Harbinger_GR wrote: »So I guess you guys truly think there's no salvation? That's quite the cynical response..
They make it way too difficult to hit top dps. Like you have to weave just to hit it vs a good rotation like ffxiv has. Like I also am fairly exlerienced raider in ffxiv and my dps is around 20k right now. Now mind you tanking in ffxiv is much easier than this game.
Harbinger_GR wrote: »Disclaimer: I only speak and only care for PvE.
To begin with, not to brag but I consider myself an mmo veteran/addict that recently found a new love in ESO. I've played WoW at the highest level (server firsts etc), hardcore raided in Rift, and FFXIV and reached endgame content with pretty much every other mainstream mmo (SWTOR, Aion, EQ2, Wildstar etc etc)
I'm seriously baffled how after all these years can ESO still be unbalanced when it comes to classes and roles. I mean, we're not talking about a small game/studio with 20k active players. And I'm sure ZOS has the best intentions for the game. I'm pretty sure they make good money out of it and they should be, game is excellent. So there's no reason for this mess.
First of all, it goes without saying that its impossible to balance skills for both pve and pvp. That's why its paramount for skills to behave differently in pve and pvp so you can balance them accordingly. After all pvp is 100% instanced without open world pvp to mess this up.
Number two, non-class skills. When you end up using the same old weapon and guild skills on every class you know something is wrong. For example, its unacceptable that any stam characters top dps skill is Endless Hail and second might be caltrops. Skill power should be class -> weapon -> guild/world. As it is now the class with the best passives win. For those that play Hearthstone, imagine how the game would be if neutral monsters were equally strong or stronger to class monsters. Class skills should be the defining things in your bars and weapons and most importantly world/guild ones should be mostly supportive instead of build defining.
Next issue is class uniqueness and usefulness. Since it might be impossible to perfectly balance the numbers you have to somehow else make classes desirable. Look at FFXIV. The game has 15 classes and last time I played, no matter which class you played, you never felt like an undesirable like you feel in ESO. How you do that? Unique mechanics/buffs/debuffs. Imagine for example only sorcs could provide major sorcery, only nightblades could provide major brutality, only DKs could provide major fracture and so on. This way for example, even if magNB is the FOTM groups will still want a stamsorc and a stamNB. Same applies to tanks and healers, they should all have unique strengths and weaknesses. I also feel that ultimate skills should be more about granting a group effect than a personal one. And if you wanna take this a step further, you could balance content around such strengths and weaknesses. Also in most mmos, any raid (trial) will have a variation of boss mechanics that reward/hinder melee/ranged accordingly so groups wont only stack ranged or melee.
Another issue is racial balance. As it it now it's horrible and reminds me of good old vanilla WoW and dwarf priests. I don't think I further need to elaborate on this. A class should not automatically pick between at the tops 3 when you have 10 races.
And the last issue I have is the fun factor. Even if you achieve perfect balance if everything feels bland and boring you will lose people. People don't wanna tank for a reason.
That is all, thanks for reading and thanks for letting me vent some steam. I really love ESO and I don't wanna go back to my ninja on FFXIV even though it really feel tempting right now...
Harbinger_GR wrote: »Disclaimer: I only speak and only care for PvE.
To begin with, not to brag but I consider myself an mmo veteran/addict that recently found a new love in ESO. I've played WoW at the highest level (server firsts etc), hardcore raided in Rift, and FFXIV and reached endgame content with pretty much every other mainstream mmo (SWTOR, Aion, EQ2, Wildstar etc etc)
I'm seriously baffled how after all these years can ESO still be unbalanced when it comes to classes and roles. I mean, we're not talking about a small game/studio with 20k active players. And I'm sure ZOS has the best intentions for the game. I'm pretty sure they make good money out of it and they should be, game is excellent. So there's no reason for this mess.
First of all, it goes without saying that its impossible to balance skills for both pve and pvp. That's why its paramount for skills to behave differently in pve and pvp so you can balance them accordingly. After all pvp is 100% instanced without open world pvp to mess this up.
Number two, non-class skills. When you end up using the same old weapon and guild skills on every class you know something is wrong. For example, its unacceptable that any stam characters top dps skill is Endless Hail and second might be caltrops. Skill power should be class -> weapon -> guild/world. As it is now the class with the best passives win. For those that play Hearthstone, imagine how the game would be if neutral monsters were equally strong or stronger to class monsters. Class skills should be the defining things in your bars and weapons and most importantly world/guild ones should be mostly supportive instead of build defining.
Next issue is class uniqueness and usefulness. Since it might be impossible to perfectly balance the numbers you have to somehow else make classes desirable. Look at FFXIV. The game has 15 classes and last time I played, no matter which class you played, you never felt like an undesirable like you feel in ESO. How you do that? Unique mechanics/buffs/debuffs. Imagine for example only sorcs could provide major sorcery, only nightblades could provide major brutality, only DKs could provide major fracture and so on. This way for example, even if magNB is the FOTM groups will still want a stamsorc and a stamNB. Same applies to tanks and healers, they should all have unique strengths and weaknesses. I also feel that ultimate skills should be more about granting a group effect than a personal one. And if you wanna take this a step further, you could balance content around such strengths and weaknesses. Also in most mmos, any raid (trial) will have a variation of boss mechanics that reward/hinder melee/ranged accordingly so groups wont only stack ranged or melee.
Another issue is racial balance. As it it now it's horrible and reminds me of good old vanilla WoW and dwarf priests. I don't think I further need to elaborate on this. A class should not automatically pick between at the tops 3 when you have 10 races.
And the last issue I have is the fun factor. Even if you achieve perfect balance if everything feels bland and boring you will lose people. People don't wanna tank for a reason.
That is all, thanks for reading and thanks for letting me vent some steam. I really love ESO and I don't wanna go back to my ninja on FFXIV even though it really feel tempting right now...
randomkeyhits wrote: »The first part of balance is to recognise that PvE and PvP are different beasts with different objects and methods.
So ESO hasn't reached step #1 yet.
Some games have been brave enough to take a step back and see it. I remember the Warframe re-working of PvP. They locked out most frames, created PvP specific/only components, made some frame powers different between PvE and PvP. Whatever was necessary to bring balance separately to PvP and PvE
Once they had a solid baseline they then started re-introducing frames to PvP and it worked.
Got to admit, that company gets so much right.
SakuraRush wrote: »Balance is boring and isn't what you are asking for anyway.
Not liking something doesn't mean it's unbalanced either..
SakuraRush wrote: »Beyond that you have to take into account all levels of gameplay when making changes.
Harbinger_GR wrote: »Disclaimer: I only speak and only care for PvE.
To begin with, not to brag but I consider myself an mmo veteran/addict that recently found a new love in ESO. I've played WoW at the highest level (server firsts etc), hardcore raided in Rift, and FFXIV and reached endgame content with pretty much every other mainstream mmo (SWTOR, Aion, EQ2, Wildstar etc etc)
I'm seriously baffled how after all these years can ESO still be unbalanced when it comes to classes and roles. I mean, we're not talking about a small game/studio with 20k active players. And I'm sure ZOS has the best intentions for the game. I'm pretty sure they make good money out of it and they should be, game is excellent. So there's no reason for this mess.
First of all, it goes without saying that its impossible to balance skills for both pve and pvp. That's why its paramount for skills to behave differently in pve and pvp so you can balance them accordingly. After all pvp is 100% instanced without open world pvp to mess this up.
Number two, non-class skills. When you end up using the same old weapon and guild skills on every class you know something is wrong. For example, its unacceptable that any stam characters top dps skill is Endless Hail and second might be caltrops. Skill power should be class -> weapon -> guild/world. As it is now the class with the best passives win. For those that play Hearthstone, imagine how the game would be if neutral monsters were equally strong or stronger to class monsters. Class skills should be the defining things in your bars and weapons and most importantly world/guild ones should be mostly supportive instead of build defining.
Next issue is class uniqueness and usefulness. Since it might be impossible to perfectly balance the numbers you have to somehow else make classes desirable. Look at FFXIV. The game has 15 classes and last time I played, no matter which class you played, you never felt like an undesirable like you feel in ESO. How you do that? Unique mechanics/buffs/debuffs. Imagine for example only sorcs could provide major sorcery, only nightblades could provide major brutality, only DKs could provide major fracture and so on. This way for example, even if magNB is the FOTM groups will still want a stamsorc and a stamNB. Same applies to tanks and healers, they should all have unique strengths and weaknesses. I also feel that ultimate skills should be more about granting a group effect than a personal one. And if you wanna take this a step further, you could balance content around such strengths and weaknesses. Also in most mmos, any raid (trial) will have a variation of boss mechanics that reward/hinder melee/ranged accordingly so groups wont only stack ranged or melee.
Another issue is racial balance. As it it now it's horrible and reminds me of good old vanilla WoW and dwarf priests. I don't think I further need to elaborate on this. A class should not automatically pick between at the tops 3 when you have 10 races.
And the last issue I have is the fun factor. Even if you achieve perfect balance if everything feels bland and boring you will lose people. People don't wanna tank for a reason.
That is all, thanks for reading and thanks for letting me vent some steam. I really love ESO and I don't wanna go back to my ninja on FFXIV even though it really feel tempting right now...
Harbinger_GR wrote: »Unique mechanics/buffs/debuffs. Imagine for example only sorcs could provide major sorcery, only nightblades could provide major brutality, only DKs could provide major fracture and so on.