Essentially, these "discussions" amount to millennials crying about something they perceive as unfair, when in all likelihood the actual problem is that they have become accustomed to the new industry trend of hand holding and the mentality that everyone gets a trophy.
Is it really the general opinion of people that Sorcs are overpowered? They're easily 3rd when it comes to DPS...../quote]
3rd?! Which game are you playing again?
As you can tell by the comments the majority of ppl think sorcs are either a close second behind DK or maybe FOM with DK nerfs.Is it really the general opinion of people that Sorcs are overpowered? They're easily 3rd when it comes to DPS, and have very meh class skills. The only really stand out things they get as class skills are critical surge and negate... they're easily lacking compared to the other classes when you consider desirability in pve. Negate is huge in pvp, I can acknowledge that.
booksmcread wrote: »Essentially, these "discussions" amount to millennials crying about something they perceive as unfair, when in all likelihood the actual problem is that they have become accustomed to the new industry trend of hand holding and the mentality that everyone gets a trophy.
Unfortunately, this has become a society-wide issue and can no longer be attributed to a generational category. Further, while it may have started with millennials, those millennials were created, raised, educated, trained, etc. by much older people and it was these older people that actually developed and instilled this mentality into society through the millennials.
But, blaming society's woes on today's youth is what us old people do best. Now, get off my lawn!
Okay Zenimax, surely you've read through the thousands of topics begging you to nerf this, buff that, and fix all the things. Essentially, these "discussions" amount to millennials crying about something they perceive as unfair, when in all likelihood the actual problem is that they have become accustomed to the new industry trend of hand holding and the mentality that everyone gets a trophy.
You will never hear a gamer from the 80's or 90's complaining that some player is "too good", or that some quest is "broken" or "too complicated" because games used to be HARD. There was a time when when games required you to think, when you needed to solve problems, find solutions, and complete complicated tasks. If you were able to do this, the game rewarded your intelligence and ingenuity with a prize, or a level completion. If you weren't competent enough to solve a puzzle, or not skilled enough to complete a level, the game didn't feel bad in letting you know it. If you couldn't get to the end of donkey kong and rescue the princess, that was that. You just couldn't do it. Sure, your ego might be a little bruised, but at the end of the day we all became better gamers (and consequently, human beings) because of it. As games evolved, so did this system. In older MMO's, if you were naive enough to fall for a scam, you lost your gold or items and that was that. You couldn't run crying to mommy to get your stuff back... Sure it sucked, but you picked yourself up, brushed yourself off, and learned to be a little smarter. You learned a valuable LIFE lesson, not just how to play a videogame.
I realize that if you implemented such a system, where not everyone was able to complete the game, or have the best gear, or feel awesome about being amazing in PvP, you'd loose your player base. However, if you let the industry standard of nanny-gaming, hand holding, trophy giving, and boo-boo kissing continue, you're going to lose a player base that is much, much more valuable than these bickering, complaining kids we have today.
TL;DR:
To this end, I propose a final solution to end the bickering about class balancing: A solution that seems almost TOO obvious, and something you should have done from day one. The main problem is that some classes (DK, Templar) have very good class specific skills, while others (NB, Sorc), do not. With a maxed out Sorc, the highest DPS you can achieve using ONLY class abilities is around 500. Therefore, DPS Sorc must necessarily use a destruction staff as its primary means of attack if he wants to have a DPS that is competitive with a DK or NB. This represents an in inherent imbalance, because while a Sorc must rely on a destruction staff as his primary means of damage, a DK has access to all the same destruction abilities, in addition to his class abilities. If you apply the same thought experiment to tanks and healers, you begin to see a very, very large problem that cannot be addressed by simply altering the numbers of one or two abilities.
Furthermore, changing any ability with regard to weapon skills is an exercise in futility, as it does nothing to alter the balance of the game, according to the above stated principles.
I suggest you conduct a very simple experiment. This experiment is based upon two ideas: first, your policy of "any role, any class", and second, the fact that each class has equal access to any weapon tree, as well as equal access to all of the various items and sets within the game.
1. Because each class has access to every weapon skill tree and every item, the only thing differentiating classes are their 3 class skill trees and the accompanying passives.
2. Control for as many variables as you can: weapons and armor. Ideally, you would have a "naked" character, using no weapons and no armor.
3. The variables you modify will be the actual numbers for each individual skill, and if need be, you would modify the effects of the skill.
During this experiment, you will have 4 separate people. You will instruct each to make a character of a different class from the others, but of the same race, to control for racial passives. You will then instruct each person to achieve the highest AoE and single target sustained DPS they can, using ONLY CLASS ABILITIES. This result will be your measure of balance. You then modify the abilities of each class until the values converge on a single integer. At this point, you will have achieved balance.
Then, you will conduct the same experiment, but instruct each person to build a tank, and adjust the abilities until the survivability of each tank is equal. Then, a healer, and adjust the healing abilities until each character is able to achieve the same heals per second.
Unless you do this, you need just come out and say that a Sorc is the DPS class (which is laughable, because the abilities that give Sorcs the best DPS are abilities that are also able to be used by every other class), that the DK is the tank, and the Templar the Healer, and admit that true "balancing" isn't something you never intend to do.
Either way, you have a responsibility to the people who give you money each month to do one or the other and put this issue to bed once and for all.
If you feel you lack dps there are plenty of trials vids of sorcs doing impressive damage. My suggestion would be get some ideas there.
For pvp I notice you didn't mention how powerful and often exploited bolt escape is?
While i want them to remove the classes so we can pick any skill on any char , i dont want them to make all the classes the same with the same exact skills.
With a maxed out Sorc, the highest DPS you can achieve using ONLY class abilities is around 500. Therefore, DPS Sorc must necessarily use a destruction staff as its primary means of attack if he wants to have a DPS that is competitive with a DK or NB.
Sorcs have NO issues with DPS at them moment lols.
You will never hear a gamer from the 80's or 90's complaining that some player is "too good", or that some quest is "broken" or "too complicated" because games used to be HARD.
Okay Zenimax, surely you've read through the thousands of topics begging you to nerf this, buff that, and fix all the things. Essentially, these "discussions" amount to millennials crying about something they perceive as unfair, when in all likelihood the actual problem is that they have become accustomed to the new industry trend of hand holding and the mentality that everyone gets a trophy.
You will never hear a gamer from the 80's or 90's complaining that some player is "too good", or that some quest is "broken" or "too complicated" because games used to be HARD. There was a time when when games required you to think, when you needed to solve problems, find solutions, and complete complicated tasks. If you were able to do this, the game rewarded your intelligence and ingenuity with a prize, or a level completion. If you weren't competent enough to solve a puzzle, or not skilled enough to complete a level, the game didn't feel bad in letting you know it. If you couldn't get to the end of donkey kong and rescue the princess, that was that. You just couldn't do it. Sure, your ego might be a little bruised, but at the end of the day we all became better gamers (and consequently, human beings) because of it. As games evolved, so did this system. In older MMO's, if you were naive enough to fall for a scam, you lost your gold or items and that was that. You couldn't run crying to mommy to get your stuff back... Sure it sucked, but you picked yourself up, brushed yourself off, and learned to be a little smarter. You learned a valuable LIFE lesson, not just how to play a videogame.
I realize that if you implemented such a system, where not everyone was able to complete the game, or have the best gear, or feel awesome about being amazing in PvP, you'd loose your player base. However, if you let the industry standard of nanny-gaming, hand holding, trophy giving, and boo-boo kissing continue, you're going to lose a player base that is much, much more valuable than these bickering, complaining kids we have today.
TL;DR:
To this end, I propose a final solution to end the bickering about class balancing: A solution that seems almost TOO obvious, and something you should have done from day one. The main problem is that some classes (DK, Templar) have very good class specific skills, while others (NB, Sorc), do not. With a maxed out Sorc, the highest DPS you can achieve using ONLY class abilities is around 500. Therefore, DPS Sorc must necessarily use a destruction staff as its primary means of attack if he wants to have a DPS that is competitive with a DK or NB. This represents an in inherent imbalance, because while a Sorc must rely on a destruction staff as his primary means of damage, a DK has access to all the same destruction abilities, in addition to his class abilities. If you apply the same thought experiment to tanks and healers, you begin to see a very, very large problem that cannot be addressed by simply altering the numbers of one or two abilities.
Furthermore, changing any ability with regard to weapon skills is an exercise in futility, as it does nothing to alter the balance of the game, according to the above stated principles.
I suggest you conduct a very simple experiment. This experiment is based upon two ideas: first, your policy of "any role, any class", and second, the fact that each class has equal access to any weapon tree, as well as equal access to all of the various items and sets within the game.
1. Because each class has access to every weapon skill tree and every item, the only thing differentiating classes are their 3 class skill trees and the accompanying passives.
2. Control for as many variables as you can: weapons and armor. Ideally, you would have a "naked" character, using no weapons and no armor.
3. The variables you modify will be the actual numbers for each individual skill, and if need be, you would modify the effects of the skill.
During this experiment, you will have 4 separate people. You will instruct each to make a character of a different class from the others, but of the same race, to control for racial passives. You will then instruct each person to achieve the highest AoE and single target sustained DPS they can, using ONLY CLASS ABILITIES. This result will be your measure of balance. You then modify the abilities of each class until the values converge on a single integer. At this point, you will have achieved balance.
Then, you will conduct the same experiment, but instruct each person to build a tank, and adjust the abilities until the survivability of each tank is equal. Then, a healer, and adjust the healing abilities until each character is able to achieve the same heals per second.
Unless you do this, you need just come out and say that a Sorc is the DPS class (which is laughable, because the abilities that give Sorcs the best DPS are abilities that are also able to be used by every other class), that the DK is the tank, and the Templar the Healer, and admit that true "balancing" isn't something you never intend to do.
Either way, you have a responsibility to the people who give you money each month to do one or the other and put this issue to bed once and for all.
Sorcs have NO issues with DPS at them moment lols.
Using a destruction staff, single target DPS maxes out at 1k. That is NOT a sorc doing the DPS, it is the staff. ANY class can use a destruction staff and achieve that DPS.
Obviously you're not intelligent enough to understand the argument, so let me put it into kindergarden terms for you:
1. People have been complaining about balance issues. (NB underpowered, DK overpowered)
2. Zenimax claims that you can be "any class, any role"
3. In order to understand the inherent class balance issues, you need to examine ONLY the class abilities, because all the classes have access to any weapon.
4. Suppose that one class is only able to achieve a maximum DPS of 500, while another class is able to achieve a DPS of 1000. This necessarily represents an imbalance that is specific to the class.
5. Of course, that class can always use a destruction staff to reach 1000 DPS, but the entire point is that if you NEED to use a staff for DPS, that class has an inherent DPS issue.
6. This means that if a class has an inherently higher DPS using only class abilities, adding in a weapon will only exaggerate the imbalance between classes.
For fun, try going onto the PTS and making a sorc-tank. Until you do, shut up. If the classes were truly balanced and Zenimax wasn't lying about "any class any role", you could tank trials as a sorc. As it stands, this is impossible.
A DK is the best tank class in the game. A DK can also heal equally as well as a sorc, because they both rely only on Resto staff abilities to heal. And A DK can use a destruction staff for better AoE and single target damage.
Similarly, a NB makes an even worse healer or tank than a Sorc. As it stands, the only viable role for a NB is DPS... and even then, sorcs and DKs are often better suited for this role because of their ability to maintain range or survive melee attacks.
When one class is the best Tank, the best DPS, and is just as good at healing as 2 other classes, there is a huge ******* problem. You cannot claim this isn't the case.
I think anyone who has spent time and effort trying to get really good trial runtimes would agree with me that sorcs are generally behind NB and DK for DPS. There're a LOT of really bad nb players in this game, and unfortunately because of the poor design of weapon abilities currently a bad NB is much worse than a bad sorc. But a good nb easily does as much or more single target DPS while also providing veil of blades which is definitely one of the best pve raid ults in the game.
I really wasn't aware how ignorant most people are of just how good a good nightblade is right now, They're amazing. The only value a sorc has over a nightblade/DK is their execute, which is unrivaled in effectiveness right now. Unfortunately, that only applies to the last 20% of the fight. Feel free to disagree, but unless you've run trials hundreds of times with other players who knew what they were doing and have seen what they parse for each fight, then you don't really have all the facts. Sorcs on average will be 3rd, behind NBs and DKs for single target DPS. Good sorcs will beat bad NBs of course, but if player skill/gear is a constan, that's just the way it is.
Okay Zenimax, surely you've read through the thousands of topics begging you to nerf this, buff that, and fix all the things. Essentially, these "discussions" amount to millennials crying about something they perceive as unfair, when in all likelihood the actual problem is that they have become accustomed to the new industry trend of hand holding and the mentality that everyone gets a trophy.
You will never hear a gamer from the 80's or 90's complaining that some player is "too good", or that some quest is "broken" or "too complicated" because games used to be HARD. There was a time when when games required you to think, when you needed to solve problems, find solutions, and complete complicated tasks. If you were able to do this, the game rewarded your intelligence and ingenuity with a prize, or a level completion. If you weren't competent enough to solve a puzzle, or not skilled enough to complete a level, the game didn't feel bad in letting you know it. If you couldn't get to the end of donkey kong and rescue the princess, that was that. You just couldn't do it. Sure, your ego might be a little bruised, but at the end of the day we all became better gamers (and consequently, human beings) because of it. As games evolved, so did this system. In older MMO's, if you were naive enough to fall for a scam, you lost your gold or items and that was that. You couldn't run crying to mommy to get your stuff back... Sure it sucked, but you picked yourself up, brushed yourself off, and learned to be a little smarter. You learned a valuable LIFE lesson, not just how to play a videogame.
I realize that if you implemented such a system, where not everyone was able to complete the game, or have the best gear, or feel awesome about being amazing in PvP, you'd loose your player base. However, if you let the industry standard of nanny-gaming, hand holding, trophy giving, and boo-boo kissing continue, you're going to lose a player base that is much, much more valuable than these bickering, complaining kids we have today.
TL;DR:
To this end, I propose a final solution to end the bickering about class balancing: A solution that seems almost TOO obvious, and something you should have done from day one. The main problem is that some classes (DK, Templar) have very good class specific skills, while others (NB, Sorc), do not. With a maxed out Sorc, the highest DPS you can achieve using ONLY class abilities is around 500. Therefore, DPS Sorc must necessarily use a destruction staff as its primary means of attack if he wants to have a DPS that is competitive with a DK or NB. This represents an in inherent imbalance, because while a Sorc must rely on a destruction staff as his primary means of damage, a DK has access to all the same destruction abilities, in addition to his class abilities. If you apply the same thought experiment to tanks and healers, you begin to see a very, very large problem that cannot be addressed by simply altering the numbers of one or two abilities.
Furthermore, changing any ability with regard to weapon skills is an exercise in futility, as it does nothing to alter the balance of the game, according to the above stated principles.
I suggest you conduct a very simple experiment. This experiment is based upon two ideas: first, your policy of "any role, any class", and second, the fact that each class has equal access to any weapon tree, as well as equal access to all of the various items and sets within the game.
1. Because each class has access to every weapon skill tree and every item, the only thing differentiating classes are their 3 class skill trees and the accompanying passives.
2. Control for as many variables as you can: weapons and armor. Ideally, you would have a "naked" character, using no weapons and no armor.
3. The variables you modify will be the actual numbers for each individual skill, and if need be, you would modify the effects of the skill.
During this experiment, you will have 4 separate people. You will instruct each to make a character of a different class from the others, but of the same race, to control for racial passives. You will then instruct each person to achieve the highest AoE and single target sustained DPS they can, using ONLY CLASS ABILITIES. This result will be your measure of balance. You then modify the abilities of each class until the values converge on a single integer. At this point, you will have achieved balance.
Then, you will conduct the same experiment, but instruct each person to build a tank, and adjust the abilities until the survivability of each tank is equal. Then, a healer, and adjust the healing abilities until each character is able to achieve the same heals per second.
Unless you do this, you need just come out and say that a Sorc is the DPS class (which is laughable, because the abilities that give Sorcs the best DPS are abilities that are also able to be used by every other class), that the DK is the tank, and the Templar the Healer, and admit that true "balancing" isn't something you never intend to do.
Either way, you have a responsibility to the people who give you money each month to do one or the other and put this issue to bed once and for all.