@ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler @ZOS_Gilliam
There are some extremely serious balance issues between the classes in the game currently.
We have over a years worth of data now since the Update 35 combat reworks, which is showing that 5 of the 7 classes are currently significantly lagging behind of the top 2 and are in dire need of huge direct reworks that buff them massively to catch up to within a reasonable level of the current top 2 classes for actual in game content.
Here are the ESOLOGS for the overall (across all classes) top 100 DPS for the 3 most recent trials in ESO:
RockGrove (RG):
https://www.esologs.com/zone/rankings/15#boss=51
Dreadsail Reef (DSR):
https://www.esologs.com/zone/rankings/16#boss=54
Sanity's Edge (SE):
https://www.esologs.com/zone/rankings/17#boss=57
As I'm sure many of us know, DK has been the strongest class for both PvE and PvP content for well over a year now and that the other classes are just too far behind it. With Arcanist being the new class, it is naturally going to be strong, but it is clearly even stronger still than DK to the point that the other 5 classes are almost not worth playing at all. We have the hard data and it has been available for a long time now via logs such as these.
Lets look at the data shall we?
Compare these to the highest DPS of DK and Arcanist for each of these trials we can see the following results
for the best performances of each of the other 5 classes:
It is abundantly clear that there are 2 classes that are miles ahead of the other 5 classes for
IN CONTENT DPS values which is completely contradicting what the trial dummy parses are telling us. Even the most diverse spread of classes among these 3 trials (in Sanity's Edge) had 75% of the top 100 DPS fairly evenly split between Arcanist and DK and its not even close for the remaining 5 classes, with the next best class (Templar) being effectively 30% behind both Arcanist and DK.
Across all 3 of these trials, DK and Arcanist combined account for an average of 85% of the top 100 DPS spots (96%, 84% and 75% from RG, DSR and SE respectively). If the classes were even remotely balanced for actual in game content that number should be closer to 28% of the top 100 slots for those 2 classes combined.
What can we learn from this data?
So my questions to the ZOS team (combat and balance team in particular) that need to be addressed are as follows:
1. How much longer do we need to gather data for? We have a years worth of data, testing, feedback, etc. by now (more actually, since U35 was June last year (2022) and we are currently near the end of September this year (2023)) and clearly nothing has changed even with the few changes to class balance that were made over the past 5 patches.
2. How long does this data "need to bake for" until it is baked enough for the team to realise that something drastic needs to be done to bring the other 5 classes up to a level near enough to the top 2 classes?
3. When will we see a shift in how classes are balanced to be based on actual in game content design instead of based on dummy parses and spreadsheets that clearly do not represent the current state of content design and its design philosophy?
4. Why are the 2 traditional DPS classes (NB and Sorcerer) so far behind what is traditionally supposed to be the tank class (DK)?
5. Relating these balance issues to the new class sets, why does DK get what is supposed to be 2 extremely rare buffs (major + minor heroism) that have been known to cause huge balance issues with the class as recently as 1 year ago, on a set that has a laughably trivial proc requirement that essentially has a 100% up time when the class is clearly already performing well above all the other classes except Arcanist, meanwhile the other classes get either:
- A generic proc set, but worse (Sorcerer)
- A set that is strong but awkward to use (NB)
- A set that has a huge downside (Templar)
- Or sets that don't do anything to help or make the class unique in some way? (Necro/Warden).
There's a lot that needs answering/explaining here and I worry that leaving these issues unanswered and not addressed until maybe next patch will only serve to severely harm the game at a point where it may just end up being too late to save it, especially since there are plenty of amazing games being released currently/near future.
At the very least a guide (that is actually adhered to and followed) on what the team plans to do for their next round of balance changes to bring the classes closer together in power and address these concerns would help. By proposing changes early to get early feedback while they are still in the design stage, where things can be easily changed or completely redesigned if needed, will help to remove a lot of the current animosity, anger and fear surrounding new patches. It would also serve to generate a lot of hype since it gets the community involved in helping to potentially shape (or at least know) the direction of their favourite class.