ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
Yeah the class balance is a separate issue. The game started with specific roles in mind, sorc mag dd, NB stam dd, DK tank, Temp Heal/dd. Then they introduced warden/Necro with ALL 3 ROLES IN MIND. That is why those 2 are out of balance they have passives/skills that give tanky/heal/DD all in one class, plus delayed blast skills makes them powerful in PVP.
Unfortunately it is not really possible to 'Balance' classes, they will either end up all the same and be super boring in PVE or they will have distinct abilities and be unbalanced in PVP. My suggestion is to disable class skills/passives in PVP and use only the other skills/passives and CP, plus sets.
Greek_Hellspawn wrote: »ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
Yeah the class balance is a separate issue. The game started with specific roles in mind, sorc mag dd, NB stam dd, DK tank, Temp Heal/dd. Then they introduced warden/Necro with ALL 3 ROLES IN MIND. That is why those 2 are out of balance they have passives/skills that give tanky/heal/DD all in one class, plus delayed blast skills makes them powerful in PVP.
Unfortunately it is not really possible to 'Balance' classes, they will either end up all the same and be super boring in PVE or they will have distinct abilities and be unbalanced in PVP. My suggestion is to disable class skills/passives in PVP and use only the other skills/passives and CP, plus sets.
[snip]
If you disabled classes in pvp it will just kill the pvp, nobody is going to enjoy playing the same skills again and again, even if it's the most balanced game.
It will kill any fun and diversity there is left in the game.
Greek_Hellspawn wrote: »ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
Yeah the class balance is a separate issue. The game started with specific roles in mind, sorc mag dd, NB stam dd, DK tank, Temp Heal/dd. Then they introduced warden/Necro with ALL 3 ROLES IN MIND. That is why those 2 are out of balance they have passives/skills that give tanky/heal/DD all in one class, plus delayed blast skills makes them powerful in PVP.
Unfortunately it is not really possible to 'Balance' classes, they will either end up all the same and be super boring in PVE or they will have distinct abilities and be unbalanced in PVP. My suggestion is to disable class skills/passives in PVP and use only the other skills/passives and CP, plus sets.
[snip]
If you disabled classes in pvp it will just kill the pvp, nobody is going to enjoy playing the same skills again and again, even if it's the most balanced game.
It will kill any fun and diversity there is left in the game.
Imagine if classes were disabled and everyone was given a superclass, they could choose abilities from every single class. That would be fun wouldnt it. /s
xHotguy6pack wrote: »The best patch they ever had was the no proc cyrodiil. The best thing they could do to fix pvp balance would be to remove all proc sets and tweak the different classes to get them on an even level THEN focus on adding certain proc sets back, work on those, THEN add a few more and so on. And honestly damage proc sets should be removed from pvp entirely they have no place in it at all.
Greek_Hellspawn wrote: »ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
Yeah the class balance is a separate issue. The game started with specific roles in mind, sorc mag dd, NB stam dd, DK tank, Temp Heal/dd. Then they introduced warden/Necro with ALL 3 ROLES IN MIND. That is why those 2 are out of balance they have passives/skills that give tanky/heal/DD all in one class, plus delayed blast skills makes them powerful in PVP.
Unfortunately it is not really possible to 'Balance' classes, they will either end up all the same and be super boring in PVE or they will have distinct abilities and be unbalanced in PVP. My suggestion is to disable class skills/passives in PVP and use only the other skills/passives and CP, plus sets.
[snip]
If you disabled classes in pvp it will just kill the pvp, nobody is going to enjoy playing the same skills again and again, even if it's the most balanced game.
It will kill any fun and diversity there is left in the game.
Imagine if classes were disabled and everyone was given a superclass, they could choose abilities from every single class. That would be fun wouldnt it. /s
[edited to remove quote]
Ill say this the best thing about PVP is figuring out what builds work and having that huge diversity without that its nothing.
When it comes to balance I dont know if they can figure it out theyve been trying to balance for 7 years. or maybe there wont be much of a balance just constant changes which is bad also imo.
I wonder why the constant need to change things? what is it that makes them need to change things all the time? why did you decide on something once and then decide it wasnt good 3 months later? It makes me question what kind of testing did you do to arrive at your first decision? or are we the testers? iam sure we are the best testers but weve been testing for 7 years...
ResidentContrarian wrote: »Despite what you believe, a cap wouldn't do anything for balance as long as classes are inherently unbalanced and so is gear.
It would just make damage have either an absolute cap, then more players stack defense, or vice-versa.
Also, the problem with tankiness has never been healing of any kind; it has always been a function of damage reduction. You can heal for a billion hp per second, but if you die in one hit, the healing you do does not matter.
But let's take your example of a cap for a spin.
Say ZOS implemented a cap on damage reduction (or damage), then players with other defensive mechanics that also are essentially damage reduction (invisibility, cloak, purge, in-built class damage reduction, or certain sets) will gain a massive advantage versus all players that don't have those mechanics built into their builds even more than they have on live today.
A blanket nerf or change of any kind will not balance the game when each class is not properly balanced one way or another. An example is the upcoming planned changes to damage and TTK.
Unless they changed something, classes with already low damage or easily countered class damage skills (read: DK) will essentially become even more useless than they are on live.
What needs to be done is that ZOS needs to take PTS input on skills and sets more seriously. It only takes 3 days to find broken and OP builds relative to all others on PTS -- in fact, I already think of them the moment I read the patch notes and they always pan out to be exactly as I thought.
An example of this is when ZOS changed surprise attack to give off balance and stun. I thought : wow, someone will be able to spam that skill and do absolutely nothing but that and light attack to kill people. Sure enough, with the right build it is the case, and I killed 20 people alone spamming it on live...
There are other examples, like living dark scaling off of hp, warden netch, etc. - all things that are well-known by anyone making the META to be out of line, and also part of why the ultra-tanky + damage specs continue to exist.
Those builds you see simply stack a bunch of mechanics that are out of line, find a balance between them that keeps them just right, and then have an innate advantage over all other builds. That won't disappear with a blanket nerf today, tomorrow, nor in the future.
It will only disappear if the problems are actually addressed when they come up, and they do almost every PTS cycle. Not sure about this one, but if it stands as it is, there will be even worse builds to come out from the changes ZOS has proposed.
There is too much to comment on the PTS patches, so I will end that discussion here.
I agree with this, caps are needed in PvP. As you said blanket nerfs do nothing but hinder people who doing worse then others. I always said that defensive ability stacking is too powerful in this game, with the right set up you can take almost no damage at all from some players, which is not a good balance. I say do it.
If you add cap, players would try to reach all caps while not exceeding them. How would that help you?
I can't even see what exactly Battle spirit helps, other than to make everyone more tanky.
BTW it is perfectly fine if someone makes a build that maximizes all the CAPs that would be expected. BUT if the CAPs are set correctly NO ONE would be OP. In the current scenario, people are maximizing weapon damage or crit or mitigation to be so off the charts that it is OP.
BTW it is perfectly fine if someone makes a build that maximizes all the CAPs that would be expected. BUT if the CAPs are set correctly NO ONE would be OP. In the current scenario, people are maximizing weapon damage or crit or mitigation to be so off the charts that it is OP.
But what's wrong with OP? Unless it makes everyone going for a specific class and build I don't see any problem.
I don't need CAPs to protect me. I need to make OP build just like others.
I'm completely against caps. Anything that will *normalize* gameplay instead of allowing edge-case builds is a fun-breaker and should not exist.
Besides, the only correct Battle Spirit change is:
1. Reduce all cross healing by 50%.
TheEndBringer wrote: »Caps would just lead to every DD building to the cap while maintaining effective damage.
How about add benefits and penalties to armor pieces to battle spirit? Spitballing here.
Each piece of heavy reduces damage done by 2% but increases blocking mitigation by 1%.
Each piece of medium increases crit % by 2% but causes 1% extra spell damage taken.
Each piece of light increases crit damage and healing by 2% but causes 1% extra physical damage taken.
TheEndBringer wrote: »Caps would just lead to every DD building to the cap while maintaining effective damage.
How about add benefits and penalties to armor pieces to battle spirit? Spitballing here.
Each piece of heavy reduces damage done by 2% but increases blocking mitigation by 1%.
Each piece of medium increases crit % by 2% but causes 1% extra spell damage taken.
Each piece of light increases crit damage and healing by 2% but causes 1% extra physical damage taken.
Yes of course, that is the point, everyone would be able to maximize up to the CAP but no more. As an example, let's say weapon damage was maxxed at 6K, that is still a ton of damage but the 1% who can push it to 8+K (which might be OP according to ZOSes requirements, I don't know what their spreadsheet would say), would just be able to tweak their build in other ways.
They can tweak other things with battle spirit but I don't really like the armor tweaks. It doesn't make sense to me that armor should have a big effect on damage, but should have a big effect on mitigation. Weapons should have additional buff/penalties related to damage.
But there is a secondary, and if it reduces lag maybe huge side effect of caps, that it seems to me that it would reduce server calculations more than ever fluctuating stat/damage/etc numbers. There's already a soft cap on resistance so it's not like this is a novel idea. The bottom line is that ZOS surely has some calculations that tell them how strong to allow builds and stuff to be, and what would be considered outside that (I don't know what that is, maybe they wouldn't care if someone had 15K weapon damage) but the best/easiest way I can think of to control that is caps.
I'm completely against caps. Anything that will *normalize* gameplay instead of allowing edge-case builds is a fun-breaker and should not exist.
Besides, the only correct Battle Spirit change is:
1. Reduce all cross healing by 50%.
The king of broken builds would not like to see CAPs, now that is a surprise.
But seriously I do like the ingenuity of your builds and you are probably the only one who explains in depth what stuff is for, however is it the intention of ZOS to allow the extreme stacking. Is it really better for the game? How many unkillable tanks and healers do we need? I think most people would say the opposite of your assertion, that extreme EDGE-CASE builds are fun-breakers and should not exist.
I'm completely against caps. Anything that will *normalize* gameplay instead of allowing edge-case builds is a fun-breaker and should not exist.
Besides, the only correct Battle Spirit change is:
1. Reduce all cross healing by 50%.
The king of broken builds would not like to see CAPs, now that is a surprise.
But seriously I do like the ingenuity of your builds and you are probably the only one who explains in depth what stuff is for, however is it the intention of ZOS to allow the extreme stacking. Is it really better for the game? How many unkillable tanks and healers do we need? I think most people would say the opposite of your assertion, that extreme EDGE-CASE builds are fun-breakers and should not exist.
I'd rather they give counterplays, than straight up making it impossible.
I don't think edge case characters are that bad for the game. Best 1vs1 characters are averaging everything and min-maxing returns from each build piece. You can't do certain things at all on edge-case characters. You can't survive the damage at glass canons. You can't kill on permablocks. Averaged builds can do this all.