Ectheliontnacil wrote: »I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)
I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unpredictable stun is worse than no stun at all imo.
And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:
It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorc is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.
It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...
(Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.
All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.
So where's the root of the problem?
As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.
The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.
That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.
[...] The whole point of different classes used to be that they all had their own unique strengths and weaknesses. [...]
Ectheliontnacil wrote: »I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)
Ectheliontnacil wrote: »I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)
I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unpredictable stun is worse than no stun at all imo.
And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:
It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorc is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.
It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...
(Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.
All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.
So where's the root of the problem?
As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.
The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.
That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.
This is what happens when PvPers demand "balance". The devs give in and classes are watered down to the point they become boring and unimpressive.
I've never understood this obsession for "balance" in an MMORPG anyway. The whole point of different classes used to be that they all had their own unique strengths and weaknesses. This idea that every class should perform the same as the other makes the gameplay a lot less interesting.
There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).
There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).
If you want to play a character that has a strong potato identity that is.
There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).
If you want to play a character that has a strong potato identity that is.
I don't know what that means. I assume it's an unnecessary pejorative. That's not a particularly commendable counterargument.
There's something I have trouble wrapping my head around here - nobody is stopping players from slotting their class skills. If you want to play a character who feels like they have a strong class identity, use your class skills. The only thing stopping you from slotting your class skills is you and your own expectations (and I suppose some people pass expectations off to someone else and conform to what others demand of them).
If you want to play a character that has a strong potato identity that is.
I don't know what that means. I assume it's an unnecessary pejorative. That's not a particularly commendable counterargument.
You are very welcome to prove me wrong. Show me a StamSorc build that only uses class abilities and is able to hold its own in PvP? You will have a hard time filling all the slots. Not fair and stam builds are supposed to use a lot of weapon abilities? Fine. Give me a MagWarden. With no class stun except from an ultimate. This will go well.
When you have to sacrifice perfomance for class identity there is an issue with said identity.
Ectheliontnacil wrote: ».
All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific.
Ectheliontnacil wrote: »I'd like to address this trend of class homogenisation that we were able to observe with every major balancing patch. (NOTE: Mostly about openworld pvp, since pve class identity has never existed imo and duelling has always been a joke!)
I'm quite upset about the incap nerf (yes, yes harvest my nightblade tears). Why? Because incap into execute has been the trademark move of stamblades since day one basically. I'm not here to debate over the strength of the nightblade class, I merely wish to question the way zeni usually balances classes. Instead of decreasing burst potential, healing power or access to generic debuffs like major defile (which is what I would have removed from incap) they attack core class mechanics. The nightblade playstyle will never be the same after this and an unreliable stun is worse than no stun at all imo.
And nightblades are just the last ones to be turned into generic and mind-numbingly boring class:
It happened to sorcs who had their crystal fragment stun removed, which forced them to crutch on dsa flame reach or use the cancer that is rune cage. The once fluid and satisfying playstyle of sorcs is a thing of the past. Flame reach builds are cookie cutters and rune cage feels clunky to use and is a nightmare to fight against. The unpredictability has been removed from the class imo. Without rune cage two decent sorcs will not be able to kill one another, period.
It happened to magicka wardens, who were underperforming from the start. The one thing they had going for them was their unique, timed stun. It allowed the class to build up their burst in very unique ways - now that's gone. All because wardens desperately 'needed' access to major breach...
(Magicka) Templars and Dragonknights were *** over a long time ago. The idea of protecting the house has been given up. To me they feel sluggish, their playstyle is all about slowly grinding down an enemy's health and hoping they don't escape or kite you. Out in the open they're like sitting ducks though. They may take a minute to kill, but they'll die all the same.
All stamina classes with the exception of nightblades and perhaps wardens (to an extent) feel very generic as well. There's a set number of builds that work on all classes and any deviation from these setups will result in you performing at a non competitive level. They're also very reliant on weapon skills. The core build mechanics of most stamina classes are shuffle, snare immunity, rally, heroic slash/ransack bash weaves or overperforming bleeds - nothing class specific. Also more dynamic playstyles like 2h/bow are dead, except on nbs.
So where's the root of the problem?
As I see it, these changes are always made because we cannot accept that a class is good at something. Every class must be good at tanking, healing dpsing, kiting etc. When dks were awesome at tanking zergs, the mob was screaming for them to be nerfed. As stamblades were ambushing and slaughtering scattered zerglings, only to cloak away before they could be attacked, the pvp crowd once again screamed for them to be nerfed. Sorcs kiting entire zergs with streak and instant nuking '0 crit resist nooblets' was not tolerated either. I could go on with this but I think you get what I'm trying to say.
The point is that we need to allow classes to be good at something. Let dks be mighty zergtanks and let nightblades be rogues. What's so inherently wrong with classes being well suited for one type of gameplay. Also if you ever get bored of your class, you should be able to reroll and have an entirely different experience.
That's just my opinion on the matter, feel free to disagree with me. I'd like to hear your thoughts.
Joshlenoir wrote: »Why do people who can't perform complaining about PvP changes because things become tuned down and balanced.
There's a reason the class reps are in tight communication with players who spend the majority of their time exclusively PvPing on this game and have the skill to atest to that.
The game isn't "becoming more streamlined and homogeneous". Nightblades were overpowered- this is coming from a person who mains one- get over it.
What does class indentity mean to you? Is it one unique that can you can use for your class? Is it class skills? Is it theme of said class? Is it how you work with group?
What does class indentity mean to you? Is it one unique that can you can use for your class? Is it class skills? Is it theme of said class? Is it how you work with group?
My view of it is each class having their own strengths AND weaknesses. Class themes are nice and ESO does a good job of catering to those themes but recently there's been a push to eliminate those class weaknesses in particular while also toning down some of the other class strengths. Making each class perform similarly across the board leads to a loss of incentive to play each class uniquely.
RIFT was another game with a good variety of class themes but inevitably those classes lose their unique appeal because they lacked uniqueness beyond visual effects.
Starts at the roots which are 3 attributes (health, stamina, magical) attempting to encompass all attributes. In most other major mmos, and even in lesser ones, there are tons of attributes. Strength, constitution, intelligence, dexterity, etc.
Top this off with a nonsensical combat system which requires bar-swapping(aka switching weapons and armor during combat). What you're left with is a lazily designe system that makes no sense and forces everyone into the same builds.