I see all of these comments about how to fix the game and am shaking my head. Combat was DESTROYED in morrowind because sustain in PvP had just gotten out of hand. Proc sets ruined a lot of things in PvP because of the fact that they were allowed to be taken in alliance zones. This should have never happened . Pv p and PvP should honestly never cross each other unless you can do it correctly.
Since they have proven they can't they literally refuse to balance PvP and PvP separately. You wanna know why? Get out your lol buttons. I forget which dev it was, but he literally said balancing the two separately would be TOO HARD. After hearing that I can see why we have so many lazy fixes (mag dks flame lash getting a cooldown).
Zos needs to just get up and reverse all of this morrowind mess. Bring back sustain so combat is cool again. We used to have every class competing for spots but now it's mag blade or stam setups or gtfo. They just need to finally separate PvP and pve and a lot of the issues will be fixed. You can NEVER balance this game as long as you keep approaching things so lazily with comments such as "it's too hard". That's honestly just ridiculous.
BANK_IT_HERE wrote: »it is nearly impossible to balance. You can't ever make both sides happy. But if you are going to post, grow up first.
Drakkdjinn wrote: »Remove CP from PvP (or add a PvP-only/specific tree) and reverse previous balance changes implemented to compensate for CP power creep. Voila PvE and PvP are balanced separately and everyone gets a natural base sustain boost.
Moloch1514 wrote: »I remember that ESO Live episode. It was baffling but the answer really is that it is too hard and too time consuming.
Actually, if they would just go ahead and separate PvP and PvE skills, then they could balance one without messing up the other. Because, as it stands now, it probably is too hard to make both sides happy. Which is why one side gets upset with each balance change. OK, both sides get upset, but that is because they try to please both sides.
They can even keep the same skill names and intended effects, but the scale and power and costs can be completely different. You enter Cyrodiil, you get different skill sets or loadouts, you come back to the real world, you get your PvE skills and loadouts.
Moloch1514 wrote: »I remember that ESO Live episode. It was baffling but the answer really is that it is too hard and too time consuming.
hahaha yeah
to ZOS then how they did this??
that was probably done by other ZOS team which doesnt exist and is replaced by nonexperienced lazy greedy leechers as this is TO HARD to make rest skills same way with balance to not screw them in one game mode because in another its to OP
BANK_IT_HERE wrote: »I see all of these comments about how to fix the game and am shaking my head. Combat was DESTROYED in morrowind because sustain in PvP had just gotten out of hand. Proc sets ruined a lot of things in PvP because of the fact that they were allowed to be taken in alliance zones. This should have never happened . Pv p and PvP should honestly never cross each other unless you can do it correctly.
Since they have proven they can't they literally refuse to balance PvP and PvP separately. You wanna know why? Get out your lol buttons. I forget which dev it was, but he literally said balancing the two separately would be TOO HARD. After hearing that I can see why we have so many lazy fixes (mag dks flame lash getting a cooldown).
Zos needs to just get up and reverse all of this morrowind mess. Bring back sustain so combat is cool again. We used to have every class competing for spots but now it's mag blade or stam setups or gtfo. They just need to finally separate PvP and pve and a lot of the issues will be fixed. You can NEVER balance this game as long as you keep approaching things so lazily with comments such as "it's too hard". That's honestly just ridiculous.
In theory, I have wanted to separate the two for a long time. But using "lol" and making fun of "too hard" is immature and childish. You are not a dev, don't work there, have no idea what their thought process is as it pertains to this. I do believe that it is nearly impossible to balance. You can't ever make both sides happy. But if you are going to post, grow up first.
Ydrisselle wrote: »
So your suggestion is that ESO should have 5 classes for PvE and 5 classes for PvP with different skillsets, maybe even different names (like templar/dragon knight/nightblade/sorcerer/warden for PvE and crusader/arcane warrior/shadow fighter/ nether wizard/forest guardian for PvP or vice versa). That means there would be essentially 2 different games under one name. I definitely can see why would it be hard to keep up that status quo and why would it be very confusing for somebody who only casually tries him/herself in PvP.
Ydrisselle wrote: »
So your suggestion is that ESO should have 5 classes for PvE and 5 classes for PvP with different skillsets, maybe even different names (like templar/dragon knight/nightblade/sorcerer/warden for PvE and crusader/arcane warrior/shadow fighter/ nether wizard/forest guardian for PvP or vice versa). That means there would be essentially 2 different games under one name. I definitely can see why would it be hard to keep up that status quo and why would it be very confusing for somebody who only casually tries him/herself in PvP.
@Ydrisselle
Two different skill sets. Classes can be the same, with obviously the different skill sets. So, for example, we can still have a Flame Whip, just, for example, in PvP, it has the cool down, but in PvP it does not. They do not have to be dramatically different skills or skill outcomes for lack of a better word.
Thing is, people use different skill rotations in PvP and Pve, and most of them use different gear sets too. So, we already have huge differences in a PvP loadout and a PvE loadout. This is nothing new.
Ydrisselle wrote: »
So your suggestion is that ESO should have 5 classes for PvE and 5 classes for PvP with different skillsets, maybe even different names (like templar/dragon knight/nightblade/sorcerer/warden for PvE and crusader/arcane warrior/shadow fighter/ nether wizard/forest guardian for PvP or vice versa). That means there would be essentially 2 different games under one name. I definitely can see why would it be hard to keep up that status quo and why would it be very confusing for somebody who only casually tries him/herself in PvP.
@Ydrisselle
Two different skill sets. Classes can be the same, with obviously the different skill sets. So, for example, we can still have a Flame Whip, just, for example, in PvP, it has the cool down, but in PvP it does not. They do not have to be dramatically different skills or skill outcomes for lack of a better word.
Thing is, people use different skill rotations in PvP and Pve, and most of them use different gear sets too. So, we already have huge differences in a PvP loadout and a PvE loadout. This is nothing new.
A skill is nothing more than this: For this cost, this happens, and these things modify it. Nothing more, nothing less. It does not require a new game or game system to implement.
Exactly, change the skills for each half the game. The rest of the game itself can stay as it is now
NewBlacksmurf wrote: »
Yes but the last part....no
It would require a new system if the intent is for behavior, effects, etc to change depending upon environment.
There would need to be something that triggers in the game that isn’t triggering now. Maybe not a system but a notable change.