I still say: take away all skills, take away all spells, take away all sets, points, attributes, CP and racial passives.
That way we can all just run around in our small-clothes beating each other with sticks.
I presume your system would somehow differentiate between the stamina and magicka versions of the classes. Even then nerfing things just because they are often used is a stupid idea.
EDIT:
Short list of class skills that will be nerfed:
Every Major Ward/Major Resolve skill except maybe Immovable (notice how this doesn't account for the NB passive)
Cloak
Streak
Igneous Shield
PotL
Surprise Attack
Hardened Ward
Curse
generalmyrick wrote: »
work with me people, please?
generalmyrick wrote: »So, here’s an idea I think would be great!
I start with the premises;
• Most people use the skills that are most effective.
• Balance is the goal.
Every 3 months, patch/dlc/chapter updates, all skills are basically looked at and the following rule is applied.
Let’s say the skill radiant oppression is used by 60% of all templars. This would result in a damage nerf of 10%.
Basically, for every % point over 50 that it is used by classes who can use it a nerf is applied.
In the long term it would lead to a lot more build diversity I think because ignored skills would automatically receive buffs and abused would receive the appropriate nerfs.
Whatcha think?
generalmyrick wrote: »common sense can be used to diff between skills like rapids and x skill.
generalmyrick wrote: »So, here’s an idea I think would be great!
I start with the premises;
• Most people use the skills that are most effective.
• Balance is the goal.
Every 3 months, patch/dlc/chapter updates, all skills are basically looked at and the following rule is applied.
Let’s say the skill radiant oppression is used by 60% of all templars. This would result in a damage nerf of 10%.
Basically, for every % point over 50 that it is used by classes who can use it a nerf is applied.
In the long term it would lead to a lot more build diversity I think because ignored skills would automatically receive buffs and abused would receive the appropriate nerfs.
Whatcha think?
Judas Helviaryn wrote: »Applying rigid rules to an organic framework isn't even the lazy way out. It's just lazy.
I have very few, if any, issues with PVP/PVE balance in this game, but maybe that's because of my attitude towards the, you know.. game.
ɡām/Submit
noun
1.
a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
generalmyrick wrote: »Zagnut123Zagnut123 wrote: »I'm pretty sure ZOS has some internal undisclosed means to flash out skills that are to OP. that being said having mandatory blanket requirements to buff and debuff in certain percentages to me seems like a really lazy way to do business. The game would need to be far more cookie cutter for that to work out well imo.
true. sometimes lazy is more efficient!
Zagnut123Zagnut123 wrote: »generalmyrick wrote: »Zagnut123Zagnut123 wrote: »I'm pretty sure ZOS has some internal undisclosed means to flash out skills that are to OP. that being said having mandatory blanket requirements to buff and debuff in certain percentages to me seems like a really lazy way to do business. The game would need to be far more cookie cutter for that to work out well imo.
true. sometimes lazy is more efficient!
I cant disagree with your logic there lol. I think I know what you want, which is classes or skills that go unused for years to not be a thing. I just dont know if a flat rule is necessarily the best way to approach this. But honestly I have no ideas to counter propose so your proposal is better then anything I have lol.
ResTandRespeC wrote: »I presume your system would somehow differentiate between the stamina and magicka versions of the classes. Even then nerfing things just because they are often used is a stupid idea.
EDIT:
Short list of class skills that will be nerfed:
Every Major Ward/Major Resolve skill except maybe Immovable (notice how this doesn't account for the NB passive)
Cloak
Streak
Igneous Shield
PotL
Surprise Attack
Hardened Ward
Curse
Lets add...
Endless hail
Ele drain
Elemental blockade
Destro ult
Resto ult
Light armor shield
Caltops
Rearming trap
Poison inject
Rending slashes
Etc etc...
This sort of balance method would result in the least used skills in the game being the strongest. So everyone will be busy trying to create a unique skill combination composed of the lamest powers in the game. That werewolf lightning-based magicka tank will actually be strong because he's using skills no one cares for.
Let's nerf Twillight Matriarch because nobody use the twilligh tormentor.
a 865% nerf sound fine, then both choice will be interesting if you plan to annoy people near guild merchants cause it would be the only use for this pet.
dodgehopper_ESO wrote: »This suggestion neglects to recognize that certain skills are core to a class by the very nature of how the devs built the class.
generalmyrick wrote: »dodgehopper_ESO wrote: »This suggestion neglects to recognize that certain skills are core to a class by the very nature of how the devs built the class.
If the skills are at the core by design...why are they an option and not fixed to the skill bar(s)?
Like wheels are at the core of car design because the car uses them to move.
dodgehopper_ESO wrote: »generalmyrick wrote: »dodgehopper_ESO wrote: »This suggestion neglects to recognize that certain skills are core to a class by the very nature of how the devs built the class.
If the skills are at the core by design...why are they an option and not fixed to the skill bar(s)?
Like wheels are at the core of car design because the car uses them to move.
Ok lets clarify. Lets say you design a class which apparently the Devs want to mostly just be good at healing and nothing else. You then have some weird niche tank or dd builds for that class. Since 80% of players of that class play as a healer, there are core skills that they will use. Ergo, those skills must be nerfed. Ergo, the class becomes a piece of ***. Its not rocket science really.
generalmyrick wrote: »dodgehopper_ESO wrote: »generalmyrick wrote: »dodgehopper_ESO wrote: »This suggestion neglects to recognize that certain skills are core to a class by the very nature of how the devs built the class.
If the skills are at the core by design...why are they an option and not fixed to the skill bar(s)?
Like wheels are at the core of car design because the car uses them to move.
Ok lets clarify. Lets say you design a class which apparently the Devs want to mostly just be good at healing and nothing else. You then have some weird niche tank or dd builds for that class. Since 80% of players of that class play as a healer, there are core skills that they will use. Ergo, those skills must be nerfed. Ergo, the class becomes a piece of ***. Its not rocket science really.
Crystal clear.
Who ever created and changes the skills is always correct? I can see the logic there...ownership does give control.
This comment kind of closes the discussion and im ok with that.
dodgehopper_ESO wrote: »generalmyrick wrote: »dodgehopper_ESO wrote: »generalmyrick wrote: »dodgehopper_ESO wrote: »This suggestion neglects to recognize that certain skills are core to a class by the very nature of how the devs built the class.
If the skills are at the core by design...why are they an option and not fixed to the skill bar(s)?
Like wheels are at the core of car design because the car uses them to move.
Ok lets clarify. Lets say you design a class which apparently the Devs want to mostly just be good at healing and nothing else. You then have some weird niche tank or dd builds for that class. Since 80% of players of that class play as a healer, there are core skills that they will use. Ergo, those skills must be nerfed. Ergo, the class becomes a piece of ***. Its not rocket science really.
Crystal clear.
Who ever created and changes the skills is always correct? I can see the logic there...ownership does give control.
This comment kind of closes the discussion and im ok with that.
If they had done what I wanted there would be no classes at all, just skills. Weapon Lines. Warrior unique skills. Tank Skills. Alteration. Destruction. Restoration. Mysticism. Conjuration, etc. This would have been how a proper Elder Scrolls game would have been built I think. This game is an MMO. We're at the mercy of the developers here and that's all there is to it. I really hope you don't take what I'm saying as a knock just trying to convey my perspective. The way they designed classes itself has created a can of worms they haven't been able to deal with since Beta. (and I say all this while I still enjoy the game).