@ZOS_GinaBruno just mentioned there will be no further class changes in the Summersey update, thus confirming the initial PTS notes for class changes are final.
What's the point of giving class feedback for changes made in the initial PTS release if those are going to be the final changes? Why can't information be relayed to the player base? Seems to be too much focus on the crown store and not enough into combat balance.
PS. RIP Mag warden.
anitajoneb17_ESO wrote: »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.
It does if :
- Changes occur that force me to relearn my character in order to reach my 20K again.
- Changes make my gameplay less fun (yes I had a lot of fun knocking down enemies - players and mobs alike - with my crystal frags, and that fun has been taken away from me for the sake of "balance")
- ZOS decides - as requested by some here - that the development and release of further zones/quests/features should be kept on hold until "balance" is achieved.
- If the forums, which I usually enjoy reading, are constantly cluttered with usually rude "balance requests" and "balance rants".
(and pls answer my question about the "point of balance" - I know I added it later, I'm always writing in steps, sorry about that)
I appreciate you.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 content you're talking about is the shallowest form of content available. Linear story "quests" that ollow every trope known to man-kind and offer nothing cool, unique, or interesting in the story aspect. It's generic content that could be thought of in 5 minutes by a child who's read enough fantasy books, right up there with twilight. Also, we're not talking 2%. That's a huge lie if you think that's all it is. Average person does around 10k. I can barely break 20k right now because I refuse to use a bow (it's not a L2P issue, I've used a bow and can break 35k ez with no gold gear and like 3 pieces of divines). The difference between a meta build and a non-meta build in the hands of someone who knows how to play is almost 100%.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".
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.
May I ask what is, according to you, the point of balance ?
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.
May I ask what is, according to you, the point of balance ?
No successful MMO has EVER survived catering to the sub-par casual players. EVER. The point of balance is to please the end-game players, which is who game developers cater to most of the time. Regardless of your hypothetical 90% who hypothetically ALL share your same opinion regarding balance(this is a giant logical fallacy you committed), ZOS will continue to release END-GAME content because that is what sells. Not quests that could be completed by a 5 year old and more ways to role play.
DaveMoeDee wrote: »@ZOS_GinaBruno just mentioned there will be no further class changes in the Summersey update, thus confirming the initial PTS notes for class changes are final.
What's the point of giving class feedback for changes made in the initial PTS release if those are going to be the final changes? Why can't information be relayed to the player base? Seems to be too much focus on the crown store and not enough into combat balance.
PS. RIP Mag warden.
Obviously they can still make changes post-Summerset.
Eventually you need to get parts of the code are in their final form before releasing software updates. You probably don't want every part of the code to be undergoing change up until release. That doesn't mean that development stops.
Crown store is completely irrelevant.
No successful MMO has EVER survived catering to the sub-par casual players. EVER. The point of balance is to please the end-game players, which is who game developers cater to most of the time. Regardless of your hypothetical 90% who hypothetically ALL share your same opinion regarding balance(this is a giant logical fallacy you committed), ZOS will continue to release END-GAME content because that is what sells. Not quests that could be completed by a 5 year old and more ways to role play.
anitajoneb17_ESO wrote: »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.
It does if :
- Changes occur that force me to relearn my character in order to reach my 20K again.
- Changes make my gameplay less fun (yes I had a lot of fun knocking down enemies - players and mobs alike - with my crystal frags, and that fun has been taken away from me for the sake of "balance")
- ZOS decides - as requested by some here - that the development and release of further zones/quests/features should be kept on hold until "balance" is achieved.
- If the forums, which I usually enjoy reading, are constantly cluttered with usually rude "balance requests" and "balance rants".
(and pls answer my question about the "point of balance" - I know I added it later, I'm always writing in steps, sorry about that)
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.
May I ask what is, according to you, the point of balance ?
No successful MMO has EVER survived catering to the sub-par casual players. EVER. The point of balance is to please the end-game players, which is who game developers cater to most of the time. Regardless of your hypothetical 90% who hypothetically ALL share your same opinion regarding balance(this is a giant logical fallacy you committed), ZOS will continue to release END-GAME content because that is what sells. Not quests that could be completed by a 5 year old and more ways to role play.
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.
May I ask what is, according to you, the point of balance ?
DuskMarine wrote: »go to school for programming and youll sit there and realize how hard doing that actually is.
schattenkind wrote: »This "artificial complexity" is what makes this game interesting, else we all would play one class and have all the same skills. Each class shall have something the others do not.
Fully balancing all this is imho not possible, because you have some statics, but also dynamics.
F.e. the statics:
- races passives
- armor / weapon / jewelery sets + buffs/debuffs + traits + enchants +proc chances
- skills + morphs + buffs/debuffs + skill passives
- cp
- potions / poisons
- food / drinks
- group / aura / aoe effects
- world buffs / debuffs
- specials (vamp / ww)
- dodging / blocking / penetration / mitigation...
All that stuff (and more) you need to consider for balance for every single item, every skingle skill and whatnot.
On paper and with math it might be possible.
But there is one huge factor which inflicts the balance we should not let out:
The players.
F.e.
- experience / setup / mechanic knowledge / playstyle / weaving / situation awarness / ... / and again experience
This makes the balance non existing and impossible to achieve, because all that points differ from player to player and thus results in different outcome.
As someone said already, while I play my DD build and pull out 20k dps, if someone else plays my character he will get 25k dps, other one maybe just 17k...
Now take lag and connection issues into count, when skills dont work as intended, cc breaking lags and so on... Ending up with a very long list of things that math cant balance.
So, talking about "balance" in reality is talking about intersection of interrests. The balance will never exist and for ever there will be those who win and those who lose.
The goal is to come as near as possible to the paper-balance, taking into count at least all static factors - which is enough factors already. Some pending issues are more away from this paper-balance than others, while this will always remain an individual opinion of those who play.
Joy_Division wrote: »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.
You did not mean to be condescending, but you are trying to speak for 90% of the community based on just your assumptions rather than evidence, which I find to be problematic. I don't doubt we all have a reasonable hunch of what certain sectors of the player-base wants or desires, but that is (too) long a leap to all of a sudden be assigning specific numbers and stating what they do or do not want.
But to your question, yes, I absolutely feel a huge gap in power comes from the way ZoS has balanced their game. Before the champion system, the majority of power we had as players came from our class abilities, which was accessible to everyone, not specific gear, not max CP points, not specific combat mechanics such as maintaining off-balance, etc., There were certain gear sets that were broken or very strong such as Warlock and Twin Sisters, but Twin Sisters were soon nerfed and I didn't have to do a end-game Trial to get Warlock. So even if the players were relatively inexperienced or did not know how to play efficiently, the power was still accessible in their kit: it was just a matter of learning how to use it.
Also, with the huge power creep, the difference between a min-maxxed player today is miles ahead of the sorts of players who do not prioritize combat effectiveness. Players today must do things to acquire power outside their class (grind gear, grind CPs, grind jewelry mats, maximize group warhorn up-time, circumvent intentional resource bottlenecks and other nerfs, etc) as well as "L2P". It's a tall order.
I think it's fair to say just about every gamer does not like dying before a quest objective is completed and wants the proper tools to function correctly and effectively in order to be able to complete the quest objective. Because of the nerfs, because of the neglect to balance, because of the reliance of systems outside the classes, completing the quest objectives for anything that is not overland content has gotten overly restrictive for everyone, not just those players whose focus is more exploration or RP. If I am not grouped up with three other players who are super cognizant of PvE mechanics, it's pretty much pointless to do something like Falkreath Hold dungeon. I spent 6 hours the other night in a group of 12 players, many of who have been at the game since Launch and know what they are doing, just to beat Sanctum Ophidia. Too many nefs. Too much emphasis on gear. Too much reliance on overly convoluted mechanics like off-balance. Not enough tender loving care to what out classes can do and what has been taken away from them.
LonePirate wrote: »I need to commend ZOS for creating the best dog and pony show imaginable when it comes to soliciting player feedback on classes, abilities, etc. and then proceeding to ignore every piece of that feedback. Other game companies might try to fool their players by making illusory changes. ZOS doesn't do that. They now state up front they won't be making any class or balance changes. I, for one, appreciate this honesty and courage. Other companies do not have the guts to be so dismissive towards their paying customers. ZOS is charting a new and exciting course for everyone involved.
If anyone thinks any recommendations will be implemented once they are offered by the players involved in the pending Class Representation Program, please PM me so we can talk about some fantastic real estate and cryptocurrency opportunties I have for you!
Joy_Division wrote: »You did not mean to be condescending, but you are trying to speak for 90% of the community based on just your assumptions rather than evidence, which I find to be problematic. I don't doubt we all have a reasonable hunch of what certain sectors of the player-base wants or desires, but that is (too) long a leap to all of a sudden be assigning specific numbers and stating what they do or do not want.
Joy_Division wrote: »But to your question, yes, I absolutely feel a huge gap in power comes from the way ZoS has balanced their game. Before the champion system, the majority of power we had as players came from our class abilities, which was accessible to everyone, not specific gear, not max CP points, not specific combat mechanics such as maintaining off-balance, etc., There were certain gear sets that were broken or very strong such as Warlock and Twin Sisters, but Twin Sisters were soon nerfed and I didn't have to do a end-game Trial to get Warlock. So even if the players were relatively inexperienced or did not know how to play efficiently, the power was still accessible in their kit: it was just a matter of learning how to use it.
Also, with the huge power creep, the difference between a min-maxxed player today is miles ahead of the sorts of players who do not prioritize combat effectiveness. Players today must do things to acquire power outside their class (grind gear, grind CPs, grind jewelry mats, maximize group warhorn up-time, circumvent intentional resource bottlenecks and other nerfs, etc) as well as "L2P". It's a tall order.
Joy_Division wrote: »I think it's fair to say just about every gamer does not like dying before a quest objective is completed and wants the proper tools to function correctly and effectively in order to be able to complete the quest objective. Because of the nerfs, because of the neglect to balance, because of the reliance of systems outside the classes, completing the quest objectives for anything that is not overland content has gotten overly restrictive for everyone, not just those players whose focus is more exploration or RP. If I am not grouped up with three other players who are super cognizant of PvE mechanics, it's pretty much pointless to do something like Falkreath Hold dungeon. I spent 6 hours the other night in a group of 12 players, many of who have been at the game since Launch and know what they are doing, just to beat Sanctum Ophidia. Too many nefs. Too much emphasis on gear. Too much reliance on overly convoluted mechanics like off-balance. Not enough tender loving care to what out classes can do and what has been taken away from them.
And where's the fun for those who don't like getting knocked down by your frags? You sound really selfish, balance is good for everyone if done right.
You obviously only play DPS because tank balance is not even close to equal among all the classes.
No successful MMO has EVER survived catering to the sub-par casual players. EVER. The point of balance is to please the end-game players, which is who game developers cater to most of the time. Regardless of your hypothetical 90% who hypothetically ALL share your same opinion regarding balance(this is a giant logical fallacy you committed), ZOS will continue to release END-GAME content because that is what sells. Not quests that could be completed by a 5 year old and more ways to role play.
b.bredfeldtub17_ESO wrote: »The content you're talking about is the shallowest form of content available. Linear story "quests" that ollow every trope known to man-kind and offer nothing cool, unique, or interesting in the story aspect. It's generic content that could be thought of in 5 minutes by a child who's read enough fantasy books, right up there with twilight.
anitajoneb17_ESO wrote: »No successful MMO has EVER survived catering to the sub-par casual players. EVER. The point of balance is to please the end-game players, which is who game developers cater to most of the time. Regardless of your hypothetical 90% who hypothetically ALL share your same opinion regarding balance(this is a giant logical fallacy you committed), ZOS will continue to release END-GAME content because that is what sells. Not quests that could be completed by a 5 year old and more ways to role play.
I wrote "imho 90%" which includes your restriction.
You on the other hand make a statement without any back-up, and that statement goes against anything observable both in ESO and in the gaming world in general.
ESO has never flourished more than since One Tamriel and the transformation of overland activities into a walk in the park. The content that sells most and is heavily advertised is the non-combat content (housing, outfit) or the questing / story content. The new chapters are designed in order for new players to start adventuring there. Dailies are designed as an easy routine for casual players and you still see many players doing them even years later (Orsinium!)
Difficult games don't succeed. You can read that on every single gaming forum where oldtime gamers complain that all games are being casualized for the sake of reaching a wider audience and make more money.
You're simply flatout wrong with your statement that MMOs cater to end game players because that's what sells most. End game content cares for player retention and provides some sense of progression but it's definitely not meant to provide raw sales numbers.
Razorback174 wrote: »What happened to "lowering the ceiling and raising the floor"? Because the ceiling is getting further and further away, while the floor is dropping out from under us.