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PvP, PvE and Nerfs -- @ZOS get it together already!

ckrobinson83
ckrobinson83
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Okay guys, enough already. Just... enough. I don't know why you haven't done this already, but you need to fix this crap because honestly, it's getting old. What is? The constant nerfing to please the PvPers or PvEers.

You can't do both. You can't -- at least, not with the same sets and skills. So stop trying because all you're doing is irritating everyone.

This is code... software, which means it's malleable. So if you have an armor set that rocks in PvE, but is over powered in PvP, either don't allow that set in a PvP zone, or adjust its properties while in that zone. Yes (gasp) that means that if you have a rockin' PvP set it won't rock as much when you're doing PvE. Better than nerfing the thing for everyone.

From what I've seen of this game, the hard core players (who are usually the ones complaining about stuff) spend a lot of time and energy tuning their toon to work where they spend their time: PvP or PvE. Causal players (and those players who insist that well... THEIR characters work just fine in both, and you just don't know how to play) tend to cross into both of those areas but don't specialize.

I spend almost all my time in PvE. It's just my preference, but I can tell you I'm getting very tired of building my toon (and I don't sit there and calculate out the absolute best balance EVAR -- I'm only a slightly more than casual player), getting it to finally survive something, then having those skills or armor sets nerfed because it slaughters everything in a PvPer's path and you can't be bothered to create the code to balance the set across zones.

The zone already exists -- it can't be that hard to change the armor/skill effects when you cross into a specific zone.
  • Milvan
    Milvan
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    There's already almost 100 threads about it already. Yours is just another one, and it isn't even a good one.

    Wel...
    0MxGVwL_700w_0.jpg
    “Kings of the land and the sky we are; proud gryphons.” Stalker stands, the epitome of pride. Naked and muscular, his wings widen and his feet dig in as if he alone holds down the earth and supports the heavens, keeping the two ever separate.”
    Gryphons guild - @Milvan,
  • Wollust
    Wollust
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    Yes you are the first one ever to post this. Oh my please enlighten us more.
    Susano'o

    Zerg Squad
  • ckrobinson83
    ckrobinson83
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    Milvan wrote: »
    There's already almost 100 threads about it already. Yours is just another one, and it isn't even a good one.

    Wel...
    0MxGVwL_700w_0.jpg

    Wow. And aren't you just an awesome person! Thanks man, I really, really appreciate your snark. It's very original.
  • ckrobinson83
    ckrobinson83
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    Wollust wrote: »
    Yes you are the first one ever to post this. Oh my please enlighten us more.

    Wow! The friendliness. The Awesomeness of people like you! Wow. Just... wow. I am in awe of your friendly, welcoming and inclusive attitude.
    Edited by ckrobinson83 on December 29, 2016 1:46PM
  • Enslaved
    Enslaved
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    Being friendly would mean being less manly for some. And being less manly would mean being more girly for some. And being more girly would mean being less Conan for some. And if you ain't Conan, how would you be able "To crush your enemies, see them driven before you, and to hear the lamentations of their Breton boy lovers"...
  • Jamini
    Jamini
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    Splitting PvP and PvE skills is exceedingly short-sighted and a bandaid solution to a more core problem.

    To be really frank, no game with dramatically different PvP and PvE system in it has done well. All that happens is that it divides the community and makes people (even more) elitist.

    The core of the issue of PvP and PvE is simple: power creep. NPCs deal too little, and too predictable damage and have too much health while players deal too much damage and have too little health.

    To take a fantastic example of a game with near perfect PvP and PvE balance, look at Dark Souls. While it had issues of its own (dual-wield Havalians, DW DMB Falcions, Hexes) ultimately most builds in that game were not only on a fairly even system against each-other, but against the world too. While there was certainly diversity in enemies, even the weakest enemies could deal tremendous damage if they could connect attacks, and even the strongest bosses could be potentially wiped out in a handful of combos. The base majority of builds were very easily comparable to the most player-like hollows/demons/whathaveyou, and the most dangerous enemies could and would attack in a manner similar to players (and, in fact, shared an appearance, name, and build of notorious play-testers who made both serious and joke builds).

    Until bloated HP sack enemies that deal low/no damage are addressed, the division in PvP and PvE will never be crossed.

    Simply put, we need more dungeon monsters with low health, very high damage, fast/unpredictable movesets, and reflect/dodge/crit/proc/CCspam/snarespam/fasterAoE mechanics. We need some of these mobs to ignore taunts and beeline healers or low-health players. We need, essentially, more mobs to act like players.
    "Adapt. or Die."
  • Bakkagami
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    We will always have a vocal minority saying whatever changes are made is going to "kill" either pvp or pve. Going with nerfing critical is a good starting point for zos because it will have noticeable but not game changing impact on both sides. Besides, in both cases it makes sense that process sets were intended to complement or enhance ones damage output. In the current state they do too well of a job of just carrying players through game content so a nerf was needed for both.

    But, of course, someone's going to eventually post about not being able to hit 25k+ procs making vma/vdsa/trials too hard so here's to hoping zos just replies with "L2P"
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