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