PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
That power creep is not caused by classes but rather by dungeon/trial gear, pots, and special group bonuses that PvE players do not have.
Every time the game is adjusted for groups or PvP, the solo players dies a little but. Eventually, they WILL stop playing completely. Been there; done that; can see the future . . . another game falls down because the focus is on group / PvP instead of the common player in PvE.
I think this game should just change the name to Elder Scrolls Scramble and drop the illusion of PvE.
PvP is supposed to be a side hustle not the backbone of the game. You keep nerfing and OPing the classes because groups in PvP cry out because they are no longer 'one-punch' man. This constant pulling and pushing is wearing out the very fabric of the game. There are thin spots already forming and players are noticing where the development favors land. Balancing does not mean you please the favorite play group; it means a player can choose whichever class that pleases them and still have an equal opportunity to win the 'race.' If a player MUST change classes to compete or complete, development has failed.
Aces-High-82 wrote: »Sorcerer: now granting an unnamed penetration buff instead of minor prophecy funnels the class even more into dots in order to proc crit surge reliably on class without a single viable dot. A passive granting 1% crit chance for every 5k of max magicka would at least help justifing to still slot surge in the first place.
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Because there are genuine drawbacks to overrelying on Battlespirit, PvE power has been skyrocketing non-stop for a year, and because design quality suffers from it.
tomofhyrule wrote: »Can we stop pretending that unlimited power creep in PvE is a good thing?
This argument holds no water when the majority of PvEers don't do Vet Trials. You're trying to say that just because the top players in PvE who dummy hump for weeks and min-max their builds with an iron grip to squeeze out every drop of DPS/tanking/healing humanly possible can breeze through ESO's harder(est) content means absolutely no one who PvEs has any right to be upset over nerfs.PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
tomofhyrule wrote: »Can we stop pretending that unlimited power creep in PvE is a good thing?
There are some things - like unlimited sustain - that are also problems in PvE. I'm sure people who crutch on broken strategies don't enjoy the idea of those things getting nerfed, but there should not be a way for one setup to be able to do everything well. Balance issues are also unhealthy in PvE.
The better answer is to stop releasing broken things so never-group PvErs stop crutching on them and then complaining that "oh, I can't play the game without it despite the fact that I played the game perfectly well for 11 years before it existed" when it finally gets its deserved nerf.
Seriously, sometimes I think people would actively defend it if ZOS released a skill called "Hand of Akatosh: Does 1,000,000,000 damage in a 100m radius for zero cost, but only works when Battle Spirit is inactive."
This argument holds no water when the majority of PvEers don't do Vet Trials. You're trying to say that just because the top players in PvE who dummy hump for weeks and min-max their builds with an iron grip to squeeze out every drop of DPS/tanking/healing humanly possible can breeze through ESO's harder(est) content means absolutely no one who PvEs has any right to be upset over nerfs.PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
Nerfs don't impact those top players, they only impact everyone elso who won't be able to theorycraft on the level of Einstein and clear any content to get the Gear needed without breaking a sweat. If we want to address power creep, maybe instead of nerfing things, a soft damage cap of some kind should be introduced. Diminishing returns after you hit 100k or something.
That and NOT balancing new content around those top players would go a long way to dealing with power creep. But nerfing things will NEVER fix that problem.
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Because there are genuine drawbacks to overrelying on Battlespirit, PvE power has been skyrocketing non-stop for a year, and because design quality suffers from it.
tomofhyrule wrote: »Can we stop pretending that unlimited power creep in PvE is a good thing?
There are some things - like unlimited sustain - that are also problems in PvE. I'm sure people who crutch on broken strategies don't enjoy the idea of those things getting nerfed, but there should not be a way for one setup to be able to do everything well. Balance issues are also unhealthy in PvE.
The better answer is to stop releasing broken things so never-group PvErs stop crutching on them and then complaining that "oh, I can't play the game without it despite the fact that I played the game perfectly well for 11 years before it existed" when it finally gets its deserved nerf.
Seriously, sometimes I think people would actively defend it if ZOS released a skill called "Hand of Akatosh: Does 1,000,000,000 damage in a 100m radius for zero cost, but only works when Battle Spirit is inactive."
No. Power creep in PvE is managed by the individual. If one wants to dress out and be OP in the field so they can one-hit everything, that's on them. If one wants to dress down to role-play and not fight at all, that is also on them. If the classes, gear, weapons are nerffed so one cannot compete or complete a quest or target within the game unless they have a Max/Min build, that is on bad development strategy.
It is better to address the PvE as the base and the PvP as a side hustle so those ever-groupers can stop 'crutching' on their 'meta' gear and learn to play the game on their own. . . without depending on group bonuses.
Seriously, PvP should be staged so that each player has the same stats regardless of CP, gear worn into the fight or class choices. Gain a uniform based on DPS, Heal, Tank, and on faction choice. With that uniform, comes a set of stats that are ALL the same per role position entered as. No group bonuses, no power creeps, no dungeon gear advantages, everyone enters on a leveled playing field. Those that 'crutch' on meta gear and group bonuses wouldn't like that but more players would try PvP because they have a chance to enjoy the game rather than be rolled over out of the gate.
tomofhyrule wrote: »In those games, you have a stamina bar to handle bashing or power attacks. You also have a magicka bar to handle spellcasting. And in both of those games, it is totally possible to run out. That means that even in those single-player games that people hold up as paragons of what ESO should be, you still have to deal with sustain. Even in those games, you still have to do the fights, it doesn't just spit out the 'quest complete!' achieve as soon as you load in.
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Personally, I am never amused by ignorance.tomofhyrule wrote: »Can we stop pretending that unlimited power creep in PvE is a good thing?
There are some things - like unlimited sustain - that are also problems in PvE. I'm sure people who crutch on broken strategies don't enjoy the idea of those things getting nerfed, but there should not be a way for one setup to be able to do everything well. Balance issues are also unhealthy in PvE.
The better answer is to stop releasing broken things so never-group PvErs stop crutching on them and then complaining that "oh, I can't play the game without it despite the fact that I played the game perfectly well for 11 years before it existed" when it finally gets its deserved nerf.
Seriously, sometimes I think people would actively defend it if ZOS released a skill called "Hand of Akatosh: Does 1,000,000,000 damage in a 100m radius for zero cost, but only works when Battle Spirit is inactive."
No. Power creep in PvE is managed by the individual. If one wants to dress out and be OP in the field so they can one-hit everything, that's on them. If one wants to dress down to role-play and not fight at all, that is also on them. If the classes, gear, weapons are nerffed so one cannot compete or complete a quest or target within the game unless they have a Max/Min build, that is on bad development strategy.
It is better to address the PvE as the base and the PvP as a side hustle so those ever-groupers can stop 'crutching' on their 'meta' gear and learn to play the game on their own. . . without depending on group bonuses.
Seriously, PvP should be staged so that each player has the same stats regardless of CP, gear worn into the fight or class choices. Gain a uniform based on DPS, Heal, Tank, and on faction choice. With that uniform, comes a set of stats that are ALL the same per role position entered as. No group bonuses, no power creeps, no dungeon gear advantages, everyone enters on a leveled playing field. Those that 'crutch' on meta gear and group bonuses wouldn't like that but more players would try PvP because they have a chance to enjoy the game rather than be rolled over out of the gate.
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Because there are genuine drawbacks to overrelying on Battlespirit, PvE power has been skyrocketing non-stop for a year, and because design quality suffers from it.
Then you know what they could do....
Conditional stats based on PvE/PvP.
Woah. Mind blowing. Insane. Who'd of thunk it.
You’d still have to enumerate every skill and set definition. But if the combat and item pipelines are even reasonably structured, that’s mostly a one-time schema change plus a content pass.
Once the underlying layer can accept PvE/PvP overrides, the remaining work is just mechanical: hand an intern the target values and have them walk each definition, populate the new fields, and check them in over the summer.
It's not rocket science. They could easily solve this 10 year battle of pve/pvp balancing and the nightmare that is cyrodiil because they are afraid to change things that will hurt pve... and the flip side.. things getting ruined for the trial community because pvp complainers.
I remember Rich saying forever that they would never ever do this - why.. who the hell knows... but this is something they should revisit.
Again, setup the foundation then hand it off to an intern.
Shoot.. dare I say... even... (whispers ) AI could do this extremely quick for you.. but we cant have that conversation here without getting flamed.
- xcatguy
tomofhyrule wrote: »In those games, you have a stamina bar to handle bashing or power attacks. You also have a magicka bar to handle spellcasting. And in both of those games, it is totally possible to run out. That means that even in those single-player games that people hold up as paragons of what ESO should be, you still have to deal with sustain. Even in those games, you still have to do the fights, it doesn't just spit out the 'quest complete!' achieve as soon as you load in.
I don’t know about you but I had decent enchanting and alchemy- my sustain was VERY good. Only entry level (starting the game and maybe first few hours or so if not aimless) was any sort of struggle. Fun fact: werewolf had near infinite stam there too xD. (20% stam regen per second, I believe)
Anyways, not a good example of ‘I believe everything should be nerfed…. because score pushers’.
tomofhyrule wrote: »tomofhyrule wrote: »In those games, you have a stamina bar to handle bashing or power attacks. You also have a magicka bar to handle spellcasting. And in both of those games, it is totally possible to run out. That means that even in those single-player games that people hold up as paragons of what ESO should be, you still have to deal with sustain. Even in those games, you still have to do the fights, it doesn't just spit out the 'quest complete!' achieve as soon as you load in.
I don’t know about you but I had decent enchanting and alchemy- my sustain was VERY good. Only entry level (starting the game and maybe first few hours or so if not aimless) was any sort of struggle. Fun fact: werewolf had near infinite stam there too xD. (20% stam regen per second, I believe)
Anyways, not a good example of ‘I believe everything should be nerfed…. because score pushers’.
So... you had to play for a while and git gud in order to not have problems, or fall back to using strategies that are widely recognized to be broken...?
Oh, ok.
Dizzy_Dragon wrote: »B.A.T.T.L.E S.P.I.R.I.T
Why does the PvE vs. PvP balance discussion keep roaming, when devs have the 75% balance adjustment dashboard at hand??
Guess the quote source: "My ignorance amuses me"
Because there are genuine drawbacks to overrelying on Battlespirit, PvE power has been skyrocketing non-stop for a year, and because design quality suffers from it.
Then you know what they could do....
Conditional stats based on PvE/PvP.
Woah. Mind blowing. Insane. Who'd of thunk it.
You’d still have to enumerate every skill and set definition. But if the combat and item pipelines are even reasonably structured, that’s mostly a one-time schema change plus a content pass.
Once the underlying layer can accept PvE/PvP overrides, the remaining work is just mechanical: hand an intern the target values and have them walk each definition, populate the new fields, and check them in over the summer.
It's not rocket science. They could easily solve this 10 year battle of pve/pvp balancing and the nightmare that is cyrodiil because they are afraid to change things that will hurt pve... and the flip side.. things getting ruined for the trial community because pvp complainers.
I remember Rich saying forever that they would never ever do this - why.. who the hell knows... but this is something they should revisit.
Again, setup the foundation then hand it off to an intern.
Shoot.. dare I say... even... (whispers ) AI could do this extremely quick for you.. but we cant have that conversation here without getting flamed.
- xcatguy
PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
That power creep is not caused by classes but rather by dungeon/trial gear, pots, and special group bonuses that PvE players do not have.
Every time the game is adjusted for groups or PvP, the solo players dies a little but. Eventually, they WILL stop playing completely. Been there; done that; can see the future . . . another game falls down because the focus is on group / PvP instead of the common player in PvE.
PvE players begging devs that dont play the game to not reduce power while vet trials are being cleared in under 1 minute from extreme power creep. Quality experiences in ESO
That power creep is not caused by classes but rather by dungeon/trial gear, pots, and special group bonuses that PvE players do not have.
Every time the game is adjusted for groups or PvP, the solo players dies a little but. Eventually, they WILL stop playing completely. Been there; done that; can see the future . . . another game falls down because the focus is on group / PvP instead of the common player in PvE.
Also if we are being honest no one is going around clearing post-craglorn vet trials in under a minute. Don't be disingenuous.
https://youtu.be/WcFeY-O1-jk?is=W65slz5pCKQeWBXM
Also if we are being honest no one is going around clearing post-craglorn vet trials in under a minute. Don't be disingenuous.https://youtu.be/WcFeY-O1-jk?is=W65slz5pCKQeWBXM
Wow, a hyper-optimized group who specifically grinded and learned this trial just to do it as a score push? Must be a common occurrence aye.
Also if we are being honest no one is going around clearing post-craglorn vet trials in under a minute. Don't be disingenuous.
Also if we are being honest no one is going around clearing post-craglorn vet trials in under a minute. Don't be disingenuous.https://youtu.be/WcFeY-O1-jk?is=W65slz5pCKQeWBXM
Wow, a hyper-optimized group who specifically grinded and learned this trial just to do it as a score push? Must be a common occurrence aye.