I will also test content and not parse on dummy for 80 hours.īut guess what? Its not my job, like its not anyone elses here who told this team hundreds of times over the last two months how what they are doing is terrible. I will have a meeting with all my devs and tell them why skill should be rewarded and why a games combat cannot be nerfed because of three top tier groups. I will definitely not go in half prepared. I will also figure out if I wanted to raise the floor, what can be done without demolishing the whole building. Then I will sit down and understand why high dps is not an issue to be dealt with blanket nerfs. I would apologize to my community for not understanding my own game and/being dishonest with my intentions. Not random brainwaves and label them under "accessibility" and think I have fooled anyone. I would also set a roadmap for future changes, and why exactly are they planned. If it were my job, I would completely, one hundred percent revert all combat changes to U34. Edited by ZOS_Suserial on 24 August 2022 20:22 I think that even just from an aesthetics points of view that Zos should really consider improving the animations to the weapon attacks as well just please please please don't repeat what happened with jabs and flurry. Clearly ESO is not Skyrim or a Soulslike game but there has to be some inspiration from this they can take to make REAL changes to the way combat works instead of just fiddling with the numbers on an excel sheet every 2nd Quarter. and they also have spell slots where the abilities have no cooldown. Dark Souls/Elden Ring has a wide variety of different ways to perform weapon swings LA, HA, jump attacks, crouch pokes, etc. This is where I would probably make the biggest changes in terms of how these abilities function, but how? If we look at game similar to ESO combat like Skyrim obviously, where attacks are very impactful, the animations are solid and hits and bashes can stagger enemies and be the difference between life and death. Most of the animations for LA in the game feel very weightless and just not satisfying to use, some HA are okay but melee especially I find to be lackluster. Weaving has always been a contentious issue and I have personally always had mixed feelings about it. This was obviously the big focus and some of the nerfs did get reverted before they went live. Single target DoT's on the other hand need to be powerful enough to have an impact on boss fights and in PvP, otherwise, why even slot them?Ĥ. Some of them should really have cooldowns so they aren't considered meta for all pve content. Clearly Zos does not want us melting large groups of enemies quickly so how can you balance that? I think the problem is that these spells should not exist at all in their current form. I really don't know what to suggest going forward for AOE and Damage over Time changes. I will use Classic/Vanilla WoW as an example because I think they did things perfectly where 1v1 your character will almost always win against an enemy but when 2 or 3 are added on, even though they don't have a ton of health, their damage can be enough to overwhelm you.ģ. In particular Overland content to make things slightly more impactful from a solo questing players perspective. After the health pools of all enemies have been reduced globally, slowly bring back some of their single target damage output. Reason this will, in the simplest way possible, actually make the game more accessible.Ģ. I think for me the simplest fix post U35 is to nerf all Overland mobs, Worldbosses, Arena (on both normal, Vet and HM) content health pools much further and to nerf all AOE type damage output from bosses to compensate from AOE/Heal over Time effects also being nerfed. Since I think this is going to a worst case scenario type situation where it seems like Zos is not going to back down, what would be beneficial to change moving forward?ġ.
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