RavenSworn wrote: »There was a period of time when nightblades were so called 'kings' of PvP simply because they could cloak and 'reset' the fight or just to finish it off. But in all honesty, cloak is not at all used in pve and it was truly under performing. In fact even when cloak was high on the PvP list of nerfs, there were so many counters to it.
I think PvE balance happens more on the side of ZOS changing what they feel is over performing. Players in PvE are not going to complain when they get massive DPS out of a skill, but ZOS may not like that and want other skills to be competitive or viable.Most "balancing" is done because people in pvp complain about a class or ability overperforming.
If you look at PvE in ESO there is little balancing needed. Maybe a few tweaks here and there with new trials / dungeons, but thats it. Balancing for the sake of balancing like they want in PvP is the worst for a MMO.
I think PvE balance happens more on the side of ZOS changing what they feel is over performing. Players in PvE are not going to complain when they get massive DPS out of a skill, but ZOS may not like that and want other skills to be competitive or viable.Most "balancing" is done because people in pvp complain about a class or ability overperforming.
If you look at PvE in ESO there is little balancing needed. Maybe a few tweaks here and there with new trials / dungeons, but thats it. Balancing for the sake of balancing like they want in PvP is the worst for a MMO.
Valera Progib wrote: »Wow, so progressive...
You shouldn't take in to account what Blizzard use for deciding balance. Statistics is cool and stuff, but remember, this one thing, Blizzard had a very popular RTS back in the day - Warcraft 3 The Frozen Throne - there was a race - Undead - and it had a very diverse unit called the Destroyer. In short, Destroyer could devour magic (like remove buffs or remove debuffs and dispel any summons) - and when magic was devoured - Destroyer had big damage boost with _SMALL_ splash. Everyone was saying that this unit is too imbalanced (at that time we used the word IMBA not OP) and it took Blizzard... about 2 years, to release that there is a bug with splash damage and it delivers 150% EXTRA damage of the intended splash of 50% of initial damage, example, base damage 100 and real splash damage 250 instead of 50...
Statistics? easy! Easiest balance monitoring tool in the world - they have most played game mode 1x1 and battle.net statistics covering every game. Average statistics of Undead vs Humans was around 65% vs 35% winrate. And still, it took them 2 years to realize this... Other matchups were around 5% of deviance...
Statistics is cool, but someone has to actually do something with it. Time played on a character is a very limited perspective of balancing...
P.S. #BalancePvPandPvEseparately
Good point, also ganking is an lifestyle, NB as looks pretty much designed for it, had we not had NB some other class would be the ganking class.RavenSworn wrote: »There was a period of time when nightblades were so called 'kings' of PvP simply because they could cloak and 'reset' the fight or just to finish it off. But in all honesty, cloak is not at all used in pve and it was truly under performing. In fact even when cloak was high on the PvP list of nerfs, there were so many counters to it.
I've had an ongoing argument about that very issue with Nightblades with a friend of mine. When we initially played the game he'd complain about how OP 'snipers' were in PVP. I was playing a light armor sorcerer back then and couldn't for the life of me figure what the hell he was talking about.
Delving into the issue a bit. It was a nasty build that could take one down fast. But that particular spec was hosed in keep/mass fights where it wasn't close to being a 1v1. This is why I hadn't seen it, I stuck primarily to playing the objectives while he was seeking 1v1s.
That's one thing Devs need to keep in mind when balancing as well. WHERE is the spec being used? If its good at something, and that something doesn't have a major impact on the rest of PVP, sometimes its best to leave it be. Reason I say this is I hate balancing around 1v1s. We're playing a MMO, we're meant to be in groups. If you're getting hosed and the fix is to type LFG in zone chat, no change is needed.
Your ability to get into or form a group is just as important as your spec or skill in the game. May even argue its more important. That's not something people like to hear. But its the truth in multiplayer competitive environments.
Most "balancing" is done because people in pvp complain about a class or ability overperforming.
If you look at PvE in ESO there is little balancing needed. Maybe a few tweaks here and there with new trials / dungeons, but thats it. Balancing for the sake of balancing like they want in PvP is the worst for a MMO.
It’s very possible to balance balance PvE and PvP simultaneously in most situations.
But it’s not possible to balance single target PvE DPS in raid setting including group debuffs with 1v1 top PvPer win/loss ratios...
Sadly those seem to be the two aspects of the game that get the most balance focus.
As long as classes have different survivability and self healing levels between the classes, it’ll be impossible to balance. PvE DPS with a healer in tow will not factor that in, won’t even slot it... but self heals are extremely important in PvP. The fact that bosses don’t heal themselves while players do also leads to the fact that DOTs are relatively useless in PvP but extremely useful in PvE...
This disparity is how you get oddities like the warden.. a class with terrible PvE DPS and mediocre PvE healing. But it’s burst dmg is the best in the game at the moment and it’s burst healing is right up there with resto ult, and having both the Burst DPS and burst healing on the same class leads to an extremely overpowered PvP capability... but it gets left behind on any serious raid where a 2 second dmg burst that burns through someone before a healing ward goes off means nothing compared to a 120 second DPS parse.
ZOS will need to equalize the self healing capabilities of all of the classes in PvP if it wants to be able to balance both PvP and PvE DPS simultaneously
NewBlacksmurf wrote: »You can’t balance PvP and PvE simultaneously.
You can subscribe to a method of constant changes but those ideas result in upsetting one to please another and if done out of sequence, the communities tend to express discontent which has negative impacts long term.
For this game, in my experience, there are a lot of changes that should’ve happened as well as a lot that shouldn’t. The big change that should’ve happened is to keep both seperate waaay back when the faction account lock was removed just before launch during closed beta.
Today, there’s a reality that both gear, skills, cp allotment and skill point allotment should have two seperate instances. This would be cumbersome but meaningful and the best major change long term.
The excuse that, ZOS doesn’t want players to need to relearn two different ways to play is odd because two is far less than 4-8 /year. Maybe it’s just me who sees this as obvious
Drakkdjinn wrote: »From the man who gave us OW launch McCree. /disregard