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The Elder Scrolls Online team presents a deep dive into their combat design philosophy, addressing goals as well as community questions after recent major combat overhauls.
Comments
It's useful to know for anyone that wishes to suggest changes. They are less likely to adopt any that oppose their philosophy so such would be pointless to make.
You can suggest all you want to these assholes, they don't listen. F*** them.
Hate the combat in it. There is nothing "deep" or "philosophical" about it, most probably top 5 worst combat systems I have ever seen in mmos.
No fate but what we make, so make me a ham sandwich please.
Yeah, it's hard to imagine why they aren't receptive to everything directed toward them.
Agree 100%. This is what I have always enjoyed about ESO combat.
I just find it really hard after having played ESO for many years, to play any games that rely on cooldowns and self-rooting while using an ability or casting a spell.
Cooldowns are clunky and artificial devices for balancing left over from the primitive MMO days. The ESO resource-based system is much better and gives those resources a more meaningful role. Self-rooting to cast a spell is this silly melodramatic arm-waving shit that may look impressive in B movies but feels like shit in action combat games.
The burnt-out and the clueless may call this combat shit but it's one of the best and most fluid combat systems in any MMO.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The first lead combat designer was Nick Konkle who had plenty of experience and went on to Riot games where he's Game Director now.
Get a clue.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
He has some experience but I wouldn't call it plenty. He was with Zenimax for 7 years before Riot. Before that, he was an associate designer for 1 year at Perpetual. Before that he was in QA for a year. Yeah, not plenty.
i wonder why they are making this article though, i guess they have to deal with shitters constantly, like the shitters on this website.
really wish the devs would add more weapon types, more skill trees
I met her at a PaxEast and she got me into an Elder Scrolls Online after party. Seems like she's no longer in game design.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
w/ Crown Meal Stats :
28k mag
22k hp
20k stamina
Spell resist 18947
Phys Resist 17495
+
Boundless Storm 5.9k phys/ spell Resist
= 24k spell resist
= 23k phys
Hex Armor absorb 6.6k dmg
+
Hardend Ward absorb 6.8k
= 13.4k absorb every 6 second as Hex procs on ever crit which a crit for me is every half second.
24k spell
23k phys
13.4 k shielding
Looks good. Untill you are one shotted with seeing on 2 flashes of light and seeing the replay that there was a ton of things happening with in that .5 second.
Testing , each skill has it's own animation, it can't be clipped without 3rd party application. The "add-on"s for light attacks is automated. Add-on" for buff rotation. Anyone who can script can create an add-on to anything.
Add-ons must be removed from this game. At the least removed for CP Cyrodiil so the playing feild is based on honor and not hocus pocus.
From a pvp perspective, the combat is worse off then Age of COnan, where as in AOC the litmit of what could be done to specific aspects of the combo system. In ESO it is literally a wide open what ever you can think of and call it an add-on. It's comical reading the article because they obviously don't play there own game.
It's like they thought people would play the game like Skyrim and not like other MMOs. Like people would just do quests and listen to dialogue and not go hard on min-maxing every bit of damage possible. So the LA animation cancelling meta was born. Before long, it was too late to change and now the game is bar none THE game with the most animation cancel required in perpetuity, every "GCD."
But the game could have a real GCD. The game could have real cooldowns. I have a feeling that they didn't wanna lock abilities under cooldowns because they tested it in early stages and realized *WHEN YOUR GAME ONLY HAS 10 ABILITIES...* cooldowns are bad, but this dogshit system isn't better.
The fix is to have 14-16 abilities, real cooldowns, real GCD which is also triggered by LA/HA, make LA/HA give you some kind of interaction with the rest so it's actually used but not too much, and then design classes to play in a fun way rotationally.
Unfortunately, that would require a revamp that they'll never ever do. It's the same thing with GW2. They need to rethink their class philosophy, roles, trinity meta, because it's in the game but the game loves to think it isn't.