I am not sure if this is the right spot to post this, but since the changes to the Ancient Knowledge passive are being discussed in here it seems as good a place as any. I guess I mostly hope that here is a higher chance for one of the developers to see this and pass it on.
My feedback is not about the Ancient Knowledge passive per se (got another post about that in here), but about the damage types in general. My line of work is in product development (web apps mostly) as a product executive with a strong UX background.
My feedback is that the damage types (direct, over time, channeled, area of effect) and how they are communicated in the game fails a very basic design principle: One of the first things you learn in UX design is that good design is unambiguous - you should immediately know how to use an object by looking at it. A good example of this are doors that can only be pushed and have a metal plate (and no handle) to signal this behavior to the user. A bad example of this are doors that can be only pushed, but have a handle. This concept is called a Norman door. (There is quite a bit of literature on this.)
For the most part, the damage types in ESO fail this principle of being easily understood at first glance. Sure there are some examples where it is clear:
- A direct hit ability like Dizzying Swing will be direct damage
- A dot will be damage over time
- An aoe will be area of effect damage
But the problems begin right after that:
- Is the first tick of a damage over time ability direct damage or damage over time? Or both?
- Is a ground dot both aoe and damage over time? Or is it only one or the other?
- Can an ability be two damage types at once or only one at a time?
- Is an ability with a cast time like solar flare a direct damage ability or a channeled ability, or both?
There is no way to clearly answer these questions with common sense or from reading the ability descriptions.
One of the least intuitive examples is Templar Jabs:
- It surely must be a channeled ability
- But the individual jab hits could be considered direct damage
- The damage is done over a duration of 1.x seconds, so it could be counted as damage over time
- The damage is done in a cone, so it could be counted as an aoe
All four seem intuitively viable. And it's completely unclear if it's just one of those, some of those or all of those.
So far this design problem was mostly restricted to the CP system, but with the changes to Ancient Knowledge (which I generally like), I believe it will become a more prevalent problem and will affect more players earlier in their journey.
Of course there are more important issues in the game. Of course you can just google the answers (sometimes). Of course you can play the game on a non-optimal level without knowing the answers. All of these are correct. But as a professional, I believe the goal of design should be to provide a good user experience, and the current system fails at that.