Joy_Division wrote: »ZOS_GinaBruno wrote: »Hey everyone,
We understand you're frustrated and disappointed there won't be any additional changes to class balance. No, really. That isn't a canned response - the frustration today has been noticed. While we did implement several changes to class balance in the first PTS patch, there's still more to be done. Unfortunately, there simply aren't enough hours in the day to do everything and we don't want to implement changes sloppily (which will introduce loads of risk to other abilities and systems). In these cases, we need to prioritize. As mentioned earlier this morning, the current priority is making sure the new item sets are balanced and fixing outstanding bugs, among a few other things.
It's worth noting we are still moving forward with the Class Representative Program mentioned a few weeks back, and are still in the process of narrowing down the nominations to a group of about 10-12 players. To give you some insight, we've gotten it down to about 30 players as of today. This program will help give us additional insight to the current class pain points and, if everything works as planned, open up the dialogue between everyone to give some more transparency which we know could use some improvement. We hope to have this spun up by time Summerset launches, so it will be soon.
As far as the PTS class feedback threads, these do prove to be useful to have everything centralized in a single thread. In the future, though, we're talking about limiting these threads to the updates where we plan to actively make changes to class abilities to better set expectations.
The last thing I want are sloppy changes that aren't thought out or broken item/systems coming in an update in an effort to placate the masses.
I'm fine with the focus being on the new content, jewelry crafting, on the new skillline, and the new sets. I did not expect a major (or even minor) class balance changes regardless of what was written before.
It's not even about this update. For the past year, the combat changes have been focused on stuff that I can't say is very exciting for me: light attacks (Summerset), Off-balance and heavy attacks (I forget, Dragon bones or Clockwork City or both), and the big resource-sustain "adjustments" (Morrowind). While I am sure someone can write an essay of how these changes make for more tactical combat, I don't log on every night to play getting fired up knowing my light attack is going to do x% more damage or here's a 5 second window where the boss is immune and I can get a few more resources if I heavy attack (which I can't because the boss is invulnerable or there's some mechanic I have to avoid). I fell in love with this game before all that stuff was added. Every fantasy or RPG game I played that was any fun at all involved building a character that could do interesting and intellectual stimulating things that were outside the "normal" basic attack/defense routine (i.e. in this game light/heavy attacks and passive defense) and were things I have to devote choices we get from leveling up to do (i.e. character progression). We're getting a little of this in the psijic line, but that's the problem: we're only getting a little of this in something that's outside my class, available to everyone else, and it's not nearly enough to make up for all the nerfs and adjustments since Homestead.
Classes are important. They represent the core of the building blocks we use to create our hero and should receive priority over things like light attacks and off-balance mechanics. To me, it's not enough that my class can finish difficult content if in my mind I could have done better on something else. That's the problem that people who claim "the class can complete X, it's fine" does not understand. If the class *feels* weak while playing it, that's precisely the opposite of why I play these sorts of games. I don't want to feel weak. These games try to make you the hero who saves the world for a reason. We want THAT feeling.
If I mained a magicka warden, and I'm glad I don't, I'd be disappointed regardless if some people can post a respectable target dummy parse (using a specific setup with a bear). I don't play this game for target dummy parses. I want to be able to CC an opposing player and perhaps follow that up with a killing blow without the safety of a zerg to protect me. The past year's worth of changes have made it exceptionally more difficult to do just that so we're at probably the one the worst feeling people can have in playing an fantasy/RPG games: frustration playing the game because the character I want to play feels gimped, feels handicapped, feels weak, feels if they made the "wrong" choice.
schattenkind wrote: »With all that frustration you should not forget one point: everyone is saying his point of view and there is no consensus among the players, 10 like the change, 10 dont. And this since the pts started for, what, 20 pages? Most threads are about buff that, nerf that, pages of discussions about [class] is to strong, [class] is to weak, if I get nerfed nerf the others too, I want this, I want that... How is someone supposed to make serious changes from that? Sure there are some good points in all that but this is still an opinion of some, while others are still against. There never will be changes that suit all players.
I've seen very few objective comments that really contribute to a solution, posting tests and numbers without whining, explaining many possibilities of why sth is not a good idea, giving suggestions. and so on. Some of that got changed already. But honestly, the most of the posts is telling how the individual interrests are being cut, some friendly, some not, mostly just demanding and sometimes disrespectful a.f.
Even if they chose some class representatives, there will be discussions why him, why not others, why not me, they dont decide for what I want etc.
Saying that, I dont agree with some changes too (rune cage f.e.) but someone has to decide and there cant be a decision based on whats going on here... I wouldnt like to be the one to decide, because no matter what decision is made, the person made it will be ripped appart alive anyway.
Imo there never will be a real balance but a constant progression circling around an almost-balance for ever. And never will the players be satisfied.
There already is a huge mess in the pts forums and with each posting it gets worse in my opinion.
ZOS_GinaBruno wrote: »Hey everyone,
We understand you're frustrated and disappointed there won't be any additional changes to class balance. No, really. That isn't a canned response - the frustration today has been noticed. While we did implement several changes to class balance in the first PTS patch, there's still more to be done. Unfortunately, there simply aren't enough hours in the day to do everything and we don't want to implement changes sloppily (which will introduce loads of risk to other abilities and systems). In these cases, we need to prioritize. As mentioned earlier this morning, the current priority is making sure the new item sets are balanced and fixing outstanding bugs, among a few other things.
It's worth noting we are still moving forward with the Class Representative Program mentioned a few weeks back, and are still in the process of narrowing down the nominations to a group of about 10-12 players. To give you some insight, we've gotten it down to about 30 players as of today. This program will help give us additional insight to the current class pain points and, if everything works as planned, open up the dialogue between everyone to give some more transparency which we know could use some improvement. We hope to have this spun up by time Summerset launches, so it will be soon.
As far as the PTS class feedback threads, these do prove to be useful to have everything centralized in a single thread. In the future, though, we're talking about limiting these threads to the updates where we plan to actively make changes to class abilities to better set expectations.
ZoS balancing doesn't work like this. They dont balance the game globally, they divide it to several samples and then balance these samples. This is absolutely wrong.
We had weapons balancing, we had class skills balancing, we had fighters skills balancing, we had race balancing, we had light and heavy attacks balancing, we had item sets balancing and so on.
ZOS never balance all aspect of the game at the same time.
So next year Vamp and WW balance changes. Please be patient
schattenkind wrote: »With all that frustration you should not forget one point: everyone is saying his point of view and there is no consensus among the players, 10 like the change, 10 dont. And this since the pts started for, what, 20 pages? Most threads are about buff that, nerf that, pages of discussions about [class] is to strong, [class] is to weak, if I get nerfed nerf the others too, I want this, I want that... How is someone supposed to make serious changes from that? Sure there are some good points in all that but this is still an opinion of some, while others are still against. There never will be changes that suit all players.
I've seen very few objective comments that really contribute to a solution, posting tests and numbers without whining, explaining many possibilities of why sth is not a good idea, giving suggestions. and so on. Some of that got changed already. But honestly, the most of the posts is telling how the individual interrests are being cut, some friendly, some not, mostly just demanding and sometimes disrespectful a.f.
Even if they chose some class representatives, there will be discussions why him, why not others, why not me, they dont decide for what I want etc.
Saying that, I dont agree with some changes too (rune cage f.e.) but someone has to decide and there cant be a decision based on whats going on here... I wouldnt like to be the one to decide, because no matter what decision is made, the person made it will be ripped appart alive anyway.
Imo there never will be a real balance but a constant progression circling around an almost-balance for ever. And never will the players be satisfied.
There already is a huge mess in the pts forums and with each posting it gets worse in my opinion.
That’s just not true. The quality of feedback (and I agree some postings are not really useful) just makes it a bit more likely things might get changed. Proof: The Templar thread. @Cinbri and @Joy_Division as well as @Minno among others have posted very well thought out stuff with tests and numbers, and most importantly, a huge experience base because they main the class for years and are good with it.
The result: Templars didn’t get changes they need, heck they didn’t even get the most critical bugs fixed.
Feedback isn’t a pat on the back no matter how you did the job. Sometimes I get the feeling that’s all that is wanted from the players though. And the money of course.
Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
anitajoneb17_ESO wrote: »Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
Wu... whaaat ?
Are you suggesting that the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading, should just sit and wait until you (imho 10%) min/maxers get your 2% upwards or downwards of fine tuning of class abilities for the sake of "balance" ?
You can't be serious...
There's far more player retention gained with new zones, stories and system than with "class balance".
anitajoneb17_ESO wrote: »Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
Wu... whaaat ?
Are you suggesting that the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading, should just sit and wait until you (imho 10%) min/maxers get your 2% upwards or downwards of fine tuning of class abilities for the sake of "balance" ?
You can't be serious...
There's far more player retention gained with new zones, stories and system than with "class balance".
zParallaxz wrote: »This thread and the people with complaints are referring to the higher skill cap of competitive pve and pvp. Not vanilla zone quests and role playing.
This game still isn’t Skyrim with friends though (although a lot of people treat it that way).
What would you think about ZOS opening threads on the PTS forum dedicated to „exploration, lore, quests, roleplay and trading“ [snip]
ZOS_GinaBruno wrote: »Hey everyone,
We understand you're frustrated and disappointed <...>
anitajoneb17_ESO wrote: »
zParallaxz wrote: »Also for those saying that ESO isn’t dying. A majority of their big streamers have left.
What do you mean by "big" streamers, streamers don't really do much for your game, and ESO's streamers just meme how much the game sucks if something happens to them, much like every streamer. ESO has never had big streamers, ever. Well actually they had Sypher, but he moved on and became big after ESO, as did Richard.zParallaxz wrote: »I think Zos has the consensus that they can’t make money off the people who pvp and do competitive pve, and a majority of their income come from simple quest doers and casuals. Zos needs to realize this is 2018, gamers will support a game financially if it’s good in terms of community relations and stable for the most the part. Aka fortnite makes tons of money just from battle passes and cosmetics. Also for those saying that ESO isn’t dying. A majority of their big streamers have left.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
anitajoneb17_ESO wrote: »Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
Wu... whaaat ?
Are you suggesting that the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading, should just sit and wait until you (imho 10%) min/maxers get your 2% upwards or downwards of fine tuning of class abilities for the sake of "balance" ?
You can't be serious...
There's far more player retention gained with new zones, stories and system than with "class balance".
Joy_Division wrote: »anitajoneb17_ESO wrote: »Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
Wu... whaaat ?
Are you suggesting that the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading, should just sit and wait until you (imho 10%) min/maxers get your 2% upwards or downwards of fine tuning of class abilities for the sake of "balance" ?
You can't be serious...
There's far more player retention gained with new zones, stories and system than with "class balance".
The thing is, a lot of these 90% of players do care about character/build performance because there is feedback all the time about how instances such as vMA are inaccessible, how gear/rewards are inaccessible because of end-game content, how they are frustrated with DLC dungeons, stories of how they tried PvP once and got insta-killed and never again, etc.
With so many nerfs, so many poorly performing skills, so much power depends on specific gear and CP acquisition, etc., it has become harder to do many things in this game that aren't Overland questing. Just because these people enjoy exploration, quests, etc., does not mean they don't want to be able to get achievements and skins in more difficult content or are not concerned at all that they play a weak class. If anything I find it condescending to simply assume "the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading" are obvious or do not care about how their class performs.
schattenkind wrote: »I think ZOS should have a permanent experienced player advisors, not only when pts comes up, but all the time while developing new stuff. Put those ppl under strict NDA to all new stuff and use their knowledge and experience to prevent changes that end up in "war"
Just merely stating that, for the average player (and there's a lot of us) all classes perform more or less equally fine. If there are class balance issues, only the 10% of players (if not 1%) will notice/diagnose them.
Just merely stating that, for the average player (and there's a lot of us) all classes perform more or less equally fine. If there are class balance issues, only the 10% of players (if not 1%) will notice/diagnose them.
All classes perform equally fine when the content is easy, like overland pve and dungeons. That’s not the point of balance though.
anitajoneb17_ESO wrote: »Just merely stating that, for the average player (and there's a lot of us) all classes perform more or less equally fine. If there are class balance issues, only the 10% of players (if not 1%) will notice/diagnose them.
All classes perform equally fine when the content is easy, like overland pve and dungeons. That’s not the point of balance though.
Nope. Not what I meant.
I'll pull 20K DPS with ANY of my characters (which involve all 5 classes).
Any top 1% player will perform 35K DPS at least with ANY of my characters (because they're fully BiS geared with the exception of maelstroem weapons). Maybe they'll pull 32K with the magwarden and 45K with the magsorc. While I'll pull 20K with BOTH.
However my 20K will be enough for 95% of the content.
To sum it up :
- Class balance is only noticeable/usable by 5% of the playerbase
- Class balance only matters for 5% of the game's PVE content.
Admittedly PvP is a different story but there are so few PvPers as compared to PvEers that it doesn't really matter either.
anitajoneb17_ESO wrote: »Joy_Division wrote: »anitajoneb17_ESO wrote: »Which is why we're frustrated that the devs, patch after patch, keep devoting their (understandably limited) time and energy to making new stuff instead of fixing our classes. "We didn't have enough time" misses the point -- to a lot of us, that sounds like a reason to not put out new content, not a reason to neglect existing content.
I understand that fixing existing issues is much harder to monetize than pumping out a new land to explore, but at some point in order to retain players you're going to need to make us feel like the time we're putting into the classes we play is time well spent.
Wu... whaaat ?
Are you suggesting that the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading, should just sit and wait until you (imho 10%) min/maxers get your 2% upwards or downwards of fine tuning of class abilities for the sake of "balance" ?
You can't be serious...
There's far more player retention gained with new zones, stories and system than with "class balance".
The thing is, a lot of these 90% of players do care about character/build performance because there is feedback all the time about how instances such as vMA are inaccessible, how gear/rewards are inaccessible because of end-game content, how they are frustrated with DLC dungeons, stories of how they tried PvP once and got insta-killed and never again, etc.
With so many nerfs, so many poorly performing skills, so much power depends on specific gear and CP acquisition, etc., it has become harder to do many things in this game that aren't Overland questing. Just because these people enjoy exploration, quests, etc., does not mean they don't want to be able to get achievements and skins in more difficult content or are not concerned at all that they play a weak class. If anything I find it condescending to simply assume "the (imho 90%) of players who enjoy exploration, lore, quests, roleplay and trading" are obvious or do not care about how their class performs.
You make valid points, Joy. But do you honestly think that the current player gap is caused by "class balance" or because of some abilities performing less than others ? I believe the main reason for some content being inaccessible to casual/bad/average players is the absence of soft caps and the importance of weaving/AC. The solution for that would be to slow down the combat pace and reduce the impact of LA and HA. In other words, reduce the weight of "player skill" and increase the weight of "character skill" in the overall result. And I do not believe that this is what "balance change" advocates are actually looking for.
I wasn't being "condescending" at all. Just merely stating that, for the average player (and there's a lot of us) all classes perform more or less equally fine. If there are class balance issues, only the 10% of players (if not 1%) will notice/diagnose them.
Again: If you pull 20k and are not a top player or a PvP player, why does balance getting requested bother you? It doesn’t concern you then at all.
ZOS_GinaBruno wrote: »Hey everyone,
We understand you're frustrated and disappointed there won't be any additional changes to class balance. No, really. That isn't a canned response - the frustration today has been noticed. While we did implement several changes to class balance in the first PTS patch, there's still more to be done. Unfortunately, there simply aren't enough hours in the day to do everything and we don't want to implement changes sloppily (which will introduce loads of risk to other abilities and systems). In these cases, we need to prioritize. As mentioned earlier this morning, the current priority is making sure the new item sets are balanced and fixing outstanding bugs, among a few other things.