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Why all the major skill changes are driven by pvper at the expense of others?

crislevin
crislevin
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I'm just curious, does zos have solid reason for having to nerf this, nerf that, all because pvpers are not happy with their build?
  • Oolou
    Oolou
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    If it is the case that changes tend to stem from feedback by those who primarily PvP, maybe this is because they provide more feedback than those who PvE? If you feel you're negatively affected by the changes ... well, you know what to do ...
  • eliisra
    eliisra
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    crislevin wrote: »
    I'm just curious, does zos have solid reason for having to nerf this, nerf that, all because pvpers are not happy with their build?

    Don't worry, it goes both ways. PvP gets messed up on a regular basis as a result of PvE changes, features and even players. Don't we love those PvE guilds flipping maps on low-pop campaigns for trial buffs :weary:

    It's intertwined. You cant always know if a buff or nerf is targeting PvP, PvE or both. They also buff skills for PvE, resulting in stupidly strong builds or bursts in PvP. Players in Cyrodiil have to deal with it for weeks, before ZoS bothers to patch.
    Edited by eliisra on October 16, 2014 1:19PM
  • MorHawk
    MorHawk
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    I really don't know why this is even a debate, it's really painfully obvious logic. OP abilities in PvE are welcomed, they make the content easier. Honestly, who is going to submit feedback that their 'uber nuke' is too uber? PvPers are obviously going to complain more, because it's a human player on the receiving end. This is the biggest given ever, and the fact that it's actually deemed as being 'up for debate' by anyone is downright terrifying.

    Besides, does anyone want to argue that the snipe buff was done with PvP in mind? It's suggested that the change will decrease buff, but I think it's fairly unambiguous that it was done to boost sustained PvE damage for trials and stuff.
    Observant wrote: »
    I can count to potato.
    another topic that cant see past its own farts.
    WWJLHD?
  • MornaBaine
    MornaBaine
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    Bramir wrote: »
    MornaBaine wrote: »
    Bramir wrote: »
    The ONLY 'imbalances' any game company should be dealing with are code/bug exploits. The infamous never-ending bat swarm that existed early on, for example. Another example that seems to be extant today is the AOE heal spam to build ultimate. Yeah folks...it's an EXPLOIT.

    The ridiculous attempt to balance each class against each other class is what RUINS MMOs.

    In my opinion, the classes are balanced enough. Or were before the macro-spamming 13 year old 'pwnzr uz' were given priority in ZOS developer code adjustment with incessant whining.

    Also, in my opinion, single characters (with the notable exception of Templars) who aren't specialized as monster hunters (the specific Fighter's Guild and Undaunted skills) SHOULD be getting their rear-ends kicked by single vampires/werewolves. Warriors who aren't specialized to fight mages SHOULD be getting their rears handed to them by destructionist mages. Mages who are specialized as damage dealers SHOULD be wiped out by weapons DPS from warriors, etc and heavy damage by weapon, etc., etc., etc.

    My point is....trying to micro-manage the class/race/special skills is going to destroy this game by making it so there is only ONE viable skill set per class/race/special and only one viable gear set per class.

    This is a fantasy genre. Powerful mages and supernatural creatures are scary in the stories for REASONS. They should be just as scary in PvP/PvE in any fantasy game. And the specific nemesis for a supernatural or a mage (a Templar, monster hunter, or mage hunter spec) SHOULD be just as scary to a vampire, werewolf or mage.

    Other than that. Leave the fracking combat and skills system ALONE!!!

    So you are saying everyone should be a vamp or vamp-hunter or gtfo? That sounds like a really stupid game.

    Or are you saying that vampires should be stronger than everyone else because Bram Stoker told you so? You do realize that in the movies, books, video game lore, etc, it always takes a group to take down a vampire, right? And that this dynamic is incompatible with a MMO, right? Unless of course, the vampires are never players...

    You obviously did not give this post a full reading. Either that or you are just here to argue for argument's sake. "Balance" is not that every player will have a 50-50 chance of beating every other player. "Balance" is achieved by understanding that certain builds will own other certain builds while being vulnerable themselves to yet another certain build. THAT balance is achieved NOT by nerfing the hated class du jure but by creating a flexible system wherein players understand that they are going to be specialists no matter what and then decide what they want their specialty to be and knock off the crying and just play the frakkin game.

    So, we should all spec to fight vamps so that we are weaker against other builds, because vampires are more important than anything else in this game?

    And I will ask it again since noone wants to answer, "Do you think the top ranked pvpers are mostly vampires because they want to sparkle, or because they see a major advantage in being a vampire?"

    No, you should however expect that a significant percentage of players are going to do just that. And enough of them should do it so that vamps get ashed on the regular...to the point that less people will choose to play them. That is the organic and logical solution. And there are already players who do this...as my vampire can attest. The ONLY "nerf" still needed for vampires is for ZoS to make each of the 4 stages actually be meaningful. Stage 4 should not be easy mode.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Shunravi
    Shunravi
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    MorHawk wrote: »
    OP abilities in PvE are welcomed, they make the content easier.
    Of course they are. Heck, some are even designed that way. Look at negate magic as a prime example. Against players it cancels spells, but it turns npcs into inanimate objects with heathbars. Yea, that's totally not op.... But it is the way the skill is designed.

    In PvP, your targets have (or at least should have) the intelligence to not stand in the stupid. In PvE, the ai will bring your enemies right to you without regard to the fact that you have ultimates down, or any other threat. So that's one more strike of op against npcs, and it counts for all abilities.

    Don't stand in the stupid (even if it can chase you) ;)
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Bramir
    Bramir
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    MornaBaine wrote: »
    Bramir wrote: »
    MornaBaine wrote: »
    Bramir wrote: »
    The ONLY 'imbalances' any game company should be dealing with are code/bug exploits. The infamous never-ending bat swarm that existed early on, for example. Another example that seems to be extant today is the AOE heal spam to build ultimate. Yeah folks...it's an EXPLOIT.

    The ridiculous attempt to balance each class against each other class is what RUINS MMOs.

    In my opinion, the classes are balanced enough. Or were before the macro-spamming 13 year old 'pwnzr uz' were given priority in ZOS developer code adjustment with incessant whining.

    Also, in my opinion, single characters (with the notable exception of Templars) who aren't specialized as monster hunters (the specific Fighter's Guild and Undaunted skills) SHOULD be getting their rear-ends kicked by single vampires/werewolves. Warriors who aren't specialized to fight mages SHOULD be getting their rears handed to them by destructionist mages. Mages who are specialized as damage dealers SHOULD be wiped out by weapons DPS from warriors, etc and heavy damage by weapon, etc., etc., etc.

    My point is....trying to micro-manage the class/race/special skills is going to destroy this game by making it so there is only ONE viable skill set per class/race/special and only one viable gear set per class.

    This is a fantasy genre. Powerful mages and supernatural creatures are scary in the stories for REASONS. They should be just as scary in PvP/PvE in any fantasy game. And the specific nemesis for a supernatural or a mage (a Templar, monster hunter, or mage hunter spec) SHOULD be just as scary to a vampire, werewolf or mage.

    Other than that. Leave the fracking combat and skills system ALONE!!!

    So you are saying everyone should be a vamp or vamp-hunter or gtfo? That sounds like a really stupid game.

    Or are you saying that vampires should be stronger than everyone else because Bram Stoker told you so? You do realize that in the movies, books, video game lore, etc, it always takes a group to take down a vampire, right? And that this dynamic is incompatible with a MMO, right? Unless of course, the vampires are never players...

    You obviously did not give this post a full reading. Either that or you are just here to argue for argument's sake. "Balance" is not that every player will have a 50-50 chance of beating every other player. "Balance" is achieved by understanding that certain builds will own other certain builds while being vulnerable themselves to yet another certain build. THAT balance is achieved NOT by nerfing the hated class du jure but by creating a flexible system wherein players understand that they are going to be specialists no matter what and then decide what they want their specialty to be and knock off the crying and just play the frakkin game.

    So, we should all spec to fight vamps so that we are weaker against other builds, because vampires are more important than anything else in this game?

    And I will ask it again since noone wants to answer, "Do you think the top ranked pvpers are mostly vampires because they want to sparkle, or because they see a major advantage in being a vampire?"

    No, you should however expect that a significant percentage of players are going to do just that. And enough of them should do it so that vamps get ashed on the regular...to the point that less people will choose to play them. That is the organic and logical solution. And there are already players who do this...as my vampire can attest. The ONLY "nerf" still needed for vampires is for ZoS to make each of the 4 stages actually be meaningful. Stage 4 should not be easy mode.

    And thus the healing nerf everyone is whining about...so that they can actually be 'ashed' by people using fighters guild skills. Right now, if they are hitting a bunch of people with devouring swarm, you will not kill them without dropping a negate on them...and that ultimate costs significantly more than batswarm. As much fun as this is for my sorcerer, I also usually get out of the bats in time and get a full view of how quickly my teammates health bars go down from this one player, who really did nothing special to become this strong, except realize that if they used pulsar at the same time they will do double the damage of most players. Lag out for two seconds? Dead. PC can't render the bats fast enough? Dead. No other aoe skill is anywhere close to this devastating. Even dawnbreaker (when you actually manage to hit someone with its tiny area) is not this devastating against its intended targets.

    So now, vamps can still kill people just as fast, but they can't expect to stay alive while doing it...like what would happen to the rest of us if we jumped into the middle of an enemy raid in a dps build. Along with the reduction to ultimate generation, this ultimate might actually be balanced with the rest of them after the nerfs.

    Edited by Bramir on October 16, 2014 2:47PM
  • MorHawk
    MorHawk
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    Shunravi wrote: »
    MorHawk wrote: »
    OP abilities in PvE are welcomed, they make the content easier.
    Of course they are. Heck, some are even designed that way. Look at negate magic as a prime example. Against players it cancels spells, but it turns npcs into inanimate objects with heathbars. Yea, that's totally not op.... But it is the way the skill is designed.

    In PvP, your targets have (or at least should have) the intelligence to not stand in the stupid. In PvE, the ai will bring your enemies right to you without regard to the fact that you have ultimates down, or any other threat. So that's one more strike of op against npcs, and it counts for all abilities.

    Don't stand in the stupid (even if it can chase you) ;)

    That's mostly an AI issue, and not really relevant to the subject at hand.
    Observant wrote: »
    I can count to potato.
    another topic that cant see past its own farts.
    WWJLHD?
  • Shunravi
    Shunravi
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    MorHawk wrote: »
    Shunravi wrote: »
    MorHawk wrote: »
    OP abilities in PvE are welcomed, they make the content easier.
    Of course they are. Heck, some are even designed that way. Look at negate magic as a prime example. Against players it cancels spells, but it turns npcs into inanimate objects with heathbars. Yea, that's totally not op.... But it is the way the skill is designed.

    In PvP, your targets have (or at least should have) the intelligence to not stand in the stupid. In PvE, the ai will bring your enemies right to you without regard to the fact that you have ultimates down, or any other threat. So that's one more strike of op against npcs, and it counts for all abilities.

    Don't stand in the stupid (even if it can chase you) ;)

    That's mostly an AI issue, and not really relevant to the subject at hand.

    Ofc it's not. I'm arguing against your 'npcs can't yell OP' argument. Which is downright hilarious btw...


    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
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