DUTCH_REAPER wrote: »Pvp is so broken with rampant strong heals and tanky damagers.
IZZEFlameLash wrote: »There's no balance, indeed. There's something close to it but not really. If we were to follow what someone here suggested in this thread, a.k.a nerfing things to the ground, then there will be voices that will say 'but but tank meta and DoT too weak and irrelevant compared to burst'. If resistances or any forms of defense were nerfed, then 'but but damage too high'.
Maybe this is all due to ZOS tendency to sledgehammer everything when it comes to buffs and nerfs. Who knows.
DrNukenstein wrote: »+1 for nerfing base stats in battle spirit
+1 for hard capping armor at 33k
edward_frigidhands wrote: »IZZEFlameLash wrote: »There's no balance, indeed. There's something close to it but not really. If we were to follow what someone here suggested in this thread, a.k.a nerfing things to the ground, then there will be voices that will say 'but but tank meta and DoT too weak and irrelevant compared to burst'. If resistances or any forms of defense were nerfed, then 'but but damage too high'.
Maybe this is all due to ZOS tendency to sledgehammer everything when it comes to buffs and nerfs. Who knows.
wThe handful of people posting and upvoting each other here won't understand how relevant and on-point this post is.
edward_frigidhands wrote: »DrNukenstein wrote: »+1 for nerfing base stats in battle spirit
+1 for hard capping armor at 33k
The armor cap is already 33k at 50% DR.
Base stats need to be uniform across both PvP and PvE.
Adjusting stats differently for PvP and further dividing how PvP and PvE function is bad game design and will lead to 2 isolated games that continue to bend away from each other and are difficult to keep up with balancing.
ZOS does not have the resources to do this and neither should they because the results are not going to be conducive to having a complete connected game that people want to play.
If there is an issue, the best way to address it is through introduction of new sets or balancing of the ones that exist. The solutions need to be targeted rather than blanket bandage fixes that break more than they fix.
edward_frigidhands wrote: »
The armor cap is already 33k at 50% DR.
Base stats need to be uniform across both PvP and PvE.
Adjusting stats differently for PvP and further dividing how PvP and PvE function is bad game design and will lead to 2 isolated games that continue to bend away from each other and are difficult to keep up with balancing.
Mr_Jord_Joe wrote: »Proc arena sets makes all the job actually... No player skill, just arena sets...
Mr_Jord_Joe wrote: »Proc arena sets makes all the job actually... No player skill, just arena sets...
I was just talking about this because some person was trying to kill me with a skill I clueless about. The person just stood in one spot and was using some arena set to connect lightning to me. I forgot what set zone chat said it was, but it came from a pve vet arena. I personally don't mind it, I just thought it was weird that they also had daggers but didn't use them. It was just the set and them relying on that. If I had not been on a healer it probably would have killed me since it was hitting hard.
DrNukenstein wrote: »edward_frigidhands wrote: »
The armor cap is already 33k at 50% DR.
Base stats need to be uniform across both PvP and PvE.
Adjusting stats differently for PvP and further dividing how PvP and PvE function is bad game design and will lead to 2 isolated games that continue to bend away from each other and are difficult to keep up with balancing.
Yes, the max is 50% but any resists over 33k negate penetration. So if someone is at 40k resists they are negating 7k penetration. That's part of the problem.
I really don't think nerfing base stats in pvp would cause that much more of a disconnect. PVP and PVE are already completely different games that require different skill/gear sets and priorities.
CameraBeardThePirate wrote: »edward_frigidhands wrote: »DrNukenstein wrote: »+1 for nerfing base stats in battle spirit
+1 for hard capping armor at 33k
The armor cap is already 33k at 50% DR.
Base stats need to be uniform across both PvP and PvE.
Adjusting stats differently for PvP and further dividing how PvP and PvE function is bad game design and will lead to 2 isolated games that continue to bend away from each other and are difficult to keep up with balancing.
ZOS does not have the resources to do this and neither should they because the results are not going to be conducive to having a complete connected game that people want to play.
If there is an issue, the best way to address it is through introduction of new sets or balancing of the ones that exist. The solutions need to be targeted rather than blanket bandage fixes that break more than they fix.
in PvP going over the cap is still extremely valuable because it then negates a chunk of the enemy's pen value.
CameraBeardThePirate wrote: »edward_frigidhands wrote: »DrNukenstein wrote: »+1 for nerfing base stats in battle spirit
+1 for hard capping armor at 33k
The armor cap is already 33k at 50% DR.
Base stats need to be uniform across both PvP and PvE.
Adjusting stats differently for PvP and further dividing how PvP and PvE function is bad game design and will lead to 2 isolated games that continue to bend away from each other and are difficult to keep up with balancing.
ZOS does not have the resources to do this and neither should they because the results are not going to be conducive to having a complete connected game that people want to play.
If there is an issue, the best way to address it is through introduction of new sets or balancing of the ones that exist. The solutions need to be targeted rather than blanket bandage fixes that break more than they fix.
You also don't need to have different base stats in PvE/PvP. They should have never added the ridiculous amount of stats they did when they reworked the Champion Point system.