You seem to have a good idea on optimized PVP gameplay, perhaps you should try following your own well written steps for success.
Since there have been discussions how they're so incompatible, may I suggest an ultimate solution - simply making PvE contents more realistic?
For example:
1. Boss won't recognize taunt anymore. Instead it would always target the healer, the member with lowest HP or showing largest dip of health in AoE attack, and whoever attempting to resurrect another.
2. Boss always locks on a target until it dies or uses ultimate to save itself.
3. Boss repeatedly stuns, knocks back, pulls and fears players every time their CC immunity end. Also it always remembers and counts the immunity period because it's the boss.
4. Half of bosses are changed to use ranged attacks and ranged AoEs, 28 meters.
5. All bosses now apply DoTs and poisons on players
6. All bosses now block heal themselves and/or have healer mobs.
7. All bosses now constantly jump up and down, activate major and minor expedition, run around columns to break LoS and use gap closer on the locked target
8. All bosses now have a chance to lure players into a random trap and bomb them with ultimate skills and timed light and heavy attacks. It should achieve at least 10 attacks within one GCD.
and so on
What do you think? Dungeons would be pretty fun with this right?
Cooperharley wrote: »Since there have been discussions how they're so incompatible, may I suggest an ultimate solution - simply making PvE contents more realistic?
For example:
1. Boss won't recognize taunt anymore. Instead it would always target the healer, the member with lowest HP or showing largest dip of health in AoE attack, and whoever attempting to resurrect another.
2. Boss always locks on a target until it dies or uses ultimate to save itself.
3. Boss repeatedly stuns, knocks back, pulls and fears players every time their CC immunity end. Also it always remembers and counts the immunity period because it's the boss.
4. Half of bosses are changed to use ranged attacks and ranged AoEs, 28 meters.
5. All bosses now apply DoTs and poisons on players
6. All bosses now block heal themselves and/or have healer mobs.
7. All bosses now constantly jump up and down, activate major and minor expedition, run around columns to break LoS and use gap closer on the locked target
8. All bosses now have a chance to lure players into a random trap and bomb them with ultimate skills and timed light and heavy attacks. It should achieve at least 10 attacks within one GCD.
and so on
What do you think? Dungeons would be pretty fun with this right?
This is an extremely (sorry if this comes off as rude, not meant to be) over-the-top & unnecessary solution.
Since there have been discussions how they're so incompatible, may I suggest an ultimate solution - simply making PvE contents more realistic?
For example:
1. Boss won't recognize taunt anymore. Instead it would always target the healer, the member with lowest HP or showing largest dip of health in AoE attack, and whoever attempting to resurrect another.
2. Boss always locks on a target until it dies or uses ultimate to save itself.
3. Boss repeatedly stuns, knocks back, pulls and fears players every time their CC immunity end. Also it always remembers and counts the immunity period because it's the boss.
4. Half of bosses are changed to use ranged attacks and ranged AoEs, 28 meters.
5. All bosses now apply DoTs and poisons on players
6. All bosses now block heal themselves and/or have healer mobs.
7. All bosses now constantly jump up and down, activate major and minor expedition, run around columns to break LoS and use gap closer on the locked target
8. All bosses now have a chance to lure players into a random trap and bomb them with ultimate skills and timed light and heavy attacks. It should achieve at least 10 attacks within one GCD.
and so on
What do you think? Dungeons would be pretty fun with this right?
Pvers dont like surprises.
Doing a trial/dungeon is like an actor that learn a part. You study a script and then follow it.
No surprises, no improvisation.
That is the main difference between pvp and pve, so your advice will not be good for pvers.
AnduinTryggva wrote: »Pvers dont like surprises.
Doing a trial/dungeon is like an actor that learn a part. You study a script and then follow it.
No surprises, no improvisation.
That is the main difference between pvp and pve, so your advice will not be good for pvers.
You have not much played some advanced PvE content apparently.
AvalonRanger wrote: »Remove all "meta" aspect from ESO. Simple and reasonable.
AvalonRanger wrote: »"Consider environment based contemporary game design, and must quit character building game design."
I've been saying this important and fundamental opinion 5 years. But ZOS never changes.
I'm down for this. I want dark souls bosses in ESO. Way more fun designs lol
AnduinTryggva wrote: »Pvers dont like surprises.
Doing a trial/dungeon is like an actor that learn a part. You study a script and then follow it.
No surprises, no improvisation.
That is the main difference between pvp and pve, so your advice will not be good for pvers.
You have not much played some advanced PvE content apparently.
I have done all dungeon/trial in HM mode, the only one I have not done are the one in Necrom cause I dont have the chapter.
For most of them I watched a youtube video, read a guide.
And I am not a top player.
AnduinTryggva wrote: »AnduinTryggva wrote: »Pvers dont like surprises.
Doing a trial/dungeon is like an actor that learn a part. You study a script and then follow it.
No surprises, no improvisation.
That is the main difference between pvp and pve, so your advice will not be good for pvers.
You have not much played some advanced PvE content apparently.
I have done all dungeon/trial in HM mode, the only one I have not done are the one in Necrom cause I dont have the chapter.
For most of them I watched a youtube video, read a guide.
And I am not a top player.
Mh, how do you come then to the conclusion that everything is skripted? A lot of advanced mechanics, e. g. in vet Earthen root enclave or vet Vateshran or vet Mahlstrom arena have a randomization in it that sometimes makes two major mechanics happen simulateneously.
How can you express so much condescence towards PvEers by naming them "actors who learned their parts" and "don't like surprises" if you know - and you should - that there is quite some randomness in advanced content?
And now compare this to the gankers and bombers that have their rotation on macro... ^^
AvalonRanger wrote: »Remove all "meta" aspect from ESO. Simple and reasonable.
This is impossible. Meta is just the mathematical best. The only way for there to be no best is for everything to be the exact same. There’s viability outside meta and I’ve only ever seen people push meta for scorepush tris and kinda sorta some HMs but they aren’t that strict about it.