ESO’s combat system is pretty simply but also impossibly finnicky due to how weightless and half-aimed-but-also-not-really it is. I really don’t like it.
you are literally one person that tries to make this post fresh, cuz you are so obsessed.
Just stop it, go learn how to play instead of sitting on forum all day long so playing the easiest specs won’t be too much for you.
Understand that you have talents and talents are choices, stop asking blizzard to ruin game and take away options for major part of playerbase cuz you don’t play your spec enough to be good at it, geez
I don’t care enough about proving a point to take time out of my day to make lists. Sorry.
I think he’s copy pasted a load of stuff and so much isn’t working. Sadly he’s not noticing guides either.
I’m writing this to get some of the people back who left the game because of this issue. I’m doing alright, though I definitely agree with them as well.
I shiver at the might of your 2.7k score. Hit the skill ceiling and need more stuff, is that it?
Combat in eso was one of it’s strong points, but the devs are just not interested in elevating that game from decent to great so…
Really a shame, so much potential in eso.
Doing great damage there felt the best of any mmo.
And support was legitimately nice, not like augmentation here.
no one left because of this issue but i know tons of people who quit because mmorpg game started to remind rather classes from moba with 5 combat skills. bfa and shadowlands were short in content and releasing content took to long. bfa lost the most people and rotations there reminded of moba so your point is already dead. in SL another majority of playerbase left and it also had like 5 combat skills top
after mop when prunning started there were forum posts with thousands of likes crying to bring back mop class design because it became too shallow and boring.
Talent system is good but we have too many skills,buttons to push. You can macro some of them to each other but still some specs are problematic. For instance, outlaw. We didn’t get any new cool animated ultimate skills in this expansion, only old skills and almost all of them are back with new talent system. I would really like to see class specialization oriented ultimate skills with cool animations like “Death from Above”.
bfa was the same with class design but additionally blizzard made classes slower ( so it was easier to play ) and my friends who were playing in legion quit fast during bfa, they got bored with their classes and tried something else but were getting bored with it even faster, legion was rich in content and they released it pretty fast, in bfa and sl class design was shallow and boring and in these expansions majority of playerbase left.
Just a reminder how many people cried on forums to bring back mop class design when all of this prunning happened and went way too far in bfa
This is what I see as well.
I think whatever they do, there will be people complaining about it, but subscriptions do seem to have fallen during the pruning phase and they’re (maybe?) coming back up now. Only Blizz knows for certain.
The reality is that they’ll do whatever attracts the most players and makes the most money. The challenge for them is how to attract new, younger players without alienating the core player base. Unless they’re planning for WoW to end some time soon, it doesn’t make financial sense to drive away subscriptions that have been running for the better part of 2 decades for a brief influx of new money that might not stay.
I wouldnt’ say its the gameplay for a new player that is complex, they don’t get their 409125 buttons until they reach max level and there is a steady enough income of buttons that they can figure them out before the next level gives them a new button.
I’d argue that the state of the world you level in is a much bigger factor. You can just pick and choose what timeline you do but how are you going to figure out where to go if you’re too new to know the timeline of zones.
I remember the magic of WoW when I just started out, every race had its own unique zone in which you get explained the lore of said character, it really helped as a new player to create an emotional bond with the race of the character I was playing.
New players do not experience that at all in the current new game experience where you get dropped into a generic one size fits all island. Want to have an experience more tailored to your race? Sorry we’re like the cheap MMO’s now that didn’t bother creating more then one starting zone that kept getting hailed as wow killers only to fizzle off and die unseen in the corner of the room
I would have put Chromie time behind the starting zone (So at level 10 or so), let a player get a feel for the race they’re playing (If they even care), and then let them pick a timeline.
I am glad they did Chromie time though, i tried FFXIV two years ago, and having to slog through an endless and incredibly wordy MSQ was a pain (I gave up out of boredom partway through the first expansion, also the combat wasn’t as fluid as WoW’s), imagine having to play through all WoW expansions in order to hit level cap… >_<
The player gets to pick to do the island or start in the home area of the race they pick.
thats existing players who already have a max character I’m pretty sure
new players (no max level character on their account) iirc get shoehorned through island > bfa > dragon isles
then when you have an x level character chromietime becomes available
even if tho, lets say a new player picks an original race starter zone.
The newest of those zones turn 11 years old in 3 days, Cata starter zones are 13 years old and all the earlier races are as old as TBC and Vanilla.
These zones are extremely dated and lack the polish of starter island which even though its a bit generic, it has that.
I don’t know what the solution is though, in my perfect world they added the tutorial nature of starter island to each starting zone. Maybe they will still do that in the future.
If you take away any more from outlaw it’ll be so boring. Honestly one of the easiest specs to play imo.
Rng of roll the bones or having 2 dmg finishers or cd reductions or random proc of pistol shots? This spec is relying on luck. I don’t even consider it as rogue specialization, mix of warrior+monk+rogue. All rogue specs were able to do high burst dmg, even when we call Outlaw as Combat. I hate Outlaw’s current state, it’s not fun to play.
I’ve enjoyed Outlaw rogue being based on gambling. Fits the class lore.
People seem to not notice the main issue. These days rotation for optimal dps/tanking/healing is waaaay more complex. You don’t spam 10x times a spell until you press the next, and be fine. And this is where the button overload issue comes from.
Let’s be honest, 5 (or more) expansions ago, you were ignoring 90% of your abilities. You just needed 3 buttons and be completely fine. Now you have a complex rotation of like 6 spells, plus 20 others you need to be able to press on very fast demand. This is why we feel the overload.
I myself didn’t even put for example Trap on my action bars in Cata. But when M+ came out, suddenly you are required to press any spell on demand.
Thus I agree with OP, I think we need more passives (not Trap, but rotation). And this opinion comes from someone who has played almost all specs in 10+ years, and still playing very actively 5-6 classes.
Nowadays the simplest specs are BM amd Havoc, and even those (I think) are not beginner friendly anymore. As they became more complicated over the years.
This is just my opinion, and please take it with a grain of salt. Thank you!
its not that its hard, its that it makes no sense, u start to level in a random expansion and you have no real idea of the larger lore and are just lost in the non existent story then most new people just give up, they need to redo the new player experiance where its a tailor made story going through all the major events that happen in lore in the last 20 years
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