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See, Zenimax? It CAN be done.....

dharbert
dharbert
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From the 1.6.3 patch notes:
  • Reduced all damage shields cast in Cyrodiil by 15%. This will not affect damage shields outside of Cyrodiil.

It IS possible to adjust skills, passives, and sets between Cyrodiil and the PvE zones. You just did it. So why do you keep nerfing and adjusting skills and sets across the board because of PvP whines?

You CAN make skills, passives, and set bonuses different between Cyrodiil and the PvE zones.
Edited by dharbert on February 17, 2015 10:34PM
  • Kevinmon
    Kevinmon
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    They just figured out how to do it in the code yesterday though. Give them a break.
  • Valen_Byte
    Valen_Byte
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    Great observation! I missed it when I read the patch notes. I have been saying for almost a year now, that they need to leave PVE alone when adjusting for PVP. Now we know for a fact that they can do it. It also reinforces the fact that they do not listen to feedback. They are making the game they want to make, not the game that we want to play.
    ***Dixon Kay MagDK FORMER EMPEROR***Deca Dix MagDK FORMER EMPORER***Valonious MagPlar FORMER EMPEROR***
    GM of BYTE
    MAY YOUR DEATHS BE SWIFT, AND YOUR LOAD SCREENS LONG.
    And alien tears will fill for him, Pity’s long-broken urn, For his mourners will be outcast men, And outcasts always mourn
  • Folkb
    Folkb
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    ugh, great now they're separating abilities. Games that do that just create a bigger mess later as they keep on piling up the abilities that are different from PVE to PVP.

    Lazy way out IMO.
    Edited by Folkb on February 17, 2015 11:09PM
  • MSG1000
    MSG1000
    While I wouldn't have been as sarcastic I do think it's silly when developers become obsessed with both PVE and PVP stuff being the same. They are different environments, things will just work differently.

    Diablo 3 devs gave up on a balanced PVP because they couldn't get it to work with having abilities be the same as the normal game.

    I get irritated in Halo when the reserve ammo for a lot of weapons is the same in SP as the MP because usually the weapons become too useless for dealing with AI enemies because they don't hold enough ammo in reserve.

    I understand they don't want to confuse the player but stuff like this, an across the board change to something everyone can use is simple. Individual class changes I could see becoming too complex to follow.

    This game has an easier time with it IMO because the number (and sometimes stats) of enemies and allies can be around the same so stuff can still work in either. The major differences come from players making different decisions than AI as well as having their own unique skills and abilities.
  • Valen_Byte
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    Folkd wrote: »
    ugh, great now they're separating abilities. Games that do that just create a bigger mess later as they keep on piling up the abilities that are different from PVE to PVP.

    Lazy way out IMO.


    PVE and PVP are played completely differently. The builds are completely different. Therefore, they should be balanced separately. The lazy way, is to keep them the same. Obviously it would be more work to adjust PVE and PVP separately.
    ***Dixon Kay MagDK FORMER EMPEROR***Deca Dix MagDK FORMER EMPORER***Valonious MagPlar FORMER EMPEROR***
    GM of BYTE
    MAY YOUR DEATHS BE SWIFT, AND YOUR LOAD SCREENS LONG.
    And alien tears will fill for him, Pity’s long-broken urn, For his mourners will be outcast men, And outcasts always mourn
  • Froggmann5
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    Folkd wrote: »
    ugh, great now they're separating abilities. Games that do that just create a bigger mess later as they keep on piling up the abilities that are different from PVE to PVP.

    Lazy way out IMO.

    And what's your solution ?

    Until you come up with a better one, you're complaining about nothing.

    [Moderator Note: Edited per our rules on Rude and Insulting comments]
    Edited by ZOS_ShannonM on February 18, 2015 12:01AM
  • Gyudan
    Gyudan
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    I'd like to see the 50% increased cost of Bolt Escape after first cast apply only to PVP.
    Wololo.
  • Jitterbug
    Jitterbug
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    maybe they dont want us to be gods in pve either
  • radiostar
    radiostar
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    If the eventual plan is to have the player scale to content down the line, it seems to make sense.
    "Billions upon Billions of Stars"
  • Folkb
    Folkb
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    Froggmann5 wrote: »
    Folkd wrote: »
    ugh, great now they're separating abilities. Games that do that just create a bigger mess later as they keep on piling up the abilities that are different from PVE to PVP.

    Lazy way out IMO.

    And what's your solution?

    Until you come up with a better one, you're complaining about nothing.

    Right off the bat they could try lowering damage in some encounters. I'm sure there are more options. Anyway games that do this always end up going back after the change of PVE to PVP becomes so drastic it becomes messy to even think about and then they're going to end up right in the same spot they are now.

    [Moderator Note: Edited per our rules on Rude and Insulting comments]
    Edited by ZOS_ShannonM on February 18, 2015 12:01AM
  • Panda244
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    So lets see. Igneous Shield on live gives me a 950 damage shield exactly. Of course the following is based on the x10 speculation which we all know is a lie :stuck_out_tongue_winking_eye:

    950x10 = 9500

    15% of 9500 = 1425

    9500 - 1425 = 8075

    Average Health Pool = 25,000

    8075 = 32.3% of 25,000


    This won't fix anything, at all, as you can still stack Harness Magicka and Hardened Armor as a Dragonknight probably granting you at least another 20-30% damage shield. Then there's healing ward for some serious lulz. Shield stacking has never been a problem imho but you can't fix it doing this, it's something, but it's not going to help....




    Edited by Panda244 on February 17, 2015 11:31PM
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Psychobunni
    Psychobunni
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    THIS! is wonderful!!
    I would like to hope that in some small way they have been listening to the PVE players who have dealt with nerf after nerf over PVP.....and it will be expanded to other skills down the line.

    Valen_Byte wrote: »
    PVE and PVP are played completely differently. The builds are completely different. Therefore, they should be balanced separately. The lazy way, is to keep them the same. Obviously it would be more work to adjust PVE and PVP separately.

    ^^ and THIS...Anyone that takes PVP seriously is built completely different from anyone that takes PVE seriously. Having the skills equal hurts more than helps.
    If options weren't necessary, and everyone played the same way, no one would use addons. Fix the UI!

  • Panda244
    Panda244
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    THIS! is wonderful!!
    I would like to hope that in some small way they have been listening to the PVE players who have dealt with nerf after nerf over PVP.....and it will be expanded to other skills down the line.

    Valen_Byte wrote: »
    PVE and PVP are played completely differently. The builds are completely different. Therefore, they should be balanced separately. The lazy way, is to keep them the same. Obviously it would be more work to adjust PVE and PVP separately.

    ^^ and THIS...Anyone that takes PVP seriously is built completely different from anyone that takes PVE seriously. Having the skills equal hurts more than helps.

    It's a start, but my PvP build is actually capable of soloing a lot of the veteran dungeons up until the last boss, because it's built to keep me alive, I have like 2.4k Health outside Cyrodiil but because of the way it's set up it's stronger than some staff wielding DK, just not as deepsful. :blush:
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • wafcatb14_ESO
    wafcatb14_ESO
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    It`s nothing new or unheard of , Everquest wayyy back in 2000 15 years ago had spells, and melee ablities work different in pvp than they did in pve .

    pve spells and ablities were unchanged, but in pvp they did less damage. or some like charm, didn`t work. fear stuned you instead of making you run uncontrolable off a cliff etc.

    If they could figure it out 15 years ago surely game Developers today can as well.
  • DeLindsay
    DeLindsay
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    It`s nothing new or unheard of , Everquest wayyy back in 2000 15 years ago had spells, and melee ablities work different in pvp than they did in pve .

    pve spells and ablities were unchanged, but in pvp they did less damage. or some like charm, didn`t work. fear stuned you instead of making you run uncontrolable off a cliff etc.

    If they could figure it out 15 years ago surely game Developers today can as well.
    It's nothing more than efficiency for a for-profit Company. It's cheaper to spend the coding time to make 1 ability do 1 thing instead of 1 thing in 2 situations, that or laziness. We all know it's possible and has been possible to separate PvE from PvP so why do MOST MMO's today still balance around PvP which ends up screwing PvE? He who can properly answer that question gets a cookie.
  • Soulshine
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    DeLindsay wrote: »
    It`s nothing new or unheard of , Everquest wayyy back in 2000 15 years ago had spells, and melee ablities work different in pvp than they did in pve .

    pve spells and ablities were unchanged, but in pvp they did less damage. or some like charm, didn`t work. fear stuned you instead of making you run uncontrolable off a cliff etc.

    If they could figure it out 15 years ago surely game Developers today can as well.
    It's nothing more than efficiency for a for-profit Company. It's cheaper to spend the coding time to make 1 ability do 1 thing instead of 1 thing in 2 situations, that or laziness. We all know it's possible and has been possible to separate PvE from PvP so why do MOST MMO's today still balance around PvP which ends up screwing PvE? He who can properly answer that question gets a cookie.

    Personally I have always felt the reason is because few developers want to give up the potential to grab a lion's share of the market by making a PvP only or conversely PvE only game, which is in my book the biggest problem.

    These types of gameplay are simply completely different animals and nether the twain shall meet, yet developers keep insisting on making both of these elements in one game. Not a good recipe and I think a large reason why this genre on the whole is failing.

    Give me a totally PvP focused game without traditional PvE, or the other way around, and provide the players richly layered experiences that do not have to be compromised for the sake of the other, and I think you would have a very successful game over the long term, even if more modest in profits. How much is enough anyway?
    Edited by Soulshine on February 18, 2015 1:40AM
  • PlagueMonk
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    Please, this is nothing more than drop in the bucket,making the damage shield users work just a bit harder (15% harder). Chances are you might eventually even erode their resources but not fast enough.

    Instead of applying a band-aid to it they actually need to FIX shield stacking instead.
    Edited by PlagueMonk on February 18, 2015 1:49AM
  • Atarax
    Atarax
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    dharbert wrote: »
    From the 1.6.3 patch notes:
    • Reduced all damage shields cast in Cyrodiil by 15%. This will not affect damage shields outside of Cyrodiil.

    It IS possible to adjust skills, passives, and sets between Cyrodiil and the PvE zones. You just did it. So why do you keep nerfing and adjusting skills and sets across the board because of PvP whines?

    You CAN make skills, passives, and set bonuses different between Cyrodiil and the PvE zones.

    Seems like a stopgap and the system should be able to be designed such that this kind of thing isn't needed. It's a complex interaction, sure, but I think they can approach this in other ways.
    50 Bosmer Nightblade
    50 Breton Sorcerer
    50 Dunmer Dragonknight
    50 Imperial Templar
    50 Khajit Nightblade
    50 Imperial Dragonknight
    50 Altmer Sorcerer
    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • Novesette
    Novesette
    PlagueMonk wrote: »
    Please, this is nothing more than drop in the bucket,making the damage shield users work just a bit harder (15% harder). Chances are you might eventually even erode their resources but not fast enough.

    Instead of applying a band-aid to it they actually need to FIX shield stacking instead.

    The excitement in this thread isn't about fixing issues in PvP (the PvE focused people in this thread likely don't care much about what happens in Cyrodiil), the excitement is about the potential that ZOS will finally stop screwing with what should be relatively stable skills and builds because of balance issues in a PvP environment that will likely never be stable. I hope this practice is extended and continues.
  • Samadhi
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    dharbert wrote: »
    ...
    It IS possible to adjust skills, passives, and sets between Cyrodiil and the PvE zones. You just did it. ...

    They also did it a while ago when nerfing the damage of Sneak Attacks in Cyrodiil while leaving PvE unaffected.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
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