The problem:
A large group of soft people are constantly begging for nerfs. Many of these same people turn around and complain about the effects of the nerf..
I'm going to diverge from what I've been advocating on the forums. This is due to the fact that I truly feel that PvP and PvE don't HAVE to be balanced through junk like Battle Spirit; I think that it's the simplest route because what I've seen leads me to believe the developers are spineless, and won't challenge market trends because they fear for their jobs/financing for the game. They might lack creativity, but I will give them the benefit of the doubt in that department, as what I've seen in game companies: is not that people aren't ready to try something radical... it's that there's some bully who utilizes job hierarchy, and himself is terrified of reactions of higher-ups and investors, when told their investment is taking a radical new direction (EVEN WHEN MOST MMORPGS ARE CONSISTENTLY FALLING BEHIND CELL PHONE GAMES IN TERMS OF PROFIT).
For a long time I've been playing/working on online games (more play than work, I assure you), and the PvE MMORPG scene always bugged me. Why can't I CC a boss? Why does the legendary tactician target the tank while he isn't snared and is clearly free to go attack the healer? Why do people value "progression" when they aren't progressing: It takes the same amount of time/effort to kill a boss with higher numbers and better gear, and only serves to trivialize old content?
Primarily I always blame the playerbase: Quitters, sore losers, and the like who would bring the bar lower rather than reach higher. Secondly, I blame developers for catering to them. However, the statistics show: some of my favorite games died due to developers who stood their ground (Like Dark Vale Games and their PvP hit Forge). I've tried arguing for things like skill based crafting, but the players who excel at button pushing excel at button pushing, and players that can't find a niche and feel good about themselves and the game eventually give up. So we're often stuck with the level-up/go get a more powerful item with help from your friends scenario. In this game, people complain about vMA both ways: Make it easier, Make it HARDER. I know this may seem like digressing, but really the PvE/PvP conundrum always seems to have this issue laying in the background: are we balancing these two environments, or are we balancing two environments because of player capacity - where PvP is Darwinian, and PvE has some welfare options?
That being said (and a lot of it), I don't think we need junk like relative progression. It's costly; it costs the developers more content that WILL be devoured by players in less time than it will take to create NEW content. vMA and trials are great examples of how things should be done: A scoring system, with a normal mode so people can see content/get the gear needed to compete. I'd even argue for people being able to get the top end gear rewards from normal, with high scorers getting crowns/unique cosmetics, because it never made sense to me to reward powerful players with more powerful items, while leaving people who already have issues behind (rich get richer...).
Also, why does PvE need to function so differently from PvP? What is this taunt stuff? Did the tank flame the NPC in tells, causing him to lose all sense of martial strategy? Why can't the boss aggro healers, and the tank has to keep the bosses snared/immobilized, with players needing to CC the boss when its' immunity isn't up to prevent devastating attacks? What's wrong with that idea? It's more like PvP, it's can be managed in a good group, and is almost identical to the PvP scenarios. All you other PvPers have seen what I've seen: people attacking the DRAGONKNIGHT while the pocket healer is free casting. You say to those players "Hey dur, y u attack da tank yo?", but you know in your heart what it is to be rooted forever until you run out of stam for roll dodges, being forever slowed, and having nothing left to do other than go down fighting, hoping someone will toss you a cleanse. This change would make PvE content radically more challenging, and with that said I can't advocate for it without also advocating for equivalent loot (if we still aren't going to be able to upgrade jewelry).
Players need something to do, but tricking them into thinking they're going forward, when they are running a hamster wheel, and having the side effect of complicating PvP, clearly isn't the ultimate solution.
I just don't know if what I suggested, or anything along those lines would be near it either. As I've said, all the games I loved, few others did. I'm a different type of player though. I got 1 shot on my stam dk in the Imperial city, and lost 1k tel var stones. I didn't quit, I flexed radiant magelight onto my bar for them cats that be stalkin'. Now my issue is other skilled Stam DKs who now have more sustain than me, and out-play me on the burst rotation. My resolve? Get better.
This is what completely destroyed Rift.
People don't want to carry multiple suits. People don't want to have to maintain 2 builds.
The character you play in PvP and PvE should be as similar as possible. Divergence between your "PvP character" and your "PvE character" diminishes your character commitment and will gravely reduce the longevity of this title.
What actually needs to happen:
People need to grow up and stop whining about every single thing ZOS does. Seriously. It doesn't freakin matter what they do, there's a large subversive community of forum-whiners who will pick it apart and theory-craft on why it's a bad idea.
Doctordarkspawn wrote: »
"Why does PVE need to function so differently from PVP?" Lemme stop you right there. It dont.
But for as long as can be remembered, changes like the Wrath change have occured, time and again. With ZOS bending to PVPer concern over PVE concern. This is why the two need to be balanced seperately: BECAUSE WE KEEP GETING SCREWED FOR NO REASON.
Maybe people do need to get better. But that dont change the fact I got screwed as a tank for PVP benefite, a change that nobody asked for, and who, at the time, PVPers were happy to tell us to shut up and git gud about.
This is what completely destroyed Rift.
People don't want to carry multiple suits. People don't want to have to maintain 2 builds.
The character you play in PvP and PvE should be as similar as possible. Divergence between your "PvP character" and your "PvE character" diminishes your character commitment and will gravely reduce the longevity of this title.
What actually needs to happen:
People need to grow up and stop whining about every single thing ZOS does. Seriously. It doesn't freakin matter what they do, there's a large subversive community of forum-whiners who will pick it apart and theory-craft on why it's a bad idea.
This is what completely destroyed Rift.
People don't want to carry multiple suits. People don't want to have to maintain 2 builds.
The character you play in PvP and PvE should be as similar as possible. Divergence between your "PvP character" and your "PvE character" diminishes your character commitment and will gravely reduce the longevity of this title.
What actually needs to happen:
People need to grow up and stop whining about every single thing ZOS does. Seriously. It doesn't freakin matter what they do, there's a large subversive community of forum-whiners who will pick it apart and theory-craft on why it's a bad idea.
Lol if you think this is what destroyed Rift, you are completely delusional. But aside from that, ZOS's tunnel visioned idealism when it comes to this subject will make a lot of people leave the game. Period. So many skills have been made more and more un-unique. Homogenization of skills is a terrible thing, especially in game like ESO with this little choice in skills. PvP and PvE in this game are so vastly different in playstyle and needs. It doesn't seem logical to use a one size fits all approach.This is what completely destroyed Rift.
People don't want to carry multiple suits. People don't want to have to maintain 2 builds.
The character you play in PvP and PvE should be as similar as possible. Divergence between your "PvP character" and your "PvE character" diminishes your character commitment and will gravely reduce the longevity of this title.
What actually needs to happen:
People need to grow up and stop whining about every single thing ZOS does. Seriously. It doesn't freakin matter what they do, there's a large subversive community of forum-whiners who will pick it apart and theory-craft on why it's a bad idea.
I suggested years ago that ZOS should reduce any effect that returns Magicka, Stamina, or Health to a player by 50-75% in Cyrodiil. Instead, they have added new mechanics few people like (OP resource draining poisons, blocking kills Stam Recovery, etc.) to deal with the insane sustain and healing mechanics in PvP but the problem was never properly fixed, in my opinion.
The changes that happen to sustain now are simply a necessity, in my opinion, to get battlegrounds PvP to a place where the balancing team can even start doing some actual balancing (infinite sustain and unkillable builds would have ruined battlegrounds without that change).
My guess is that they didn't want PvP to feel and play differently from PvE so they've made changes that effect the entire game, but in my opinion, they should have kept PvE the way it is now and only make changes to PvP (which seems a lot easier to do as well, just add a global debuff to PvP zones that affects everything in the same way, instead of manually changing every single skill). The Champion system should always have been disabled for PvP in its current state.
Edit: Almost any MMOG with PvP I've played has skills/effects that work differently in PvP (when used against other players). It allows players to feel really powerful in PvE but at the same time allows for reasonable balancing in PvP.
This is what completely destroyed Rift.
People don't want to carry multiple suits. People don't want to have to maintain 2 builds.
EldritchPenguin wrote: »At any rate, the fact that players can pretty much seamlessly transition from PvE to PvP and vice versa is an awesome feature and a huge selling point of ESO as a whole.