My subject says it all.
Zenimax Online needs to swallow their pride and admit they cannot balance a game like this that includes both PvE and PvP content.
They have already admitted as such with Battle Spirit that halves damage and healing done. The sets and rules they created for PvE players don't work for PvP players.
I imagine that Matt Firor and his top developmental think tank crew imagine themselves to be master game designers (which I think they are), but part of being masters is admitting when they face an insurmountable challenge.
They want to believe very badly that they are such great game system designers that they don't need bandaids to address certain problems, like that game mechanics and sets designed to help PvE'ers have disastrous results for hardcore PvP'ers. Certain sets and abilities are making the game unfun.
This is the goal of any architect and engineer: simple, elegant solutions and design. That is the ideal, but one need not hold to it religiously. We can still respect the work that ZoS has done in designing a fun game, even if they break their own design principles and just admit it:
Certain sets and abilities should be excluded from PvP.
Zos wants PvP'ers to be happy, I believe this. But PvE is overwhelmingly who pays the bills for them. So every decision they make is for PvE'ers. PvE'ers love the game the way it is! This has clearly come at the expense of PvP'ers.
Eye of the Storm, Monster Sets, Viper? These are all fantastic sets and/or abilities that should be available to PvE players skilled enough to earn them (there are many others too). But just because you can defeat a computer script does not give you the right to use these overpowered abilities against real human players. It's patently unfair.
Us who love fighting against humans, in teams, with complex social interactions? We deserve a drastic change in vision. This is why:
I propose that ZoS set a new policy of making certain sets and abilities unusable in Cyrodiil in order to make their job easier and make PvP sane again.
It is ok ZoS. We will still love the game you made for us. You just need to admit that you were wrong. PvE and PvP are two different games. Set them apart. Ban overpowerful damage sets, and consider making PvP only sets as well.
Edited for clarity
FearlessOne_2014 wrote: »My subject says it all.
Zenimax Online needs to swallow their pride and admit they cannot balance a game like this that includes both PvE and PvP content.
They have already admitted as such with Battle Spirit that halves damage and healing done. The sets and rules they created for PvE players don't work for PvP players.
I imagine that Matt Firor and his top developmental think tank crew imagine themselves to be master game designers (which I think they are), but part of being masters is admitting when they face an insurmountable challenge.
They want to believe very badly that they are such great game system designers that they don't need bandaids to address certain problems, like that game mechanics and sets designed to help PvE'ers have disastrous results for hardcore PvP'ers. Certain sets and abilities are making the game unfun.
This is the goal of any architect and engineer: simple, elegant solutions and design. That is the ideal, but one need not hold to it religiously. We can still respect the work that ZoS has done in designing a fun game, even if they break their own design principles and just admit it:
Certain sets and abilities should be excluded from PvP.
Zos wants PvP'ers to be happy, I believe this. But PvE is overwhelmingly who pays the bills for them. So every decision they make is for PvE'ers. PvE'ers love the game the way it is! This has clearly come at the expense of PvP'ers.
Eye of the Storm, Monster Sets, Viper? These are all fantastic sets and/or abilities that should be available to PvE players skilled enough to earn them (there are many others too). But just because you can defeat a computer script does not give you the right to use these overpowered abilities against real human players. It's patently unfair.
Us who love fighting against humans, in teams, with complex social interactions? We deserve a drastic change in vision. This is why:
I propose that ZoS set a new policy of making certain sets and abilities unusable in Cyrodiil in order to make their job easier and make PvP sane again.
It is ok ZoS. We will still love the game you made for us. You just need to admit that you were wrong. PvE and PvP are two different games. Set them apart. Ban overpowerful damage sets, and consider making PvP only sets as well.
Edited for clarity
Honestly if this is how you feel. You can do want I did and still am doing and take your PvPing over to a actually dedicated PvP game. One that have their bills paid by sponsors and PvPers and not PvEers or RPers.
To me ESO is just a multi player PvE game unless i want to go dueling players every so now and then. ESO is love ESO is life, ESO is nothing PvP-like.
Ok I'm done.
I have a better idea.
1. Wait for the U13 PTS patch notes releasing TOMORROW (-_-) before starting your QQ thread.
2. Push for skills/sets to work like Ambush and Negate Magic already do - different effects depending on whether you inflict your effects on an NPC or a player.
This is the rational way to go about it.
arkansas_ESO wrote: »It's definitely something worth considering. The whole issue of proc sets would be mostly solved if Red Mountain, Viper, and Widowmaker just disappeared from Cyrodiil over night.
FearlessOne_2014 wrote: »
Honestly if this is how you feel. You can do want I did and still am doing and take your PvPing over to a actually dedicated PvP game. One that have their bills paid by sponsors and PvPers and not PvEers or RPers.
To me ESO is just a multi player PvE game unless i want to go dueling players every so now and then. ESO is love ESO is life, ESO is nothing PvP-like.
Ok I'm done.
Hold your sarcasm, he is right. Some skills already have different behavior in pvp and pve and this is good idea. For example taunting in pvp? Seriously?
Brutusmax1mus wrote: »You can taunt anything in real life, if it responds doesn't matter. It was still taunted.
I don't particularly appreciate seeing 10 to 15k (from proc sets) or 30k of damage from destro ult on my death recap...
but, what's the option - limit all the choices and build diversity...
you have to account for building for survivability and sustainability in pvp...if you focus too much on damage output - you are gonna spend a lot of time waiting for folks to rez you...
mandrakethebard_ESO wrote: »Hold your sarcasm, he is right. Some skills already have different behavior in pvp and pve and this is good idea. For example taunting in pvp? Seriously?Brutusmax1mus wrote: »You can taunt anything in real life, if it responds doesn't matter. It was still taunted.
How about this? Instead of a game mechanic that alters character behavior, how about if any power that hits a character with a Taunt effect in Cyrodiil instead sends that player a system message from a Zenimax-created list with possibilities like...
<Character> calls you a swit!
<Character> says your mother was Namira and your father smelt of Comberries!
<Character> says you're so weak you swing a sword like a Banekin!
<Character> shouts ALL YOUR KEEP ARE BELONG TO US!
... and so on...
Proccsets has no place in pvp tho, just saying, and its true. Unless we all wanna sit around a campfire throwing dice at whos gonna win the next fight, because we aint far from that now.
Malamar1229 wrote: »pvp should always be based on skill and not gear performance.
Give everyone sticks and stones