Hello
Quick reason for this post:
I enjoy the game, both PVE and PVP and like many have I understand that there is imbalance in the game. I’m not talking Class as this is another subject that
@Wrobel is dealing with.
The issue is Role balance.
The imbalance comes with champion points. This is because you can have the skill points to select pvp skills and pve skill, lets face it attribute points are normally all in stam or magic (maybe 10 in health) even for end game tanks like myself.
There is 3 aspects to the game PVP, PVE group and PVE solo:
As a DPS you can do all three aspects without any champ changes and still be competitive.
As a healer you can do PVE group and PVP as a healer but will struggle in PVE solo such as vet maelstrom arena, and as the game progress mobs will get tougher or dps will be one shot everything soon..
As a tank you can do PVE group only.
Now I’m not saying all should do the same damage as that would be stupid, what I am suggesting is re balance mechanic around the rolls.
What I suggest:
To make this work there has to be a cost in some way, a trade off or it will make pvp more directed towards damage.
We use the role selection to lock in a role with bonus:
Tank – while being hit by spells or physical attacks you gain 5% weapon/spell damage. This stacks 5 times and lasts for 10seconds. While in combat all regen is halved (this should not effect pve as we don’t rely on it and should put of dps from selecting this roll)
DPS – While in combat all regen is increased by x% and after each kill you perform yourself you recover x% of your highest attribute. (I didn’t want to put anything down to increase damage as that would stop the value of this post; however I wanted to focus on sustained dps)
Healer – After a healing yourself or others from below 50% to above the targets health with a direct heal you gain increase Spell damage of 25% for 5 seconds. (With is I wanted to play to a healers strength and not have dps cast ward then dps, hence the short time and the 50%. Im also on PS4 so dont see numbers incase the 50% is not right)
All values can be changed they are just place holders as i dont know value of the impacts (again on PS4 so dont see numbers
)
Now there has to be a cost – to switch roles it costs maybe 3000g each time or a cool down of x amount of time.
There are bound to be better ideas but I wanted to stay away from having these roles linked to armour or weapons, for example a healer temp can still pick healer role and wear 5 heavy and use s&b.
Summary
Tank and healer damage goes up so the can enjoy all the game has to offer and not just bits. DPS gets an attractive increase (this may change as I don’t dps and you may have a better balance suggestion).
People will be able to have more commitment to there role the enjoy and not get punished for a choice the game needs to function. (please dont suggest just role a dps. Some of us enjoy tanking but also want to experiance the whole game) - this also may be detrimentle when pvp arena comes out or mobs get buffed in future dlc to such a degree that tanks and healers carnt even pve solo
I have also asked zos in Ask us anthing to see if this is being worked on, hoping
@ZOS_GinaBruno will pass it on.
This post was inspired by
@HeroOfNone for his feed back he is giving.
Thanks for reading.
Necrosis