That promotes a "you can play one or the other" though. Why should people who enjoy both be forced to constantly respec skills to do something else?Narvuntien wrote: »Have a PvE morph and a PVP morph or separate CP trees one for PVP and one for PVE.
SaintSubwayy wrote: »Balance all skills arround pve.
Tweak certain skills and stats via battlespirut for pvp, and we're fine.
If something gets to op/weak in pvp nerf/buff it via battlespirit.
If something gets to op/weak in pve buff/ nerf it on the baseskills and adjust battlespirit.
Problem solved
SaintSubwayy wrote: »Balance all skills arround pve.
Tweak certain skills and stats via battlespirut for pvp, and we're fine.
If something gets to op/weak in pvp nerf/buff it via battlespirit.
If something gets to op/weak in pve buff/ nerf it on the baseskills and adjust battlespirit.
Problem solved
And i say, balance around pvp, remove battlespirit and adjust pve.
ShadowMonarch wrote: »Pve doesn't matter balance wise as much as Pvp. End game any class can do fine anyway in pve. PVE is a rail shooter. Its a system you are made to beat with npc's, not real people, that are made to be beaten. It is NOT direct competition.
PvP is real people playing class's in so many various ways and in various styles that keeping a balance is a BIG deal. PVP isn't something you really ever "win" at, sure the campaign ends then starts strait back up again. Sure your battleground ends, but then you start it again and again because its not a dungeon you run through for a achievement or gear, its a COMPETITION. Its a live 24/7 competition with other players DIRECTLY, head to head. Not through who can get the fastest time or highest dps a second, its about strategy and teamwork. Its about adapting to a infinite number of scenarios and possibility every single second to come out on top. It is DIRECT COMPETITION. This is why balance for PVP has to take priority over balance for PVE.SaintSubwayy wrote: »Balance all skills arround pve.
Tweak certain skills and stats via battlespirut for pvp, and we're fine.
If something gets to op/weak in pvp nerf/buff it via battlespirit.
If something gets to op/weak in pve buff/ nerf it on the baseskills and adjust battlespirit.
Problem solved
Its a good idea.And i say, balance around pvp, remove battlespirit and adjust pve.
Also valid idea would work just as well.
That promotes a "you can play one or the other" though. Why should people who enjoy both be forced to constantly respec skills to do something else?Narvuntien wrote: »Have a PvE morph and a PVP morph or separate CP trees one for PVP and one for PVE.
CP already has some PvP only choices which can be circumvented with No CP campaigns but if you want to play CP campaigns and PvE you need to respect every single time you do a new activity.
That promotes a "you can play one or the other" though. Why should people who enjoy both be forced to constantly respec skills to do something else?Narvuntien wrote: »Have a PvE morph and a PVP morph or separate CP trees one for PVP and one for PVE.
CP already has some PvP only choices which can be circumvented with No CP campaigns but if you want to play CP campaigns and PvE you need to respect every single time you do a new activity.
I would be fine with this. If we can have two specs which we're free to change between (but still cost to respec them) then I would be happy if there was more separation between the two types of gameplay.Wolfenbelle wrote: »That promotes a "you can play one or the other" though. Why should people who enjoy both be forced to constantly respec skills to do something else?Narvuntien wrote: »Have a PvE morph and a PVP morph or separate CP trees one for PVP and one for PVE.
CP already has some PvP only choices which can be circumvented with No CP campaigns but if you want to play CP campaigns and PvE you need to respect every single time you do a new activity.
Well maybe the answer is for ZOS to add a quality-of-life function that lets players respec with just a click of a mouse or button. There are add-ons that do this for gear. Should be a short step from there for the system to remember what a player selects for PvP and PvE.
Balance is fake alternative fact.DieAlteHexe wrote: »OMG! I'm a fake!
In PvP, the lag always wins.
Also, PvP can NEVER be balanced.
Depending on circumstances, some class/stat/skill has always dis-/advantages.
How can you tell if there is a balancing problem, or the other one was simply better, or - more common - was simply lucky.
In PvE, it's mostly about a single aspect (X is doing more DPS than Y), in PvP it's... number-hell? Damage, mitigation, selfheal, mobility, buffs, cc, ressources... well yeah, we can easily bring everyone to the same level: reduce the game to one button.
In PvE, balancing issues are completely mathematic:
People can calculate what's good and what's bad.
Result: "Nope, your class is bad, you can't join the raid."
Balancing problem? No. People problem, it's called "yeah, I want hard-mode, but as easy as possible!"
Also, of course it is complete nonsense trying to balance anything for 1on1 in a multiplayer game.Balance is fake alternative fact.DieAlteHexe wrote: »OMG! I'm a fake!
well it's really simple to satisfy both sides, really. Guild Wars 2 made it properly. They split certain skills that behave differently in PvP and PvE and they made them switch as you change the game mode (e.g. if you go PvP it changes what it does from PvE) and they're balanced separately. so If a skill is OP in PvP they will tweak how it affects PvP and nerf it, while PvE remaining the same if it's optimal.
to give an example: . https://wiki.guildwars2.com/wiki/Blurred_Frenzy
Apache_Kid wrote: »well it's really simple to satisfy both sides, really. Guild Wars 2 made it properly. They split certain skills that behave differently in PvP and PvE and they made them switch as you change the game mode (e.g. if you go PvP it changes what it does from PvE) and they're balanced separately. so If a skill is OP in PvP they will tweak how it affects PvP and nerf it, while PvE remaining the same if it's optimal.
to give an example: . https://wiki.guildwars2.com/wiki/Blurred_Frenzy
Wow! what a novel ******* concept!!!
Apache_Kid wrote: »well it's really simple to satisfy both sides, really. Guild Wars 2 made it properly. They split certain skills that behave differently in PvP and PvE and they made them switch as you change the game mode (e.g. if you go PvP it changes what it does from PvE) and they're balanced separately. so If a skill is OP in PvP they will tweak how it affects PvP and nerf it, while PvE remaining the same if it's optimal.
to give an example: . https://wiki.guildwars2.com/wiki/Blurred_Frenzy
Wow! what a novel ******* concept!!!
what made you butthurt?
Apache_Kid wrote: »well it's really simple to satisfy both sides, really. Guild Wars 2 made it properly. They split certain skills that behave differently in PvP and PvE and they made them switch as you change the game mode (e.g. if you go PvP it changes what it does from PvE) and they're balanced separately. so If a skill is OP in PvP they will tweak how it affects PvP and nerf it, while PvE remaining the same if it's optimal.
to give an example: . https://wiki.guildwars2.com/wiki/Blurred_Frenzy
Wow! what a novel ******* concept!!!
what made you butthurt?