You guys should stop thinking that ZOS is unaware of this concept. It is their conscious design decision to treat PvP and PvE as the same system. Whether we like it or not.
seerevaloc wrote: »You guys should stop thinking that ZOS is unaware of this concept. It is their conscious design decision to treat PvP and PvE as the same system. Whether we like it or not.
Thanks Royaji,
But how can I confirm it's their "conscious" design decision? It doesn't look rational because there are sets heavily buffing PvP related dynamics and sets that buffing PvE related dynamics.
If they were thought "same for everything" anything should be able to do everything. Which is "no". Like Minor Slayer in Dungeons/Trials or +2000HP when a pot is active etc.
They are definitely thought to be different.
PS: I don't whine or complain, I'm happy with what I have already. Just pushing a suggestion about this idea I was thinking recently.
VaranisArano wrote: »seerevaloc wrote: »You guys should stop thinking that ZOS is unaware of this concept. It is their conscious design decision to treat PvP and PvE as the same system. Whether we like it or not.
Thanks Royaji,
But how can I confirm it's their "conscious" design decision? It doesn't look rational because there are sets heavily buffing PvP related dynamics and sets that buffing PvE related dynamics.
If they were thought "same for everything" anything should be able to do everything. Which is "no". Like Minor Slayer in Dungeons/Trials or +2000HP when a pot is active etc.
They are definitely thought to be different.
PS: I don't whine or complain, I'm happy with what I have already. Just pushing a suggestion about this idea I was thinking recently.
We know its a conscious decision because they already have the mechanism to do what you know suggest...and use it very sparingly.
They've already got Battle Spirit, which changes your stats and healing in a PVP zone. They already got certain skills that have varying effects vs NPCs and Players - example: Negate, which silences instead of stuns.
If ZOS wanted to just "play with the PVP stats", they could. In the vast majority of cases, they don't do that. They deliberately change classes, sets, and skills in both PVP and PVE. Examples: Morrowind sustain changes, Nerfmire Damage Shields and passive dodge - really, for the vast majority of nerfs, ZOS deliberately changes for both PVE and PVP.
You guys should stop thinking that ZOS is unaware of this concept. It is their conscious design decision to treat PvP and PvE as the same system. Whether we like it or not.
You guys should stop thinking that ZOS is unaware of this concept. It is their conscious design decision to treat PvP and PvE as the same system. Whether we like it or not.
seerevaloc wrote: »Dear Zenimax & Esteemed forum users,
This is just a discussion about "What if skills have two semi-dependent stats?" like stats will change when "in PvP Zone" and "out of PvP Zone".
So when you want to balance something that hits PvP but works just fine in PvE (or vice versa), you don't need to flat-nerf the whole skill, instead, play with the PvP-zone stats and everyone happy.
Thanks in advance for your valuable inputs, regards.