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Elder Scrolls Online - The Combat and the Content of ESO - MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited March 2018 in News & Features Discussion

imageElder Scrolls Online - The Combat and the Content of ESO - MMORPG.com

During the last column, we talked about some of the pressing issues that Elder Scrolls Online has. I would like now to delve a little deeper into the issues. I know we are talking about more of the “negative” aspects of the game but I think we need to clear the air. I said before it’s always good to talk about what is bad to appreciate the good. Let’s begin the deep, dark adventure!

Read the full story here



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Comments

  • ElvocElvoc Member RarePosts: 549
    "I noticed in the comments there were a lot of talk/complaints about the combat system and animation canceling. I agree with a lot of the sentiments about animation canceling and the limited skill bar. For a lot of people coming from games like FFXIV or World of Warcraft being limited to a total of six skills it’s somewhat unsettling."

    I get this for sure but I believe the way the skills level up from use is a way different mechanic than how its done on WOW and FFXIV, so I think that is the major reason for not having multiple bars of skills active all the time. Then the leveling skill system would be completely unneeded.
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Combat is the primary reason I never got the game. 

    I played during a couple of the beta weekends before launch and whilst the content was OK and the game looked to deliver on most things I wanted from an MMO, the combat completely turned me off. With so few skills available I just found myself bored with the combat within a few hours, then completely turned off by about hour 20. Sure, you had to pay attention to blocking and dodging but it required no brain power at all. 

    I do recognise that I'm not their target audience, so I don't expect them to change it for me, the depth I'm looking for would probably be too much for the average ESO player and a large departure from what they're doing now, plus it would be difficult to get working right on a gamepad. 

    That said, if they were to change it, what I'd want is the following:

    15-20 active skills on my toolbars
    A separate toolbar for consumables / mounts etc so I could keybind them too
    A better mix of rotational skills, situational skills (emergency heals etc) and group skills
    A better mix of cooldowns on skills
    Reworking resource management to support extended skill usage


    The goal of these changes would be to add some actual depth to combat, to make players actually think about what skill to use next and not have it be such an easy choice. The better mix of skills also adds depth (through the situationals and cooldowns requiring you to make better choices of skills) and hopefully also increase class interdependence. 


    Like I said, I don't ever expect them to change their combat for me, but this is what'd be needed to get me to play. 
    HarikendaltaniousBabuinixNordicApacheDraemos[Deleted User]Hell26josko9
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  • CelciusCelcius Member RarePosts: 1,878
    edited March 2018
    The things in ESO that make gameplay bad to me are:

    1) Animation Cancelling - Can't stand it. You should not have to do gimmicky stuff that was unintended in the games original design in order to excel in combat.

    2) 6 skills - This is EXTREMELY limited. This is like, MOBA levels of limited. I know there are 2 hot bars, but most classes don't really use 6 skills on each bar anyways. A fair bit of slotted passives. (Usually 1 or 2 in each build that have a passive that is really strong and an active you never hit) I know that there are technically 12 skills total, but most classes sit on one bar 90% of the time anyways. Hell, most builds have the same skills on both bars in some slots.

    3) No skill cooldowns - To me, this is a huge problem. This is one of the things that makes animation cancelling feel even worse when combined with it. When skills don't have cooldowns, you typically have less impact when you hit the skill. Obviously with cooldowns they would need more abilities, but this still hurts the combat for me. This is also one of the reasons most builds focus on one bar, because you only have the resources to cast using one.

    4) Animations - Some of the combat animations look okay, but I think a lot of this has to do with the feel of the game. The weight on the animations does not feel good to me. I think one of the big problems with this is that when you are moving in the game it feels like you are floating on the game world. This is especially apparently when you mount while running or use any kind of speed skill.

    5) Potions / Food - Builds pretty much all require these in order to be even remotely effective unless all you want to do is normal dungeons. Even in normal dungeons you need food though. There is a HUGE difference without it. To me, I think these things should be required for Trials exclusively. Not dungeons or open world content.

    6) Light / Medium / Heavy Attacking - This whole concept is quite bizarre. I would understand if you were a crazy person and always played in first person, but reality is most people play in 3rd person. The way you have to "weave" different attacks into your rotation and there are passives that benefit different types is absolutely absurd. This does not feel good when you have barely any way of knowing the timing. If there was some kind of on screen indicator that your attack was now a "medium" or "heavy" attack then I think it would feel better. I don't mean a giant text box or something, I just mean noticeable animations.

    I think ESO is a solid game despite all these things, but the reason I keep up with the DLC (the ones with new zones / story, not dungeons) is more to do with the story and world. The skill system itself is pretty fun to progress in as well, it is just not always fun to use the skills.
    Deadrites87daltaniousonelesslightNordicApacheHell26
  • Zeppel80Zeppel80 Member UncommonPosts: 74
    I see animation cancelling as a work-around that competitive gamers came up with.  By that I mean that I see the animations as working the same way cool-downs do in a tab targeting game like FFXIV. They're not evidence of poor programming, as some have claimed, they serve a legitimate purpose.The more competitive gamers in ESO just found a way around them to improve DPS. If you're not a competitive gamer, it really shouldn't concern you. 

    Having just a few skills is something you see in many games and it works well in ESO. For one thing, having a bunch of skills wouldn't be viable in action combat like this, it only works with tab targeting combat. Rotations are complex enough as it is and I can't imagine trying to get my fingers on any more keys while I dodge and kite. I remember having a ton of skill ins WoW, but only using a handful of them, so what's the point? Plus the level up system, as mentioned.

    I don't think we need more weapon types, we've got the main bases covered and more would just make balancing more difficult. I agree with your feelings about the Warden, it feels tacked on to me.  And, to me, that says we have all the classes we need. Adding more just to say you did doesn't seem to work well.

    Yes, you need food and potions to be effective at higher levels. That gives crafting a legitimate purpose, so what's wrong with that? I disagree that they're necessary for open world content, I never use them in that context. 

    Frankly, I feel overwhelmed with the content. I have a CP 200 character and I haven't touched but about a third of the base content and done none of the dungeons. I could spend half of my daily play time just doing dailies and never quest at all. And some of the DLC is huge, you could spend a lot of time just with the Dark Brotherhood or Thieve's Guild.  Meaning, I do think the new content comes out awfully quickly, but I don't think all DLC needs to be as meaty as the Gold Coast. And some folks play a lot more than I do and they need new dungeons to farm and things to keep them engaged at the high end of the game. I sub, so the cost of DLC doesn't matter to me. 

    ESO is a game I played in beta and keep coming back to over and over. We can second guess the developers all we like, but I think the success of the game speaks for itself. They're obviously doing something right.
    ThornragethighhighsNordicApache
  • IselinIselin Member LegendaryPosts: 18,719
    Animation canceling is a different story for me. There are a lot of factors that come into place for this to work and I really haven’t taken the time to really master this technique. Do I care for it? Not really, I know a lot of people who mastered the art and it’s impressive to watch it unfold but it’s not something I tell people to go out of their way to master. Just enjoy the game, you know? I know this is important for some people but for others, I feel like it’s a “meh” thing.

    Can't really call something that doubles your DPS - and it does exactly that - a meh thing :) There's certainly no need to do it in easy casual content but if you're into high-end content in a serious trials guild, it's pretty well a requirement for all DPS spots: if you can't do it, someone else who can will take your spot.

    It's also something that everyone does casually whether they realize it or not: whenever you activate a skill and stop to block or roll dodge or bash because something is about to hit you hard you just canceled an animation.

    Canceling out of what you're doing is a necessity in a combat system that features an active defense so it's not going anywhere. The difference here compared to many other MMOs is that the canceled action still activates for full effect despite being canceled. The only exceptions are the few channeled or cast-time abilities.

    Love it or hate it, it's very much part of the game. IMO what they really need to do with it is make it more accessible by some sort of official macro system (similar to Rift's.)
    MadFrenchieinfomatzNordicApache
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  • CelciusCelcius Member RarePosts: 1,878
    edited March 2018
    One could argue the success of the game has waned a bit due to them changing the DLC structure. Now you get 1 less DLC a year, less content in the DLC, and one paid DLC that you can't avoid with a sub (Just saying it how it is) in the form of Chapters.

    So if you want to play the game to the fullest, you need to shell out the base price of the game, the first chapter, the second chapter later this year, and a monthly fee for a long time until you can get the dlc you want for free. It also has a cash shop and loot boxes....weeee

    Before this we got: Multiple meaty DLCs free with sub and no loot boxes. Now the biggest DLC is Clockwork City which was also pretty small compared to pretty much every other DLC zone. Due to the convenience of the crafting bag, sub is pretty much mandatory at this point too.

    I would say they are starting to try to pinch pennies a bit. Tbh I used to not be as bitter about this game, but ever since I completed all 3 faction's quests and the more meaty DLC story lines (including the overpriced Morrowind) I feel like it is much easier to see how greedy they are becoming.
  • LimnicLimnic Member RarePosts: 1,116
    edited March 2018
    Something people seem to frequently miss with the difference between ESO combat and combat of say WoW, is that a suite of the skills one expects to regularly use is baked into the "action" controls so they do not take up hotbar space. Things that differ like the power attacks, stagger/interrupt effect with slamming, block effect for damage mitigation, or even the dodge effect for avoiding damage outright. Those culminate in at least four additional skills that are always on access to the player, with the addition of specific effects that can be applied to weapons.

    They aren't without an easy access to consumables in their own separate function either. Instead of it being a hotbar it's simply a quick access selection wheel bound to a single button so that you can have another eight items in a compact space.

    Coupled with weapon swapping for complimentary or even polar skill suites to fit different mid-action roles, and the game actually carries a good amount of depth to it.

    If we use Cameltosis complaints as a baseline, then ESO is already coming close then with a baseline of 14+ active skills, plus the radial wheel for quick access to consumables/cosmetics (plus the dedicated mount button).

    Class interdependence doesn't exist in ESO so much as role interdependence. The fact that even a Nightblade can build themselves out as an effective tank goes to that point. The depth there is from the choice in skill setup, gear types, and statting and bonus gear trait choices that all factor into your chosen playstyle.

    This isn't to say some character's don't break things, like a Sorc can basically just dump their stats into magic and health and call it a day to do almost anything. Balance issues exist. That's not the encompassing trait of the system though, and you have a good amount of synergy and depth of gameplay both in the core mechanics and in group play. That this is a more active game does affect it's depth as well, as more fights the developers have introduced has continued to lean into this, with many factors you have to account for and respond to, giving combat again another form of depth that a title like WoW only really brings up in boss raid battles sometimes.

    How many buttons are bound to a bar is not reflective of the full suite of skills at a character's disposal. Moreover it's a tool that still limits the scope of a game's interactive options and features, and those things need to be designed to work on that bar in a more universal basis. It homogenizes into lightly tweaked versions of the same basic things. In many instances an overpopulated bar can be shown to have redundancies in that regard too, but "necessary" ones only for the sake of managing/overcoming cooldowns or modulating resource use. That's not depth, that's an effort to bypass depth.

    You can get a lot more depth out of any system by contextualizing many player actions than you ever will by trying to jam them onto a directly mapped controller or keyboard.

    ESO is not the king of this, hell they don't really contextualize much of anything and I would call it a relatively shallow combat system, but shallow in the same manner as one that uses quick-bars. It's beholden to making everything fit into a context-less scenario where one's abilities can be applied to any and every fight. That fundamentally simplifies the depth of a user experience.

    EDIT: Quick note to Cameltosis too though, perhaps it's something that was updated at some point and I never really paid attention, but resource management already works for extended skill use, pending you take advantage of certain gearing choices and/or use certain class options. There's character building and gearing tutorials for how to absolve that.
    IselinThornrageLeiros
  • Tyr216Tyr216 Member UncommonPosts: 168
    The problem with animation canceling lies in the simple fact that the difference in performance is astronomical, both in PvE and PvP. In PvE, you can crank out a double digit percentage increase in damage. For any performance minded player doing progression content, animation canceling is required to reach the required benchmarks established by others who cancel animations. It is the defacto standard for top tier PvE content. In PvP, it's even more game breaking. One of the biggest cruxes of action oriented combat systems is for you to be able to identify incoming attacks and react accordingly. In ESO, this takes the form of blocking, evading, and/or popping a defensive ability.

    Animation canceling removes/alters the visual component of an attack so the defender doesn't know what's coming until after it already lands, negating a big part of how the combat system is intended to work. But Zenimax can't do anything about it and they don't want to admit that so they're defending it and saying they like it, when in reality it is an unintended consequence of a poorly engineered game. Anyone who's played since beta like I have knows just how floaty both combat and movement in general has felt. It's gotten much better but the flaws were never corrected; they still exist under the proverbial hood.

    To fix animation canceling, they'd have to completely revamp a major component of the game's physics all the way from the basic light attack to the most complex abilities, changing everything from how the animations appear to how they function. It's simply far too much work for far too little of a return on that investment so Zenimax is content on ignoring the glaring issues with it. ESO is still a good game but it will never be great because of how rushed it was during development. Once the foundation is set in stone, you'd have to tear the entire house down. If Zenimax had taken their time with the foundation instead of trying to cash in on the hype before it died down, there wouldn't be a need to completely remodel the house like they have multiple times since the game launched well before it was actually ready. But it is what it is. We're just going to have to learn to love it in spite of its flaws.
    Gobstopper3Donelesslight

    image
  • CelciusCelcius Member RarePosts: 1,878
    edited March 2018
    Someone brought up a good point about animation cancelling. It is a HUGE increase in damage output. It is not insignificant like in other games. You simply can't ignore it if you want to be at all competitive in PvP or Trials. I would probably be okay with it if it was like a 1-2% difference.
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    edited March 2018
    I actually like animation cancelling as it does increase my dps.  I like that you don't have to craft anything to do well in pve, drops are decent.  I like the story telling.  I hate small inventory spaces the game starts you off with. 

    No auction house, not even a limited one where guilds could put in samples and point us to where to find them for more, or how about allowing merchants to set up small shops like the NPCs have?  The limited tool bar and using pets in skill slots suck.

    They had me at Nightblade Vampire, though.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • CelciusCelcius Member RarePosts: 1,878


    I actually like animation cancelling as it does increase my dps.  I like that you don't have to craft anything to do well in pve, drops are decent.  I like the story telling.  I hate small inventory spaces the game starts you off with. 

    No auction house, not even a limited one where guilds could put in samples and point us to where to find them for more, or how about allowing merchants to set up small shops like the NPCs have?  The limited tool bar and using pets in skill slots suck.

    They had me at Nightblade Vampire, though.



    Oh god I forgot about the guild auction house stuff on my list of ramblings. The auction house system in the game is terrible. I don't even mean that it is guild based. I mean that it is next to impossible to find anything unless you use a 3rd party website / addons. Even with those it is VERY cumbersome to deal with. They just need standard auction house system that is split up by guilds: You bring up the UI at any guild auction but can search every guild auction with it. It could show location as well as nearest shrine too. People are going to do this anyways using that eso auction site anyways, so should just put it into the game.
  • LimnicLimnic Member RarePosts: 1,116

    No auction house, not even a limited one where guilds could put in samples and point us to where to find them for more, or how about allowing merchants to set up small shops like the NPCs have? 
    ???

    Guild shops do exist, they litter every city.
    Sovrath
  • gervaise1gervaise1 Member EpicPosts: 6,919
    edited March 2018
    As I posted yesterday in another thread it would be amazing if animation cancelling was unintentional. Threads about global cooldowns - which is what it comes down to - have been an ever present feature. Leading to thread after thread, discussions about the best spell to cast first to trigger the (server side) gcd, hacks and patch, after patch.

    I may not "like it" preferring to let the animations run there course - when not pressed! - but lots of (probably every) games have animation cancelling to some degree.

    Only a game in which the gcd equals the longest animation would have no ac. Cue "I can't cast, why am I twiddling my thumbs unable to do anything" threads. 

    Once the "global cooldown" expires you can cast/use another spell/power and any animation still running will be cancelled. Quick better create lots of video nasties! 

    Nor is it a minor boost to dps in other games either. Now it won't be in the same league as games with no gcd and it depends on the game but - if you always had to wait until the animation finished before casting another spell - you would see a big drop in dps. In most games. In ESO its just "on steroids".


    As for ESO's development being rushed - seriously?
  • LimnicLimnic Member RarePosts: 1,116
    ESO's development was rushed, in several peculiar ways. 

    On the combat end it was greatly rushed because originally the game was a full-on classic MMORPG with tab targeting and a use of a more traditional skill bar. This got severe backlash when the userbase got to finally find out about it during closed beta leaks.

    Consequently, Zenimax had to re-engineer the combat pretty severely in beta, retooling the system as best they could to meet the more action-styled gameplay of the series the MMO was supposed to be based upon. Unfortunately, the engine they'd built was not intended for this, and it would cost too much time and money to retool the engine itself to push for a formal action gameplay experience, and that's why they ended up delivering the hybrid gameplay we've come to think of as inherent to ESO.

    The combat in ESO was almost entirely a byproduct of one big mistake leading into a rushed job to overhaul the entire user experience. It left some almost fatal vestiges in it's mechanics for doing so, but Zenimax has worked really hard to push the game to a point where most flaws are as mitigated as they can be.

    Animation cancelling is a vestige of this. Because the actual numeric consequences of an action are not tethered to the action's animation sequence, but instead only factors in as an instant or timed effect, this is where animation canceling in ESO becomes such a severe problem. In other action games that aren't built on a tab-target system it is less of a problem because if someone cancels the animation, they are also often canceling the attack as the animation is tracked to tell if it even hits or not.

    In ESO the attack animation is simply a visual overlay to an effect that's usually already taken place as far as the server is concerned. There is unfortunately no way to get rid of this flaw without going into the game's engine itself and rebuilding the entire mechanic so that an attack only registers at the end of an animation, which introduces a slough of new problems with syncing possible faults in timing and a desynch in any actions that are supposed to interact with them.

    More or less, this is a sticking point of where early design choices came back and bit the game in the ass, and now they have to live with some baked in issues that can never be fully absolved, because they had to sprint to fix the game with a half-measure.
    [Deleted User]Octagon7711GrunimGobstopper3D
  • rmk70rmk70 Member UncommonPosts: 408
    I really love ESO in theory. I have and will likely have a running sub. However, I always pop in for 1-2 weeks max and then get bored. For me, it comes down to every class/build FEELing the same, with a few exceptions. My issues:

    A ) Combat is a game of animation cancelling and skill spamming for the most part
    B ) Most skills don't feel impactful
    C ) Only a few cool skills with interesting animations (i.e. Dragon Leap and NB's teleport strike)
    D ) Such limited skill selection across all classes to be even reasonably optimal
    E ) Every stam or mag version of classes feel the same

    All of that plus the auction house system really makes it hard for me to stay longer than a few weeks at a time. I know it's not in the cards, but a combat overhaul would do this games wonders.
  • azurreiazurrei Member UncommonPosts: 332
    I tried to play this twice...lasted only a few hours each time due to the look/feel of the combat which seemed limited/stiff/uninspired compared with just about any other MMO I have played past or present. Oh well, not all games appeal to everyone.
  • JudgeUKJudgeUK Member RarePosts: 1,700
    In the next ESO discussion article, please focus on the UI and non Auction House.
    I have never understood why the development team haven't included a full UI that has full toggled features.
    As for the lack of a proper Auction House - that was an awful idea where the devs are too pig-headed to admit their idea just doesn't work as well as a world system.
    Steelhelmonelesslight
  • gervaise1gervaise1 Member EpicPosts: 6,919
    edited March 2018
    JudgeUK said:
    <snip>
    As for the lack of a proper Auction House - that was an awful idea where the devs are too pig-headed to admit their idea just doesn't work as well as a world system.
    A megaserver means there is - essentially - always population. One consequence however is that a "normal" server wide AH could have 1M, 10M, 100M or possibly more items listed. Scrolling or searching through that ........ well if nothing else there would be lag.

    And a serious "500 member" trading guild will have close to as many items listed as a "proper" AH. Especially if its a guild with "minimum" sales targets.

    Factot in that there are locatins where you can easily browse several guild AHs and ESO will offer more items for sale in one place than "typical" games that don't use megaservers.
    RexKushman
  • Deadrites87Deadrites87 Member UncommonPosts: 94
    edited March 2018
    light attack and heavy attack weaving combined with animation canceling is a deal breaker for me. Too limited on the abilities as well. If the action bar was set up more towards the way guild wars 2 does action combat it would be amazing.
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    Limnic said:

    No auction house, not even a limited one where guilds could put in samples and point us to where to find them for more, or how about allowing merchants to set up small shops like the NPCs have? 
    ???

    Guild shops do exist, they litter every city.
    I was thinking more of a standard kiosk setup in each major city showing limited wears from every guild.  Including the location of their stores if you want to buy more.
    [Deleted User]

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • Shana77Shana77 Member UncommonPosts: 290
    I like ESO combat, it feels like a breath of fresh air to me in a sea of metoo games. People always complain how every mmo is a copy of WoW, but when they finally get their hands on a game that truly plays and feels different from WoW they wanna run back to the WoW formula they have grown used to.
    ThornrageLeiros
  • Viper482Viper482 Member LegendaryPosts: 4,101
    I love how people tout animation canceling as though it were a "feature". Laughable.
    Make MMORPG's Great Again!
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505

    Limnic said:

    Something people seem to frequently miss with the difference between ESO combat and combat of say WoW, is that a suite of the skills one expects to regularly use is baked into the "action" controls so they do not take up hotbar space. Things that differ like the power attacks, stagger/interrupt effect with slamming, block effect for damage mitigation, or even the dodge effect for avoiding damage outright. Those culminate in at least four additional skills that are always on access to the player, with the addition of specific effects that can be applied to weapons.

    They aren't without an easy access to consumables in their own separate function either. Instead of it being a hotbar it's simply a quick access selection wheel bound to a single button so that you can have another eight items in a compact space.

    Coupled with weapon swapping for complimentary or even polar skill suites to fit different mid-action roles, and the game actually carries a good amount of depth to it.

    If we use Cameltosis complaints as a baseline, then ESO is already coming close then with a baseline of 14+ active skills, plus the radial wheel for quick access to consumables/cosmetics (plus the dedicated mount button).

    Class interdependence doesn't exist in ESO so much as role interdependence. The fact that even a Nightblade can build themselves out as an effective tank goes to that point. The depth there is from the choice in skill setup, gear types, and statting and bonus gear trait choices that all factor into your chosen playstyle.

    This isn't to say some character's don't break things, like a Sorc can basically just dump their stats into magic and health and call it a day to do almost anything. Balance issues exist. That's not the encompassing trait of the system though, and you have a good amount of synergy and depth of gameplay both in the core mechanics and in group play. That this is a more active game does affect it's depth as well, as more fights the developers have introduced has continued to lean into this, with many factors you have to account for and respond to, giving combat again another form of depth that a title like WoW only really brings up in boss raid battles sometimes.

    How many buttons are bound to a bar is not reflective of the full suite of skills at a character's disposal. Moreover it's a tool that still limits the scope of a game's interactive options and features, and those things need to be designed to work on that bar in a more universal basis. It homogenizes into lightly tweaked versions of the same basic things. In many instances an overpopulated bar can be shown to have redundancies in that regard too, but "necessary" ones only for the sake of managing/overcoming cooldowns or modulating resource use. That's not depth, that's an effort to bypass depth.

    You can get a lot more depth out of any system by contextualizing many player actions than you ever will by trying to jam them onto a directly mapped controller or keyboard.

    ESO is not the king of this, hell they don't really contextualize much of anything and I would call it a relatively shallow combat system, but shallow in the same manner as one that uses quick-bars. It's beholden to making everything fit into a context-less scenario where one's abilities can be applied to any and every fight. That fundamentally simplifies the depth of a user experience.

    EDIT: Quick note to Cameltosis too though, perhaps it's something that was updated at some point and I never really paid attention, but resource management already works for extended skill use, pending you take advantage of certain gearing choices and/or use certain class options. There's character building and gearing tutorials for how to absolve that.



    That's a disingenuous comparison.

    Pots and other active items don't only exist in ESO. WoW has active effect items and pots that can be slotted to hotbars, in addition to having way more skills.

    Blocking and light/heavy stuff is unique, but the rest has been and is continually used throughout the genre. Dodging is used less so due to the prevalence of tab targeting.

    image
  • Gobstopper3DGobstopper3D Member RarePosts: 970
    ESO was designed from day one as a console game. Everything from the combat mechanics to the UI shouts console. There is nothing wrong with that, but as a PC player, I always felt limited. I don't need 20 spells to enjoy combat, but one HB with 12-15 spells would be nice. Instead we get two that you must switch between for a total of 12 slots and as mentioned, if you have a pet, there goes some of your slots.

    Not having central AH sucks as well. Having to join a guild just to sell something isn't much fun especially when most require you to sell a certain amount each week or month or pay a certain amount if you don't.

    For me, the game was fine from 1-50 as and you can play it how ever you like with what build you like. Even in the normal dungeons. Beyond that, the game fell apart for me. Grinding became more of a chore and if your wanting to do a harder dungeon or trials, you will need to have certain gear and play a certain way with a certain build. No different from any other MMO. You only have the illusion of choice.

    If your a console only player then ESO is a good choice sine it was made for you and you have few choices any way. If your a PC player, there are other other choices that are better imo.
    SteelhelmOctagon7711

    I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.

  • sgelsgel Member EpicPosts: 2,197
    Combat is the main reason I cannot get into this game.
    The devs seem great and put so much effort into adding content to the game.. I've bought it... but can't enjoy the combat :(

    ..Cake..

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