MurkyWetWolf198 wrote: »An issue with ESO is that the devs attempt to balance things by not homogenizing them. They intentionally try and avoid making repetitive skills or passives or sets that do the same thing, they want everything to be unique. Usually, this is a good thing, as when they last tried to make everything homogenous (putting all DoTs on the same timers, shifting their power, etc.), we got U35... need I say more?
There is nothing inherently wrong with making things unique, and class identity is already a weak point for many players. I think making that stuff all the same would make the game very boring.
However, the devs fail in one key aspect; the people who decide the changes are very disconnected from the actual player experience. They don't understand what things feel over-tuned, and what things are laughably weak. They can see the numbers, sure, but it's super hard to understand how all the little things in ESO interact with each other to influence a build's efficiency or lack-thereof.
I think the only way balance will improve consistently is to stop having the devs in the dark about players, and vice versa. They need to understand what our complaints are, as well as what playing the game itself is like (don't think I've ever met a dev who plays the game in my entire 6 years of playing), and we need to understand their concerns about balance and, for better or worse, profit. They want to make money on this game and that's not bad, it just needs to be addressed.
More communication is the ONLY way that things will improve consistently
Grandsheba wrote: »For as long as I've been in the game it'd been Dks, Temps, sorts then night blades for order of dev favoritism. Ut leaves the game heavily unbalanced when the devs don't compare class skills next to each other to ensure the same about of effects get the same amount of cost.
For example: dragon knights have an aoe stun skill that has a synergy
Burning talons: cost 3780
Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1808 Flame Damage over 4 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Necros have an aoe stun that has a synergy.
Agony totem: cost 4050 mag
Summon an effigy of bone at your feet for 13 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%
Then there's the defense skills
Templar
Restoring focus: Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. Standing within the rune heals you for 959 Health every 1 second, which scales off your Max Health.
Blazing Shield: Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies.
Living Dark: Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their movement speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
Warden
Crystallized Slab: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage and stunning them for 3 seconds.
Ice Fortress: Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 25 seconds. You gain Minor Protection, reducing your damage taken by 5% for 25 seconds.
Leeching Vines: Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Nightblade
Shadowy disguise: Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. (This is the strongest armor in pvp, since you cant be hit. Not much for pve)
Mirage: Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Sorcerer
Hurricane: Manifest yourself as pure air, buffeting nearby enemies with wind dealing 238 Physical Damage every 1 second for 20 seconds. The winds grow in damage and size, increasing up to 160% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Empowered ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 3718 damage for 10 seconds. Damage shield strength scales off your Max Magicka and is capped at 50% of your Max Health. Also grants Minor Intellect and Minor Endurance to you and nearby allies, increasing your Magicka and Stamina Recovery by 15% for 10 seconds
Bound aegis: Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 40% for 5 seconds and Minor Protection for 20 seconds, reducing your damage taken by 5%. While slotted, your Max Magicka is increased by 8% and you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974.
Dragonknights
Hardened armor: Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Magic Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
Protective plate: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Necromancers
Resistant flesh: Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
summoners armor:
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes
How many armor skills have 3 to 4 effects? Harden armor cost 2700 Magicka and gives 4 bonuses, sheild, Major Resolve and then also deals dmg to all that attack.
This summoners armor is no where near the other defensive skills and only offers a weaker passive the necro already has thats it...why? Every other class has 100% dmg sheilds except for Warden and necros, why?
Who else In the game gets a percentage based heal with several other bonuses ontop of that? Necros strongest heal comes with a debuff, what other class gets a debuff from using their skills? How is this balanced? The morphs, theme of the clases, the amount of bonuses and negative effects per skill as well as the cost are not balanced. No armor buff should give more than another class, they should all have the same number of bonuses and cost, that's balanced because they are equal. They can have different effects but still be balanced. Necros theme goes with dots, yet they hsve very few dots in their kits, necros also need a corpse for the vast majority of their abilities which is a negative aspect as it make them the slowest class with their skills.
Nature's grasp for Warden was an opportunity for Wardens to have a single target burst heal, but it moves the Warden into harms way...why? When is this actually useful? Why couldn't the vines heal the target then morph to allow it to grow to the nearest 2 targets and heal them as well. The other one could heal 1 target while removing the negative effects from the target to the Warden since the Warden has a cleansing skill.
Honestly if the devs just compare all the classes to the Templars and dragon knights and brings them UP to their performance instead of nerfing them we could actually see balance. But again there needs to be a foundation, each skill type should have a certain number of bonuses and negatives. I could understand strong skills getting a negative debuff when spammed but not a flat out nerf. I just don't get why the devs do this at all.
propertyOfUndefined wrote: »Just my personal opinion, but I honestly don't think classes are as "unbalanced" as players think. Sure, there's some room for improvement, but it's relatively small tweaks as far as I'm concerned.
I feel like they're more or less equal in potential at this point, but play differently from each other, which is actually a good thing! The last thing we want is for classes to have the same abilities that differ only in their names and visual effects.
It is not just the potion. There are dedicated revealing skills that prevent you from using invisibility. And it is not like players slot those skills just to be able counter invisibility. For the most part those abilities give passive bonuses (like Revealing Flare gives you Major Protection, so many players slot it just for that). On top of that, if you have strong DOT, then it is also going to work as cloak no longer blocks dot dmg. It used to do so in the past (apparently they had troubles coding the cloak as in the past every dot was also interrupting it lol, so for a very long time it was their "fix" so it would suppress DOTs... lol2).While you make some decent points, as much as everyone will hate this, there is a potion that entirely negates shadowy disguise. Until there is a potion to completely negate shield's and blocking it's not really balanced either.
Grandsheba wrote: »For as long as I've been in the game it'd been Dks, Temps, sorts then night blades for order of dev favoritism. Ut leaves the game heavily unbalanced when the devs don't compare class skills next to each other to ensure the same about of effects get the same amount of cost.
For example: dragon knights have an aoe stun skill that has a synergy
Burning talons: cost 3780
Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1808 Flame Damage over 4 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Necros have an aoe stun that has a synergy.
Agony totem: cost 4050 mag
Summon an effigy of bone at your feet for 13 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Allies can activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%
Then there's the defense skills
Templar
Restoring focus: Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. Standing within the rune heals you for 959 Health every 1 second, which scales off your Max Health.
Blazing Shield: Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies.
Living Dark: Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their movement speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.
Warden
Crystallized Slab: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage and stunning them for 3 seconds.
Ice Fortress: Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 25 seconds. You gain Minor Protection, reducing your damage taken by 5% for 25 seconds.
Leeching Vines: Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging that enemy.
Nightblade
Shadowy disguise: Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. (This is the strongest armor in pvp, since you cant be hit. Not much for pve)
Mirage: Surround yourself in a phantasmic aura to gain Major Evasion and Minor Resolve, reducing damage from area attacks by 20% and increasing your Physical and Spell Resistance by 2974 for 20 seconds. While active, taking direct damage reduces the cost of your next Roll Dodge by 10%, up to a maximum of 100%. This effect can stack up to once every half second.
Sorcerer
Hurricane: Manifest yourself as pure air, buffeting nearby enemies with wind dealing 238 Physical Damage every 1 second for 20 seconds. The winds grow in damage and size, increasing up to 160% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.
Empowered ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 3718 damage for 10 seconds. Damage shield strength scales off your Max Magicka and is capped at 50% of your Max Health. Also grants Minor Intellect and Minor Endurance to you and nearby allies, increasing your Magicka and Stamina Recovery by 15% for 10 seconds
Bound aegis: Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 40% for 5 seconds and Minor Protection for 20 seconds, reducing your damage taken by 5%. While slotted, your Max Magicka is increased by 8% and you gain Minor Resolve, increasing your Physical and Spell Resistance by 2974.
Dragonknights
Hardened armor: Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Magic Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.
Protective plate: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 4 seconds.
Necromancers
Resistant flesh: Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
summoners armor:
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes
How many armor skills have 3 to 4 effects? Harden armor cost 2700 Magicka and gives 4 bonuses, sheild, Major Resolve and then also deals dmg to all that attack.
This summoners armor is no where near the other defensive skills and only offers a weaker passive the necro already has thats it...why? Every other class has 100% dmg sheilds except for Warden and necros, why?
Who else In the game gets a percentage based heal with several other bonuses ontop of that? Necros strongest heal comes with a debuff, what other class gets a debuff from using their skills? How is this balanced? The morphs, theme of the clases, the amount of bonuses and negative effects per skill as well as the cost are not balanced. No armor buff should give more than another class, they should all have the same number of bonuses and cost, that's balanced because they are equal. They can have different effects but still be balanced. Necros theme goes with dots, yet they hsve very few dots in their kits, necros also need a corpse for the vast majority of their abilities which is a negative aspect as it make them the slowest class with their skills.
Nature's grasp for Warden was an opportunity for Wardens to have a single target burst heal, but it moves the Warden into harms way...why? When is this actually useful? Why couldn't the vines heal the target then morph to allow it to grow to the nearest 2 targets and heal them as well. The other one could heal 1 target while removing the negative effects from the target to the Warden since the Warden has a cleansing skill.
Honestly if the devs just compare all the classes to the Templars and dragon knights and brings them UP to their performance instead of nerfing them we could actually see balance. But again there needs to be a foundation, each skill type should have a certain number of bonuses and negatives. I could understand strong skills getting a negative debuff when spammed but not a flat out nerf. I just don't get why the devs do this at all.
Sounds like you just want each class to have the same skills and passivs, to cost the same but look different..that would be properly boring
If classes were balanced they would basicaly be only differentiated by the animation and the colour of their skills
There was an essay why a modified steet fighter game made to make everyone OP was so much more enjoyable than one where both player can only acces the same tools and have the same stats
Grandsheba wrote: »If classes were balanced they would basicaly be only differentiated by the animation and the colour of their skills
There was an essay why a modified steet fighter game made to make everyone OP was so much more enjoyable than one where both player can only acces the same tools and have the same stats
You're confusing "balanced" with identical. You're statement about the o ly difference being colour and animation is 100% incorrect. Being OP has nothing todo with not being balanced. Balance is allowing for something to be OP yet still have a weakness or counter aswell as allowing multiple ways to achieve being OP instead of 1 or 2 metas per build.
Well, all of the "nerf x" and "buff x" posts definitely haven't helped over the years.
Well, all of the "nerf x" and "buff x" posts definitely haven't helped over the years.
I agree and also the community especially on this forum is so selfish and only think about themselves for the most part. If you read through posts on here majority of people only reply with how a certain change will impact themselves only and if they like it or not, but no one really actually thinks about the player base as a whole and how changes can be positive/negative to others.
It probably makes balancing hard since there is not to much consistency when it comes to us as a community providing feedback.
It's strange that TS compares only class active skills, completely forgetting about passive skills, guild skills, equipment abilities and so on, but stating that there is no "balance".
Well, I'm explaining to you the balance on the fingers... The letters of the alphabet can be combined as ABC+DEF+... or ABD+EFC+... or ADE+BCF+... and so on. But any combination still gives you the whole alphabet. Can you combine DEF and ADE in this row? Of course. But you will miss some other letters.
Skills (from any branch or gear or potions) are the same “groups of letters” that you combine. You can collect the same defense + damage + heal + buff + debuff in different ways, or lose part of the "alphabet" to get stronger another part.
If I need an AOE stun i can use Turn Evil, regardless of class. As DD I don't need strong armor at all, but if i want it, i can wear any set with Major or Minor Resolve and get it "for free", regardless of class. Still think there is no balance?