Balanced set design is not easy especially when you need to sell DLC, so rather then attempting to sell ridiculously overpowered stat boosting sets, proc damage and debuff sets fill nearly every DLC area and dungeon. Without sets being better than whats currently available there is no reason to purchase DLC for many players if you aren’t a dungeon completing PvE player. The main issue thats arisen with this is a severe abundance of cheesy PvP sets that were grossly buffed by class passives, the old CP system and Malacath. With a combination of these, someone could build in to nothing else but tankyness and with a decent expedition buff someone could have decent damage and mobility alongside extreme tankyness, which in older versions of the game were not possible, making people forget that this era of incredibly poor balance was the standard of how the game plays.
Now in Cyrodil with a more balanced CP system and all these damage crutches kicked out people have forgotten how the game when balanced more appropriately plays, leading them to think that damage has be ‘significantly nerfed’ because their heavy armour build with 30k resistance and 35k health doesn’t kill people easily any more. At one point any build close to these stats was usually a bubble trouble or troll tank build, back when 20-25k health was standard for a DPS centric PvP build. If you build with no damage you should do no damage [snip]. Complaining about ‘I golded out this gear’ and ‘I can’t use this build’ are not experienced multiplayer gamers, meta shifts and balance changes are a reality of online games, there is nothing more boring than an non evolving tank proc set meta in which the difference in skill level between good and bad players is invisible.
[snip] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
[Edited for Baiting].
TineaCruris wrote: »Balanced set design is not easy especially when you need to sell DLC, so rather then attempting to sell ridiculously overpowered stat boosting sets, proc damage and debuff sets fill nearly every DLC area and dungeon. Without sets being better than whats currently available there is no reason to purchase DLC for many players if you aren’t a dungeon completing PvE player. The main issue thats arisen with this is a severe abundance of cheesy PvP sets that were grossly buffed by class passives, the old CP system and Malacath. With a combination of these, someone could build in to nothing else but tankyness and with a decent expedition buff someone could have decent damage and mobility alongside extreme tankyness, which in older versions of the game were not possible, making people forget that this era of incredibly poor balance was the standard of how the game plays.
Now in Cyrodil with a more balanced CP system and all these damage crutches kicked out people have forgotten how the game when balanced more appropriately plays, leading them to think that damage has be ‘significantly nerfed’ because their heavy armour build with 30k resistance and 35k health doesn’t kill people easily any more. At one point any build close to these stats was usually a bubble trouble or troll tank build, back when 20-25k health was standard for a DPS centric PvP build. If you build with no damage you should do no damage [snip]. Complaining about ‘I golded out this gear’ and ‘I can’t use this build’ are not experienced multiplayer gamers, meta shifts and balance changes are a reality of online games, there is nothing more boring than an non evolving tank proc set meta in which the difference in skill level between good and bad players is invisible.
[snip] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
[Edited for Baiting]
[snip]
This issue is not about proc sets. It's about performance. Performance is not better without proc sets. They told us this alleged test was about performance, remember?
It's about fixing performance, not procs.
[Edited for Baiting]
TineaCruris wrote: »Balanced set design is not easy especially when you need to sell DLC, so rather then attempting to sell ridiculously overpowered stat boosting sets, proc damage and debuff sets fill nearly every DLC area and dungeon. Without sets being better than whats currently available there is no reason to purchase DLC for many players if you aren’t a dungeon completing PvE player. The main issue thats arisen with this is a severe abundance of cheesy PvP sets that were grossly buffed by class passives, the old CP system and Malacath. With a combination of these, someone could build in to nothing else but tankyness and with a decent expedition buff someone could have decent damage and mobility alongside extreme tankyness, which in older versions of the game were not possible, making people forget that this era of incredibly poor balance was the standard of how the game plays.
Now in Cyrodil with a more balanced CP system and all these damage crutches kicked out people have forgotten how the game when balanced more appropriately plays, leading them to think that damage has be ‘significantly nerfed’ because their heavy armour build with 30k resistance and 35k health doesn’t kill people easily any more. At one point any build close to these stats was usually a bubble trouble or troll tank build, back when 20-25k health was standard for a DPS centric PvP build. If you build with no damage you should do no damage [snip]. Complaining about ‘I golded out this gear’ and ‘I can’t use this build’ are not experienced multiplayer gamers, meta shifts and balance changes are a reality of online games, there is nothing more boring than an non evolving tank proc set meta in which the difference in skill level between good and bad players is invisible.
[snip] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
[Edited for Baiting]
[snip]
This issue is not about proc sets. It's about performance. Performance is not better without proc sets. They told us this alleged test was about performance, remember?
It's about fixing performance, not procs.
[Edited for Baiting]
They admitted it wasn’t about performance, but made the change anyway because it was healthy for game play. At least op made some good detailed points instead of just resorting to insults as their argument.
[...]Without sets being better than whats currently available there is no reason to purchase DLC for many players if you aren’t a dungeon completing PvE player. [...]
Balanced set design is not easy especially when you need to sell DLC, so rather then attempting to sell ridiculously overpowered stat boosting sets, proc damage and debuff sets fill nearly every DLC area and dungeon. Without sets being better than whats currently available there is no reason to purchase DLC for many players if you aren’t a dungeon completing PvE player. The main issue thats arisen with this is a severe abundance of cheesy PvP sets that were grossly buffed by class passives, the old CP system and Malacath. With a combination of these, someone could build in to nothing else but tankyness and with a decent expedition buff someone could have decent damage and mobility alongside extreme tankyness, which in older versions of the game were not possible, making people forget that this era of incredibly poor balance was the standard of how the game plays.
Now in Cyrodil with a more balanced CP system and all these damage crutches kicked out people have forgotten how the game when balanced more appropriately plays, leading them to think that damage has be ‘significantly nerfed’ because their heavy armour build with 30k resistance and 35k health doesn’t kill people easily any more. At one point any build close to these stats was usually a bubble trouble or troll tank build, back when 20-25k health was standard for a DPS centric PvP build. If you build with no damage you should do no damage [snip]. Complaining about ‘I golded out this gear’ and ‘I can’t use this build’ are not experienced multiplayer gamers, meta shifts and balance changes are a reality of online games, there is nothing more boring than an non evolving tank proc set meta in which the difference in skill level between good and bad players is invisible.
[snip] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
[Edited for Baiting]
Without sets being better than whats currently available there is no reason to purchase DLC for many players
newtinmpls wrote: »Without sets being better than whats currently available there is no reason to purchase DLC for many players
Wait...what?
The only reason you buy DLC is to get "better sets"?
That is just such a weird way to play a game....but hey, if that's how you choose your Zone or chapter purchases, go with your bad self.
I do like sets that contribute to my builds, and frankly I've long enjoyed Seducer and Night's Silence for certain modes/play-styles (especially for lower level characters) and they are part of the base game.
My "second favorite" sets are the ones that proc critters; both monster sets and 5-bit sets. I don't need them to be "best in slot" since I don't do trials or PvP; I'm just here for relaxing fun.
[snip][/i] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
Pepegrillos wrote: »[snip][/i] A skill gap is healthy and gives players a goal to work towards which has always been apparent in end game PvE but recently not visible thanks to gear in PvP. You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
The skillgap has always been there, the question is how big it has to be. If we consider Zos recent balance and design decisions, I suspect the answer Zos would give is: not that big.
(Just and example from the minor/major buffs rework made relatively recently. This is a quote from Wheeler: "Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power." What does this suggest?)
Most of the sets you probably have in mind do precisely that. They reduce the gap. They turn rather inoffensive new or inexperienced players into actual dangers.
But that doesn't mean the skillgap has been erased, or that "skill and tactics" became irrelevant. Battlegrounds are a pretty decent example of this. If you had played bgs at the highest mmr bracket before greymoor, you would've found a set of recurrent players. If you play bgs in that mmr bracket now (or the past month, or throughout last year), to the surprise of some, you will find basically the same players.
No gear set in this game makes anyone instantly win, even when some of them are severely unbalanced, as we all have seen. When everyone plays against each other with more or less the same weapons, things end up being settled by "skill and tactics".
Balanced more appropietly? Class inbalances are far more obvious in the current no-proc environment, then they were before,
which is no easy feat.
Balanced more appropietly? Class inbalances are far more obvious in the current no-proc environment, then they were before,
which is no easy feat.
Classes haven’t been drastically changed for years, however this gross imbalance is only now visible and obvious thanks to gear being standardised. If you look back many people including myself have made posts about the obscenities of mist form, streak and how magsorc is the only class with both a delayed (curse) and proc (c frag) damage ability most of which we met with overwhealming number of people who disagreed and were oblivious to until recently thanks to far greater equality in gear.
This is the PvP forums you're posting in, so people here do play PvP. I admit that I bought Greymoor for Malacath's band - of course this was 2 weeks before the no-proc test rolled in so I never tried it (and in fact didn't even bother farming the ring).newtinmpls wrote: »Without sets being better than whats currently available there is no reason to purchase DLC for many players
Wait...what?
The only reason you buy DLC is to get "better sets"?
...
My "second favorite" sets are the ones that proc critters; both monster sets and 5-bit sets. I don't need them to be "best in slot" since I don't do trials or PvP; I'm just here for relaxing fun.
Balanced more appropietly? Class inbalances are far more obvious in the current no-proc environment, then they were before,
which is no easy feat.
Classes haven’t been drastically changed for years, however this gross imbalance is only now visible and obvious thanks to gear being standardised. If you look back many people including myself have made posts about the obscenities of mist form, streak and how magsorc is the only class with both a delayed (curse) and proc (c frag) damage ability most of which we met with overwhealming number of people who disagreed and were oblivious to until recently thanks to far greater equality in gear.
newtinmpls wrote: »
Wait...what?
The only reason you buy DLC is to get "better sets"?
JayKwellen wrote: »I for one think ZOS should impliment a feature in which when you post about PvP your build stats and sets from your most used PvP character(s) are automatically included in the signature line. Just rip the veil back and let us see what's behind the curtain. Would be of much use to see just how much skin in the "keep the proc dream alive" game people have.
Obviosuly this won't ever happen. But imagine?
Joy_Division wrote: »Balanced more appropietly? Class inbalances are far more obvious in the current no-proc environment, then they were before,
which is no easy feat.
Classes haven’t been drastically changed for years, however this gross imbalance is only now visible and obvious thanks to gear being standardised. If you look back many people including myself have made posts about the obscenities of mist form, streak and how magsorc is the only class with both a delayed (curse) and proc (c frag) damage ability most of which we met with overwhealming number of people who disagreed and were oblivious to until recently thanks to far greater equality in gear.
We disagreed with you not because we think classes are balanced or because there isn't a problem. It's because you have posted many nerf threads and I disagree with 90% of the things you claim to be overperforming and need to be nerfed.
Streak has been in the game since launch. I've learned how to deal with it. It's fine. But the noticeable imbalances that have arisen and it becomes harder to deal with Streak and sorcerers in general since people who come onto these forums and for years insisted that my class passives and abilities need to be nerfed. Stop with the (class) nerfs. It's one of the reasons for the imbalances in the first place because it just makes certain classes lower tier and prompts so many people to go looking for proc sets to make up for the losses.
" wrote:By the way, I'm running Beekeepers and Endurance plus assorted stat pieces ATM, and my no-proc KDR is about 4 to 1, same as when I wear (and compete against) proc sets. I'm an average PvPer.... but what sets I wear doesn't make or break me.
I find that hard to believe that you are even killing anyone with that gear.
You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
I find that hard to believe that you are even killing anyone with that gear.
And yet.....You shouldn’t just instantly win because you have superior gear and numbers, skill and tactics should always be the most important factor to winning multiplayer gaming.
Oh, the irony!
Really - don't go to much into the details - I just want to point out that MagSorcs are in favour of the current situation, bc of Alfiq and willpower, but that's not necessary a proof that MagSorcs are generally OP. I don't say it is not! I only doubt that this is the proof.
If ZOS had choosen other sets, maybe it would look different...
Really - don't go to much into the details - I just want to point out that MagSorcs are in favour of the current situation, bc of Alfiq and willpower, but that's not necessary a proof that MagSorcs are generally OP. I don't say it is not! I only doubt that this is the proof.
If ZOS had choosen other sets, maybe it would look different...
I only think sorcs are super strong right now because they have the best mobility of any class, even stam classes (with streak/ball of lightning) plus a combination of the best resource returning ability(dark conversion). They can just spam their streaks and dark conversion to heal and get magicka back and passively gain magic from the return over time. Most other classes don't have resource restore quite that effective. Since they have a seemingly indefinite source of magicka they can streak as much as they want and no one can catch them if they don't wanna be caught, so they can run and deal damage while no one can keep up. Even during the proc meta sorcs still had this as their safety net (double streak and dark conversion), streak/ball of lightning can counter most procs because they create a huge distance, especially if you double streak