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The Elder Scrolls Online will get some combat changes beginning in update 33. Expect some more hybridization, flexibility in build choice, and eventually, some streamlined options.
Comments
Seems so. I wonder if it will open up Stamina vampires and Magicka werewolves.
Doing the same to skills could be a great thing opening up more interesting skill morph choices since most of those morphs are still stuck in the old Magicka OR Stamina system. It'll be nice to make decisions on which way to morph based on other factors instead of being locked in to just one of them.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
This isn't a signature, you just think it is.
Not saying that it should lose the current method, just add in the option that's all.
Read the devblog, was massively disappointed.
This is a good change, but just a minor one. The core combat is still going to feel floaty, unresponsive, and spammy because of the animation cancelling and constant reapplications of buffs/dots. The entire system needs a rework from the ground up, but the next best thing would be new classes/weapons that cannot animation cancel and do not follow the current core design.
This game is doomed to exist and revel in mediocrity as it furthers devolves into "How much more can we dumb the game down, guys?"
werent you just whining in the other post about how you havent played the game in 5 years, and youre here again whining
Does this makes you mad? Good. xD
i considered that game done a few years ago. They are not going to turn anything around. Too bad. Had such great potential after One Tamriel.
But this is a step in the right direction. We've been asking for it the whole time.
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2024: 47 years on the Net.
I've been promoting the idea of having stamina used for just sprints, sneaks, blocks, dodges and bashes and rename Magicka to "Power" and use that as the resource for all skills since 2014 but sadly no one listens to me
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I believe it goes beyond just class abilities, but they may be inclined to keep vampires and werewolves as they are due to their specific and differing nature and mutual exclusivity. I don't recall them being mentioned but didn't see the entire preview, hence my wondering.
It will have limited viability. For example, for an attack power your damage is based on the higher of your stamina or magicka but the cost depends on the ability itself.
Stamina based characters will still get the most out of stamina abilities due to having more resources and recovery for such, but can pepper in some magicka ones much more effectively than before. Magicka based characters will be able to do the opposite.
It allows for some greater customization than previously, but doesn't reach the point where one can use stamina and magicka abilities equally well on a character fully focused on only one of those two stats.
Actually, characters can now be more complex. Currently off-stat abilities are primarily selected for utility purposes as the attacks would cause little damage for their resource cost.
After the update, characters will also be able to make a much wider use of off-stat abilities as their effect will based on the characters main stat while maintaining an off-stat cost.
This will increase build diversity, and possibly make resource management more challenging depending on how many off-stat abilities are worked into a build.
It's not unusual for fantasy characters to switch weapons to suit the needs of the moment, especially weapon users from melee to ranged. On my casters I generally put identical looking staves on both bars and the change is barely noticeable in the heat of combat.
Ten abilities and two ultimates (some of which recharge fast enough they may as well be abilities) is quite adequate along with on demand main attacks of varying strength, blocking, interrupts, and periodic dodging.
One of the main issues that has plagued ESO right from the start is that it is possible to make builds that do high damage while at the same time being tanky and have strong healing. This is largely because healing scales of the same stats as damage, and excluding pure tank builds, you can build into survivability with little downside, or for some classes (like magsorc) surviabilty can actually increase if you stack magicka (which also increases damage and healing).
The change will give characters access to very powerful healing and damage abilities that had up till now been unviable because they scaled off the wrong resource, thus making the existing balance issues even worse.