Yeah, I definitely agree. I’d really to see smaller balance adjustments happen more consistently, maybe once a month or so. I’m not a fan of the current model where we only get four opportunities a year for potential combat changes.
The bigger, more impactful changes could still be reserved for those PTS cycles. But small adjustments, like increasing the damage of an underperforming skill such as Twisting Path by 10%, could easily be made in between in my opinion. It’d help keep the game feeling more responsive and better balanced overall.
One of the problems with frequent small updates is having those updates checked by the companies who manage the other platforms. When I played Mass Effect 3's multiplayer, the developers there got around this because their weekly patches were purely server side value changes. Things like damage numbers, fire rate, ability cooldowns, could all be changed without needing to patch the game directly. Setting this up if it isn't already would take time, but the ability to buff half a dozen things that are under performing every week, and reigning in over performing things before they become oppressive, made the game feel comfortable to play. In the end, almost everything had a place because the developers could constantly tweak values. Doing that here to maintain balance between major changes would be amazing, but it isn't easy if they don't already have a way to do this.
This game is 10 years old it should need very few very subtle balance changes at this point with a clear vision and direction. The whole motto of "play how you want" is a double edged sword in terms of balance.
They need to be BUFFING less used skills to give more choice half the skills in this game are useless when was the last time anyone used Trapping Webs for example. Nerfing is lazy and should be used sparingly.
This game is 10 years old it should need very few very subtle balance changes at this point with a clear vision and direction. The whole motto of "play how you want" is a double edged sword in terms of balance.
They need to be BUFFING less used skills to give more choice half the skills in this game are useless when was the last time anyone used Trapping Webs for example. Nerfing is lazy and should be used sparingly.
Agree for the most part but there are certain skills that absolutely need tuned down, ie. merciless resolve, deep fissure in PvP, arcanist beam in pve
lostineternity wrote: »I've been playing other mmos and ESO situation is terrible. While other mmos provide extra fixes, balances of crucial issues in a few days and constant rebalance every few weeks, in ESO we can wait for fixes months (hello subclassing) or even years.
If any devs are reading this and aren't sure where to start, here ya go:
NERF merciless resolve and deep fissure. Every single pvp build uses these skills since subclassing update and it's absolutely horrible.
If any devs are reading this and aren't sure where to start, here ya go:
NERF merciless resolve and deep fissure. Every single pvp build uses these skills since subclassing update and it's absolutely horrible.
I was all for the OP until this comment.
They shouldn't be nerfing a single thing until they buff the underutilized lines. The game is obviously in an extremely rough spot balance wise, and it isn't because a few things are overperforming - it's because the vast majority of things are underperforming, and we're left with a homogeonized and stale environment where the meta combinations are extremely pronounced. If they nerf the things that are strong before buffing the things that are weak, they'll sap the last bit of fun straight out of the game.
Sure, things like assassination, aedric spear, and animal companions might be a bit too strong in certain ways. Restoring light is arguably too strong defensively. Some people might say that storm calling is too strong given all that it offers.
But that is 4-5 lines out of the 21 total class lines in the game. Not even a quarter of the total lines. They need to be focusing on substantially buffing the underperforming lines first and foremost, something they should have started immediately following subclassing. After things are brought up to par with the skill lines that actually feel good to use, then they could consider nerfing things if they're still standing out at that point in time.
It'd be tragic if the first real balancing they did post-subclassing was to gut the few things that are fun to use.