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Am I taking crazy pills? (This game's combat is horrible and no one talks about it.)

Ditronus
Ditronus
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The community's main concerns with this combat patch:
-my dps is going down and content difficulty is staying the same
-heavy attack/light attack builds are going to be negatively affected
-insert trivial matter #50

What every other normal gamer sees coming back from other games:

The combat experience is horrible regardless of this new update

Why?

1. BUFF, DOT, SPAM, REPEAT

Why are we not talking about this? Every build that is optimal, every style of play, the design of all these abilities, all comes down to this horrible, static, repetitive playstyle across all "classes": you buff, you dot, you spam, you repeat it again, and again, and again. The dev's speak to ESO's "creativity" and they urge you to play "how you want," and it works in the majority of content since the majority of content is drastically under-tuned difficulty-wise, but it all boils down to this repetitive non-sense to where you even have devs acknowledging the intentional design of a "spammable," affirming that this playstyle is not only appropriate, but designed to be the playstyle if you are playing your character right; every build requires a "spammable." I can't speak to those that have ONLY ever played ESO, but "spammy" gameplay is never a compliment in any other game in the industry, so I'm not sure why appropriate gameplay is designed to include it.

Why are there no cooldowns? Why are there no class-specific resources or mechanics? Why are there no thematic builders/spenders? Why isn't there more proc-based, dynamic, reaction-based gameplay? Where are the abilities that interact with each other in meaningful rotations? In a game where you pick from a plethora of abilities to form your kit, why are new abilities so few and far between? You buff, you dot, you spam, you repeat. Oh, and weapon swapping feels horrible and looks stupid. Speaking of looks...

2. Many animations and models are bad

Imagine summoning a rotten, clambering, claymore-wielding draugr to cleave enemies in front of him, forming from the bones of several felled enemies.

What do we have instead of that? Necromancers that spam a Halloween skeleton that forms up and then falls down into green goop at the enemy's feet, a short, simple animation that you are forced to see repeatedly every several seconds since that is the correct way to use the ability. Oh, you also have scary skeleton heads you fling from your hand like a wanna-be Green Goblin. Not only is armor stiff and mostly painted on your character models, but your character animations are dated and janky. Most of the abilities in the game look old and are visually designed in such a way to be pressed in repetition on last, last generation hardware, which doesn't lend well to witnessing visual splendor.

3. Class identity sucks

There are no unique mechanics (necros *kind of* have one, but not really), resources, or rotations. Many skills between classes are functionally similar to each other, but with just a different, usually bad, animation tied to it. For years, the majority of builds are comprised of the exact same skills. Indeed, most build types--stamina and magicka--across all classes are almost identical unless the spammable for your class is inferior to the spammable of the weapon you're using, in which case you swap. Part of this is due to bad balancing, but the bigger issue is a class is usually just a vessel for a collection of some passives, a spammable, and a dot that you then blend with the existing 8-year old weapon skills.

4. The devs balance the game for PVE and PVP simultaneously

There needs to be specific, separate tuning for every skill/passive/set in the game for PVP and PVE. WoW and many other mmos have done it for years. Just do it. Until then, you will always be screwing over one segment of the player base for the sake of the other. The most recent example is the Vampire skill line being turned into trash in PVE for the sake of PvP balancing. You will never have balance and you will severely limit your creativity in making skills interesting if you have to design with both PVP and PVE in mind.


So, at least in my opinion, the combat is bad regardless of whether this new update goes through. If they do lengthen the duration of dots, that just means you SPAM longer until you have to weapon swap to your buff/dot bar. Fun! Who cares if your dps goes down because light attack weaving isn't as potent as it was. Light attack weaving is just another component of why combat sucks to begin with. Each class and weapon line need overhauls, changing existing skills both functionally and aesthetically while also adding many more new ones. The game's exploration and world is top notch, but it is a shame that if you're out in the world, combat sucks because you only use a couple skills before the enemy dies an embarrassing death, and if you're doing challenging instanced content, you perform the most nauseatingly static rotation every 10-20 seconds until the enemy sponge dies.

The ESO's combat should not have tried to capture that Skyrim combat feel to attract customers; combat was the worst feature about Skyrim. The devs could learn much from WoW's dev team, a team that creates, animates, and balances (decently enough) dozens of unique specializations with unique mechanics, styles of play, and rotations that are formed from hundreds upon hundreds of abilities (conversely, WoW's team could learn to make a world that feels worth exploring beyond completing mundane world quests for rep).

ESO has a great world with a wide-range of content, but the way you interact with all of it feels bad.
Edited by Ditronus on July 24, 2022 4:56PM
  • MaraxusTheOrc
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    Elden Ring, Nioh, and God of War are completely different genres and network infrastructures. Seems unfair to compare any MMO’s combat to three of the highest regarded mostly single-player with small multiplayer interaction action-RPGs.

    As far as WoW is concerned, that game that has become a lobby-based dungeon/raid game with a subscription. For the last decade, WoW has been a game of borrowed power and has very similarly to ESO attempted to balance by adding and removing stuff every year with no real rhyme or reason.

    Plenty of people talk about ESO’s combat system’s deficiencies. This isn’t anything new.
  • ellmarie
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    This may explain some of it for me. I don't play any other mmo games, so I don't know. All I do know is that most of my stamina characters have been extremely tough to play and style seems wonky. I feel like I have no power at all at times. And this is all now. I don't know what will happen after the patch.
    Xbox X- NA
  • Firstmep
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    1. If you only take dummy parses into account then sure. The game has core combat skills like dodge, block, sprint, interrupt.
    In wow your interrupt is a separate skill with a cooldown..
    2.The game is no Black Desert, but visuals are always very subjective, i happen to like the game's art style. Face animations are pretty bad tho..
    3.Sadly it has been going downhill for class identity for a while, the current dev team really likes to balances from spreadsheets, and wants everything to be equal.
    4. Actually despite what most people think, this is not a bad thing. Having your skills and sets do different things would make it hard for people to get into both pve and pvp. And despite everything Zos still wants ppl to try out all the content.
  • Ditronus
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    Elden Ring, Nioh, and God of War are completely different genres and network infrastructures. Seems unfair to compare any MMO’s combat to three of the highest regarded mostly single-player with small multiplayer interaction action-RPGs.

    As far as WoW is concerned, that game that has become a lobby-based dungeon/raid game with a subscription. For the last decade, WoW has been a game of borrowed power and has very similarly to ESO attempted to balance by adding and removing stuff every year with no real rhyme or reason.

    Plenty of people talk about ESO’s combat system’s deficiencies. This isn’t anything new.

    Plenty of people talk about it, and yet the devs don't see to be focused on it. They release a weird patch seeking to improve combat, and people's knee-jerk reaction is to talk about their damage numbers being hit instead of redirecting to the more significant problems. I partly agree with you on the unfair comparison aspect. Yet, remember that ESO's combat is largely based upon Skyrim, a single-player rpg. There's nothing holding the devs back originally or now from making combat more exciting and dynamic. I'll probably remove the comparison so as not to distract from my primary points regardless.

    WoW has had a big borrowed problem since BFA launched in 2018, not 10 years ago. That was when we saw the borrowed power got removed from the game (thus becoming a "borrowed" power) and replaced, quite poorly, with other forms of borrowed power during that expansion, culminating with corrupted gear. I agree that the constant removal and introduction of the borrowed power was unhealthy for the game, but again my comparison with WoW's combat, especially at the end of my post, was to demonstrate the uniqueness and variety of combat design against the static, mostly similar builds and playstyle of ESO across all classes. WoW's combat still retained much of what made the combat great even if particular specs became less desirable when removing desired abilities. Overall, most of what worked with most classes in the borrowed power they had was added back in baseline, and the same thing (hopefully the last time) will happen again in Dragon Flight as the devs swear off borrowed power for a while.
  • Ditronus
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    Firstmep wrote: »
    1. If you only take dummy parses into account then sure. The game has core combat skills like dodge, block, sprint, interrupt.
    In wow your interrupt is a separate skill with a cooldown..
    2.The game is no Black Desert, but visuals are always very subjective, i happen to like the game's art style. Face animations are pretty bad tho..
    3.Sadly it has been going downhill for class identity for a while, the current dev team really likes to balances from spreadsheets, and wants everything to be equal.
    4. Actually despite what most people think, this is not a bad thing. Having your skills and sets do different things would make it hard for people to get into both pve and pvp. And despite everything Zos still wants ppl to try out all the content.

    I'd say for the majority of content, not just dummy parses, you are doing the same thing--perhaps with delays of movement. If you are doing combat and build design "right," you will have a buff, you will have several dots, and you will have a spammable and you will be casting those abilities with the goal of 100% uptime in the same order predictably throughout an engagement.

    It would be a learning curve if skills were balanced differently between PVE and PvP, but that is a learning curve fixed with simply reading tool-tip changes. There are many more complicated hidden things within the game that aren't ever described well players have to learn, like animation-canceling/light attack weaving, etc. I think the benefits of separate tuning for each skill far outweigh a learning curve, though. My opinion.

    You provide some good points, though. Overall, I do think the game looks great environmentally with shaders, and even some skill animations. I do not like most skill animations, though, especially in first person, but that is subjective as you say.
  • TechMaybeHic
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    Point 1 is say you are just parsing PvE. PVP it makes more sense as it's a lot more reactive. I can't speak to PvE but what little I have done in a few MMOs, there always is a meta of some sort on how to approach end game pve.

    Agree with 2 for most classes.

    3 and part of 2, is what happens when you make a spreadsheet warrior your combat designer. Wind up with completely unimaginative, lifeless classes.

    4 would be fine if it was consistently designed. I mean bosses don't crit, players do; so that alone makes this supposed goal of all content being playable the same way. Then you have 2 different mechanics rules versions of Cyrodiil and then a completely different ruleset for battlegrounds. People who say this is a good idea in general; but it is a myth and a lazy way to toss out any attempt to actually try to make it true.
  • VaranisArano
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    A lot of ESO's issues come from the tension between its original MMORPG design, the Devs' unique takes on the traditional MMO (i.e. no cooldowns, no auction house, DAoC style PVP endgame), and the changes it's made over the years to bring itself in line with the expectations of fans of the traditional Elder Scrolls games.

    It's worth remembering that ESO's success has really exploded in the years following One Tamriel when they revamped how the game played to better embrace the traditional singleplayer RPG TES playstyle.

    Obviously if you come to ESO from a different video gaming background, you might have different expectations for class identity and combat. However, ZOS has been very successful with its target market by bridging the gap between MMOs with strict class identity/roles and the TES games where "class" is more like a starting point. I really can't see ZOS deciding there's a lot of money in reversing course and emulating their MMO competitors' combat instead.
    Edited by VaranisArano on July 24, 2022 5:17PM
  • Dawnblade
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    I have never played ESO for the combat, and probably never will, as I mostly agree with your overview - ESO combat is boring and repetitive and many of the better 'skills' have consistently been weapon / guild lines, leaving 'classes' to all feel the same.

    For PVP, I agree their belief it is possible to balance the plethora of skill and gear combinations available in ESO simultaneously for PVP and PVE is pure fantasy.

    Edit to add - visually the models are ok, not great, but not bad either - they do fit Elder Scrolls. A lot of animations do suck though.
    Edited by Dawnblade on July 24, 2022 5:30PM
  • francesinhalover
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    The bigger issue for me is the Animations on this game, they are just bad in general. Ugly, clunky, visually hurt.

    nightblade got really lucky. You can feel this class had more love put in to it than the others, since the game's release.

    Crystal frags feels awfull to use due to the cast time.
    Crystal weapon is one of the worse skills in the game
    Clanfear looks like it came from a 2002 game.
    Twilight is the most hated skill in the game.
    Crushing weapon has horrible sound and is also awfull to weave
    Rapid strikes feels like it has no power and the new animations on pts are horrible.
    Jabs Keep you stuck in place, but the new pts jabs just looks awfull.
    Dragon knight rock... it's just so Not smooth and ugly.
    Warden throw bird spammable.
    Lightweight trap and mages guild rune both feel awfull to use, it's like there's a delay.
    hurricane makes you invisible, good luck seeing anything on a trial.
    Stampede makes you stuck on the animation so you can't weave.
    Two handed spammable upper slash is so slow and clunky
    Silver shards from fighters guild has a really long cast time making it weird to weave.
    I could go on...

    Game has so many special effects also that you literally get vision problems from doing trials. Thank god there's other healers other than templars because templars make my eyes bleed.

    It's like you want a smooth rotation but there's always those skills that legit makes it feel so clunky.

    Than there's skills that have really fast animations that make them weird to weave like necro scyth and the soul skill line dot but visually look good,
    Edited by francesinhalover on July 24, 2022 5:32PM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • BXR_Lonestar
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    This is going to be an unpopular position I'm sure, but the combat system in this game is my LEAST favorite part of the game. It is one of the reasons why I prefer to play support role instead of DPS. IMO, the combat system is basically muscle memory button mashing - getting as many actions per minute in as you can in order to maximize DPS. It is the ONLY way to get endgame competitive DPS in this game, and it requires you to put in hours and hours of dummy-(riding) just to "prepare" yourself to play the game. And it puts WAY too much emphasis on the importance of the trial dummy. Overall, I think this is just absolutely ridiculous, especially for those of us who have limited time to play because of jobs, family, and (Gasp) other hobbies. You SHOULD be able to have better damage output and combat effectiveness based on your time spent in the game IMO.

    What I would like to see in a combat system:

    1. Weapon/Spell damage should scale - at least in part - with your champion point level. I don't know what an appropriate scaling percentage would be, but in order to take emphasis away from damage rotations/animation cancelling/weaving, a portion of your raw damage rating should come from just having higher champion points. This will reward people who spend more time in the game, and it would be an easy measure to determine whether someone is "ready" to take on certain content. Furthermore, Zos is giving away level-up scrolls like candy and enlightenment makes new champion point rank characters gain champion points faster/easier than people who have been in the game awhile, training gear is available as well, so people can grind levels if they want to. Naturally, this would have to be disabled in PVP through battlespirit, or at least have a server where this is disabled.

    2. More emphasis on the importance of defensive group buff sets. They're only used really in PVP, and even then, offensive buffs are just as important. On the PVE side, its offense or nothing because no matter how good your healers/tanks are, OHK and high damage mechanics negate the effectiveness (and therefore, usefulness) of defensive buff sets. IMO, they need to scrap the overuse of OHK mechanics, and implement more high AOE damage encounters where defensive buff sets will be more useful. As a way to negate OHK mechanics, perhaps some ultimates can be reworked to be more useful in these encounters. For example, a templar popping Rememberance or Panacea at JUST the right time should save from a OHK/group wipe (but not prevent wipe if the OHK is the result of failed mechanics).

    3. Shift emphasis from light attacks to heavy attacks to increase damage output. I never understood why heavy attacks were to regain resources whereas light attacks were intended to "supplement" damage by being a filler attack. IMO, restoring resources from heavy attacks should be a part of a sustain mechanic available from your champion points or from a set bonus, not as a basic combat mechanic. The heavy attack should serve as the fill in damage, and the amount of damage should done should outpace the amount of damage you can deal with light attacks during the same period it takes for you to complete the heavy attack. Furthermore, you should get bonus damage for heavy attacks completed on targets that are subject to crowd control (stunned, feared, immobilized, off balance, etc.).

    At the same time, I think the duration of the status effects that allow for increased damage heavy attacks should be increased - at least in PVE to allow a small group to effectively (and quickly) deal with large mobs.

    4. Decouple the damage AoE/Dots do from their duration. The AoE/Dot damage should scale on weapon/spell damage (amped by critical chance/damage/penetration/other champion point perks), but duration should be something you can build for, either by sets or champion points. That way, you are not FORCED into this style of combat where your trying to maintain a fanatical pace to keep high uptimes on all your DoTs/AoEs. (As an aside, I also think the size of AoE's should be able to be increased in champion point system).

    5. In order to make everyone happy, I think they could try to do something with the champion point perk/armor system that would allow players who enjoy the current combat system to play the same way - but because it is a product of a specific build (via champion points/armor sets, etc.), it is balanced as against other builds rather than having those advantages basically built into the base combat system. What this would mean - if you like the current combat system, you can keep it. You just won't enjoy the huge advantage that perfect weaving/cancelling gives you right now.

    6. Healing should scale independently of "offensive stats." A DPS should not be competitive with (or out-heal) a dedicated healer. A dedicated healer should have a clear and overwhelming advantage in the healing department vs. a mostly DPS character that utilizes a restoration staff on back bar or otherwise uses a class heal.

    7. Damage penalties for heavy armor. This mainly applies to PVP, but unless Zos tries to re-think tanking, I don't think this would have a large impact on PVE. But there should be a global damage penalties that a character receives for equipping a heavy armor piece. I think the heavier pieces (chest, legs, head, (maybe shoulders?) should incur a stronger damage penalty of, say 15% overall per heavy piece, and 10% per light piece, so that if you wear ALL heavy armor, your electing to be a tank, and you pose no threat to anyone in combat. From a balance standpoint, it is absolutely ridiculous that you can make a build that is SUPER tanky - so much so that you can resist/shrug off/laugh at damage from a character who built themselves as a glass cannon, but you are still able to do enough damage to kill people on your own. I'm not sure how that is even a thing, but it definitely shouldn't be IMO.

    Overall, I'd just like a game where DPS isn't king, and where the roles are more well defined, and the combat isn't based on muscle memory button mashing.



  • mavfin
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    If you want WoW-style combat, go play it. ESO's is different. I don't *WANT* cookie-cutter combat across all MMOs.

    Most of the MMOs that have failed lately were *too much* like other MMOs, without enough to make them unique.

    If you don't like how ESO works, by all means, go play something else, and stop trying to turn it into some other MMO.
  • Jordan.nick11b14_ESO
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    So, I agree with some of these points even if I resent the way they were communicated with a bit too much hostility for my tastes. I wouldn't say the experience "sucks," is "horrible," and/or "terrible" like the original post suggests. I'd even venture to say to the OP that you'll find people (and developers) are generally more receptive to what you have to say if you can take some of the aggression out of future responses.

    Points 2 and 3 are big ones for me. Class ID has never been worse than it is right now. These pushes for homogenization have to end! Race and class diversity matters and I'd like to see more differences and variations, not fewer.

    And, as far as combat is concerned I too think the animations and are not very good and need to be worked on some. I think the combat experience in ESO is a bit to "floaty" for my tastes as in it's lacking a sense of impact and umph with each swing and ability. For all it's many faults New World makes me feel like I'm really hitting something when I deliver a blow--ESO often makes me feel like I'm just wiggling a sword in the air striking through models made of mist, vapor, and smoke. A combat physics rework would be a huuuge task, but if done well it could make this game shine.
  • Freelancer_ESO
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    Yeah, plenty of people find ESO's combat to not be their cup of tea and either don't play it or play the game despite the combat.

    The problem with changing it is that the people that dislike the combat don't necessarily want the same style of changes and as a result you can rapidly find the support for changes evaporating.

    You also run into the issue that many of the more vocal population as well as the developers like the combat which makes pushing for changes even harder.



  • TaSheen
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    Yeah, plenty of people find ESO's combat to not be their cup of tea and either don't play it or play the game despite the combat.

    That would be me - actually, I despise combat in games whether single player or multi player. Way too many years of raiding in WoW and RIFT. I will go out of my way to NOT kill stuff except as needed in quest lines.

    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Paulytnz
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    I pretty much agree with everything you say OP. However for me, I don't really play this game for the combat. I know, that may be a silly thing to say but it's the truth lol. I play it for the other game systems. Housing, Fishing, Stealing etc etc etc.

    It sounds like to me you may have not played Guild Wars 2 Because if you did, you would be still there playing it. It has EVERYTHING done the way you are wanting in your OP. Either that or you came from GW2 like I did and want to turn the combat system here in to that.

    That would be a waste of time and energy imo. It's not going to happen and it shouldn't. If you want that combat system find another game for it. If you like ESO for the other stuff like I do then continue on my friend.

    Good luck either way!
  • Ksariyu
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    Yeah, these are all arguments that come up pretty frequently. There are a few die-hards who try to defend some of the games more questionable design choices, but every person I've introduced to the game didn't stick around for all the reasons you listed and more. I personally agree VERY strongly with 1 and 3. The problem is a lot of these issues are foundational; spammables wouldn't be a thing if light attacks were designed to be the spammable like every other action game ever, just as a basic example. LA weaving wouldn't be the ONLY playstyle if they didn't put skills and basic attacks on separate and inexplicably long cooldown timers. You also make a great point on skills that interact with each other in a rotation. There's attempts to do this with Lava Whip and Crystal Frags, but in practice the former is optimally used as just another 10-second buff and the latter is a very basic proc effect with little actual gameplay impact.

    I also agree pretty strongly with the separate PvE and PvP balance. I won't say it's impossible, but it is extraordinarily difficult to make a single skill balanced in two completely different environments. CC alone has a very different impact in PvP than it does in PvE, and frankly I feel a lot of CC skills suffer in PvE because of things like CC immunity. Players might understandably get mad without it, but NPCs don't care if they get chain stunned, yet the game still prevents it and therefore nullifies the viability of any CC skill used by a non-tank. That alone right there takes out a huge chunk of skills that players could use to make more diverse builds, but it's simply not a good choice in any case, so they go unused.

    I'll also add that I feel the game has become far too reliant on AoEs and DoTs. AoEs in particular make combat at the higher end incredibly boring, as pretty much every trash fight is just "pull the mobs together and nuke with endless AoEs." There are no classes that excel at single-target vs. AoE. damage in any meaningful way, everyone just needs AoEs all the time. Both skill types also contributes to the visual clutter the devs have been combating for a while, making it hard to track what abilities are actually active without timers (And no action game should have you staring at timers, ever).

    Overall, there are a lot of core combat changes I feel the game would need to even live up to other action MMOs like TERA or BDO, never mind single-player games like Elden Ring or Nioh. The problem is the devs are spending all their time making the game more like WoW or FFXIV, despite the entire premise of combat in those games being different. While there is a place for numerical balance, at the end of the day you have to actually play the game and feel how everything works together to make something actually fun.
  • kieso
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    I didn't read the original post, saw the 2nd post answering a reference to WOW. Went back to the original post and saw what was said about WOW and its devs.

    I lol'd.

    The end.
  • spartaxoxo
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    First of all, looks are subjective. I'm glad we don't have a skill that looks like a rotten Draugr, sounds cheap and overplayed. Second of all, the graphics are janky because this is an old game. If you want a new style, go play a new game. That's not how games as a service work, and it's always lame when someone complains an MMO is not as nice as a single player game.

    As for the combat in this game, it's fine. It's more fast-paced than other MMOs. If you want what those MMOs have go play them. I would absolutely hate if it if all MMOs were the same.
  • Jazraena
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    Class Identity as you describe it is very unlikely to ever be a thing.

    You certainly could make a typical class setup with a TES game, despite many probably screeching at the mere idea. But you cannot ever hope to do it with these classes. They're too niche and specific in power fantasy, concept and ability combination. We don't have a warrior, a mage, an archer, a berserker or any of the 'typical' power fantasies people would have in TES or fantasy in general. Even those we do have are weird (Druid-Facsimile only with Vvardenfell animals and mushrooms? What?), stuck on extremely specific visuals (why does my holy warrior spam magic spears? I'm using a longsword!) or just a bit too comical for many. (I'm summoning gravestones, skulls, and waste my time animating a skeleton that then explodes?)

    Now, once you want to do truly challenging content or be actually competitive, you have to embrace these concepts to a degree. But there is a massive chunk of players below that that just want to play their swordsman, their archer or their berserker without any of that magical stuff, or that firemage without any dragon baggage tied to it. That's what they know. So far, they could do that; with some build crunching even readily in vet dungeons; though who knows if that will last past the patch.

    But unless you want to loose those people, you're going to have a hard time forcing the playerbase at large to embrace the classes as is, because these niche concepts are just that - niche. They're not even uniquely specific to the TES universe; they're mostly just random.
  • M0ntie
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    The thing I most hate about the combat that put me off playing it for a couple of years is that your physical attacks don’t appear to connect with the enemy, and the bosses don’t come anywhere near to appear to connect with you when they hit you with a physical weapon. You have to learn by experience and pray that you’re out of range of attacks.
    Edited by M0ntie on July 24, 2022 10:34PM
  • barney2525
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    I don't see what the big deal is.

    1) Players use Common sense and you are criticizing them. ( I assume we a talking big Bosses because you dont need to buff for mobs) You are criticizing Buffing up - to prepare and give yourself the best chance of winning. Then you start combat and apply DOTs. Then you do your main attacks. ... What would you like them to do?

    You want a bar with 20 different skills and multiple various cooldowns ... go play SWTOR. I play the game for FUN. For the Achievements. For accomplishing goals.

    I do Not play it to do hours of math computations. Having a routine rotation is not a big deal to me.

    2) THIS is how weak we have gotten ? People don't like the " Look " of the animation ? This is a topic that there is NO winner and thus cannot be changed. Everyone has different personal preferences. There are NO specific animations that 100% of the players will Like.

    3) ESO advertises Play Any Race, as Any Class, using Any Armor, and Any weapons, and still be able to do all the content. THAT IS THEIR PRIMARY SELLING POINT.

    Every Class is going to lose some specific " Flavor ", so to speak, in order to give you a game that allows for this much customization. You are a Sorceror, but you can wear Platemail if you want and swing a two handed sword, but that does not stop you from casting spells - like it would in D &D.

    :#

  • colossalvoids
    colossalvoids
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    "we" don't talk about it because some things people like (combat) and others are ships that sailed long ago as part of some standardisation or else (loss of identity) where feedback was ignored. Even necro is also subjective matter, for me it's a halloween clown and fits nowhere in elder scrolls while some are loving the class, can't do anything about it really.
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