ragnarok6644b14_ESO wrote: »All of this sounds both more complicated and more confusing than softcaps would be.
A dashboard of a car is much more simple than the engine....that engine is like the ESO game mechanics complicated
This thread is not about that simple dashboard
but is about preventing "simple" nerfs all the time caused by ZOS and whining players, affecting playing the game by many
like the Stamina Recovery nerf and many other "simple" nerfs
ragnarok6644b14_ESO wrote: »
Yes but complexity "under the hood" as it were is a bad thing. If everything is a barely-held-together patchwork of interlocking things that are in very complex relationships to one another, changing a single variable can have unintended and sometimes drastic consequences on another part of the game. In fact, we already know this is a problem ESO patches have - attempts to fix one problem cause another, because it is too complex under the hood.
Softcaps mitigate the complexity.
willymchilybily wrote: »An interesting read. Two points though
I believe they nerfed damage in cyrodil before ic. Because ttk was too short, so your whole spiel is kind of off. In fact people were doing what you describe back in 1.6. Kind of makes one think blaming gear is incorrect, and question what else is incorrect within this argument
Also If V16 gear is significantly better in terms of stat boosting, that it is an order of magnitude stronger than previous gear raising v14 gear just creates a new plateaux instead of v16s taking on several guys it will be v14 and v16. This goes against creating equality and really just sounds like you want to buff your old v14 sets so you can use them competitively. Pushing ones own agendas, even subtlety, diminishes the weight of your other arguments
Basically you had the potential to really push the envelope but All I take from this is you like the idea of soft caps, and wish your v14 gear was more competitive. I agree that reducing the scaling on champion points may reduce dissparity, but ZOS have already gone a different way on it.
Brilliant thread and discussion...now just need ZOS to listen.
@willymchilybily,
You do not quote the lines on which you react, makes it difficult to understand what you say...
What I know about the damage nerf in Cyrodilil/IC is that healing was nerfed similar. So "zero" effect on player comparison. But perhaps you mean something else?
To balance the sheer power of VR16 gear in it's current form, a 50% damage nerf had to be applied to Cyrodiil. What this has done is render everyone except the armed-to-the-teeth VR16 characters with fully kitted out gear irrelevant in the grand scheme, and has created literal walking gods amongst the population.
3) Reduce the effectiveness of VR16 gear OR buff VR14 gear to be somewhat competitive with VR16 Gear. This allows lower VR players/undergeared players to be somewhat relevant, instead of being completely obsolete in the current state of affairs. This will even out the sheer amount of stat difference between the players, and promote varied builds while keeping power creep under control. There are many sets at VR12 and VR14 that are interesting to use, but the sheer power of VR16 gear renders them obsolete in anything but the most focused builds.
willymchilybily wrote: »An interesting read. Two points though
I believe they nerfed damage in cyrodil before ic. Because ttk was too short, so your whole spiel is kind of off. In fact people were doing what you describe back in 1.6. Kind of makes one think blaming gear is incorrect, and question what else is incorrect within this argument
Also If V16 gear is significantly better in terms of stat boosting, that it is an order of magnitude stronger than previous gear raising v14 gear just creates a new plateaux instead of v16s taking on several guys it will be v14 and v16. This goes against creating equality and really just sounds like you want to buff your old v14 sets so you can use them competitively. Pushing ones own agendas, even subtlety, diminishes the weight of your other arguments
Basically you had the potential to really push the envelope but All I take from this is you like the idea of soft caps, and wish your v14 gear was more competitive. I agree that reducing the scaling on champion points may reduce dissparity, but ZOS have already gone a different way on it.
I'm going to agree with "lazy" here. As in: by diligently discarding caps, ZOS made the task of balancing the game more difficult for themselves. Sometimes laziness is a virtue. Caps are more like vaccine than treatment.As as already said in my posts: I do not like soft caps. They are fundamentally wrong, lazy and symptom treatment.
willymchilybily wrote: »Of course Dean, It wasn't meant to sound like I was attacking you or your ideas, and I didn't mean to make it sound like I was implying they were self serving. Apologies if that's how it sounded. just critiquing the way built your argument up gave a bad impression that could be viewed with negative connotations. Not that I believe those said connotations. I still think the battle spirit change was introduced to improve the ic dlc experience (one shot in ic would be horrible). Opposed to balance v16 gear's power.
And of course viewing this post from the perspective of a ps4 user is very different from viewing it at pc level where most players had v14 gear and said changes you suggested could make v16 vs v14 fairer. My own experiences indicated the majority of console users were not at v14 when V16 was introduced and few had full veteran gear sets. so buffing v14 would do very little but change the position of that power leap. Achieving little for pvp on consoles. But as you say things have changed since the original post.
As as already said in my posts: I do not like soft caps. They are fundamentally wrong, lazy and symptom treatment.
But I'd rather have the quick fix of a soft cap, than quick fixes all over the place because of unbalances, like the Stamina nerf.
And again, I am not biased on trhis Stamina nerf because I would really need it, although I am a tank. I can cope with the nerf. But the work around for Stamina is not player friendly anymore, neither is the micromanagement on the Stamina.
DeanTheCat wrote: »Sometimes it's better to staunch the bleeding, then to let the patient die because first aid wasn't rendered. Soft caps punish those who have the capability to push the envelope, but that's only at most 5% of the playerbase. It's better to use softcaps to rein in the outliers, then to have the rest of the playerbase suffer at the mercy of the 5% (Which is what veteran content is balanced around nowadays it seems, look at vMSA, pre-nerf vWGT and pre-nerf vICP). I don't deny its a quick fix, but it's one that would make balancing this game a much easier job for ZOS if they didn't have to deal with things like 16k tooltip Wrecking Blows or 20k tooltip Hardened Wards (PvE).
At the end of the day, what we need is a balanced fun environment. Currently, there is only 1-2 "Best optimal" builds for every class/spec, and that is being cookie cutter to the extreme. Softcaps help prevent "Bad builds" by ensuring that stat stackers cannot pull too far ahead of a "Normal" player. Softcaps encourage diversification and alternative stats, due to the diminishing returns that set in after you go over Softcap.You can still go for a max stat stacking build, but it won't be as effective or as dominant as it is today.
dodgehopper_ESO wrote: »
I'm not sure soft caps even punish the people who push the envelope. Player skill will always be a factor, and the removal of softcaps doesn't remove character optimization. What it does however is make the stark contrasts in power not quite as possible, and that's a good thing. For the longevity and fun of the game, it is much better when we are on a more even footing than a game with people who are excessively stronger than one another. Where is the challenge or fun in that? This element of fun is what keeps the game going.
Instead of soft-caps on stats we now have "soft cooldowns" on streak, dodge and (soon to be, probably) stealth.
It's silly. Stat caps are better imo, they just need to be higher and actually require effort to reach.
I haven't reach high enough level yet to get champion points yet so forgive my ignorance... but if the cp system is the cause of problems maybe disable the cp chart when pvping?
I haven't reach high enough level yet to get champion points yet so forgive my ignorance... but if the cp system is the cause of problems maybe disable the cp chart when pvping?
This sounded very interested at first until many players realised how horrible this could turn out. The Battlespirit buff/debuff values were balanced around CP and the power that gave players. Without CP these values will be pretty hardcore and you could end up in a situation where players just do so little damage or have so low resources they can't actually kill each other.
I doubt any balancing took place. They might have just wanted players not to die like flies in the IC, as that could hurt sales, so they rolled out the idiot patch with reduced damage through the battle spirit.
I think instead of nerfing everything, maybe players as a general should get an armor and resistance boost whilst in cyrodiil so that they cant be bursted down quite so easily.
Bravo, OP. I agree with almost everything. Even still, I think there are some abilities and playstyles that need some adjustments which may result in perceived nerfs (Hardened Ward). True balance requires a robust system of meaningful strengths and weaknesses for every class.