ESO will continue to do it, and has done it. Guaranteed.
I’ll take your argument that the DLC dungeons and the trials after MoL are aimed at casual players to the next QQ discussion that the content is too hard and impossible to PuG.
But seriously, of course ZOS is making the game easier and easier. There is no denying it. Doesn’t mean though that it’s good to neglect your better players totally.
Mystrius_Archaion wrote: »DuskMarine wrote: »go to school for programming and youll sit there and realize how hard doing that actually is.
No, balance is basic math. Easy stuff.
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.
Mystrius_Archaion wrote: »DuskMarine wrote: »go to school for programming and youll sit there and realize how hard doing that actually is.
No, balance is basic math. Easy stuff.
You have NO idea...
If only it were that simple.
Mystrius_Archaion wrote: »There are underlying equations to everything, and us players have helped the developers by simplifying it all down to a single number, for most parts of the game, that we call "damage per second".
Mystrius_Archaion wrote: »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.
Then why don't we just have each class be only a tank or only a healer or only dps and require grouping? They can't all have tank skills or healing skills or dps skills since they all have to be unique snowflakes(FYI, proven to not be unique).
That is what you just asked for if you really thought about it, and it would suck because it has been done and sucked in other games.
Seriously, every last ability in this game is just a visual different and a numbers tweak from a base equation of "health number minus health number over time" aka "(health - health) / time".
The only unique skills are utility ones that everybody gets in some form but some more powerful than others, like cloak's invisible. And I'm hard-pressed to find any other ability than cloak that is truly unique and impossible to compare to another ability.
How the hell do you think we have the same quests and same "empty the enemy healthbar" gameplay that we've had in MMOs and RPG games for decades now? It's all the same crap just with better graphics.
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_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.
And I will prioritise other places where I spend money over your game then. Thanks for not fixing any warden issues has in pve.
anitajoneb17_ESO wrote: »ESO will continue to do it, and has done it. Guaranteed.
Except ESO hasn't done it, and will continue not doing it.
When does ESO release new "endgame" content aimed at non-casual players ? 2 (to 4) new dungeons A YEAR, a couple of new PvP environments, and one or two trials (most of which are shortened, "mini-trials"). Nothing significant is ever added to Cyrodiil.
Close to nothing when compared to one chapter + one DLC zone + one big system update per year such as housing or outfits. All aimed at casual players, all "below easy" and all extremely successful.
Your reasoning isn't based on facts, sorry.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS probably knows that the CU beta this summer will result in another massive diaspora of end-game players like we saw with Morrowind. So at this point in the game's life cycle they're on low-effort maintenance mode (i.e., no major class rebalances, no major gameplay additions like spellcrafting) while they ratchet up more casual content like single-player quests, grindy skill lines, etc.
Greetings, we've removed comments for baiting and personal insults. Please keep comments constructive and on topic. We understand members won't always agree on a topic, however conversation should remain civil. Thank you for your understanding.
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.
To sum it up; Your priority is everything you’ve implemented that is going to be behind a pay wall, rather then the core balance of the game you have been promising for months now, correct?
Duly noted.
Waffennacht wrote: »I'm at the point of
"Where the @#_& do you get your balancing from?"
Clearly it's not the PTS nor player base. It's always as if something snuck up on them.
Where, where did you get the idea to Remove the Stun from Deep Fissure but add damage to Rune Cage?
Seriously, who thought of this? Wasn't us
I doubt it's just one guy (wrobel) it's gotta be a group effort.
Did someone actually say these ideas out loud and the rest of you go, "Yes!"?
Seems...so... uninformed decision making
ZOS probably knows that the CU beta this summer will result in another massive diaspora of end-game players like we saw with Morrowind. So at this point in the game's life cycle they're on low-effort maintenance mode (i.e., no major class rebalances, no major gameplay additions like spellcrafting) while they ratchet up more casual content like single-player quests, grindy skill lines, etc.
Unfortunately i think it´s just the other way around.
They just now start caring about pvp because CU and Crowfall betas are around soonish. These games are still far from release which gives eso devs a comfortable timeframe 1+++ year to get their pvp on a semicompetetive level to those games.
My gutfeeling is we´ll start to see a lot more changes regarding pvp (like we started with summerset new rewards, battlegrounds basegame, new quests, new keep tick system)...
PROTIP: Look at it as ZOS trying not to do what they did with Morrowind and introduce massive, sweeping changes to every class in one update. The meta will be upended enough with jewelry crafting, 2-handers counting for two pieces, and light attack scaling with max resource. They're being cautious this time.
Greetings, we've removed comments for baiting and personal insults. Please keep comments constructive and on topic. We understand members won't always agree on a topic, however conversation should remain civil. Thank you for your understanding.
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.
anitajoneb17_ESO wrote: »Mystrius_Archaion wrote: »There are underlying equations to everything, and us players have helped the developers by simplifying it all down to a single number, for most parts of the game, that we call "damage per second".
It would probably be that easy if ESO combat was reduced to "DPS". But it's not the only aspect, by far. There's also the incoming DPS and how much you can survive/dodge/avoid/mitigate/absorb/block, etc... , the various forms in which damage is dealt or received (over time, direct, area, reflected, etc..), the various ranges, cooldowns, and the entire resource management issue.
It's definitely not easy. Not at all.
anitajoneb17_ESO wrote: »Mystrius_Archaion wrote: »There are underlying equations to everything, and us players have helped the developers by simplifying it all down to a single number, for most parts of the game, that we call "damage per second".
It would probably be that easy if ESO combat was reduced to "DPS". But it's not the only aspect, by far. There's also the incoming DPS and how much you can survive/dodge/avoid/mitigate/absorb/block, etc... , the various forms in which damage is dealt or received (over time, direct, area, reflected, etc..), the various ranges, cooldowns, and the entire resource management issue.
It's definitely not easy. Not at all.
IZZEFlameLash wrote: »anitajoneb17_ESO wrote: »Mystrius_Archaion wrote: »There are underlying equations to everything, and us players have helped the developers by simplifying it all down to a single number, for most parts of the game, that we call "damage per second".
It would probably be that easy if ESO combat was reduced to "DPS". But it's not the only aspect, by far. There's also the incoming DPS and how much you can survive/dodge/avoid/mitigate/absorb/block, etc... , the various forms in which damage is dealt or received (over time, direct, area, reflected, etc..), the various ranges, cooldowns, and the entire resource management issue.
It's definitely not easy. Not at all.
Except... ESO combat is all about DPS if you have not noticed. If you think you can compete in endgame pve and pvp with below 2k buffed spell damage and 3k buffed weapon damage, or 25k parse, you are gravely mistaken. Those are bare minimum. Really bare. And look what sets they add. Mostly DPS aids.
anitajoneb17_ESO wrote: »IZZEFlameLash wrote: »anitajoneb17_ESO wrote: »Mystrius_Archaion wrote: »There are underlying equations to everything, and us players have helped the developers by simplifying it all down to a single number, for most parts of the game, that we call "damage per second".
It would probably be that easy if ESO combat was reduced to "DPS". But it's not the only aspect, by far. There's also the incoming DPS and how much you can survive/dodge/avoid/mitigate/absorb/block, etc... , the various forms in which damage is dealt or received (over time, direct, area, reflected, etc..), the various ranges, cooldowns, and the entire resource management issue.
It's definitely not easy. Not at all.
Except... ESO combat is all about DPS if you have not noticed. If you think you can compete in endgame pve and pvp with below 2k buffed spell damage and 3k buffed weapon damage, or 25k parse, you are gravely mistaken. Those are bare minimum. Really bare. And look what sets they add. Mostly DPS aids.
Except a dead Damage Dealer doesn't deal any damage at all. As a result, tank abilities and performances (to avoid DDs taking damage) and healer abilities and performances (to compensate for damage taken, and for buffs and resource management support) are just as crucial to an overall group's output than any DPS class' raw output. That's all part of the equation and it's hard to "balance".
IZZEFlameLash wrote: »Say what you want, but almost all games out there are dps oriented. Therefore, you see more dps nerfs than any other nerfs in any games. Easiest to adjust. I will say no more because I don't want to derail the thread with this. As it is as pointless as class feedbacks.
anitajoneb17_ESO wrote: »IZZEFlameLash wrote: »Say what you want, but almost all games out there are dps oriented. Therefore, you see more dps nerfs than any other nerfs in any games. Easiest to adjust. I will say no more because I don't want to derail the thread with this. As it is as pointless as class feedbacks.
Why mention"all games out there" when we're talking about ESO ?
And I did not say that DPS doesn't matter. I say that all roles and all non-DPS abilities also contribute to DPS. Therefore balance is difficult to achieve.