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Major combat overhauls are coming next month to The Elder Scrolls Online. the team has a preview of what to expect from the major changes to reduce barriers in combat.
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1. They are reducing light and heavy attack damage for everyone. They are trying to say that high end players will be nerfed more than lower end players because they "weave" light attacks more, ignoring the fact that lower end players typically have more severe resource management issues and find themselves unable to do anything other than light and heavy attack often compared to the higher end players who also know how to manage their resources better, and...
2. They are increasing the duration of DOTs and buffs allegedly to help players who have a hard time handling a rotation that includes 10 second skills by making those last 20 seconds instead... BUT, at the same time they are lowering how much damage each tick of a DOT does. If this were truly just about helping those players manage skill rotations better, why lower the damage each tick does? They're making it the equivalent of casting the skill twice so why not just double the cost and leave the damage per tick the same?
DPS definitely can use a nerf. I just wish they'd be honest about it and tell us that's why they're doing it. No need to spin it as helping close the gap between players when it does nothing of the sort.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
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Crafting bag is life.
They're very deep in that rabbit hole over there.
It's a long thread on their forums about this and I saw one novel suggestion that made sense to me: have an option to disable the use of light and heavy attacks and their weaving - which is the most common type of cancelling - and in return for that option you get some equivalent +% damage increase, resource regen and ultimate points generation which are the things that weaving LAs and HAs give you.
It doesn't remove cancelling which they will obviously never do but that actually would bring up the lower level players,
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
"Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs."
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
In part I just don't find it natural, as it's largely taking advantage of stacking the effect of an ability you aren't even letting play out.
Wish they'd at least mitigate it by delaying damage/effect execution by a fraction of a second. Force it so the damage only counts when the animation has reached the visual hit stage.
거북이는 목을 내밀 때 안 움직입니다
The balance of good and bad is good for me or I wouldn't have gone back this past January and spent 6 months subbed to it.
But the more you play it and the higher level you try to play it at, the more some warts stick out, the more you understand how systems interact and the more intelligently critical you can be of the fine details of the system and proposed changes.
I don't hold back on criticism just because I have fun in it especially not when what they're saying the reason they are about to make changes is, makes no sense and will likely accomplish the opposite.
Take the proposed time doubling for DOTs. What it actually does is that on a given 20 second rotation (which is a rare instance since you only ever have a 20 second rotation in boss fights and only bosses that can be "tanked and spanked" at that, which are not common bosses) to use their example of 10 second skills becoming 20 seconds, it frees you up to do 1 or 2 additional skill casts in that time frame since there won't be a need to refresh the 1 or 2 DOTs that are part of the rotation.
This benefits anyone who has their rotation timing down pat, never missing their 1 second GCD skill window and always adding a light attack to the skill. It does not benefit anyone who does not have a tight rotation and doesn't weave in light attacks always.
And yet it's being portrayed as something that will help the lower end players become more comparable to higher end players... how exactly will it do that when the DOT's damage per tick is being reduced and the deficit can only be made up with perfect rotation timing? This will obviously hurt the lower end players more by lowering the DPS of a skill they are not skilled enough to compensate for with perfect timing.
It's shit like that,which drives me nuts because it makes zero sense.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
거북이는 목을 내밀 때 안 움직입니다
That gets rid of any incentive to abuse animation cancelling, while leaving it alone for all the legit purposes of it such as dodging, blocking or bashing for defensive or strategic purposes. You would just lose DPS when you cancel instead of getting to cancel whenever at no cost.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The original Chivalry was like this, with no turn caps on swings. People were 180-ing away from their opponents, crouching, looking at the sky, and trying to overhead stab folks *on the overhead windup animation.* and it was considered "skillful."
I didn't play Chivalry again until Chiv2, where they now have turn caps and such to avoid such ridiculousness.