Ive always been a speaker against metagaming while i have been a very competitive player 5-10 years ago in many skill based games, (to those who dont know the meaning; metagaming stands for creating optimal builds in games for competition sake, adopted by') because it not only limits innovation as those who lobby (and mainly for their own interest) for role orientation have an effect on dev's balancing with as result sets roles in stone so distinctly. These lobbys are practically a veil before the developers eyes, clouding the true problems of a game and making it seem like just changing components and effects to fit into a certain 'once again' set-in-stone model is the way to go. Afterall such models are promoted as being 'easily recognicable' therefore inviting.
Thing is, this typical mmo model has thrived since the old days for one reason apparently forgotten or ignored; innovation.
Innovation is not the abillity to recognice and pinpoint optimal playstyles for a meta, optimal playstyle finds were instead an indication that required balancing in relation as such consisted of having an edge over other playstyles, not to be the status quo that made everything else inferior.
No.. The innovative are the people who weave a web through components and effects to create; relevantto their playstyle. Changing whole skills for the sake of role-purism sabotages that, and thus narrows it all down untill what you are left with are the four base roles, currently still labeled with stam/mag subroles, wich in its own is already an illusion as there are much more skill chimes that work than just the resource differences.
Now this is still a slippery slope, afterall you dont want to level everything to be equal in every situation, that is why i use the words 'in relation'. Something that is optimal in pvp isnt always optimal in pve, something in pve isnt always optimal in pvp, and that is exactly in the same comparisan as to why you cant just change a whole skill to force a more distinct stam/mag subrole while people make such skills work in their own relative combinations and intention. But this is what some people are calling for on these forums, i noticed' and i have to reason against publically before i see this great game be done harm.
When you want to balance something, you balance it downward (excesses to be reduced) with the numbers, you dont completely change components and effects of skills. I rest my case for now.
Feel free to chip in any thoughts, childish remarks will be ignored, intelligent arguments and comments very welcome.
server: EU. platform: PS4. psn: Calamaistr (empty FR will be deleted)
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