PvE and PvP will never be able to be balanced the same way. If they all have the exact same skills, at least one will always be out of balance.
That said, please take a look at how Guild Wars 2 addressed this issue by balancing each separately. In PvE, specific skills that would break PvP would get adjusted ONLY within a PvP setting. In PvP, that same skill could have any of the following modifiers: added effect, subtracted effect, different cooldown timer, or an increased or decreased resource cost. If it needs to be tweaked in PvP, then tweak it just for PvP.
And as in Guild Wars 2, the tooltip would point out and highlight whatever difference it would have within a PvP setting, so that it was clear and easy to understand what the difference would be between the two settings.
I certainly don't want ESO to become GW2, and I love ESO immensely more, but GW2 got it right when they split PvE and PvP game balancing. In the vast majority of games that don't do this, balancing for one wrecks it for the other and it's always been like that in every game that keeps PvE and PvP skills the same. When you have a game with both PvE and PvP elements, being able to adjust the skills based on which setting you're in frees you up to balance the one without destroying the other.
The fact that this test is being conducted ONLY within Cyrodiil both proves my point and demonstrates my example! DO THAT! Adjust it within Cyrodiil! However you need to! But leave it out of the PvE realm!
Tommy_The_Gun wrote: »"During the times that any of these tests are active, we will be awarding double Alliance Points for anyone active in Cyrodiil."
I appreciate that, but the problem is that people who "spam AOE" (aka "Ball Groups") - sit on millions & billions of AP.
World of Warcraft has this exact same issue. Large scale PvP in World of Warcraft is actually impossible because of the amount of server commands, the server simply breaks.
Upgrading the servers has not even worked for Blizzard either so I'm going ZOS the benefit of the doubt here.
Blizzard also introduced GCD to try and make it better and it didn't work.
...
People saying 'just upgrade the servers' are just uneducated crybabies who have no idea what they're talking about, this server stability with overwhelming server commands is not exclusive to ESO, and ESO even has it worse than WoW because WoW does have cooldowns and still gets these issues. This is not an easy issue to fix.
Ever heard about google or forum browsing ?Sugaroverdose wrote: »Said a guy who wasn't in game even a year
I can't speak for everyone, but I can't imagine anyone who actually wants to play the game like this - am I understanding correctly that this means every single skill with any form of AoE check is put on a 3s GCD? If so...Honor The Dead? Check. Sap Essence? Check. Virtually any buff or debuff skill that targets a player other than yourself or your immediate target you're fighting? Check. Deep Fissure? Check. Even skills like Funnel Health, which is a single-target skill but then has an AoE range check for its accompanying heal? How does that work? Where do AoE proc sets (damage, buffs, heals) factor into this? If my set procs, does that reset my CD and make me wait even longer for my next skill? If every single one of these skills is now on a cooldown boxing each other out, this is a terrible band-aid. . .and again, I don't understand what else you could be learning from this "test" if it's not just a test to see whether or not players accept it, rather than actually gaining new insights into areas for optimization.
I know what exactly people talked here for years and it's effectively opposite of your claims.Ever heard about google or forum browsing ?Sugaroverdose wrote: »Said a guy who wasn't in game even a year
AOE caps have literally nothing to server performance issue, it was lagging with them as hell, so your proposal have nothing to real solutionI'm pretty sure someone else here mentioned it already, but here we go.
Why reinvent the wheel? Yes, unrestricted or uncapped AoEs create a lot of stress on servers. It's nice of you to admit or recognize that it is unsustainable for your infrastructure. But I don't think your ideas are workable solutions for this problem.
Every other MMO with RvR/zerg style PvP areas, that come to my mind, have target caps on their AoE abilities for that exact reason.
If we look at Sap Essence from Nightblade, it deals damage in an AoE and heals friends in an AoE.
Imagine a 50vs50 zerg, a Nightblade uses Sap Essence and because both groups engaged in some serious group hug business they're all in range. That's what PvP is all about right? Friendship and love.
Anyway... As it is currently, the Server has to find all of those 50 enemies in range and apply damage to them and then find all of your 50 friends in range and heal them. So for simplicities sake 100 calculations for that one skill per second.
With a target cap of, let's say 8 enemies and 12 friends, Sap Essence only looks for enemies in range until it found 8 and then doesn't care about the other 12 it could hit. Then it looks for friends in range and stops after it found 12 and doesn't care about the other 8 anymore. Boom down to 20 calculations for that skill per second.
Reduction of 80% server caluclations for this unlikely scenario. No need to gut the player experience around AoE abilities 6 years into the lifecycle of the game.
I'm pretty sure someone else here mentioned it already, but here we go.
Why reinvent the wheel? Yes, unrestricted or uncapped AoEs create a lot of stress on servers. It's nice of you to admit or recognize that it is unsustainable for your infrastructure. But I don't think your ideas are workable solutions for this problem.
Every other MMO with RvR/zerg style PvP areas, that come to my mind, have target caps on their AoE abilities for that exact reason.
If we look at Sap Essence from Nightblade, it deals damage in an AoE and heals friends in an AoE.
Imagine a 50vs50 zerg, a Nightblade uses Sap Essence and because both groups engaged in some serious group hug business they're all in range. That's what PvP is all about right? Friendship and love.
Anyway... As it is currently, the Server has to find all of those 50 enemies in range and apply damage to them and then find all of your 50 friends in range and heal them. So for simplicities sake 100 calculations for that one skill per second.
With a target cap of, let's say 8 enemies and 12 friends, Sap Essence only looks for enemies in range until it found 8 and then doesn't care about the other 42 it could hit. Then it looks for friends in range and stops after it found 12 and doesn't care about the other 38 anymore. Boom down to 20 calculations for that skill per second.
Reduction of 80% server caluclations for this unlikely scenario. No need to gut the player experience around AoE abilities 6 years into the lifecycle of the game.
Sugaroverdose wrote: »Well after observing this topic for some time, i believe that game just need to reverse all of battle mechanics changes to 1.5 patch state, with soft caps and everyone will be happy