The expectation from those of us who have been subscribing to ESO for years is that a class IS optimal for a key role in pve or pvp. Pvp is competitive. Consequences for 'not being optimal' is a split second death or constant team wipes.
While the feedback and honesty regarding current combat options from Devels is appreciated, what is happening is that 'feeling' like you are on your nightblade/sorc etc is NOT enough for experienced players.
VaranisArano wrote: »"Viable, not necessarily optimal"
A. ZOS does not guarantee that your class will be invited to the hardest content by elite, optimized trial teams in a particular role.
B. ZOS does not guarantee that your class will remain optimal at whatever role it was previously optimal at, i.e. DKs will not necessarily stay the best tanks in all content, forever and ever, amen.
C. There will always be a Meta for players to follow and ZOS will keep changing that meta so the end-game scene doesnt stagnate. PVE will continue to be balanced like its a game of "King of the Hill".
D. ZOS sincerely hopes you enjoy being a Jack of All Trades, Master of None.
The above is nothing new. That's just how ZOS balances classes since One Tamriel.
Terion_Fyr wrote: »you will never balance everything perfectly because everyone perform different with a class
The expectation from those of us who have been subscribing to ESO for years is that a class IS optimal for a key role in pve or pvp. Pvp is competitive. Consequences for 'not being optimal' is a split second death or constant team wipes.
While the feedback and honesty regarding current combat options from Devels is appreciated, what is happening is that 'feeling' like you are on your nightblade/sorc etc is NOT enough for experienced players.
"Viable, not necessarily optimal"
At least they're being honest. A lot of other devs out there wouldn't say that to their audience.
"Balance" doesn't exist. And it never will.
"Viable, not necessarily optimal"
At least they're being honest. A lot of other devs out there wouldn't say that to their audience.
"Balance" doesn't exist. And it never will.
That's because we (the gaming community) have now gone full tilt in defining "balance" as "numerically identical". Believe it or not there was a time when balance meant something like "Yeah, you get more damage out of flame fist than shock lance, but shock lance has a much greater range and can pierce." These days it's all about those stupid damage meter numbers. If an attack's dps number is just 1% lower, it's completely unacceptable.
Yes, I've actually seen extremely heated arguments ensue over a frikin 1% difference that in practical terms maybe, maybe resulted in the boss dying in 23.783 seconds instead of 23.762 seconds. On a boss that doesn't even engage his first mechanic until a full two minutes have passed in the fight!