ESO PVP is limited in the where so significantly that it isn't needed
And they already have the systems in place to balance separately they just need to use them
MXVIIDREAM wrote: »This is just silly imo
ESO as a whole has been largely shaped by pvp
ESO PVP is limited in the where so significantly that it isn't needed
And they already have the systems in place to balance separately they just need to use them
100% balance should be separate for both play styles. We wouldn't need as extensive of class reworks like they are planning if the classes hadn't been buried in the pvp issues.
Could potentially reduce server lag for both sides too.
CameraBeardThePirate wrote: »ESO as a whole has been largely shaped by pvp
This is one of the biggest myths perpetuated in this game.
It's both. It goes both ways and it always has. Are we just forgetting the fact that Azureblight was nerfed into the ground because some people were using it to clear trash packs too fast?
How about the fact that Stalking Blastbones, Necromancer's best PvP ability by far, was literally removed from the game so PvE players could have a parse option that was less intensive?
How about trial sets literally determining the meta for ball group PvPers?
How about ZOS refusing to adjust Tri-Focus despite people abusing it in PvP to one shot players because they want heavy attack PvErs to have decent cleave?
Or the fact that people were using Arcanist's teleport to farm chests in trials without having to beat the bosses/trash pulls, forcing ZOS to make the ability completely unusable?
ZOS balances the game around both. Sometimes a PvE change hurts PvP, sometimes a PvP change hurts PvE. Acting like it's only one or the other is disingenuous at best and purposefully misleading at worst.
CameraBeardThePirate wrote: »ESO as a whole has been largely shaped by pvp
This is one of the biggest myths perpetuated in this game.
It's both. It goes both ways and it always has. Are we just forgetting the fact that Azureblight was nerfed into the ground because some people were using it to clear trash packs too fast?
How about the fact that Stalking Blastbones, Necromancer's best PvP ability by far, was literally removed from the game so PvE players could have a parse option that was less intensive?
How about trial sets literally determining the meta for ball group PvPers?
How about ZOS refusing to adjust Tri-Focus despite people abusing it in PvP to one shot players because they want heavy attack PvErs to have decent cleave?
Or the fact that people were using Arcanist's teleport to farm chests in trials without having to beat the bosses/trash pulls, forcing ZOS to make the ability completely unusable?
ZOS balances the game around both. Sometimes a PvE change hurts PvP, sometimes a PvP change hurts PvE. Acting like it's only one or the other is disingenuous at best and purposefully misleading at worst.
These all sound like good reason to separate the two all together to me. Keep pvp sets in pvp, and pve sets in pve. Make changes to each based around the playstyle on those servers.
GloatingSwine wrote: »ESO PVP is limited in the where so significantly that it isn't needed
And they already have the systems in place to balance separately they just need to use them
100% balance should be separate for both play styles. We wouldn't need as extensive of class reworks like they are planning if the classes hadn't been buried in the pvp issues.
Could potentially reduce server lag for both sides too.
Given the magic wand of infinite resources, I would redo the concept of skill morphs to make one explicitly the PvE morph and the other the PvP morph.
MincMincMinc wrote: »CameraBeardThePirate wrote: »ESO as a whole has been largely shaped by pvp
This is one of the biggest myths perpetuated in this game.
It's both. It goes both ways and it always has. Are we just forgetting the fact that Azureblight was nerfed into the ground because some people were using it to clear trash packs too fast?
How about the fact that Stalking Blastbones, Necromancer's best PvP ability by far, was literally removed from the game so PvE players could have a parse option that was less intensive?
How about trial sets literally determining the meta for ball group PvPers?
How about ZOS refusing to adjust Tri-Focus despite people abusing it in PvP to one shot players because they want heavy attack PvErs to have decent cleave?
Or the fact that people were using Arcanist's teleport to farm chests in trials without having to beat the bosses/trash pulls, forcing ZOS to make the ability completely unusable?
ZOS balances the game around both. Sometimes a PvE change hurts PvP, sometimes a PvP change hurts PvE. Acting like it's only one or the other is disingenuous at best and purposefully misleading at worst.
These all sound like good reason to separate the two all together to me. Keep pvp sets in pvp, and pve sets in pve. Make changes to each based around the playstyle on those servers.
The problem is zos has never wanted the experiences to differ.......yet they are obviously so absurdly different. The whole reasoning for battlespirit is to make pvp numbers and TTK to sorta match pve. Except we are 10+ years down the line and that doesnt really hold up anymore.
They could easily use the new vengeance system that lets them make PvP specific skills......however now you would be doubling the workload anytime a patch balances or modifies a skill.
GloatingSwine wrote: »ESO PVP is limited in the where so significantly that it isn't needed
And they already have the systems in place to balance separately they just need to use them
100% balance should be separate for both play styles. We wouldn't need as extensive of class reworks like they are planning if the classes hadn't been buried in the pvp issues.
Could potentially reduce server lag for both sides too.
Given the magic wand of infinite resources, I would redo the concept of skill morphs to make one explicitly the PvE morph and the other the PvP morph.
I could agree with this to some extent with the weapon/guild/alliance skill lines but class skill lines I think should remain stable with damage/healing/tanking morphs using the class as a base with weapon/guild/alliance skill lines to build with.
MincMincMinc wrote: »CameraBeardThePirate wrote: »ESO as a whole has been largely shaped by pvp
This is one of the biggest myths perpetuated in this game.
It's both. It goes both ways and it always has. Are we just forgetting the fact that Azureblight was nerfed into the ground because some people were using it to clear trash packs too fast?
How about the fact that Stalking Blastbones, Necromancer's best PvP ability by far, was literally removed from the game so PvE players could have a parse option that was less intensive?
How about trial sets literally determining the meta for ball group PvPers?
How about ZOS refusing to adjust Tri-Focus despite people abusing it in PvP to one shot players because they want heavy attack PvErs to have decent cleave?
Or the fact that people were using Arcanist's teleport to farm chests in trials without having to beat the bosses/trash pulls, forcing ZOS to make the ability completely unusable?
ZOS balances the game around both. Sometimes a PvE change hurts PvP, sometimes a PvP change hurts PvE. Acting like it's only one or the other is disingenuous at best and purposefully misleading at worst.
These all sound like good reason to separate the two all together to me. Keep pvp sets in pvp, and pve sets in pve. Make changes to each based around the playstyle on those servers.
The problem is zos has never wanted the experiences to differ.......yet they are obviously so absurdly different. The whole reasoning for battlespirit is to make pvp numbers and TTK to sorta match pve. Except we are 10+ years down the line and that doesnt really hold up anymore.
They could easily use the new vengeance system that lets them make PvP specific skills......however now you would be doubling the workload anytime a patch balances or modifies a skill.
The experience all together are very different. I myself came to play an mmorpg, not a war game. So yeah I am a bit biased for sure, but the class balance has been getting worse and worse over the years it feels like. So I do appreciate the class reworks they are going through to try and fix it. But it might have never needed much fixing if the 2 playstyles were kept separate.
heimdall14_9 wrote: »we dont need to be anymore separated from the whole then we already are what we need is an new battle system that they could use to control PVP with the system that was put in the game to keep from having to balance any part of the game off another .... 98% of eso players dont even know what is or isn't covered under battle spirit nor what else it could control IF we'd just push for it locking gear sets to pvp/pve would hurt both pvp/pve we truly need an ROBUST BATTLE SPIRIT that the team can use to keep both PVP and PVE fun as well as balanced
ESO PVP is limited in the where so significantly that it isn't needed
And they already have the systems in place to balance separately they just need to use them
nightbringer1993 wrote: »Why not keep the GH campaign but change all the class skills so they fit PvP.
In vengeance there was ideas that I liked where necros could tether other players and such.
I believe it could be a nice way to balance PvP.
There would be PvE skills while in PvE areas, and PvP skills in PvP areas.
Attorneyatlawl wrote: »nightbringer1993 wrote: »Why not keep the GH campaign but change all the class skills so they fit PvP.
In vengeance there was ideas that I liked where necros could tether other players and such.
I believe it could be a nice way to balance PvP.
There would be PvE skills while in PvE areas, and PvP skills in PvP areas.
I disagree. It would make for a convoluted, separate pair of games in one mmorpg. One of the reasons I first played eso is for the combined experience and that things worked consistently between modes.
MincMincMinc wrote: »
Well battlespirit is a dummy buff that can affect your stat sheet. They can conditionally affect the stat sheet. However it cant do things like change how dots tick or timers, that code is on each individual skill.
Server wise they have the ability to make special rules like blocking or enabling things. For that they can likely just drop in a true/false statement. "Is_in_no_proc = true/false" Then they just slap that before each set trigger whether or not it should go off.
One of the rule changes brought up was back in the day the game used to not allow hots/dots and really any over time effect to stack. This got changed in the first 2 years as trials became more popular and we only had 4 classes......not much variety so builds would overlap super easily. A rule like this is much harder to implement again because this is hard coded onto each skill. Meaning you'd need to double the code, one for pve and pvp to allow stacking and not allow stacking. TECHNICALLY zos already has the means to do this because for vengeance they made a system that allowed pve and pvp skills to be split differently. So technically what the OP is asking is possible. Then they could disable the non rewards for the worthy sets and begin making pvp gear for pvp players to farm.
MincMincMinc wrote: »
Well battlespirit is a dummy buff that can affect your stat sheet. They can conditionally affect the stat sheet. However it cant do things like change how dots tick or timers, that code is on each individual skill.
Server wise they have the ability to make special rules like blocking or enabling things. For that they can likely just drop in a true/false statement. "Is_in_no_proc = true/false" Then they just slap that before each set trigger whether or not it should go off.
One of the rule changes brought up was back in the day the game used to not allow hots/dots and really any over time effect to stack. This got changed in the first 2 years as trials became more popular and we only had 4 classes......not much variety so builds would overlap super easily. A rule like this is much harder to implement again because this is hard coded onto each skill. Meaning you'd need to double the code, one for pve and pvp to allow stacking and not allow stacking. TECHNICALLY zos already has the means to do this because for vengeance they made a system that allowed pve and pvp skills to be split differently. So technically what the OP is asking is possible. Then they could disable the non rewards for the worthy sets and begin making pvp gear for pvp players to farm.
The PTS itself has separate rules all together from the live server already though, so they are already "double coding", they would just need to implement it for pvp/pve separately on the 2 servers instead. So it doesn't seem to be terribly hard on them yet. The current pts is a great example since there are 2 completely different sets of rules the DK has to follow on live and pts right now.
What alot of folks in here think I'm talking about is separating the player base all together, but that wasn't what I had said at all. I did say that the devs could port over whole accounts and have achievements sync like once a week, they already have the ability to do this with the pts and porting over your account from live server. I was mainly suggesting that class balance should be separate and rules should be different all together for classes in the 2 servers and that pvp/pve sets should just be separate with craftable sets as filler for both. If you play both enough you'll be able to keep up with both, but if you play one or the other primarily then the rule changes for your player base won't affect the other player bases. Battle spirit just seems like a bandaid not a solution.
MincMincMinc wrote: »heimdall14_9 wrote: »we dont need to be anymore separated from the whole then we already are what we need is an new battle system that they could use to control PVP with the system that was put in the game to keep from having to balance any part of the game off another .... 98% of eso players dont even know what is or isn't covered under battle spirit nor what else it could control IF we'd just push for it locking gear sets to pvp/pve would hurt both pvp/pve we truly need an ROBUST BATTLE SPIRIT that the team can use to keep both PVP and PVE fun as well as balanced
Well battlespirit is a dummy buff that can affect your stat sheet. They can conditionally affect the stat sheet. However it cant do things like change how dots tick or timers, that code is on each individual skill.
BATTLE SPIRIT aint no damn buff/debuff , its funny that they call an CONTROL SYSTEM just an buff/debuff
BATTLE SPIRIT can control dot/hot ticks , how skills react , limit anything put into it , to simply see BATTLE SPIRIT as an buff is the issue with BATTLE SPIRIT as its way more then just an buff , ITS THE MAIN SYSTEM THAT WAS PUT INTO THE GAME TO CONTROL PVP NOT NO DAMN BUFF