Starlight_Whisper wrote: »😂 they do now. Proc sets don't exist in pvp
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
The gear may cause issues but they are only symptoms not the acutal root problem.Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear combat system.
The gear may cause issues but they are only symptoms not the acutal root problem.Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear combat system.
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
The gear may cause issues but they are only symptoms not the acutal root problem.Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear combat system.
I agree, but this concept (GW2 arena gear system) would be a good start.
Araneae6537 wrote: »Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
Totally not friendly to new players. If I couldn’t venture in wearing my PvE gear or do the occasional BG while leveling in my cobbled gear, I would never do such content at all.
Also terrible for current players since many will have used expensive mats on gear they would no longer be able to use as they wished (I know this is currently the case in Cyrodiil to a large extent, but it is a test only and I expect that sets would be modified if results are favorable).
VaranisArano wrote: »One benefit of treating them similarly is it lessens the amount of transition from PVE to PVP and vice versa. As it is, there's a few skills and a few sets that have different effects on players.
The other part is that PVEers generally don't complain when certain sets are overperforming in PVE. And neither Molag Kena, Domihaus, nor the coalition of trial bosses have forum accounts.
The gear may cause issues but they are only symptoms not the acutal root problem.Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear combat system.
I agree, but this concept (GW2 arena gear system) would be a good start.
And like GW2, that would only work in Battlegrounds, which are the ESO equivalent of GW2 "PvP".
In World v. World, your regular gear stats apply, just like they do in Cyrodiil.
Also, how would you handle duels? Can you only duel if you are wearing PvP gear?
The gear may cause issues but they are only symptoms not the acutal root problem.Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear combat system.
I agree, but this concept (GW2 arena gear system) would be a good start.
And like GW2, that would only work in Battlegrounds, which are the ESO equivalent of GW2 "PvP".
In World v. World, your regular gear stats apply, just like they do in Cyrodiil.
Also, how would you handle duels? Can you only duel if you are wearing PvP gear?
This could work in both ESO Cyrodiil and BG's. GW2 doesn't have nearly the amount of problems as ESO Cyrodiil, & their gear/stat system is simpler.
Dueling is PvP so PvP sets could work, or keep dueling as is in PvE land.
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality. New sets can be locked out w/o purchase or sub of new zones & dungeons.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- PvP tannin quality numbers could be adjusted/balanced.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
edit concept updated
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality. New sets can be locked out w/o purchase or sub of new zones & dungeons.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- PvP tannin quality numbers could be adjusted/balanced.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
edit concept updated
Also saves pvp players from doing pve content which most don't like
But it should be possible to convert gear from pve to pvp variant, if people prefers farming their gear in the old fashion way
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality. New sets can be locked out w/o purchase or sub of new zones & dungeons.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- PvP tannin quality numbers could be adjusted/balanced.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
edit concept updated
Goregrinder wrote: »VaranisArano wrote: »One benefit of treating them similarly is it lessens the amount of transition from PVE to PVP and vice versa. As it is, there's a few skills and a few sets that have different effects on players.
The other part is that PVEers generally don't complain when certain sets are overperforming in PVE. And neither Molag Kena, Domihaus, nor the coalition of trial bosses have forum accounts.
This is definitely an overlooked aspect of balance. PVErs almost want sets and abilities to overperform, because that means they can kill programmed code faster, and programmed code will have a harder time killing them. The easier the better basically, and Trial bosses can't complain when players are DPSing them way too fast because bosses are just programmed code.
PVP is a different story, since the programmed code on the other end of an overtuned set or ability is a human being. And unlike a computer controlled non-player character, human beings will complain when something feels too powerful or too easy to achieve, because that is something a human being will notice while computerize code will not. Maybe that will change in the 22nd century, but right now the technology just isn't there....human beings are still smarter than a trial boss.
So this makes balancing always a challenge. You either balance PVE gear and PVP gear separately, and have two different teams of devs balancing sets of gear and abilities twice.
Or...
One dev team, balancing one set of gear and abilities for two game modes. You probably could have two dev teams balancing one set of gear and abilities for two game modes, but I mean...how much money does ZOS have in their yearly budget to hire new deveopers JUST to balance something that may or may not improve it's current state?
I mean, does anyone know what ZOS's balance sheet even looks like? How much money do they have in the 2021 hiring budget to have two full teams working on the same aspect of the game from two different angles?
Basically since release either PvE or PvP players complained because certain sets were either to strong or to weak in their played environment resulting in a buff or nerf that totally screws the other playerbase.
If a set is drasically overperforming in PvP but is fine in PvE only nerf it in PvP areas so it doesn't become useless when doing PvE content and vice versa.
It wouldn't have to happe all at once, not even all sets would need to be affected, just the upper and lower 5% of PvE and PvP sets and we would have a balance like we never saw before!
I would prefer this system to start,
- PvE gear no longer works in BG's & Cyrodiil.
- New PvP only armor quality - not usable in pve.
- AP PvP vendors sell every set in the game, except trial & crafted, in this new set quality. New sets can be locked out w/o purchase or sub of new zones & dungeons.
- New crafting tannin quality (PvP) for crafted sets.
- Ap PvP enchanting vendor sells premade enchants in new pvp only quality. New pvp kuta aspect for crafting.
- Some PvE land sets may not be released in new pvp tannin quality for balance.
- PvP tannin quality numbers could be adjusted/balanced.
- One free starter set & enchants.
Better combat balance.
Less server calculations.
Friendly new player system.
Skill>Gear quality combat system.
edit concept updated
If PvE gear no longer works in PvE then it shouldn't be sold by PvP vendors in any "quality", because that would just be confusing as hell.
Make the split for good and make PvP sets PvP only too.
If you can only get PvP gear by doing PvP then you can only get PvE gear doing PvE.
Goregrinder wrote: »VaranisArano wrote: »One benefit of treating them similarly is it lessens the amount of transition from PVE to PVP and vice versa. As it is, there's a few skills and a few sets that have different effects on players.
The other part is that PVEers generally don't complain when certain sets are overperforming in PVE. And neither Molag Kena, Domihaus, nor the coalition of trial bosses have forum accounts.
This is definitely an overlooked aspect of balance. PVErs almost want sets and abilities to overperform, because that means they can kill programmed code faster, and programmed code will have a harder time killing them. The easier the better basically, and Trial bosses can't complain when players are DPSing them way too fast because bosses are just programmed code.
PVP is a different story, since the programmed code on the other end of an overtuned set or ability is a human being. And unlike a computer controlled non-player character, human beings will complain when something feels too powerful or too easy to achieve, because that is something a human being will notice while computerize code will not. Maybe that will change in the 22nd century, but right now the technology just isn't there....human beings are still smarter than a trial boss.
So this makes balancing always a challenge. You either balance PVE gear and PVP gear separately, and have two different teams of devs balancing sets of gear and abilities twice.
Or...
One dev team, balancing one set of gear and abilities for two game modes. You probably could have two dev teams balancing one set of gear and abilities for two game modes, but I mean...how much money does ZOS have in their yearly budget to hire new deveopers JUST to balance something that may or may not improve it's current state?
I mean, does anyone know what ZOS's balance sheet even looks like? How much money do they have in the 2021 hiring budget to have two full teams working on the same aspect of the game from two different angles?
The problem is that pvp will never appear balanced.
Look at any dedicated pvp game (mortal kombat, overwatch, whatever), their forums are filled with balance complaints. If there was a game about flipping coins and in one parse heads came up 501 out of 1000 times, there would be calls for nerfs to “heads”, and that “tails” needs a buff.
I say since pvp can never appear to be balanced, don’t bother balancing for it. Heavy armor too good in pvp, well pvp players should start wearing heavy armor. Etc.
Adjust things for pve, buff or nerf things slightly to what the game designers intend. Make tanks and healers do more damage, i.e. let them have fun too.
There will always appear to be a meta build in pvp, so stop changing armor, etc, to compensate for it. It’s not like armor sets are only available in limited numbers.
volkeswagon wrote: »Was thinking the same things. Pve and Pvp need to be separated
volkeswagon wrote: »Was thinking the same things. Pve and Pvp need to be separated