You'll still get nerfed in both and see overbuffing in both. All such a change will do is create more barriers between PvP and PvE. The funny part is that people seem to think that PvP and PvE builds don't suffer from the same brokeness, yet PvP is what helps you find exactly what kind of broken builds to use in PvE.
The tank build I use in PvE when parties suck too much to use the meta one is the same one I use in PvP.
The heal build I use in PvE when parties suck too much to use the meta one is the same one I use in PvP.
The DPS build I use in PvE for solo content like vMA is the same, hybridized one I use in PvP (yeah, I actually did that).
The reality of it is that something that is broken in one place is almost always broken in another (like infiniblocking before it was nerfed, infinite mag builds with no need to heavy attack + infinite stam through passives or skills that exchange it & tanking before nerfs, etc.). Just because a majority of the player base refuses to test or actually create their own build and exploit these things does not mean it isn't a problem and should be overlooked by the dev team.
Your whole post is a perfect expression of what is wrong in this game, community, or MMO in general.
It would create more barriers ? By all means, please, create them ! I would rather not see my Bosmer lose her stealth because some sore loser whiners comlained about snipe builds. I sould rather not suffer from yet another "nerf nightblade" thing bacuse yet another idiot doesn't use any utility to counter a mere 3 second stealth skill.
Parties are stupid if they don't use the meta ? The word "meta" itself is stupid and improperly used, as "meta" means "above" or "encompassing". Metamagic would be the magic that improves magic, metacognition would be how one thinks about how they think. "Meta" alone is meaningless. It has one single use : spot jerks. Anyone who says "use meta or you're stupid" is someone I'd rather never play with. That kind of bulldung is the best way to kill creativity in games.
If something is broken in one place, it's broken in the other ? OK, I may agree to it, provided that you mean "not functional". However, something can be perfectly functional in one place, and entirely useless in another. Like, stealth detection, entirely useless in PvE. Stealth was useful, stealth detection is a mess. And if by "broken" you mean "OP" or "doesn't perform as I expected", then I fully disagree. PvP is a game of rock, paper, scissors, so you're always supposed to be the counter to something, and something is alwasy supposed to be the counter to you. "Nerf this" usually means "i don't want no counter, I just want to win". Sadly, the dev teams listens to that.
And pretty please, don't use in the same post "they are stupid if they don't use the meta" and "a majority of player base refuse to create their own build". Contradicting yourself isn't very wise.
Someone's mad their character got nerfed and wants to baitMods! Help! I'm being baited again!
I don't think completely separating the two is a good thing, but I do think that if something is fine in PVE yet overperforming in PVP, the nerf bat should swing only for PVP through Battle Spirit.
Having gear and skills work relatively the same in both sides of the game is good for any players new to the game or to their character(s). Any of these players can currently start leveling their character(s) in PVE, leveling any skills and skill lines they may wish to use in PVP, and naturally get a feel for how the class, weapon(s) and playstyle perform. Completely separating the two will force players to relearn their character(s), which will absolutely turn some players off of learning PVP (or end game PVE if they prefer PVP).
Separating the two may also hurt build depth and diversity, as you can bet that the gear and skill options will be limited for balance reasons -- you already have players making threads asking for gear and skill standardisation in PVP, to make fights fairer, at the expense of depth and diversity. One of the reasons why I love ESO's PVP so much is just the amount of variables you can play with, how you can use certain gear and skill setups to tailor your build/character around your playstyle -- non-CP especially, since your choices will introduce weaknesses in your build.
But, at the same time, a line has to be drawn in the sand, and balancing has to be done with respect to that line. PVE and PVP are two very different game modes, with their own ecosystems and requirements. Rarely are balancing issues the exact same between the two, so you can't balance the two in the exact same way, at some point you will have to change how you balance one or the other, depending on the circumstances.
Take petsorc. In PVE, I believe petsorc can be summed up with a simple "meh". It's not the best, but it's not the worst. In PVP, however, petsorcs are overperforming to an extreme extent, allowing players to easily stack max magicka and max health, deal constant damage through the pet, use an instant heal through the pet that heals for as much as a Templar's Breath of Life cast, all the while giving the petsorc free line of sight thanks to targeting shenanigans. All that, backing magsorc's already strong burst and mobility, pushes petsorcs far beyond what other builds are capable of, and potentially makes them downright oppressive to fight.
The petsorc experience between the two are completely different, so petsorc shouldn't be balanced with the same adjustments between the two. Balance the PVE side first, since the PVE side will filter over to the PVP side (ie straight nerfing pet damage hits both PVE and PVP), then use Battle Spirit to balance the PVP side further if necessary. Have Battle Spirit cut the damage and healing of each pet by a certain amount, so that way the nerfs only affect PVP.
The above balancing steps should be applied to all problems specific to PVP, so that the fixes only affect PVP. If you or Zenimax are worried about whether it will be obvious that a skill works slightly different in PVP compared to PVE, have a little note in the tooltip that outlines how it differs. If the damage or effectiveness is halved when used against players, "The damage/effectiveness is halved when used on a player." If the healing effectiveness is reduced by 30% while affected by Battle Spirit, ie in a PVP-enabled zone, "The effectiveness is reduced by 30% while in a PVP-enabled zone, or while affected by Battle Spirit." If a damage shield only factors half your resistances into the damage calculation, "Resistances are half as effective while in a PVP-enabled zone, or while affected by Battle Spirit." Etc.
albertberku wrote: »why would you need anything special for pve? Every patch all you do is recalculate your rotation your gear for the highest dps possible. One skill nerfed? You dont use it in your rotation anymore. And then you do the same content over and over to be proud of how high your guild`s score on the leaderboards.
albertberku wrote: »why would you need anything special for pve? Every patch all you do is recalculate your rotation your gear for the highest dps possible. One skill nerfed? You dont use it in your rotation anymore. And then you do the same content over and over to be proud of how high your guild`s score on the leaderboards.
Gandrhulf_Harbard wrote: »Best PvP in any MMORPG I have ever played was in LOTRO.
Where once side of the PvP (actually PvMP) was made up of toons with different classes and skills that ONLY existed in PvP.
That left the normal Player Character Toons to be just balanced against "content", and the the Monster-Toons in PvP to be balanced against them.
PvE was a lot less prone to nerf and buff swings.
PvP was LOT more balanced, not perfect - no system ever is.
All The Best
I don't think completely separating the two is a good thing, but I do think that if something is fine in PVE yet overperforming in PVP, the nerf bat should swing only for PVP through Battle Spirit.
Having gear and skills work relatively the same in both sides of the game is good for any players new to the game or to their character(s). Any of these players can currently start leveling their character(s) in PVE, leveling any skills and skill lines they may wish to use in PVP, and naturally get a feel for how the class, weapon(s) and playstyle perform. Completely separating the two will force players to relearn their character(s), which will absolutely turn some players off of learning PVP (or end game PVE if they prefer PVP).
Separating the two may also hurt build depth and diversity, as you can bet that the gear and skill options will be limited for balance reasons -- you already have players making threads asking for gear and skill standardisation in PVP, to make fights fairer, at the expense of depth and diversity. One of the reasons why I love ESO's PVP so much is just the amount of variables you can play with, how you can use certain gear and skill setups to tailor your build/character around your playstyle -- non-CP especially, since your choices will introduce weaknesses in your build.
But, at the same time, a line has to be drawn in the sand, and balancing has to be done with respect to that line. PVE and PVP are two very different game modes, with their own ecosystems and requirements. Rarely are balancing issues the exact same between the two, so you can't balance the two in the exact same way, at some point you will have to change how you balance one or the other, depending on the circumstances.
Take petsorc. In PVE, I believe petsorc can be summed up with a simple "meh". It's not the best, but it's not the worst. In PVP, however, petsorcs are overperforming to an extreme extent, allowing players to easily stack max magicka and max health, deal constant damage through the pet, use an instant heal through the pet that heals for as much as a Templar's Breath of Life cast, all the while giving the petsorc free line of sight thanks to targeting shenanigans. All that, backing magsorc's already strong burst and mobility, pushes petsorcs far beyond what other builds are capable of, and potentially makes them downright oppressive to fight.
The petsorc experience between the two are completely different, so petsorc shouldn't be balanced with the same adjustments between the two. Balance the PVE side first, since the PVE side will filter over to the PVP side (ie straight nerfing pet damage hits both PVE and PVP), then use Battle Spirit to balance the PVP side further if necessary. Have Battle Spirit cut the damage and healing of each pet by a certain amount, so that way the nerfs only affect PVP.
The above balancing steps should be applied to all problems specific to PVP, so that the fixes only affect PVP. If you or Zenimax are worried about whether it will be obvious that a skill works slightly different in PVP compared to PVE, have a little note in the tooltip that outlines how it differs. If the damage or effectiveness is halved when used against players, "The damage/effectiveness is halved when used on a player." If the healing effectiveness is reduced by 30% while affected by Battle Spirit, ie in a PVP-enabled zone, "The effectiveness is reduced by 30% while in a PVP-enabled zone, or while affected by Battle Spirit." If a damage shield only factors half your resistances into the damage calculation, "Resistances are half as effective while in a PVP-enabled zone, or while affected by Battle Spirit." Etc.