EdmondDontes wrote: »PvP has not failed. ZOS has failed to support PvP.
ResidentContrarian wrote: »When gear is playing the game, there is little reason to play.
Most outcomes are decided exclusively through gear, and the tank meta thanks to numerous CP stars, ZOS ignoring feedback, etc. is a joke.
And it's clear what sets are the issue since everyone is using them: rallying cry, vate 2h, pariah, malacath, that mythic on the PTS that gives every buff you can ever want (soon to be an issue and kill PvP for sure), etc.
These items are not balanced in any way, shape, or form, when they:
1. Have no replacement
2. Are literally BETTER copies of the same 5-piece effect of other sets (lol don't get me started on that mythic)
3. Ultimately all increase damage, survivability, etc. with little trade-off
4. When combined, all the unbalanced gear cannot be competed with on any build besides ones running the same exact gear
And we're just talking about gear that everyone knows and ignoring bugs that aren't talked about like iron blood and pain refuge, and all the other interactions that are buggy and/or OP in ways they shouldn't be.
We don't even need to talk about classes yet, because the gear is such an issue!
Also, siege is a meme!
Well, the only way to do this is by prolonging fights by quite a bit. So that there is no insane burst damage, or killing players within 0.4 seconds anymore. This would allow players to respond. (other MMO's do this already)psychotrip wrote: »
Gear determining wins is one of the main reasons I avoid pvp in MMORPGs. These are all good points.
But how do designers work around this? How do you create a sense of progression and reward without increasing player power? Genuinely curious what you all think about this. I love the IDEA of pvp
But I want to feel like I'm the one improving, not my gear.
This all in mind - why would anyone ever play ESO PvP over an actual PvP oriented game? There has to be *some* benefit, something to make it worthwhile. And there really isn't. ESO PvP is worse in all ways than the competition, no upsides for playing it over the MOBAs out there, the pvp shooters, platform fighters, etc. All it needs is to just *Barely* be good enough that it's worth playing and doesn't feel *too* bad that it's mildly enjoyable while being useful for progressing whatever game goals the player has (making gold, whatever), and it just...isn't.
This all in mind - why would anyone ever play ESO PvP over an actual PvP oriented game?
This all in mind - why would anyone ever play ESO PvP over an actual PvP oriented game? There has to be *some* benefit, something to make it worthwhile. And there really isn't. ESO PvP is worse in all ways than the competition, no upsides for playing it over the MOBAs out there, the pvp shooters, platform fighters, etc. All it needs is to just *Barely* be good enough that it's worth playing and doesn't feel *too* bad that it's mildly enjoyable while being useful for progressing whatever game goals the player has (making gold, whatever), and it just...isn't.
I think, and I’ve heard others say multiple times, that the reason a lot of us continue to play ESO pvp is that it doesn’t really have any competition - at least on console. I enjoy MOBAs and shooters too, like you mentioned, but being able to join a group with 11 other people and play together for hours in open world pvp is fun. We have Black Desert on console, but the nature of a lot of the elements of a non-Western mmo don’t really appeal to a lot of the NA/EU player base imho. Until one day when another ESO/DAoC-type Western mmo comes along and challenges ESO for players I think ESO pvp will carry on despite its frustrating flaws.
MEBengalsFan2001 wrote: »I don't think PVP has failed. In fact compared to other MMO games that have a PVE focus, ESO PVP is way better than many MMO games.
The issue for me with PVP is how control effects work and how immunity from them work. Getting that fixed would improve PVP.
The other thing is that the role you have selected should have additional impact to stats in PVP.
For example...
Healers: 10% increase to healing out and 10% reduction in damage
Tanks: 10% increase to healing in and 10% reduction in damage
DPS: 10% increase in damage and resistance cappped at 24K and healing in reduced by 5%.
As for performance it is an issue but even with the best technology flawless performance won't last unless Microsoft continues to provided updated servers and continue to streamline the coding.
I believe that code that is almost 10 years old now needs to be streamed line, which it sounds like they are trying to do along with releasing new content regularly.
Neelanna48 wrote: »EdmondDontes wrote: »PvP has not failed. ZOS has failed to support PvP.
These two sentences here completely 100% sum up the present state of PvP in ESO.
Neelanna48 wrote: »EdmondDontes wrote: »PvP has not failed. ZOS has failed to support PvP.
These two sentences here completely 100% sum up the present state of PvP in ESO.
Exactly, and they killed some of their hamsters today, during maintenance. Someone should have to answer for this tragedy!
Well, the only way to do this is by prolonging fights by quite a bit. So that there is no insane burst damage, or killing players within 0.4 seconds anymore. This would allow players to respond. (other MMO's do this already)psychotrip wrote: »
Gear determining wins is one of the main reasons I avoid pvp in MMORPGs. These are all good points.
But how do designers work around this? How do you create a sense of progression and reward without increasing player power? Genuinely curious what you all think about this. I love the IDEA of pvp
But I want to feel like I'm the one improving, not my gear.
There are multiple ways ZOS could do this:
-Adding quite some protection to battle spirit. So even the worst PvPers can live somewhat.
-Increasing player health in PvP to 1 million, or something like that. So fights last much longer, and even bad players can learn how they can respond to attacks.
-Adding mythics that specifically hinder instant/near instant kills in PvP.
There are probably some other ways, but personally I'd be for increasing health in PvP by a lot. Atleast 1M health would be ideal, so even those that parse well over 100k take 6-8 seconds to kill anyone.
And if players die slow, they themselves can adjust how well they play by themselves. As the extra non-death time allows them to learn responses, what works better, tactics, etc.
PS: Ofcourse some other things would have to be adjusted to compensate for the higher survivability though.