Cant we just get a separate... COMPLETELY separate effects for spells and abilities in PVP versus PVE so that if one has a problem, other does not need to be frustrated because of the other players problems moving to my side of play.
Actually, this works both ways, skill/sets etc have been changed many times beacuse they were deemed too strong in pve.
Thrassian stranglers while very powerful in pvp before the nerf, had a huge downside too, and they were mostly allright.
In pve it was useb by basically everyone, and so it got nerfed.
Just one example of many.
Also ZOS doesnt look at things like pve or pvp players, at the end of the day we are all just players.
The game has both pve and pvp, its about time everyone accepted that.
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Though i guess using optimal builds makes them good but thats not the RP way to do stuff..
Actually, this works both ways, skill/sets etc have been changed many times beacuse they were deemed too strong in pve.
Thrassian stranglers while very powerful in pvp before the nerf, had a huge downside too, and they were mostly allright.
In pve it was useb by basically everyone, and so it got nerfed.
Recapitated wrote: »You also just can't follow people's power fantasies to their logical conclusion. Wrecking blow is, visually, practically a heavy attack, but doesn't mean we can put a stun at the end of every giant axe heavy attack.
Actually, this works both ways, skill/sets etc have been changed many times beacuse they were deemed too strong in pve.
Thrassian stranglers while very powerful in pvp before the nerf, had a huge downside too, and they were mostly allright.
In pve it was useb by basically everyone, and so it got nerfed.
Just one example of many.
Also ZOS doesnt look at things like pve or pvp players, at the end of the day we are all just players.
The game has both pve and pvp, its about time everyone accepted that.
Just that. Many times over the years, my characters have retained their abilities in cosmetic manner, but keeping thenm useful because something is bis in PVP has made it useless in PVE after nerf.
Cant we just get a separate... COMPLETELY separate effects for spells and abilities in PVP versus PVE so that if one has a problem, other does not need to be frustrated because of the other players problems moving to my side of play.
It just feels like when they are trying to fix something in PVP side, they just move that problem to my play in worse degree than it was in PVP. Cant people who do PVP handle dying from other players? I mean being killed by NPC is far worse than being killed by another player who can actually think and adjust or what is this thing that constantly makes things change to the worse and rthen good and then worse again in never ending loop that frustrates me quite a bit?
Recapitated wrote: »You also just can't follow people's power fantasies to their logical conclusion. Wrecking blow is, visually, practically a heavy attack, but doesn't mean we can put a stun at the end of every giant axe heavy attack.
Wrecking blow is just one attack which haad that fun toss aadded to it. In my opinion, a better change would have been to remove the toss and stun from PVP and keep ot in PVE. Maybe have disorient on PVP instead of toss/stun. Other abilities have that toss still happening so it does not feel consistent or logical to just remove it from one that actually had some connection in terms of weapons impact force on it unlike templars javelin for example or destructive clench on flame staff though that could easily have magick explanation to that effect.
Stun on wrecking blow also had a cooldown, so you could not chain toss/stun your enemies at all though in PVP you coukld with some team wok though that problem would have been easily remedied by simply removing the toss/stun on PVP side and have disorient instead..
There are few abilities that have slightly different effect on PVP compared to PVE which makes them easier to make good for both sides while keeping the base principles same.
I currently dont PVP though i do explore Cyrodil on occasion but what would really make me to go and do PVP is to remove CP and SET bonuses from PVP completely so that you only have the base skills and player capability to use them effectively to make battles more about skill rather than about gear. In terms of that, all items should count as white quality in PVP as well. Gear and CP plays too big a role in PVP in every MMO out there.In any case games like these have multiple vartiables that constantly change both in players en, on server side and path between them which makes balancing a futile attempt in general. Not to mention many complaint usually come from lack of skill rather than somethinhg actually being broke. Should one player or uncoordinated group actually be able to win coordinated group that can play well? No.
El_Borracho wrote: »Its a universal effect on both sides. There are just more PVE players so the complaints are more widespread. I primarily PVE so I can recall most of the recent "injustices" done to Zaan, Iceheart, and sorc shields than something like 7th Legion getting nerfed or bashing being nuked to the ground
VaranisArano wrote: »There's this, but also most PVP players are used to being on the receiving end of whatever gear is most powerful as well as using it themselves. In PVE, the vast majority of players are the ones using the powerful gear, but only the bosses are on the receiving end. PVEers generally look at gear as making it easier for them, without considering that PVE, like PVP, has a desired level of difficulty that must be kept balanced.
VaranisArano wrote: »There's a reason one of my common points in these sorts of discussions is that PVEers are blindsided when their powerful gear gets nerfed for PVE reasons because Molag Kena, Domihaus, and the coalition of Trial Bosses don't have forum accounts. If they did, PVEers would hear about those overused, overpowered "PVE" sets killing the bosses too quickly or making it too hard to kill the group.
kathandira wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 4 meter radius.
Don't ever let anyone tell you they cannot do it. They CHOOSE not to do it across the board. But they certain CAN.
kathandira wrote: »VaranisArano wrote: »There's a reason one of my common points in these sorts of discussions is that PVEers are blindsided when their powerful gear gets nerfed for PVE reasons because Molag Kena, Domihaus, and the coalition of Trial Bosses don't have forum accounts. If they did, PVEers would hear about those overused, overpowered "PVE" sets killing the bosses too quickly or making it too hard to kill the group.
; ) The Account for the bosses in the Dev's metrics. I would hope they are observing how quickly bosses are killed, and what gear/class/skill combos are being used to do so.
After all, that was what they said about Thrassian's, that they felt that PvE'rs were doing way too much damage in Trials, so they nerfed it. Which is honestly one of the few times i've heard that sort of feedback from the Devs.
VaranisArano wrote: »kathandira wrote: »VaranisArano wrote: »There's a reason one of my common points in these sorts of discussions is that PVEers are blindsided when their powerful gear gets nerfed for PVE reasons because Molag Kena, Domihaus, and the coalition of Trial Bosses don't have forum accounts. If they did, PVEers would hear about those overused, overpowered "PVE" sets killing the bosses too quickly or making it too hard to kill the group.
; ) The Account for the bosses in the Dev's metrics. I would hope they are observing how quickly bosses are killed, and what gear/class/skill combos are being used to do so.
After all, that was what they said about Thrassian's, that they felt that PvE'rs were doing way too much damage in Trials, so they nerfed it. Which is honestly one of the few times i've heard that sort of feedback from the Devs.
The Devs most certainly do keep track of those metrics! But they don't usually share those metrics with the players, so PVEers are often completely blindsided by the idea that:
"What, you mean PVE healing might be too strong?"
"What, you mean this set might be overused in PVE?"
(Thrassians is a perfect example - how many PVE players expected it to be nerfed ahead of time when ZOS came out and said "Its too powerful"? I know I heard at least a few "Blame the PVPers" even after ZOS explicitly said otherwise.)
The Devs are getting better at sharing that feedback in the last combat updates, but because PVE players tend not to pay attention to power creep or see those metrics for themselves, it feeds this idea that unless the Devs explicitly state that something was nerfed for a PVE reason, that PVP is to blame.
Things like the Murkmire healing nerfs were particularly egregious examples of this dynamic. If ZOS wanted to nerf PVP healing only, they already use Battlespirit to do so. So when the nerfs hit PVE too, there were clearly PVE reasons to nerf healing driving that decision. But, nooooo, clearly it must be the fault of those awful whiny PVPers.
In short, I find that many PVEers are way too quick to blame PVPers 100% without looking at the PVE reasons for why ZOS nerfed PVE. Why is that? Well, its because most PVEers think about sets, skills, and classes only in terms of how hard it is for them to do what they want, as opposed to considering how hard ZOS wants something to be and that, for ZOS, content becoming easier for PVEers is not necessarily a good thing. If they did consider that - or if the Trials Bosses had forum accounts with which to share the other side of it - they wouldn't be perpetually blindsided when ZOS nerfs PVE for PVE reasons.
On the other side, its a lot more obvious to the average PVPer when a build is legitimately overperforming. The metrics are a lot more apparent, so to speak.
kathandira wrote: »VaranisArano wrote: »kathandira wrote: »VaranisArano wrote: »There's a reason one of my common points in these sorts of discussions is that PVEers are blindsided when their powerful gear gets nerfed for PVE reasons because Molag Kena, Domihaus, and the coalition of Trial Bosses don't have forum accounts. If they did, PVEers would hear about those overused, overpowered "PVE" sets killing the bosses too quickly or making it too hard to kill the group.
; ) The Account for the bosses in the Dev's metrics. I would hope they are observing how quickly bosses are killed, and what gear/class/skill combos are being used to do so.
After all, that was what they said about Thrassian's, that they felt that PvE'rs were doing way too much damage in Trials, so they nerfed it. Which is honestly one of the few times i've heard that sort of feedback from the Devs.
The Devs most certainly do keep track of those metrics! But they don't usually share those metrics with the players, so PVEers are often completely blindsided by the idea that:
"What, you mean PVE healing might be too strong?"
"What, you mean this set might be overused in PVE?"
(Thrassians is a perfect example - how many PVE players expected it to be nerfed ahead of time when ZOS came out and said "Its too powerful"? I know I heard at least a few "Blame the PVPers" even after ZOS explicitly said otherwise.)
The Devs are getting better at sharing that feedback in the last combat updates, but because PVE players tend not to pay attention to power creep or see those metrics for themselves, it feeds this idea that unless the Devs explicitly state that something was nerfed for a PVE reason, that PVP is to blame.
Things like the Murkmire healing nerfs were particularly egregious examples of this dynamic. If ZOS wanted to nerf PVP healing only, they already use Battlespirit to do so. So when the nerfs hit PVE too, there were clearly PVE reasons to nerf healing driving that decision. But, nooooo, clearly it must be the fault of those awful whiny PVPers.
In short, I find that many PVEers are way too quick to blame PVPers 100% without looking at the PVE reasons for why ZOS nerfed PVE. Why is that? Well, its because most PVEers think about sets, skills, and classes only in terms of how hard it is for them to do what they want, as opposed to considering how hard ZOS wants something to be and that, for ZOS, content becoming easier for PVEers is not necessarily a good thing. If they did consider that - or if the Trials Bosses had forum accounts with which to share the other side of it - they wouldn't be perpetually blindsided when ZOS nerfs PVE for PVE reasons.
On the other side, its a lot more obvious to the average PVPer when a build is legitimately overperforming. The metrics are a lot more apparent, so to speak.
In regards to Nerfing things for the sake that enemies in Dungeons and Trials are beaten too easily. I wonder if they consider the bottom half of players. The top half will find it to be a set back, and will overcome it, and still complete the content. This is evident as people are still completing content. However the lower portion of the population could end up locked out of the content due to the lower effectiveness of their skills or gear. I'd really like to see more action taken to raise the floor up a bit rather than lowering the ceiling.
PVEers need to accept the fact that not all nerfs come from pvp. I see people say PVEers never cry for nerfs, but those people need to open their eyes a bit wider.
VaranisArano wrote: »PVEers need to accept the fact that not all nerfs come from pvp. I see people say PVEers never cry for nerfs, but those people need to open their eyes a bit wider.
It looks a little different when PVEers ask for nerfs. Then its typically "X class in overrepresented in Trial groups" or the rare healer going "DDs and tanks are so self-sufficient healers are useless, nerf self-heals!"
Its much more common for PVEers to say stuff like "my class is useless, make me the meta" without considering that the meta is a game of "King of the Mountain." If your class moves up in the rankings, someone else will take your place at the bottom.
VaranisArano wrote: »El_Borracho wrote: »Its a universal effect on both sides. There are just more PVE players so the complaints are more widespread. I primarily PVE so I can recall most of the recent "injustices" done to Zaan, Iceheart, and sorc shields than something like 7th Legion getting nerfed or bashing being nuked to the ground
There's a reason one of my common points in these sorts of discussions is that PVEers are blindsided when their powerful gear gets nerfed for PVE reasons because Molag Kena, Domihaus, and the coalition of Trial Bosses don't have forum accounts. If they did, PVEers would hear about those overused, overpowered "PVE" sets killing the bosses too quickly or making it too hard to kill the group.
.
kathandira wrote: »But Healers would have their healing increased if Healing Done was increased from the current 4% to potentially 10%. Make this bonus more present on healing gear, and you could see a greater demand for healers in PvE content.
Recapitated wrote: »kathandira wrote: »But Healers would have their healing increased if Healing Done was increased from the current 4% to potentially 10%. Make this bonus more present on healing gear, and you could see a greater demand for healers in PvE content.
Or less demand: with 10% healing done you might be able to get away with just one healer. A lot of mechs can't be healed through because they're one-shots or their damage can be "mitigated" by out-dpsing them; if you really want to make healers essential that probably needs to go.