The problem with this game is, there is only one given situation:
Fight.
All progress in the game is made through fighting. You can't traverse the land without fighting. If you want to focus on crafting you'd better be good at fighting the things that give you the things you need to craft. You also need to be good at fighting to get the skill points necessary to level those crafting skills.
Basically you can "play how you want" so long as you want to fight while you play.
In the end, if you provide only one goal, too many variables becomes unmanageable in trying to achieve balance. If you provide three or 4 goals, you dramatically reduce the number of variables without compromising the options we've already enjoyed.
I remember an old discussion about 'how to balance PvP' from UO days.
We solved it too, much to the distress of the PvP'ers but they couldn't argue with the results.
In PvP every hit by every class....skill....special... ect, does exactly the same damage and takes the same time.
It's all just about looks and style then.
There....PvP problem solved.
Its almost impossible to balance between PvE and PvP - it just is; what generally happens is that folks in one or the other complain about something being OP'd it gets nerfed but it gets nerfed in both. So dynamics for PvE will get messed up by nerfs to make it fair for PvP and vice versa. It has always happened and there is no good way around this dilema except having only PvE or PvP. Even if you had just one or the other - there will always be class balance issues.
Remove all classes, create one pool of skills and allow free will. Class balance solved!
Meanwhile fix the game stability, the plague of bots and resolve game content issues.
cjmarsh725b14_ESO wrote: »I don't think I've ever heard that from a nightblade. Although to be honest, I've never even seen more than one or two nightblades in the trials.Teevesnacks wrote: »cjmarsh725b14_ESO wrote: »To me the biggest problem, in terms of balance, is the DK pyro mage build. It can easily pull off 1.2k+ (I've heard even as high as 2k) sustained single target dps and that's just not something that can be matched by the other classes. It's just hard to see a balance when one of the easiest trials groups consists of half DKs.
I would like to see actual data to back this up because I've "heard" of nightblades sustain 2k+ single target dps
Remove all classes, create one pool of skills and allow free will. Class balance solved!
Meanwhile fix the game stability, the plague of bots and resolve game content issues.
tinythinker wrote: »I'm a firm believer of that most of PvE class problems come from PvP balancing and vice versa. I also think that the solution is already there.
We now have 3 PvP tree lines. Add more. Add for example role trees, like scout, battle mage, combat healer, tank. Have those new trees filled with active and passive (more passive due to skillbar limitations) traits that counter PvE abilities. Finally have those traits only active in PvP.
That approach may ever lead us into more diversity of classes in PvP and somehow de-zerg the game.
I think you and @cjmarsh725b14_ESO are onto a similar idea. It sounds like something really interesting that might get buried in this thread. Would either of you care to start a thread like "New Alliance War Skill Lines to Address PvP/PvE Balance" or something like that? Not that I wouldn't like to see it discussed in this thread, but it seems like it could be a great independent topic as well and might get more attention/traction that way.
Remove all classes, create one pool of skills and allow free will. Class balance solved!
Meanwhile fix the game stability, the plague of bots and resolve game content issues.
I remember an old discussion about 'how to balance PvP' from UO days.
We solved it too, much to the distress of the PvP'ers but they couldn't argue with the results.
In PvP every hit by every class....skill....special... ect, does exactly the same damage and takes the same time.
It's all just about looks and style then.
There....PvP problem solved.
Personally, I love Templars. I love melee builds. I'll speak to that.
Key issues with Templar In my mind are:
1) horrible resource returns. Templars have very few ways outside of weapon/armor builds to recover resources. Add to this the fact that their spells cost more on average then other classes means that they pay a heavier price trying to damage/heal from a class perspective.
2) Stamina builds. this hits all classes, but with Templars having bad resource regen, they get double hit as when the stamina skills fail, a stamina based Templar has a much tougher time using magick skills to compensate, as their base regen is lower then other classes due to NO passives to regen said magick.
so to me the keys are simple.
1) templars need some resource regeneration abilities in their passive trees. tie the regen skills into the trees focus. i.e. Aedric spear gets a stamina regen. Resto gets a magick regen. we don't necessarily need another magic regen ability in the dawns wrath tree...but possibly a cost reduction passive across the board.
We would still pay a heavy price for spell use, but at least we would have ways IN THE CLASS STRUCTURE of regaining that resource. and at early levels, where you have to choose your skills more carefully (they eventually get filled up later, but early you choose), Templar's could pick a path, and know that they would have the resources to fuel that path.
2) Stamina builds. This is more generic, but still falls back to the Templars weakness. Restoring Aura is a fantastic example of a fix for this, but with the stamina skills being so out of balance, RA is barely felt. and since it costs magick to use, works against us in the long run...by the time your out of stamina, your magick resources are probably also low. #1 would help out allot for this, but we also need those stamina skills buffed as well.
so to this idea: stamina based skillsets (2h, DW, S&B) need their costs and damage re-evaluated. damage needs to be buffed slightly across the board, and stamina costs reduced drastically. simple as that. outside of specific skill changes (like the damage shield from cleave needs a buff...uppercuts cast needs to either have a chance to be instant, or be un-interruptable). But that's a different subject (and my thread would be far too long discussing that...i'll create a different post for that).
Other details:
Puncturing Strikes is a quandry. I'd almost rather have the skill simply split up. base skill does the AoE (and make the cone bigger), but NO stun, and no extra damage to target mob. buff the base damage a bit. it really is whimpy.
Take the "cone" morph (that no one uses), and change that to a "Magick cost is reduced, and initial target is stunned and takes 100% extra damage, but area of effect is reduced."
Keep second morph as is. execution effect on all mobs under 25% health.
That way people can either have their AoE and "execution" effect Current morph of choice), but you lose the stun and decent damage on single target, OR have it cheap and stun something. having all of it in one lump is making it almost impossible to balance. split it up, and give us 2 decent choices, instead of one bad one and one obviously almost OP one.
Restoring light tree - the actual skill line isn't bad...but with the resto staff being cheaper, more efficient, and obviously synergizes with everything else that is caster, I'd like a few more synergies in the actual resto tree we have to make it "different" then the resto staff, and viable for us as a class...without making us the "Healing Gods".
the heals already cost more then staff heals, and are less efficient. so instead of buffing the heals (would make us too OP when we had a resto staff in hand), give us some better damage buffs in the passives tree! an example would be:
"Holy might: Restoring Tree spells buff Players personal damage by 5% for 10 seconds after the heal" or something like that. give us a solid reason to use our expensive heals instead of staff heals. AND it would also buff our damage overall, which is sorely needed. anytime we use a heal ( or in this case a resto line skill, like RA), we get a damage buff. This would also help our melee builds, as the go-to skill of choice for maintaining damage (RA) is in the resto tree. we don't necessarily need all the siphoning skills that the NB has (and I don't want to steal their thunder) so cost reductions and damage enhancers would be a solid choice.
Rushed Ceremony - base skill isn't horrible, but its so mana hungry that its better to honestly switch over to resto staff on switch and use one of those spells instead.
So, to make it more attractive, change the morph "Honor the Dead" to give magick back not just on low health players (who really lets group members get that stinking low anyways...its suicide in this game), but make it a magick return anytime it's used....but only works on yourself.
Then it goes from a mana hungry instant heal to either a cheap personal heal, or a nice instant mini group heal...that has a moderate magick cost. This would also help the stamina builds that lack a way to stay alive...we wouldn't have to use half of our magick bar on a heal that keeps us up for at the best one or two hits from a VR mob.
Restoring Aura - not bad...until you play a DK and realize that RA is a poor mans version of dragons blood (and costs just as much). it starts off increasing stamina and health...but anyone who's used DB on their DK can tell you how critical that 30% heal is. so Templars have to have an ADDITIONAL heal on their bar to do the same thing that DB does with one skill. This either needs to be brought up to the level of DB, or its costs reduced drastically.
Also, its morphs need to change. a bigger radius? really? or you get to kill it's regen ability and turn it into a "heal you after you've already killed the mobs who were killing you" ability. doesn't help much when they kill you first. here's what it's morphs should really be:
Radiant Aura: base spell + SEVERELY reduced magick cost (like dirt cheap). Regen is buffed allot initially, but slows down over time, and has longer duration.
Extended Ritual: Still costs magick, but instead of working on only dead corpses, pulls spiritual energy from LIVING TARGETS. adds a small AoE damage effect and transfers that to the caster immediately (this is small...no more then 10% of the players health). the magick costs would keep people from staying alive by spamming it...and you would get SOMETHING instantly to keep you alive while the regen does it's work. regen stays the same.
EDIT: an option to the above Extended Ritual option is to eliminate the Aoe thing and heal thing...keep the stamina regen, but provide a 5% DR buff across the board during it's length. so you have the basic regen, but you add a bit more survivability to the skill that DOESN'T affect other stat caps.
Sorry folks...I could go on forever, but these are a start. Templar simply needs better resource management (magick AND Stamina), and options to reduce costs and/or increase damage.
Remove all classes, create one pool of skills and allow free will. Class balance solved!
Meanwhile fix the game stability, the plague of bots and resolve game content issues.
It would make it easier if all skillsRemove all classes, create one pool of skills and allow free will. Class balance solved!
Meanwhile fix the game stability, the plague of bots and resolve game content issues.
I'd happily go with this. I'd do it something like having all current class skills in a pool of specialist lines where you can take 2 of them at 1 skill point per ability/passive. A third specialist line would require 2 skill points per ability/passive. A fourth would require 3 point etc.
There are a few quests in game where you don't have to fight if you don't want to, thanks to the use of Intimidate and Persuade. But, yes, they're few and far between due to the fact the current situation on Tamriel combines an all-out faction war, the Worm Cult and daedric invasion. Most folks' problems will arise from those issues.tinythinker wrote: »You can't traverse the land without fighting.
Oblivion's Conversation wheel... which, fortunately, they got rid of.I think the latter was in mini-game in one of the games.
The problem isn't skills, it's synergies. The DK and Sorc classes have amazing synergies. It means that when they do Z skill, they hit the passives of Y, X and sometimes W: occasionally adding in the FG/MG passives, plus the &Preferred Class& passive. The NB and Temp classes have fewer of these and they suffer massively as a result.
The NB class especially needs serious attention. The only real "ZOMG OP" moments they have are down to the Respo/Destro spec, which is the current OP spec of choice. Temps are less broken, but still need tweaking for the same reason.
Zenimax can nerf skills left and right, but it won't help the imbalance that is vastly apparent to all players. They need to tweak (Temps) and overhaul (NB) the synergies so that all players can benefit from it.
I do agree that the "play as you want" ideal needs to either die or be the focus. It isn't true and we all know it. If you don't spec a certain way you're at a disadvantage and in this game that can mean life or death.
I remember an old discussion about 'how to balance PvP' from UO days.
We solved it too, much to the distress of the PvP'ers but they couldn't argue with the results.
In PvP every hit by every class....skill....special... ect, does exactly the same damage and takes the same time.
It's all just about looks and style then.
There....PvP problem solved.
Not to double post, but I thought this deserved its own reply. In reality...when you look at the games that best represent PvP "balance"...they are console FPS games where EVERYONE has the EXACT SAME class, with extremely minor variations. This is why no matter what Dev's try and do...PvP and PvE simply don't mix. the only way to really balance them with each other is to NOT balance them with each other...and balance them separately. in PvP skills are totally different then PvE. PvP problems solved.