Because people don't WANT to study a trait for weeks or level up enchanting for months to be made weaker. Sorry this is a confusing issue for you.
By your idea of horizontal progression, shouldn't we give up stamina and magicka when we level up and raise health for instance? When we gain a skill, we should lose access to another? You fail at understanding what people are talking about with balance.
Some people who play games never want to have to choose between more power here vs less power there. That's too hard. Make it all positive. Really stupid design basis, but there ya go.
Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression. This mean players should become more specialised and unique rather than more powerful.
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
Why don't all of the traits, enchantments, armour sets ect all include Buff+Nerf ?
Why aren't you penalised in one way for becoming stronger in another ?
Why doesn't all the items you can obtain have negatives to automatically balance the positives ?
http://tamrieljournal.com/crafted-item-sets-eso/
example of pure buffs.
Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression. This mean players should become more specialised and unique rather than more powerful.
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
Why don't all of the traits, enchantments, armour sets ect all include Buff+Nerf ?
Why aren't you penalised in one way for becoming stronger in another ?
Why doesn't all the items you can obtain have negatives to automatically balance the positives ?
http://tamrieljournal.com/crafted-item-sets-eso/
example of pure buffs.
Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression.This mean players should become more specialised and unique rather than more powerful.
.
Rune_Relic wrote: »
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
.
JessieColt wrote: »Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression. This mean players should become more specialised and unique rather than more powerful.
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
Why don't all of the traits, enchantments, armour sets ect all include Buff+Nerf ?
Why aren't you penalised in one way for becoming stronger in another ?
Why doesn't all the items you can obtain have negatives to automatically balance the positives ?
http://tamrieljournal.com/crafted-item-sets-eso/
example of pure buffs.
I think you are confused about how this works.
You already are penalized for becoming stronger in one area and not in another.
If I increase my Stamina, I am penalized by not having more Health or Magicka.
If I take a Foreign language class to learn Russian, I do not automatically forget how to speak English.
Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression.This mean players should become more specialised and unique rather than more powerful.
.
Provide sources for that statement.Rune_Relic wrote: »
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
.
For each stat point in Magicka you miss the opportunity to get more Health, Stamina.
If you are going heavy armor you just miss the Magica cost reduction from Light and the weapon crit, cost reduction from medium.
Potions have 1 ,2, or 3 traits. The 3 trait potions however give a smaller amount for individual stats than 2 trait food. You many still chose 2 stat food for min/max.
You generally have to sacrifice something for something. Stamina DPS or Magicka DPS, Defenses/Heals or DPS,Very high DPS or medium/high very sustainable DPS.
What does this mean?
◾You’ll have to make commitments to be the best in a particular area.
◾More varied builds, better interdependence between builds.
◾Some abilities will have to change, i.e. armor buffs won’t stack
◾Itemization will be much more important.
◾The dynamics of combat will change, particularly at max-level.
How will more casual players react to the scope of these changes?
We hope that the way these changes are constructed will make character construction feel more meaningful and significant, so some things will be different, for example light armor wearers will probably feel a bit more squishy in the new system, but by the same token heavy armor will feel more significant. The changes are making trade-offs more meaningful.
We can’t just put the Champion System on top of the current advancement system. -Paul Sage
ZOS has to balance making players stronger with providing an ample challenge to players. This means a complete re-balance of game and ability mechanics is necessary. Current granularity of stats does not fit well with the addition of small percentage bonuses. Adding a 1% bonus on top of a base level of 40 isn’t meaningful to the player. Simply adding points to soft-capped abilities would be bad.
Benefits of the Current Systems
◾Helps to prevent “bad builds”
◾Freedom of how to play – allows players to go over limits
Problems with the Current System
◾Trade-offs are not pronounced
◾Too easy to hit soft caps
◾Balance is harder
This.The positives are balanced by Scarcity. Choices determine what you buff and what you leave alone.
For example, I have two ring slots and one necklace slot. If I select Magic Regen for all the rings/necklace, I can't apply anymore weapon power or fire resist. If Choose Exploration for an armor trait, I have to give up Impenetrable or Infused. If I want to to sprint farther, I won't be able to Reinforce my armor.
The positives are balanced by Scarcity. Choices determine what you buff and what you leave alone.
For example, I have two ring slots and one necklace slot. If I select Magic Regen for all the rings/necklace, I can't apply anymore weapon power or fire resist. If Choose Exploration for an armor trait, I have to give up Impenetrable or Infused. If I want to to sprint farther, I won't be able to Reinforce my armor.
JessieColt wrote: »Rune_Relic wrote: »The objective of ESO is to be horizontal progression rather than vertical progression. This mean players should become more specialised and unique rather than more powerful.
Yet all the traits you add all buff this or buff that.
All the armour sets buff this or buff that.
All the potions and the food buff this or buff that.
If the game is about horizontal progression it is all about sacrifice just as much as gain. So the question.
Why don't all of the traits, enchantments, armour sets ect all include Buff+Nerf ?
Why aren't you penalised in one way for becoming stronger in another ?
Why doesn't all the items you can obtain have negatives to automatically balance the positives ?
http://tamrieljournal.com/crafted-item-sets-eso/
example of pure buffs.
I think you are confused about how this works.
You already are penalized for becoming stronger in one area and not in another.
If I increase my Stamina, I am penalized by not having more Health or Magicka.
If I take a Foreign language class to learn Russian, I do not automatically forget how to speak English.