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[FEATURE REQUEST] Balance everything in the game (pve vs pvp) with one additional game variable

nokturnihs
nokturnihs
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Simply put every time you nerf something for PvP it heavily impacts PvE which can lead to the death of playstyles, skills, sets, etc. That's not great for players and leads to endless amounts of insanity for the developers I'm sure.

So... If you were to add a single variable to skills, sets, etc you could easily adjust all of the things for PvP with a little less of a balancing act. I realize battle spirit does this to some extent but this would allow for a more convenient way to adjust PvP values to meet balancing needs while keeping a PvE baseline.

The stat: PvP Effectiveness.

A few examples of use:
You have a single target DPS DD skill. In PvE it costs 4000 Magicka and does 6000 damage in it's one hit before critical damage and offensive penetration. That skill has a 50% PvP effectiveness rating. So in PvP that skill instead does a baseline of 3000 damage and costs 6000 Magicka. At 200% PvP Effectiveness it would instead deal 12000 damage and costs only 2000 Magicka. If as a developer the balance issue isn't the cost but the damage remove the skill cost from the PvP effectiveness adjustments. You could easily color code which stats are altered by PvP effectiveness in each item, skill or passive.

With this concept you could quickly and easily balance gameplay for PvP and if you make changes to a skill for PvE balance the changes to PvP can be scaled in a similar manner without killing play styles, etc.

With this you could also tweak PvP Effectiveness based on playstyles or add sets that modify said effectiveness if you so desired. You make the overall PvP Effectiveness rating a character wide function. For example, if a player has a bunch of skills that have a 100+ PvP Effectiveness, that could offer diminishing returns or have components of the build directly reduce overall PvP Effectiveness (for example a n arena weapon penalizing your overall combat effectiveness.)

There's different ways to do it and perhaps you'd need two variables (global and item specific PvP Effectiveness) but the idea remains the same.

You could also add PvP flagged dummies for testing that enable the changes PvP Effectiveness has on your abilities.

Just a thought but might solve some contention and make your jobs as developers a heck of a lot easier...
  • Rogue_WolfESO
    Rogue_WolfESO
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    I want Plaguebreak un-nerfed and made to work against NPC's like it did for 4 years. Really miss the 180k dps mudcrab parses in VFG1
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