MLGProPlayer wrote: »With DPS though, it's incredibly easy. You just tweak damage values on abilities in small increments until underperforming classes are brought up to a higher damage threshold. Sprinkle a little extra damage onto this active ability, make that passive ability boost damage by just a little bit more, and add a new buff to this ability. Just like that, an underperforming class has been made viable. There is no reason for massive DPS gaps to exist between classes (like we have right now between NB/sorc and templar/DK/warden.
MLGProPlayer wrote: »With DPS though, it's incredibly easy. You just tweak damage values on abilities in small increments until underperforming classes are brought up to a higher damage threshold. Sprinkle a little extra damage onto this active ability, make that passive ability boost damage by just a little bit more, and add a new buff to this ability. Just like that, an underperforming class has been made viable. There is no reason for massive DPS gaps to exist between classes (like we have right now between NB/sorc and templar/DK/warden.
NO. Nonononono. It is never easy to balance DPS. Take WoW. If they can't get a good balance going on for DPS after all this time, I believe Zos will have the same up and down as well. Oh yeah we can tweak that damage value...cept there's that whole variable of buffs from other players and potions/food. Min/maxers will always ALWAYS find some way to make sure there is a gap. All stats could be the same but they can find that a magicka vampire sorcerer with a lightning staff that ate a sweetroll can do .05 more dps, they are all over it.
Yeah, theoretically doing small tweaks could make an underperforming class viable but the more variables added, the more likely that those tweaks made no difference or now that underperforming class is now 'OP' because someone found gear/food/enchants that can add even more of a boost.
WrathOfInnos wrote: »As for balance, I don't think equality between DPS classes is a developer goal. Some rise and some fall each patch. This goes a long way toward keeping players from getting bored. Many will level alts and grind gear based on the current best class or build. Honestly I would not want to be playing the same build for years, the changes every few months keep things interesting.
If its so easy, list the needed value adjustments.
platonicidealgirlfriend wrote: »so was there math behind those numbers or did archimedes come crawling out of his grave to hand them to you?
You'll never have DPS "equality", because ZOS never understood that you cannot balance PvP and PvE together. Therefore we'll always have bad PvE balance because PvPers never stop crying nerf.
rustic_potato wrote: »What you consider as imbalance ZOS might not. Well if you look at the ceilings yeah there is disparity but as a game dev that is not how you balance. You need to look at the floor and the averages too.
Personally I think the game is way better balanced now compared to previous patches like Homestead where you had 8 magsorcs as DPS.
What are the new values for these attacks now, how much would we see as in increase on a DPS parse and what outside factors have your accounted for?MLGProPlayer wrote: »If its so easy, list the needed value adjustments.
Sure, for magicka warden:
Advanced Species (Passive): Increases your damage done by 2% for each Animal Companion ability slotted.
Increase from 2% - 3%
Bird of Prey (active): Invoke the spirit of agility to gain Major Expedition, increasing movement speed by 30% for 10 seconds an Major Endurance, increasing Stamina Recovery by 20% for 10 seconds. Gain Minor Berserk, increasing damage done by 8% over 10 seconds.
Increase duration of minor berserk to 24s (the same as blue betty). I believe its currently at 14s (the tooltip I copied is outdated).
Winter's Revenge (active): Skewer enemies with icy shards, dealing Frost Damage in the area every second over 12 seconds and reducing Movement Speed by 28% for 3 seconds. 3511 magicka damage.
Increase damage of ability by 20%.
There you go. Test it out, and if it's overtuned, scale back some of the numbers.
What are the new values for these attacks now, how much would we see as in increase on a DPS parse and what outside factors have your accounted for?MLGProPlayer wrote: »If its so easy, list the needed value adjustments.
Sure, for magicka warden:
Advanced Species (Passive): Increases your damage done by 2% for each Animal Companion ability slotted.
Increase from 2% - 3%
Bird of Prey (active): Invoke the spirit of agility to gain Major Expedition, increasing movement speed by 30% for 10 seconds an Major Endurance, increasing Stamina Recovery by 20% for 10 seconds. Gain Minor Berserk, increasing damage done by 8% over 10 seconds.
Increase duration of minor berserk to 24s (the same as blue betty). I believe its currently at 14s (the tooltip I copied is outdated).
Winter's Revenge (active): Skewer enemies with icy shards, dealing Frost Damage in the area every second over 12 seconds and reducing Movement Speed by 28% for 3 seconds. 3511 magicka damage.
Increase damage of ability by 20%.
There you go. Test it out, and if it's overtuned, scale back some of the numbers.
Just saying "increase these by X" is fine, but you need to show that increasing by X is the correct method. Are all of the abilities which were buffed as easy to apply and maintain as Stam DK dots? Part of their reason for being good DPS is it's an easy rotation, Nightblade on the other hand has a much harder rotation but can achieve great numbers with more experienced players.
Not every game balances that way. Most of the ones I have played only do class/item balance (past minor fixes) on bigger releases.the problem is their approach.
rather than releasing incremental changes- and updating accordingly often - on the pTs- and i mean weekly- they instead smash out some numbers crudely every 3 months- that shift things dramatically- then swing them back in another 3 months the other extreme. i dont know whether its funding , a misguided leadership- or simply poor logic but they re approach in balancing is inherently flawed. other games make minute and frequent adjustments regularly and test extensively. here the PTS is barely regarded.
The PvP players will tell you everything they enjoy was changed to placate the endless screaming of PvE players.I don't think they care at all about PvE balance. As far as I can see, ALL nerfs and buffs are about trying to placate the endless screaming of PvPers.
My kingdom for a PvE-only MMORPG of this caliber. Sigh.
Considering how ESO launched and the comments ZOS has said in the past I don't think balance was a huge thought during initial development. They spent the first two years just trying to get Stamina as a viable option, then they gutted vet levels, added CP, introduced level scaling etc.Game systems are supposed to be designed with balance in mind from the ground up with methods to check and maintain integrity. I do not believe that was the case with ESO.
Furthermore, it is far more difficult to balance complex systems. Consider the sheer number of combinations available in terms of abilities, armors, sets, weapons, glyphs, traits, classes, synergies, etc... all abilities have multiple functions. This game has too many options and each ability does too many things.