Zodiarkslayer wrote: »Easy Decision!
Standardized and homogenized sets require players to develop player skill.
Rewards for the Worthy, if you don't mind the pun.
Joy_Division wrote: »It's not rocket science. Something is too strong, it gets nerfed. If something is too weak, it gets buffed. If something is too bland, it gets reformed.
you cant just keep something strong if thats to strong and buff rest to this lvl of power
you cant just keep something strong if thats to strong and buff rest to this lvl of power
Power creep.
MMOs have power creep. That's why you can't just "buff everything that's weak and never nerf anything". Because you'll end up causing more power creep.
The reason why overworld mobs and some normal dungeons are so easy is because ZOS has not done enough nerfs.
Zodiarkslayer wrote: »Easy Decision!
Standardized and homogenized sets require players to develop player skill.
Rewards for the Worthy, if you don't mind the pun.
ArcVelarian wrote: »Overall the thing that needs some TLC is Stamina Class Abilities. The play-ability difference right now between Stamina and Magicka isn't just a gap, it's a friggin canyon.
When you adjust all skills to abide by the same mechanic but redressed for their own graphic appearance on damage, healing, defense, buff or debuff, and CC enabled powers THEN you can road map how to address class distinctions. When you have a clear balance of skill baselines than you work up from the base to distinguish them.
Balance is also an illusion that quickly dismantled class distinction and identity over the years. It is evident in the Warden Sub Attack that is cheaper than Haunting Curse but does the same thing. The NB Spectral Bow was passed to the Sorcerers. The DW Hidden Blade skill gained the NB Teleport Strike.
All of these actions while novel to offer something new are novice decision making processes. These choices further remove any class distinctions. Balancs stems from having clear playstyle distinctions with the classes; while weapon, guild, world and sets shift that playstyle; balance finds its place when you have a clear original point i.e. classes.