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Pong MMO

UrbWzrd
UrbWzrd
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Ok, it is only just a little more than 6 months I play ESO. That said, I am a veteran gamer, especially into Fantasy / RPG genre, with more than 30 years active history.

I usually play single player games because the pace of multiplayer is too much for me. So it is no surprise I play ESO mostly solo.

I really like the game, so much that it is the only game I play now, although I quite have a large library.

Like I said, I play the games in my pace, not without a rush. But ESO, probably because an MMO, pushes me otherwise. Events are one part of this. Within such a short duration, I think I attended like four events.

But why I raised this topic is the other reason pushing me, and probably many others, to rush; officially named "fixes", but what we peasants call "nerf's".

There is a constant thing going on with nerf's; nerf skills, nerf sets, nerf CP's... It is a never ending cycle and in very quick successions.

Like I said, I am an RPG nerd with a slow pace and cling to the longevity, seek to raise my EGO step by step. So, first, I began to build my character using Mighty Chudan, it got nerf'ed even before I had a change to use it.

I am into crafting, and looking for Stuhn and New Moon, both nerf'ed.

A lot is nerf'ed in such a short period and from the forums I know that this is it since day 1.

What is the explanation? Balance! Sorry, but nothing is far from the "balance" in this game.

A guy was whining a while ago about how crafted sets are overpowered and how easy for EVERYONE to access them, like crafting is easy or those EVERYONE cannot idly run a dungeon over and over again to claim his well deserved sets.

Another whines about how a skill unbalances PvP, like before Nightblades did not overrun PvP and now Themplars doing the same.

It is a huge game and unless ZOS target to become first and ever PONG MMO, by butchering everything at hand, they just cannot accomplish anything (some say this has nothing to do with balance and just for selling new content, which I hope is not true).

There are some clever people in the forums, if ZOS care to read, approach the balance issue from a better perspective; buff whatever is considered weak. That way, ZOS can run after their holly balance crusade without ruining people's characters, their investments in the game.

I, for one, will not bother if another character raises over mine by time just because it gets better, not because my character gets butchered by numbers. And that way there will be more room to work on my character to further develop it, not just altogether abandon it.

I want stability, longevity. If ZOS wants to reward multiplayer, fine, but while doing that if they hurt my solo - or small group considering recent Stuhn butchering, this is not fine.
RedReign wrote: »
How about instead of nerfing them, we buff other classes accordingly?
  • mairwen85
    mairwen85
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    UrbWzrd wrote: »
    Ok, it is only just a little more than 6 months I play ESO. That said, I am a veteran gamer, especially into Fantasy / RPG genre, with more than 30 years active history.

    I usually play single player games because the pace of multiplayer is too much for me. So it is no surprise I play ESO mostly solo.

    I really like the game, so much that it is the only game I play now, although I quite have a large library.

    Like I said, I play the games in my pace, not without a rush. But ESO, probably because an MMO, pushes me otherwise. Events are one part of this. Within such a short duration, I think I attended like four events.

    But why I raised this topic is the other reason pushing me, and probably many others, to rush; officially named "fixes", but what we peasants call "nerf's".

    There is a constant thing going on with nerf's; nerf skills, nerf sets, nerf CP's... It is a never ending cycle and in very quick successions.

    Like I said, I am an RPG nerd with a slow pace and cling to the longevity, seek to raise my EGO step by step. So, first, I began to build my character using Mighty Chudan, it got nerf'ed even before I had a change to use it.

    I am into crafting, and looking for Stuhn and New Moon, both nerf'ed.

    A lot is nerf'ed in such a short period and from the forums I know that this is it since day 1.

    What is the explanation? Balance! Sorry, but nothing is far from the "balance" in this game.

    A guy was whining a while ago about how crafted sets are overpowered and how easy for EVERYONE to access them, like crafting is easy or those EVERYONE cannot idly run a dungeon over and over again to claim his well deserved sets.

    Another whines about how a skill unbalances PvP, like before Nightblades did not overrun PvP and now Themplars doing the same.

    It is a huge game and unless ZOS target to become first and ever PONG MMO, by butchering everything at hand, they just cannot accomplish anything (some say this has nothing to do with balance and just for selling new content, which I hope is not true).

    There are some clever people in the forums, if ZOS care to read, approach the balance issue from a better perspective; buff whatever is considered weak. That way, ZOS can run after their holly balance crusade without ruining people's characters, their investments in the game.

    I, for one, will not bother if another character raises over mine by time just because it gets better, not because my character gets butchered by numbers. And that way there will be more room to work on my character to further develop it, not just altogether abandon it.

    I want stability, longevity. If ZOS wants to reward multiplayer, fine, but while doing that if they hurt my solo - or small group considering recent Stuhn butchering, this is not fine.
    RedReign wrote: »
    How about instead of nerfing them, we buff other classes accordingly?

    But when everyone is OP, no one is...

    On a serious note though, the main problem with "always buff, never nerf" is that it implies all strategic options on all gear, classes and skills are good for the game, or that they should all be equal and effective. Not all options should have equal weight, there should be options and opportunity to counter, and situations where one is less desirable than another (or vice-versa). The common argument that nerfing only leads to homogeneity and ultimately rock-paper-scissors combat, is true of the opposite also. A healthy bounce between nerfs and buffs is what is needed. Some skills and strategic options should be better than others, and in the same token, yes, that means some should be worse than others. The problem only exists when there is no counter-play, or a single class has more of such options than another, or an item presents itself without viable or comparable alternative. The solution isn't equality/egality but an equilibrium of available options. That's the tightrope that ZOS is trying to cross, and sometimes they make it, sometimes they fall.

    Edited by mairwen85 on July 24, 2020 3:36PM
  • miteba
    miteba
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    I have that same feeling for some years now!

    Unfortunately that longevity issue hasn't changed a bit, and i can say that it is even worse now because there is some bipolar trend to Nerf and revert nerfs, buffs, etc
    Some updates give some hope (or at least some hints) showing some future thinking/strategy but the next update after that just ruins everything, instead of following the same pattern of the last one.

    Imo there are too many new sets each update, which unbalance everything again, because they don't think them quite through... And then they have to rebalance everything again.

    And they should rethink/create another battlespirit kind of system to work as a filter to balance PvE and pvp

    Each new update is more visible to the community that they are releasing OP sets just to sell updates & expansions, not worrying about balance problems that they have to resolve later
  • miteba
    miteba
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    I agree with you @mairwen85
    There is no problem adjusting some skills/sets by nerfing or buffing them accordingly.
    The most important is to always have some counterplay for skills/sets/classes, and that way gamers will always have to think about their builds, looking for pros and cons

    What upsets me it's the extremely fast pace of the changes, obviously each new update (or each 3/4 months) and extreme buffs/nerfs applied instead of a more moderate approach, which suddenly makes some builds extremely overpowered or just kills them ...

    For those who like tempestuous changes of gameplay, in short cycles, this game is awesome but for those like me and @UrbWzrd this pace is a little too much chaotic
    Edited by miteba on July 24, 2020 6:24PM
  • mairwen85
    mairwen85
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    miteba wrote: »
    I agree with you @mairwen85
    There is no problem adjusting some skills/sets by nerfing or buffing them accordingly.
    The most important is to always have some counterplay for skills/sets/classes, and that way gamers will always have to think about their builds, looking for pros and cons

    What upsets me it's the extremely fast pace of the changes, obviously each new update (or each 3/4 months) and extreme buffs/nerfs applied instead of a more moderate approach, which suddenly makes some builds extremely overpowered or just kills them ...

    For those who like tempestuous changes of gameplay, in short cycles this game is awesome but for those like me and @UrbWzrd this pace is a little too much chaotic

    This I agree with, the current rate of change does not allow for much stability. Ideally you'd want a longer period of stability to better understand what needs to change.
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