhaps they are talking about weaving and animation cancelling, a bug that stayed for so long that it became a "feature".

    Most features that are commonplace now-a-days originated as bugs, so I never understand this argument... Are you implying all bugs should just be fixed or if people like the bugs enough, let them stay as a feature?
  • francesinhalover
    francesinhalover
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    Because eso feels like it was made 2004.

    The animations are stiff, lazy , repeatable, boring, feel bad to use, have bad special effects, one cant see anything on trials its even worse for stams.

    This is what my few friends say.
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Kwoung
    Kwoung
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    Because eso feels like it was made 2004.

    The animations are stiff, lazy , repeatable, boring, feel bad to use, have bad special effects, one cant see anything on trials its even worse for stams.

    This is what my few friends say.

    OMG, try running in a keep in PVP, your screen is so awash with effects you can't even see where you are going, how many players are there, where they are... and I have them turned down to bare minimum, and I even tweaked the UserSettings.txt to turn them down further than the interface allows!
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