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.
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.
Froggmann5 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.
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.
Psychobunni wrote: »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 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.wafcatb14_ESO 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.wafcatb14_ESO 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.
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.
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.
...
It IS possible to adjust skills, passives, and sets between Cyrodiil and the PvE zones. You just did it. ...