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ZOS' Design Concept of Nerfing/Buffing is Baffling

AlextheMuspel
AlextheMuspel
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From the PvP perspective:

xxxx Meta is a real thing in all of the PvP games. There are always some OP/BiS gears, sets, classes that the devs need to adjust once in a while to bring more variety into the game.

However, what really confuses me is ZOS' approach to nerfing/buffing stuff, which always results in either HAMMERING it into oblivion, or making it SO op that everyone is running it.

I'll give you 2 examples to demonstrate my point:

First of all, League of Legends, a game that I've been playing for years. When it comes to balance, this game is on a whole other level than ESO. Let's have a look at their latest patch note:

JzRr1a2.png

In PvP, balancing is like walking on a thin line; if you don't have a comprehensive grasp of the whole picture, you're doomed to break things instead of fixing them. Therefore, gradual and experimental implementation of nerfs/buffs is important.

Let's imagine what would happen if a skill duration in League is nerfed from 12 to 7 seconds. This would be a MASSIVE nerf. In a really balanced game, this sort of change is unacceptable unless they want to rework the whole champion (or class in ESO). Even if it doesn't sound like much, 4 seconds makes A LOT of difference, sometimes it determines the difference between win and loss.

Now, let's have a look at ESO;

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Assuming you're wearing 5pc of heavy, now you're taking 5% extra magic dmg in PvP. Again, it doesn't sound much, but it's a MASSIVE change. Imagine a scenario when you're facing 3 enemies in BG, and all of them deal magic dot. You're a tank who has 49k health and a health-based heal, which heals you for 14k per activation. After 15 seconds, you're gonna take an extra 10k dmg if you haven't been melted yet.

No wonder I felt my 7pc heavy Fortified Brass+Plague Doctor became paper-thin after the patch.

Not to mention THIS mess going on since LAST YEAR:
QW4Plow.png

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From the PvE perspective:

WOW my teammates are gonna be so thrilled when my increased 50% detection radius accidentally aggro the mobs in lower vHRC.

Jokes aside, I haven't played many combat-oriented RPG games except for Dark Souls 3 and Bloodborne. It's kinda unfair to compare a MMORPG to a single-player game. I honestly don't know much about balancing in PvE, guess it will be more or less the same in ESO post-patch: overland too easy, and end-game content becomes more challenging with the patch.

One of the main reasons why I stopped PvE in ESO is the level-scaling, which eliminates any sense of progression in overland content. One Tamriel has turned the game from one theme park to another----one you can go back and forth to all sorts of tourist attractions without any kind of weight attached to it. The world actually feels like a park, and the NPCs are paid actors.

But why the "intended" 15% power nerf to player's characters in the park? PvE and PvP are FUNDAMENTALLY different. Things that utterly uncalled for like this will happen if no separation is made.

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ZOS' design philosophy is utterly baffling to someone who actually wants to enjoy games. It gives me migraines when I'm thinking about: but why? why would this be implemented? Who made the decision? You're welcomed to leave comments if you have some insights about ZOS' thought process.
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