Nail on the head, very well put and accurate.
I can live with each class having an OP tried and true combo of sorts that when executed properly melts faces off, I feel like this used to be the case years ago before healing and tankiness and power creep in general got out of control (meteor, javelin, J-beam. Incap, merciless, random proc set. Graveyard, colossus, blastbones. Haunting curse, streak, crystal frag, overload. Etc. Etc.)
Simple class staple combos that were just effective.
Burst combos back then were hitting with much much less damage instances than required now to actually burst someone low enough though.
Nerf healing with battle spirit, make sustain a thing for everyone to consider and manage in their build where casting abilities actually has a cost, fix or remove hp scaled healing, and in doing so increase TTK across the board and the game will be fun again. Damage is there still for most classes and builds to more or less global someone under the right conditions. Skill expression should always be the deciding factor with each class having 1-2 equalizer ace up their sleeve abilities offensively or defensively.
Your post I’m assuming is mostly referencing DKs and WWs, with the healing and sustain adjusted the damage and broken nature of both would surely come down in turn.
At sum point u have to blame the players they choose to play the broken stuff an make other players rage quit they know what it is doing to the game but choose to still do it. in rust u can just sit on your roof an kill everyone for there loot or put landmines around monuments an ect but the sever will die very quickly more quickly then the severs without those kinds of players.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
they couldn't balance with a full team for years what are they gonna do with a fraction of what they had? its cooked.
thesarahandcompany wrote: »Nail on the head, very well put and accurate.
I can live with each class having an OP tried and true combo of sorts that when executed properly melts faces off, I feel like this used to be the case years ago before healing and tankiness and power creep in general got out of control (meteor, javelin, J-beam. Incap, merciless, random proc set. Graveyard, colossus, blastbones. Haunting curse, streak, crystal frag, overload. Etc. Etc.)
Simple class staple combos that were just effective.
Burst combos back then were hitting with much much less damage instances than required now to actually burst someone low enough though.
Nerf healing with battle spirit, make sustain a thing for everyone to consider and manage in their build where casting abilities actually has a cost, fix or remove hp scaled healing, and in doing so increase TTK across the board and the game will be fun again. Damage is there still for most classes and builds to more or less global someone under the right conditions. Skill expression should always be the deciding factor with each class having 1-2 equalizer ace up their sleeve abilities offensively or defensively.
Your post I’m assuming is mostly referencing DKs and WWs, with the healing and sustain adjusted the damage and broken nature of both would surely come down in turn.
My post is largely referring to DK and WW. But DK and WW are just iterations of what we've seen in the past. Whether it was Dark Convergence and Plaguebreak, Vateshran 2H 1 shot builds, Oblivion's Foe/Syvarrah's Scales/Venom Hunter with malacath and BRP destro (miss this weapon) on Necromander release, targetable pets like the deadroth (which I loved) and overtuned bird heal. Or subclassing with storm calling, then to be overshadowed by class masteries which just mostly did DK a bit better and sorc a lot better than every other class.
Either make everything B tier or make everything S+ tier. Either make all the sets in the game as mediocre and meh as every other set or, bring back every set as it was orignally designed. Like bring back original DOT procs, original dark convergence and plaguebreak, original mythics (even signet). Let every set just be added fluff or let it really be a threat like it used to be. Right now you either do something like run Mechanical Acuity DK with Pyrebrand or you're just padding CMX stats, and not really contributing effectively to KCon.
Don't nerf DK? Don't nerf WW? Or at least don't overly nerf. I understand some things get tweaked. Then buff the hell out of every other class. If whip is doing 15-20k then let frags. Buff every ability too. Buff dots. Buff heals. Make everything powerful and viable.
Like just freaking do it already. Throw the game into chaos. What's left to lose. It would ACTUALLY shake something up to let a frag hit for 20-25k, a dot tick for 2k-3k, heals to to heal for a lot, add extra effects to everything, buff all the mythics.
At sum point u have to blame the players they choose to play the broken stuff an make other players rage quit they know what it is doing to the game but choose to still do it. in rust u can just sit on your roof an kill everyone for there loot or put landmines around monuments an ect but the sever will die very quickly more quickly then the severs without those kinds of players.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
At sum point u have to blame the players they choose to play the broken stuff an make other players rage quit they know what it is doing to the game but choose to still do it. in rust u can just sit on your roof an kill everyone for there loot or put landmines around monuments an ect but the sever will die very quickly more quickly then the severs without those kinds of players.
It's human nature players will ALWAYS find the broken things and take advantage of them.. in the whole history of humanity things that can be epxloited do.
It's that simple.
Truth to be told I think there is a third option other than the madness we have atm and the spreadsheet mindset: developers should actually love, play and deeply understand the product they are working on and have a clear vision on their intention for the future of the product. Right now the miserable state of PvP and the hopeless dead-end of the 2+ years long class refresh situation really communicates that there is no unified vision, there is uncertainty for the players in what to expect from future gameplay (will it seriously remain unbearable for PvP and clunky in PvE for 2-3 years?) and though there are exciting premises of long needed changes, there are waaaay to many aspects and areas of the game left.. unfinished, unbalanced, unfun. I'm really rooting for ESO to find its way once again, and even though I was kind of hopeful even after the layoffs, seeing the lack of remedies in the notes of U51 made me logging in less week by week. I'm saddened that I feel that the last time I log in might come soonish.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
they couldn't balance with a full team for years what are they gonna do with a fraction of what they had? its cooked.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
they couldn't balance with a full team for years what are they gonna do with a fraction of what they had? its cooked.
To be honest though, notwithstanding the amount of developers they had in the prior years before the recent layoffs, did they ever give true consideration to cyrodiil itself? I always got this sense that cyrodiil was too big a bite to chew and so they never put too much energy into something they seemed to have considered as not profitable enough as PvE content.
wilsonwjesse wrote: »It sounds like you're saying if they can't balance as best as humanly possible, they shouldn't even try - which is wrong. I think they should try to get close to a reasonable balance level - it doesn't need scientific spreadsheet precision, but it needs to happen with things that are clearly busted.
they couldn't balance with a full team for years what are they gonna do with a fraction of what they had? its cooked.
To be honest though, notwithstanding the amount of developers they had in the prior years before the recent layoffs, did they ever give true consideration to cyrodiil itself? I always got this sense that cyrodiil was too big a bite to chew and so they never put too much energy into something they seemed to have considered as not profitable enough as PvE content.