Doctordarkspawn wrote: »
I think the main problem with combat balance in ESO is that ZOS is insistent on maintaining one set of rules for disparate styles of play.
Within PVE, the game must be balanced so the most casual players can be successful without even knowing how to play. Then there are 4 player dungeons, and 4-12 player Trials that generally come in three difficulties, Normal, Vet and HM. Players demand all classes be competitive in tanking, healing and especially DPS roles. And then there's vMA which every class is expected to be competitive in solo.
Just balancing PVE alone would be a headache. Add PVP to the mix, and it becomes an migraine aneurysm. Within PVP, there's AvA, IC, BGs and duels. Though Battlegrounds is only 4 players, AvA and IC must be balance for solo, small/medium/large group, and surfing. In AvA and IC, players of all skill levels are thrown in the same arena and the rules are expected to provide all with a good experience.
Then there's two build archetypes, Magicka and Stamina, which also must be competitive with each other in all of these things.
Good luck with that.
Doctordarkspawn wrote: »
The unfortunate reality is that if the game devs aren't able to produce a good product -- for any reason -- the users aren't going to save it.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_BrianWheeler @ZOS_RobGarrett I implore you guys to read this thread. Please. I was going to make the exact same thread earlier today, but decided not to because I simply couldn't put it into words, but OP has put it perfectly.
The "chisel versus hammer" approach you guys are taking is killing the game for its core audience. This patch has been a prime example within a whole list of prime examples of how bad this approach to balancing can be.
We saw it with Morrowind, where sustain was going unchecked in PVP, primarily due to CP, but rather than looking at the fine details of the problem, you guys decided to just nerf sustain outright and the game is still trying to recover from that to this day.
We saw it with Horns of the Reach, where one specific build on the PTS was slightly overperforming (stacking into crit with Mother's Sorrow and Iceheart), and the community even guided you on what to do to bring this build back in line (slightly nerf the 5-piece bonus of Mother's Sorrow), but you guys decided to nerf crit outright, pushing everybody back to the Morrowind meta.
We saw it with Summerset and subsequent patches, including Wolfhunter, where one of Sorcerer's skills was overperforming, and rather than taking a step back and finding what exactly is making it so strong (granted the community couldn't come to that consensus either), you guys decided to pile nerf on top of nerf on top of nerf onto this skill, making it practically useless, all in the name of removing the stun from frags.
We've seen it many times over in the other patches since One Tamriel, though I can't speak to patches prior to that as I wasn't playing the game back then.
We're still seeing it now, arguably as bad as Morrowind. You guys seem adamant that shields are overperforming in both PVE and PVP, though rather than adding a few nerfs (namely the crit nerf and the resistance buff) then seeing how shields play, you guys decided to hit shields with a huge nerf via a cast time. It is good that you reverted it, and the new health scaling nerf can be argued for being better or worse, but the very fact that you guys piled 3 big nerfs onto them, before even letting players test the impact of them, is the problem.
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
What makes this so much more infuriating is that you guys are so close to achieving great balance most of the time, but you screw the pooch by overnerfing. Rather than going at a problem with a nerf scalpel, you go at it with a nerf sledgehammer, consequently destroying the patient, the table, and the floor. This has been proven time and time again, and will continue to happen until you guys do something about it.
If you need help identifying issues, why not talk to the community about it. Come onto the forums and ask us what the problem is with x, then monitor responses. Or, hell, why not use the class reps program you guys have going. Before even planning out changes, let alone doing them, ask the reps what the problem is with x, and what they suggest doing about it.
To sum it up, please, just forego the "chisel versus hammer" approach you guys have towards balancing. It is not working, it has never worked, and only serves to drive players away.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_BrianWheeler @ZOS_RobGarrett I implore you guys to read this thread. Please. I was going to make the exact same thread earlier today, but decided not to because I simply couldn't put it into words, but OP has put it perfectly.
The "chisel versus hammer" approach you guys are taking is killing the game for its core audience. This patch has been a prime example within a whole list of prime examples of how bad this approach to balancing can be.
We saw it with Morrowind, where sustain was going unchecked in PVP, primarily due to CP, but rather than looking at the fine details of the problem, you guys decided to just nerf sustain outright and the game is still trying to recover from that to this day.
We saw it with Horns of the Reach, where one specific build on the PTS was slightly overperforming (stacking into crit with Mother's Sorrow and Iceheart), and the community even guided you on what to do to bring this build back in line (slightly nerf the 5-piece bonus of Mother's Sorrow), but you guys decided to nerf crit outright, pushing everybody back to the Morrowind meta.
We saw it with Summerset and subsequent patches, including Wolfhunter, where one of Sorcerer's skills was overperforming, and rather than taking a step back and finding what exactly is making it so strong (granted the community couldn't come to that consensus either), you guys decided to pile nerf on top of nerf on top of nerf onto this skill, making it practically useless, all in the name of removing the stun from frags.
We've seen it many times over in the other patches since One Tamriel, though I can't speak to patches prior to that as I wasn't playing the game back then.
We're still seeing it now, arguably as bad as Morrowind. You guys seem adamant that shields are overperforming in both PVE and PVP, though rather than adding a few nerfs (namely the crit nerf and the resistance buff) then seeing how shields play, you guys decided to hit shields with a huge nerf via a cast time. It is good that you reverted it, and the new health scaling nerf can be argued for being better or worse, but the very fact that you guys piled 3 big nerfs onto them, before even letting players test the impact of them, is the problem.
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
What makes this so much more infuriating is that you guys are so close to achieving great balance most of the time, but you screw the pooch by overnerfing. Rather than going at a problem with a nerf scalpel, you go at it with a nerf sledgehammer, consequently destroying the patient, the table, and the floor. This has been proven time and time again, and will continue to happen until you guys do something about it.
If you need help identifying issues, why not talk to the community about it. Come onto the forums and ask us what the problem is with x, then monitor responses. Or, hell, why not use the class reps program you guys have going. Before even planning out changes, let alone doing them, ask the reps what the problem is with x, and what they suggest doing about it.
To sum it up, please, just forego the "chisel versus hammer" approach you guys have towards balancing. It is not working, it has never worked, and only serves to drive players away.
Technically that's where we though us class reps would come in as intermediariesintermediaries, but it hasn't worked that way because they told us specifically that they do not want suggestions, but pain points.
We tell them exactly and specifically what needs addressing (in this case it was forward momentum and swift), but this was totally unexpected. Same for the shield thing. People have been telling us that we did a great job and many changes this patch are very much in line with the pain points we presented, but then they put other changes in that completely overshadow the work we do. It's frustrating, really.
Doctordarkspawn wrote: »I remain convinced the entirety of these problems stem from one man and his inability to concede that he is not the supreme executive power when it comes to deciding what a issue is and how to fix it.
And we all know his name.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_BrianWheeler @ZOS_RobGarrett I implore you guys to read this thread. Please. I was going to make the exact same thread earlier today, but decided not to because I simply couldn't put it into words, but OP has put it perfectly.
The "chisel versus hammer" approach you guys are taking is killing the game for its core audience. This patch has been a prime example within a whole list of prime examples of how bad this approach to balancing can be.
We saw it with Morrowind, where sustain was going unchecked in PVP, primarily due to CP, but rather than looking at the fine details of the problem, you guys decided to just nerf sustain outright and the game is still trying to recover from that to this day.
We saw it with Horns of the Reach, where one specific build on the PTS was slightly overperforming (stacking into crit with Mother's Sorrow and Iceheart), and the community even guided you on what to do to bring this build back in line (slightly nerf the 5-piece bonus of Mother's Sorrow), but you guys decided to nerf crit outright, pushing everybody back to the Morrowind meta.
We saw it with Summerset and subsequent patches, including Wolfhunter, where one of Sorcerer's skills was overperforming, and rather than taking a step back and finding what exactly is making it so strong (granted the community couldn't come to that consensus either), you guys decided to pile nerf on top of nerf on top of nerf onto this skill, making it practically useless, all in the name of removing the stun from frags.
We've seen it many times over in the other patches since One Tamriel, though I can't speak to patches prior to that as I wasn't playing the game back then.
We're still seeing it now, arguably as bad as Morrowind. You guys seem adamant that shields are overperforming in both PVE and PVP, though rather than adding a few nerfs (namely the crit nerf and the resistance buff) then seeing how shields play, you guys decided to hit shields with a huge nerf via a cast time. It is good that you reverted it, and the new health scaling nerf can be argued for being better or worse, but the very fact that you guys piled 3 big nerfs onto them, before even letting players test the impact of them, is the problem.
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
What makes this so much more infuriating is that you guys are so close to achieving great balance most of the time, but you screw the pooch by overnerfing. Rather than going at a problem with a nerf scalpel, you go at it with a nerf sledgehammer, consequently destroying the patient, the table, and the floor. This has been proven time and time again, and will continue to happen until you guys do something about it.
If you need help identifying issues, why not talk to the community about it. Come onto the forums and ask us what the problem is with x, then monitor responses. Or, hell, why not use the class reps program you guys have going. Before even planning out changes, let alone doing them, ask the reps what the problem is with x, and what they suggest doing about it.
To sum it up, please, just forego the "chisel versus hammer" approach you guys have towards balancing. It is not working, it has never worked, and only serves to drive players away.
Technically that's where we though us class reps would come in as intermediariesintermediaries, but it hasn't worked that way because they told us specifically that they do not want suggestions, but pain points.
We tell them exactly and specifically what needs addressing (in this case it was forward momentum and swift), but this was totally unexpected. Same for the shield thing. People have been telling us that we did a great job and many changes this patch are very much in line with the pain points we presented, but then they put other changes in that completely overshadow the work we do. It's frustrating, really.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_BrianWheeler @ZOS_RobGarrett I implore you guys to read this thread. Please. I was going to make the exact same thread earlier today, but decided not to because I simply couldn't put it into words, but OP has put it perfectly.
The "chisel versus hammer" approach you guys are taking is killing the game for its core audience. This patch has been a prime example within a whole list of prime examples of how bad this approach to balancing can be.
We saw it with Morrowind, where sustain was going unchecked in PVP, primarily due to CP, but rather than looking at the fine details of the problem, you guys decided to just nerf sustain outright and the game is still trying to recover from that to this day.
We saw it with Horns of the Reach, where one specific build on the PTS was slightly overperforming (stacking into crit with Mother's Sorrow and Iceheart), and the community even guided you on what to do to bring this build back in line (slightly nerf the 5-piece bonus of Mother's Sorrow), but you guys decided to nerf crit outright, pushing everybody back to the Morrowind meta.
We saw it with Summerset and subsequent patches, including Wolfhunter, where one of Sorcerer's skills was overperforming, and rather than taking a step back and finding what exactly is making it so strong (granted the community couldn't come to that consensus either), you guys decided to pile nerf on top of nerf on top of nerf onto this skill, making it practically useless, all in the name of removing the stun from frags.
We've seen it many times over in the other patches since One Tamriel, though I can't speak to patches prior to that as I wasn't playing the game back then.
We're still seeing it now, arguably as bad as Morrowind. You guys seem adamant that shields are overperforming in both PVE and PVP, though rather than adding a few nerfs (namely the crit nerf and the resistance buff) then seeing how shields play, you guys decided to hit shields with a huge nerf via a cast time. It is good that you reverted it, and the new health scaling nerf can be argued for being better or worse, but the very fact that you guys piled 3 big nerfs onto them, before even letting players test the impact of them, is the problem.
And we're seeing it crystal clear in these latest patch notes with mobility. Most people come to the general consensus that what is overperforming is the interaction between Swift, Major Expedition, and Forward Momentum, and at the heart, it is Forward Momentum causing this interaction to be way too strong. The counter to speed is snares and immobilisations, but through Forward Momentum, somebody can gain complete snare immunity for 8 seconds with 100% uptime. But instead of just adjusting Forward Momentum, maybe even bringing Swift down a little, you guys decide to nerf mobility across the board, in places it really didn't need to be nerfed.
What makes this so much more infuriating is that you guys are so close to achieving great balance most of the time, but you screw the pooch by overnerfing. Rather than going at a problem with a nerf scalpel, you go at it with a nerf sledgehammer, consequently destroying the patient, the table, and the floor. This has been proven time and time again, and will continue to happen until you guys do something about it.
If you need help identifying issues, why not talk to the community about it. Come onto the forums and ask us what the problem is with x, then monitor responses. Or, hell, why not use the class reps program you guys have going. Before even planning out changes, let alone doing them, ask the reps what the problem is with x, and what they suggest doing about it.
To sum it up, please, just forego the "chisel versus hammer" approach you guys have towards balancing. It is not working, it has never worked, and only serves to drive players away.
Technically that's where we though us class reps would come in as intermediariesintermediaries, but it hasn't worked that way because they told us specifically that they do not want suggestions, but pain points.
We tell them exactly and specifically what needs addressing (in this case it was forward momentum and swift), but this was totally unexpected. Same for the shield thing. People have been telling us that we did a great job and many changes this patch are very much in line with the pain points we presented, but then they put other changes in that completely overshadow the work we do. It's frustrating, really.
Some one should really post the definition of a scalpel for the team. When you say scalpel they think they must mean Stormbreaker. Maybe a couple of pictures.
Doctordarkspawn wrote: »I remain convinced the entirety of these problems stem from one man and his inability to concede that he is not the supreme executive power when it comes to deciding what a issue is and how to fix it.
And we all know his name.
Doctordarkspawn wrote: »
WreckfulAbandon wrote: »Agree with most of this, changes are consistently far too drastic. PTS cycles are a few weeks, plenty of time for small incremental changes. I recognize that they are trying and they do respond to feedback. Please keep speaking truth to them Class Reps.
If ZOS decides to nerf speed across the board without touching Rapids, there's going to be a mass exodus of PvPers who don't play in large groups. Classes such as Stamsorc and both Templars need to be considered when implementing a speed potion nerf. And for the love of Talos remove Evasion and buff Shuffle to give medium unquestionably superior mobility. Swift to 7% each, Forward Momentum to 5 sec immunity seems balanced. And if speed pots go to 15 seconds they will be almost worthless. 30 seconds should be the absolute minimum and imo 45 seconds is fine. I would rather see immovability pots removed from the game than nerfing mobility so hard.
We tell them exactly and specifically what needs addressing (in this case it was forward momentum and swift), but this was totally unexpected. Same for the shield thing. People have been telling us that we did a great job and many changes this patch are very much in line with the pain points we presented, but then they put other changes in that completely overshadow the work we do. It's frustrating, really.
ZOS should listen so much to this. Make smal changes, See how they work on live. If needed do some more with the next patch.
Speed: Reduce swift and forward momentum. Monitor it on live, adjust with the next patch if needed.
Shields: Add resistences and crit modifier to them. Monitor on live, adjust with the next patch if needed.
If i would buy a car that i fell in love with an drive it everyday and then after about 2 years the company where i bought it would come to me and replace my car with a bycicle i would be kinda mad. Kinda like TESO for atm.
We tell them exactly and specifically what needs addressing (in this case it was forward momentum and swift), but this was totally unexpected. Same for the shield thing. People have been telling us that we did a great job and many changes this patch are very much in line with the pain points we presented, but then they put other changes in that completely overshadow the work we do. It's frustrating, really.
Third strike and I'd be done, especially with the work and effort you all do. I'd tell everyone in the program to up and leave at that point to send them a message.
Fool me once, shame on you. Fool me twice, shame on me...
nah there the only hope for this games combat...