We talk about balance in ESO all the time, but what does that actually mean in practice, especially when it comes to how ZoS approaches it?
Here are a few questions I’d like to get real opinions on:
1. What is balance in ESO?
Is it:
- All classes performing equally in PvE DPS (e.g., parsing ~100k under identical conditions)?
- Each class having different strengths but equal overall value?
2. Should all classes perform the same?
If every class used identical gear, buffs, and had equal player skill, should they all parse within a very small margin of each other?
Or is it healthier for the game if classes differ, where some excel in burst, others in sustain, cleave, or utility?
And how do item sets factor into this?
Should sets be balanced in a way that promotes real build diversity (multiple viable options), or is it acceptable to have clear “meta” sets that dominate purely because they produce the highest numbers?
At what point does a strong meta stop being efficient and start hurting overall balance?
3. How do we even measure balance?
What’s the best baseline?
- Target dummy parses?
- Trial performance?
- Real combat scenarios vs controlled environments?
- How do we even measure balance?
4. Where do item sets fit into balance?
Since sets heavily influence performance:
- Which sets should be considered the “standard” when comparing classes?
- Why do players gravitate toward certain meta sets over others?
- Should balance be measured with optimized meta builds, or more average setups?
5. What role should ZoS play?
Should ZoS aim for strict numerical equality, or focus on diversity and class identity even if that creates performance gaps?
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::【 Zaan's – Songs & Parodies】::Songs inspired by frustrations and experiences in The Elder Scrolls ̶̭̲̺̥̗̒̓̅̈́̑͒͝Ŏ̵̢̨̯͕̟̣͔̲̞̭̿̕n̷͈̼̪̯̤͈̏ḻ̶̢͇̣̻̥̘͎̪͚̓̂i̶̙̠̒ň̵͎͇̱͙͊͐̓́̿̏̂̔̚e̷̫͊̅.
ᴇɴᴊᴏʏ ᴛʜᴇ ᴄʜᴀᴏꜱ.