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ESO = Advanced Play

Mablung
Mablung
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The common theme and arguments seem to revolve around the idea that have been burned into our psyche through other traditional MMO's. The idea is that of the triumvirate of Healer, Tank, and DPS. While those are still needed here in TESO, do you think that a more advanced, out of the box, play style is required to be successful in this game?

I believe the answer to my question is yes. As players it is very hard to break traditional gaming norms and TESO's design intent seems to be one that is attempting to do just that. If this is indeed the case then we must reevaluate our play styles and general ideas when playing specific classes in this game.

I challenge you to find arguments against playing any of the classes paired with what we view as a traditional roll. Outside of some class balance issue in regards to being able to viably perform a specific role (heals, tank) what is a valid reason not to have a cloth nb healer or a heavy armor sorc tank or any other combination you can think up?

Please keep the discussion civil and on topic. I am genuinely intrigued by the idea that TESO is for an advanced play style.
Edited by Mablung on June 11, 2014 9:11PM
  • hk11
    hk11
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    Mablung wrote: »
    I challenge you to find arguments against playing any of the classes paired with what we view as a traditional roll. Outside of some class balance issue in regards to being able to viably perform a specific role (heals, tank) what is a valid reason not to have a cloth nb healer or a heavy armor sorc tank or any other combination you can think up?

    My only argument against it is that it apparently makes it hard to balance the classes.

    I would rather see more classes, like maybe the default class list from Morrwind/Oblivion. Custom classes are the way to go when playing an ES game, but it doesn't really work like that in ESO. You pick a class, see an idea of what it's supposed to look like in character creation, and then find out later that you need to do the opposite to be competitive.
    Edited by hk11 on June 11, 2014 8:54PM
  • Mablung
    Mablung
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    hk11 wrote: »
    Mablung wrote: »
    I challenge you to find arguments against playing any of the classes paired with what we view as a traditional roll. Outside of some class balance issue in regards to being able to viably perform a specific role (heals, tank) what is a valid reason not to have a cloth nb healer or a heavy armor sorc tank or any other combination you can think up?

    My only argument against it is that it apparently makes it hard to balance the classes.

    Please elaborate. Without more of your argument it is hard to agree or disagree.
  • lecarcajou_ESO
    lecarcajou_ESO
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    Advanced pay, more like. Question is, is it worth it?
    "Morally Decentralized."
  • Mablung
    Mablung
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    hk11 wrote: »
    Mablung wrote: »
    I challenge you to find arguments against playing any of the classes paired with what we view as a traditional roll. Outside of some class balance issue in regards to being able to viably perform a specific role (heals, tank) what is a valid reason not to have a cloth nb healer or a heavy armor sorc tank or any other combination you can think up?

    My only argument against it is that it apparently makes it hard to balance the classes.

    I would rather see more classes, like maybe the default class list from Morrwind/Oblivion. Custom classes are the way to go when playing an ES game, but it doesn't really work like that in ESO. You pick a class, see an idea of what it's supposed to look like in character creation, and then find out later that you need to do the opposite to be competitive.

    I think classes is a misnomer in this game. They really are only referencing a specific set of abilities and skill associated with the 'base'class. Technically, you need never even place a skill point into any of your class skills if you did not want to although that would be counterproductive.

    I believe that a synergy has to be found with the class you chose and your own specific playstyle. Outside of some bugs and balancing issues each class offers a way to be played many different ways.

    I will admit now that I was not someone who thought this way and just recently changed my mind, within the past 30 mins of reading something that provoked the thought.
    Edited by Mablung on June 11, 2014 9:02PM
  • Mablung
    Mablung
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    Advanced pay, more like. Question is, is it worth it?

    Sure that is a legitimate question but not for this thread. Please stay on topic. Thanks!
  • Still_Mind
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    Advanced pay, more like. Question is, is it worth it?
    To me, it is. For all the balancing flaws and bugs, I really enjoy the combat system, how dynamic and involving it is.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Mablung
    Mablung
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    Still_Mind wrote: »
    Advanced pay, more like. Question is, is it worth it?
    To me, it is. For all the balancing flaws and bugs, I really enjoy the combat system, how dynamic and involving it is.

    This is semi on topic so let me pick out the part that might be relevant. Lets begin with balancing flaws. What class or set of skills cause a balancing issue? How does it affect all of the classes or does it just tend to give one class more utility over the others?
  • Liquid_Time
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    PvP and Trails are preventing a lot of players from considering the "off the wall" builds. Yes, there are some very enjoyable builds available, but if they do not compete with what other players can do then they are not often even considered.

    You can survive 1-50 PvE content with these odd builds, but once you hit vet levels.. You are almost forced to make the current cookie cutter builds in order to survive.

    Yes there are players that can run vet content without doing so, but there seems to be a large majority that simply refuse due to the difficulty or can't do it.
    ¸.•¨)
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    Liquid_Time'*-.¸.-•-.¸_¸.-•-.¸_¸.-•-.¸_¸.-•-.¸_¸.-•-.¸_¸.-••¤
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       IGN: Liquid Past || Rank: V14 || Class: Nightblade || World Skill: Vampire
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  • hamon
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    the problem i have is that its a homogenization into one class really MAGE. everyone playing mage to get through vet mode . light armour staffs= the stereo typical mage. yes we have sorc mages, templar mages, rogue mages, and dK mages.

    but how it advanced to boil all the diffrent armour and weapon possibilities down into one that actually works for 2 thirds of the content of the game? (vet mode)

    to me that a step backwards not an advancment of anything.. if all weapons and armours were viable right thro the entire game i might agree with you but it just isn't
  • Mablung
    Mablung
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    PvP and Trails are preventing a lot of players from considering the "off the wall" builds. Yes, there are some very enjoyable builds available, but if they do not compete with what other players can do then they are not often even considered.

    You can survive 1-50 PvE content with these odd builds, but once you hit vet levels.. You are almost forced to make the current cookie cutter builds in order to survive.

    Yes there are players that can run vet content without doing so, but there seems to be a large majority that simply refuse due to the difficulty or can't do it.

    Can we define odd and cookie cutter builds. My contention is that any class if built around your play style correctly can be a viable character in any situation. Barring of course bugs or obvious balance issues.

    I believe we are looking at the problem all wrong. Many arguments are that no class can viably wear heavy armor or the only viable weapon is restoration staff. I want to find out what the root of that is and repair that train of thought. I think it is because we are still trapped in traditional definitions.
  • Mablung
    Mablung
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    hamon wrote: »
    the problem i have is that its a homogenization into one class really MAGE. everyone playing mage to get through vet mode . light armour staffs= the stereo typical mage. yes we have sorc mages, templar mages, rogue mages, and dK mages.

    but how it advanced to boil all the diffrent armour and weapon possibilities down into one that actually works for 2 thirds of the content of the game? (vet mode)

    to me that a step backwards not an advancment of anything.. if all weapons and armours were viable right thro the entire game i might agree with you but it just isn't

    If we box ourselves into a specific mage role, yes you are right it is backwards. I think though that heavy armor sword and board is viable. It comes down to a player wanting to play that way and build skills around that type of character. Advancing his/her play style to benefit group pvp/pve play. I do not want to say it is a learn to play issue however, it is more about knowing your style, capabilities and limits as a gamer.

    For example, I have always played the traditional rogue types. I am horrible at healer characters. The two classes are antithesis to each other. It is along these lines I believe we must evaluate ourselves and progress into a different type of gameplay which in turn allows us to think outside of the box and build better characters around the given base classes.
    Edited by Mablung on June 11, 2014 9:20PM
  • Still_Mind
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    Mablung wrote: »
    Still_Mind wrote: »
    Advanced pay, more like. Question is, is it worth it?
    To me, it is. For all the balancing flaws and bugs, I really enjoy the combat system, how dynamic and involving it is.

    This is semi on topic so let me pick out the part that might be relevant. Lets begin with balancing flaws. What class or set of skills cause a balancing issue? How does it affect all of the classes or does it just tend to give one class more utility over the others?
    Read Pve Discussions=>Skill lines forums. There's a lot of whining there, but there are legitimate concerns voiced there, as well.

    For one, Magicka-centered builds being vastly more functional than Stamina-centered, due to both, undue utility strain on the Stamina bar, and Stamina skills in general being a lot less functional (both damage and utility-wise) per-resource point.

    Heavy armour passives need a lot of help. With no exaggeration, I have a lot more survivability in light armour as a tank, simply because of how easy it is to get capped on armour value, and because of how useful Magicka-based utility is for survival, control and sustenance. Medium armour has its uses, but, overall, it's also very far from light, raw utility-wise.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • hamon
    hamon
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    Mablung wrote: »
    hamon wrote: »
    the problem i have is that its a homogenization into one class really MAGE. everyone playing mage to get through vet mode . light armour staffs= the stereo typical mage. yes we have sorc mages, templar mages, rogue mages, and dK mages.

    but how it advanced to boil all the diffrent armour and weapon possibilities down into one that actually works for 2 thirds of the content of the game? (vet mode)

    to me that a step backwards not an advancment of anything.. if all weapons and armours were viable right thro the entire game i might agree with you but it just isn't

    If we box ourselves into a specific mage role, yes you are right it is backwards. I think though that heavy armor sword and board is viable. It comes down to a player wanting to play that way and build skills around that type of character. Advancing his/her play style to benefit group pvp/pve play. I do not want to say it is a learn to play issue however, it is more about knowing your style, capabilities and limits as a gamer.

    For example, I have always played the traditional rogue types. I am horrible at healer characters. The two classes are antithesis to each other. It is along these lines I believe we must evaluate ourselves and progress into a different type of gameplay which in turn allows us to think outside of the box and build better characters around the given base classes.

    try to use heavy armour sword and board as a templar in vet mode , then tell me its viable. it was (only just) before they nerfed bash i know cos i played one from vet 1-vet 10 before craglorn and the nerf to bash.

    after the nerf to bash and jabs.. your just a repair bill and soul gem dispensor

    i wrote this in another thread but it bears relevance here cos its another reason i think ESO has taken a step backwards

    the negatives of light armour SHOULD be the armour rating itself.. but since the soft cap in armour is so easy to hit even while wearing light armour that is no longer a negative.

    if as is usually the case in MMO's and rpgs in general if you wear heavier armour you gain survivability through extra HP , armour and resists..

    (you know the stuff that makes tanks tanky) and which if done right would make impulse spam a very risky tactics . cos cloth wearing and melee range is and should be very hazardous.

    but in ESO it isnt .... thats what is broken. these things are tried and tested for 20 years and work for a reason.. its MMO 101 .. but somehow the devs in their arrogance thought they could throw away whats tried and tested and leave us with this joke of a balance instead.


    Edited by hamon on June 11, 2014 9:28PM
  • Mablung
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    @Still_Mind‌ I get the frustration over the functionality of magicka versus stam but that is really what I am getting at. I believe that even with the perceived balance issue with these 2 resources, it is still possible to have a very viable stam build in the right hands of the right player. In my mind I see the stam issue as an easy fix. Bring the cost of stam based abilities down along with doge/block and that resolves many of those issues, however this makes the game less evolved and easier.

    Thus we get to the part of this game being for an advanced playstyle. ZOS made a game that was to be challenging (IMO) at all levels specifically with character creation. We see the complaints about weak classes and balance issues and we also see the delayed response by the developers. I think they want us to work it out for ourselves and stop thinking in traditional terms.
  • AlexDrago
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    Question is not how to play. As a Sorc i can play in heavy armor with 2h sword with Dark Deal, Lighting Form, Crit Surge, etc. But to check it i need to respec, which cost near 25-26k for me. Not a very big money, but it's look like world financial crisis in my personal pocket, after buying bag pack and bank upgrade....
    Problem is not how players can or may play, not their playing style. The core is effectiveness in killing mobs.
    Most effective group is - paladin, cleric, rogue, mage from D&D. Pal can be a greate tank, and hold hate, but damage is not great, and he need a heal. Cleric is weak in dmg, but strong in heal and can kill undead more effective, rogue weak in def, but make a good damage. Mage is damager, but most in aoe and crowd control.
    In teso we have the same classes, but they are mixed and unbalanced. From beta we have conceptually different classes, which can play different style, but right now sorc cant escape and have weak pets, templars healing is weak ( and no mana regen is absurd for healer, i think), dk can damage, tank, heal and they don't need anyone else in game. NB is up now, but as a healer they better then templars and sorcs.
    May be it would not be a big problems, but we have solo content and PvP here, not only group content and ZoS need to make a decision - re-buff all classes to highest with unique powerful abilities, or slow nerf all classes to mediocre.
    I think, that first way will make advanced play more possible. But looks like after they took away last unique ability from sorc i'm afraid that they are lose the goal, de-salt, and don' t know what to do next.
    If you have nothing to say say nothing ©
  • Still_Mind
    Still_Mind
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    Mablung wrote: »
    @Still_Mind‌ I get the frustration over the functionality of magicka versus stam but that is really what I am getting at. I believe that even with the perceived balance issue with these 2 resources, it is still possible to have a very viable stam build in the right hands of the right player. In my mind I see the stam issue as an easy fix. Bring the cost of stam based abilities down along with doge/block and that resolves many of those issues, however this makes the game less evolved and easier.

    Thus we get to the part of this game being for an advanced playstyle. ZOS made a game that was to be challenging (IMO) at all levels specifically with character creation. We see the complaints about weak classes and balance issues and we also see the delayed response by the developers. I think they want us to work it out for ourselves and stop thinking in traditional terms.
    Right now, I'm ploughing through Veteran content on a Fire mage Dragon Knight. 0 Stamina skills on the bar (sometimes Immovable for Trials and some VR dungeons), 0 Stamina enchantments. Zero challenge whatsoever. I lock down whole packs of 5-6 enemies in public group dungeons with Volcanic rune (mages guild skill) and talons, and they can't even scratch me most of the time (whip unruly things that get knocked away from the main pack by the explosion). Any group boss that's not CC-immune gets CC-locked and kited into Oblivion. Caster bosses kill themselves on Reflects (almost 2k damage on boss staff attacks, reflect is sustainable due to light armour passives, big mana pool and regen). The only stuff that I can't reliably kill is hard-hitting CC-immune melee (unless it likes to perform directional attacks and rarely targets you directly, then it's a cakewalk). But I'm pretty sure that if I stack miss chance mechanics, I'll be able to take those out way better.

    There's a fine contrast with my Nightblade, who was Stamina-focused (then more hybridized) for a very long time. Couldn't do half the things I could do with dedicated caster. Dropped the silly metal things, took off smelly leathers, put on my robe and wizard hat, got myself a magic wand and voilà, I'm the king of the world once again.

    Granted, Stam builds have their niche in PvP (bow ganking is positively hilarious, and I revisit it regularly - as well as enjoy the ability to laugh at prevalent Antimagic usage), but, unless you're full Magicka, or a Magicka-heavy hybrid, you basically are gimping yourself, as it currently stands.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Mablung
    Mablung
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    Any other thoughts out there?
  • ShADoW0s
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    Anything other than cloth + staff is realtively weaker in PvE. This is purely because the game is so heavily damage based. Everyone is going cloth + staff firstly because you get more damage, in ESO, because of the high damage and HP model the rule is: kill it before it kills you, and therefore the highest DPSers usually win. This gives no room for duration fights, and these are usually the hardest fights in the game. Secondly stamina based builds are weak because, as someone put it in an another thread, no one wants to use their defense pool to DPS with. If you use all you stamina and have none to block a heavy attack with, then you are dead, so everyone just swaps it out with magic.

    EDIT:

    Third reason:
    hamon wrote: »
    the negatives of light armour SHOULD be the armour rating itself.. but since the soft cap in armour is so easy to hit even while wearing light armour that is no longer a negative.

    Edited by ShADoW0s on June 12, 2014 3:30AM
  • SFBryan18
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    TES has always been about making your own class. This whole MMO thing about playing a group role is irritating to say the least. In past TES, you choose your favorite skills and use them. This game should be the same. I really hope the devs continue to listen to the TES fanbase more than the MMO bandwagoners. MMO fans will soon move on to the next MMO while TES fans are here to stay.
    Edited by SFBryan18 on June 12, 2014 3:34AM
  • Mablung
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    I think that the point is being missed. We know what is working. What is working that we do not know? I have read where templar, heavy armor, sword and board healers are viable end game characters. I can buy into it. Especially if the player knows his role and what he has built.
  • Mablung
    Mablung
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    SFBryan18 wrote: »
    TES has always been about making your own class. This whole MMO thing about playing a group role is irritating to say the least. In past TES, you choose your favorite skills and use them. This game should be the same. I really hope the devs continue to listen to the TES fanbase more than the MMO bandwagoners.

    I agree with you. By all appearances it is not. I argue though that it is possible to be very close to that. I think traditional roles have to be thrown out and a new mindset has to be generated in regards to ones character development and build.

    I strongly believe, now and not always, that there are in fact many ways to play a class effectively in any situation if you as a player understand what you are capable of doing with the build you have created.
  • SFBryan18
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    Mablung wrote: »
    SFBryan18 wrote: »
    TES has always been about making your own class. This whole MMO thing about playing a group role is irritating to say the least. In past TES, you choose your favorite skills and use them. This game should be the same. I really hope the devs continue to listen to the TES fanbase more than the MMO bandwagoners.

    I agree with you. By all appearances it is not. I argue though that it is possible to be very close to that. I think traditional roles have to be thrown out and a new mindset has to be generated in regards to ones character development and build.

    I strongly believe, now and not always, that there are in fact many ways to play a class effectively in any situation if you as a player understand what you are capable of doing with the build you have created.

    Also, those skills that are too weak and too strong will get ironed out. That's what we pay for. It just takes time.
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