xylena_lazarow wrote: »
LeonAkando wrote: »The hybridization changes were completely the wrong direction to take the game, both from a class identity perspective and for RPG/lore reasons. If ZOS wanted to enable access for more hybrid builds, they should've added a new hybrid weapon line that MADE SENSE to be hybrid, like a 1 hand and rune or spellsword type skill line. Now this next patch is only going to make things worse.
The way hybridization has been handled so far has hurt a bit of class identity, but the concept itself is not harmful. For example, being a stamina build should not mean having an unused resource (magicka) in this case. It makes sense for roleplay and in game mechanics to incorporate some hybrid aspects.
A warrior sorceror (basically stamsorc) would still have the capacity to throw out the occasional powerful spell using their limited magicka pool or some form of dark healing to sustain themselves in battle.
Class identity? What?
Lol I just can't stop posting this picture everywhere, cause it's a perfect representation of current state of this identity.
And if everything is in classes you have the problem the other way around, people are forced into the class concepts exclusively and 'Play as you want' is dead.
Having class or non-class skill be the obviously better choice is ultimately a problem.
That is the plan.... notice the homoginization?At least Signature Class Skills should outperform non-class skills. Let every class have an edge in some area and a drawback in some other area. And let them have their individual play styles. Like Sorcs used to be based around burst combos. Nowadays all classes basically play the same. And the skill bars look the same.And if everything is in classes you have the problem the other way around, people are forced into the class concepts exclusively and 'Play as you want' is dead.
Having class or non-class skill be the obviously better choice is ultimately a problem.
So why not just give everybody the same 10 skills and 2 ults? Perfect balance! That would be the logical conclusion of what you propose.
At least Signature Class Skills should outperform non-class skills. Let every class have an edge in some area and a drawback in some other area. And let them have their individual play styles. Like Sorcs used to be based around burst combos. Nowadays all classes basically play the same. And the skill bars look the same.And if everything is in classes you have the problem the other way around, people are forced into the class concepts exclusively and 'Play as you want' is dead.
Having class or non-class skill be the obviously better choice is ultimately a problem.
So why not just give everybody the same 10 skills and 2 ults? Perfect balance! That would be the logical conclusion of what you propose.
LeonAkando wrote: »This patch has been a massive step back in Class Identity, and the recent updates still do not fully address this.
Every single class is being boiled down to weapon abilities and shared abilities. Our class choice is effectively reduced down into what passives we get.
This has been a continual issue that every new player points out, every class feels the same and often even looks the same because they're using the same abilities. Update 35 is pushing this to the extremes.
LeonAkando wrote: »The hybridization changes were completely the wrong direction to take the game, both from a class identity perspective and for RPG/lore reasons. If ZOS wanted to enable access for more hybrid builds, they should've added a new hybrid weapon line that MADE SENSE to be hybrid, like a 1 hand and rune or spellsword type skill line. Now this next patch is only going to make things worse.
The way hybridization has been handled so far has hurt a bit of class identity, but the concept itself is not harmful. For example, being a stamina build should not mean having an unused resource (magicka) in this case. It makes sense for roleplay and in game mechanics to incorporate some hybrid aspects.
A warrior sorceror (basically stamsorc) would still have the capacity to throw out the occasional powerful spell using their limited magicka pool or some form of dark healing to sustain themselves in battle.
Molten Armaments now completely lacks a secondary effect in PvP.Urzigurumash wrote: »in light of changes to Molten Armaments in PvP, which I think are fair for balance
xylena_lazarow wrote: »Molten Armaments now completely lacks a secondary effect in PvP.Urzigurumash wrote: »in light of changes to Molten Armaments in PvP, which I think are fair for balance
Would be nice. The original version of Igneous Weapons added flame damage to LA/HA, which was good for pressure while avoiding degenerate one-shot abuse, no idea why they had to ruin that one. The current effect is niche enough that they could just roll it into the Molten morph and have that be the dedicated PvE morph.Urzigurumash wrote: »I know, I'll comment as I just did in another thread - If Empower remains popular for some PvE'rs and some actually use MA for that then that's fine, change Igneous to something better for PvP DKs.
xylena_lazarow wrote: »Would be nice. The original version of Igneous Weapons added flame damage to LA/HA, which was good for pressure while avoiding degenerate one-shot abuse, no idea why they had to ruin that one. The current effect is niche enough that they could just roll it into the Molten morph and have that be the dedicated PvE morph.Urzigurumash wrote: »I know, I'll comment as I just did in another thread - If Empower remains popular for some PvE'rs and some actually use MA for that then that's fine, change Igneous to something better for PvP DKs.
acastanza_ESO wrote: »Class abilities should always be stronger than a non-class ability that fills the same niche, and no class should have class abilities to fill every niche. That core principle seems to have been completely lost at some point.