@DeanTheCat Great thread. After reading/watching it all those points seem so obvious that one has to wonder... why have they done this? Monetization. That's how "unlimited" became the name of the game. And how "limited" became the nature of the game.
I'm sure the game's designers knew damn well why they'd put soft caps in. The flat reduction was kinda harsh, but I think if the devs suggested a curve on diminishing returns (example below), design would reject that as "inexplicable to the casuals" (albeit those hardly care about the exact formula).SpoilerStatOverSoftCap = PointsOverSoftCap / sqrt(1 + 3.75 * PointsOverSoftCap / (HardCap - SoftCap))
e.g. with SoftCap=2000 and HardCap=3000, you'd get StatPoints => StatValue:
2150 => 2120 (80%)
2300 => 2205 (68%)
2800 => 2400 (50%)
3400 => 2560 (40%)
4700 => 2809 (30%)
6000 => 3000 (25%)
Mr-jo-handsome wrote: »All I heard him say was bring back 1.5
mzapkeneb18_ESO wrote: »But the game is called The elder scrolls online: tamriel unlimited
DeanTheCat wrote: »
The thing is, ESO is mainly funded by these "Casual" players, who will never hit softcaps, even if they were re-implemented. Back before 1.6 came in and removed soft-caps, most people who you would consider "Casual" didn't even get half the stats needed to hit soft caps. These changes proposed are mainly targeted at the top 5% of the population, who would dominate no matter what situation they were placed in. All that the capping does is that it returns the top 5% from demi-god status into champion status, to make it seem that the "Casuals" could actually have a chance of winning. Nobody likes playing a game where they stood mathematically 0% chance of winning. If all those "Casual" players who you disdain all decided to leave today, I can assure you that ESO will shut down within a month. I do not wish that to happen to a game I enjoy and love.
I did not delve deeper into the issue of class imbalance as I feel that the problem goes far deeper then a simple "Class Imbalance". The basic mechanics are currently flawed, and the current Buff-Nerf See-Saw is nothing more then treating the symptom rather than the cause. When removing weeds from an otherwise pristine garden, one removes them at the roots, and not just cutting what's visible.
If my proposed changes were implemented, I stand to lose a lot from these changes, as I'm already pushing the envelope of my class and playstyle to the absolute limit of what is possible. And I can safely say that from my point of view, it is extremely unfair to anyone not within a reasonable margin of my current progress. Many players who I face had mathematically less than 10% chance of winning, and that's not due to my skill, but the sheer stats that I have. I push for these changes not for my own good, but for the good of the game.
Cyrodiil is designed to be an alliance vs alliance style of combat, and arbitrarily restricting the types of opponents which you can fight hurts the spirit of realm pride, something that is already currently lacking. The non-veteran campaign serves it's purpose as a tutorial, but you should never stop a player from attacking an enemy he can see. The ESO PvP community is already fragmented as it is, and more barriers would render everything pointless.
In regards for the PvE aspect, I play games (Yes, I do play PvE occasionally) to have a challenge, and I never liked the feeling of "being carried". Therefore, I strive to push myself to the very best I can be. What's the fun for you in PvE when you get your loot, but you never actually earned it yourself? It's nothing more than a hollow victory, knowing that you relied on someone else to get you to where you are. I'm sure I'm not the only one who shares this sentiment. Many people out there want to get the epic loot that we all want, but also want to feel that they actually made an effort to obtain it. Thus it is also needed to cap the power of players in a PvE setting, to ensure that if a team wishes to succeed, they need to all chip in. I'm sure that you would prefer to finish an instance (I know I would) and say "That was tough, but we all worked together, this is our victory!" rather then "Thanks for carrying me through it".
Another fact is that if player power levels get too high in a PvE setting, the developers will be forced to add artificial difficulty to the game to balance it, usually in the form of cheap mechanics like enrage timers or one-shot mechanics. The challenge will only then be completable by a team of elites with maximum stats, which leaves the average John Doe completely out of it. They will then leave the game due to a lack of content which they can attempt, which brings me back to my original point of ESO being primarily funded by "Casual" players.
To reiterate, you cannot balance for the top 5%. You balance everyone such that everyone has a chance to compete, instead of completely being locked out because they have mathematically 0% chance to succeed.
rfennell_ESO wrote: »They need to re-implement softcaps.
Why they were ever deemed so bad they needed removing is beyond my comprehension.
At the worst they only needed some reworking, not removal.
dodgehopper_ESO wrote: »
In terms of balance I think removing soft caps might possibly have been even worse than killing stamina regen while blocking, or the huge nerf to dodge rolling they did. I might add that the latter would not have been needed if they had found a way to keep soft caps, and the whole playability of the game would be a lot better.
Having VR16 gear with VR16 enchantments against VR14 gives you around +1000 to your main stat total. Which is 2-3% DPS increase and 1-1,5% with 50% PvP damage reduction. Assuming the situation you described is real, tell me, how did your did the tiny-winy improvement on your stats helped you on your task?DeanTheCat wrote: »A few days ago, in Haderus, I managed to perform a solo keep defense against a full zerg of 30 odd DC players. There were no VR16s amongst them, and I had fully kitted VR16 gear. They literally had no chance to take me down, with their attacks barely doing 1-2k damage to my health, whereas my attacks were hitting for 8-13k damage to them, often two-shotting them. The keep only fell when two VR16 DC players showed up, and those two players proved to be way more of a threat then the entire DC zerg combined. Is this really what we want?
DeanTheCat wrote: »
The thing is, ESO is mainly funded by these "Casual" players, who will never hit softcaps, even if they were re-implemented. Back before 1.6 came in and removed soft-caps, most people who you would consider "Casual" didn't even get half the stats needed to hit soft caps. These changes proposed are mainly targeted at the top 5% of the population, who would dominate no matter what situation they were placed in. All that the capping does is that it returns the top 5% from demi-god status into champion status, to make it seem that the "Casuals" could actually have a chance of winning. Nobody likes playing a game where they stood mathematically 0% chance of winning. If all those "Casual" players who you disdain all decided to leave today, I can assure you that ESO will shut down within a month. I do not wish that to happen to a game I enjoy and love.
I did not delve deeper into the issue of class imbalance as I feel that the problem goes far deeper then a simple "Class Imbalance". The basic mechanics are currently flawed, and the current Buff-Nerf See-Saw is nothing more then treating the symptom rather than the cause. When removing weeds from an otherwise pristine garden, one removes them at the roots, and not just cutting what's visible.
If my proposed changes were implemented, I stand to lose a lot from these changes, as I'm already pushing the envelope of my class and playstyle to the absolute limit of what is possible. And I can safely say that from my point of view, it is extremely unfair to anyone not within a reasonable margin of my current progress. Many players who I face had mathematically less than 10% chance of winning, and that's not due to my skill, but the sheer stats that I have. I push for these changes not for my own good, but for the good of the game.
Cyrodiil is designed to be an alliance vs alliance style of combat, and arbitrarily restricting the types of opponents which you can fight hurts the spirit of realm pride, something that is already currently lacking. The non-veteran campaign serves it's purpose as a tutorial, but you should never stop a player from attacking an enemy he can see. The ESO PvP community is already fragmented as it is, and more barriers would render everything pointless.
In regards for the PvE aspect, I play games (Yes, I do play PvE occasionally) to have a challenge, and I never liked the feeling of "being carried". Therefore, I strive to push myself to the very best I can be. What's the fun for you in PvE when you get your loot, but you never actually earned it yourself? It's nothing more than a hollow victory, knowing that you relied on someone else to get you to where you are. I'm sure I'm not the only one who shares this sentiment. Many people out there want to get the epic loot that we all want, but also want to feel that they actually made an effort to obtain it. Thus it is also needed to cap the power of players in a PvE setting, to ensure that if a team wishes to succeed, they need to all chip in. I'm sure that you would prefer to finish an instance (I know I would) and say "That was tough, but we all worked together, this is our victory!" rather then "Thanks for carrying me through it".
Another fact is that if player power levels get too high in a PvE setting, the developers will be forced to add artificial difficulty to the game to balance it, usually in the form of cheap mechanics like enrage timers or one-shot mechanics. The challenge will only then be completable by a team of elites with maximum stats, which leaves the average John Doe completely out of it. They will then leave the game due to a lack of content which they can attempt, which brings me back to my original point of ESO being primarily funded by "Casual" players.
To reiterate, you cannot balance for the top 5%. You balance everyone such that everyone has a chance to compete, instead of completely being locked out because they have mathematically 0% chance to succeed.
Emma_Eunjung wrote: »NO to all of this. What is the point of grinding to progress your toons if that progression is going to be rolled back on a whim?
Furthermore, the "power creep" from the Champion System is a much needed boost to solo-oriented players like me who have been struggling to conquer as much of the group content in the game as possible. The extra power that comes from hundreds of CP offers many players an important alternate path to accomplishing their goals in the game, goals that may not have even been possible before Update 1.6.
Finally, I don't share your optimism that ZOS would roll back the nerfs to Bolt Escape or whatever. Those abilities probably need a conceptual overhaul, not a mere tweak or re-balancing. Who knows when (or if) ZOS will get around to overhauling the abilities and combat mechanics.
Just a couple of thoughts I'd like to share. First, group content is not meant to be solo'd - that's why it's group content. Either group up or be content with the fact you're excluding yourself from certain activities by your own choice.
Second, power creep is a well known phenomenon in MMOs. Agree with it or not, OP has a point - every time they up the limits, all balance is thrown out of whack.
dodgehopper_ESO wrote: »
The power creep was my biggest concern when they did away with soft caps. Now they're left with the sticky situation of having to completely redesign game balance almost from the ground up, which means the play styles we are accustomed to must fundamentally change, and continually change. I'm hopeful though.
I disagree with most of that, CP imbalance has been fixed with the Cap and Catchup-mechanics. Softcap removal was right as it allows more variety on character development.
Although I also disliked the OP V16 Gear, the effect in PvP is not very noticeable due to the 50% damage reduction. I think the reason why ppl are asking for nerfs is the huge difficultygap between open world and Endgamecontent. People don't have to learn the combatsystem right while leveling their chars. Quite naturally theyr getting smashed in harder content.