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@ZOS Wouldn't it be better to have PvP versions and PvE versions of skills instead of nerfs

NewBlacksmurf
NewBlacksmurf
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I've always wondered why in this game ZOS spends so much time adjusting and attempting to balance skills for both PvE and PvP.

The two are very different types of circumstantial usages.

I have to assume the teams have thought of this but an honest question is why not implement it?
This could then offer 2 versions of each morph within the same animations but the cost and applications would differ.

What is ZOS response and what are your thoughts?
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501
  • Syrani
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    I thought about this as well, but the only problem is that they would have to have one morph for stam, one for magicka, and two for PVP (one magicka, one stam). Choosing a PVP morph could affect that player's ability to perform well in PVE and vice versa.

    I think the best way to fix this issue is to change the way certain abilities function in Cyrodiil and Imperial City. For example, you could make a hard hitting ability do less damage to enemy PLAYERS, but it would still have it's full effect against NPCs. This way, they could tweak ability functions for PVP for balance reasons, but not have it affect PVE.

    In any case, I think they DO need to do something, because as you said, the two types of play are different and shouldn't be balanced as if they are the same.

    S.
  • Drakilian
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    Ideally we would just have two profiles for our classes - one that would apply in PvE and one that would apply in PvP. So that we could build a character optimized for PvE and then play a character optimized for PvP when we enter Cyrodill.
    Syrani wrote: »

    I think the best way to fix this issue is to change the way certain abilities function in Cyrodiil and Imperial City.

    I don't agree with this (at all) but I will point out that this already exists (see the nightblade teleport strike skill - it stuns NPCs but does nothing to players beyond the usual gap closer crap).
    Just call me Drak
  • Artjuh90
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    problem with this idea is: you make PvP less accesable for new players because they have to learn x amount of abilty's again. this lies mainly in howmutch difference you are going to make. for me i would live it. done by the PvP community *** up the PvE
  • NewBlacksmurf
    NewBlacksmurf
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    Syrani wrote: »
    I thought about this as well, but the only problem is that they would have to have one morph for stam, one for magicka, and two for PVP (one magicka, one stam). Choosing a PVP morph could affect that player's ability to perform well in PVE and vice versa.

    I think the best way to fix this issue is to change the way certain abilities function in Cyrodiil and Imperial City. For example, you could make a hard hitting ability do less damage to enemy PLAYERS, but it would still have it's full effect against NPCs. This way, they could tweak ability functions for PVP for balance reasons, but not have it affect PVE.

    In any case, I think they DO need to do something, because as you said, the two types of play are different and shouldn't be balanced as if they are the same.

    S.

    I don't think we are on a similar thought process.

    When I say morphs for PvP and morphs for PvE or (skills)
    -It's the exact same skills in the game now. Literally the exact same morphs as now. The only differences is when in PvP the tool tip and actual effects are changed only in PvP.

    So let's say I'm a Templar and I want to use Breath of Life. In PvE it works just as it does today prior to the nerfs.
    BUT in PvP it works like the nerfs and perhaps has adjustments to cast time

    If I'm using a sword n shield build as a tank. In PvE I'm tanking just as today. But in PvP, my taunts don't taunt but they stun or cause dots.

    When I enter PvP the bar maybe changes to a reddish glow shade to signify PvP mode while PvE is regular.
    Then when in IC or Cyrodil near NPCs the skills work like PvP so these NPCs would take dmg rather than PvE responses cause most of us gank NPCs or are there to kill and move on.

    To me that offers ZOS a simple approach to make changes for PvP and not PvE subject to feedback or things not working as intended vs making an adjustment that really messes up one side more than the other.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    Artjuh90 wrote: »
    problem with this idea is: you make PvP less accesable for new players because they have to learn x amount of abilty's again. this lies mainly in howmutch difference you are going to make. for me i would live it. done by the PvP community *** up the PvE

    Maybe it's not explained well. There nothing new to learn. It's the same skills but the effects apply differently in PvP. That's all
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Syrani
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    That's pretty much exactly what I suggested - have an ability function differently in PVP (Cyrodiil/Imperial City) than it would in PVE. Same skill, slightly different function between PVP/PVE.

    Edit: grammar
    Edited by Syrani on February 11, 2016 3:04AM
  • Artjuh90
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    Artjuh90 wrote: »
    problem with this idea is: you make PvP less accesable for new players because they have to learn x amount of abilty's again. this lies mainly in howmutch difference you are going to make. for me i would live it. done by the PvP community *** up the PvE

    Maybe it's not explained well. There nothing new to learn. It's the same skills but the effects apply differently in PvP. That's all

    then i agree, but you could probably make it up of what i've said before.
  • NewBlacksmurf
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    Artjuh90 wrote: »
    Artjuh90 wrote: »
    problem with this idea is: you make PvP less accesable for new players because they have to learn x amount of abilty's again. this lies mainly in howmutch difference you are going to make. for me i would live it. done by the PvP community *** up the PvE

    Maybe it's not explained well. There nothing new to learn. It's the same skills but the effects apply differently in PvP. That's all

    then i agree, but you could probably make it up of what i've said before.

    Maybe but I'm just trying to KISS.

    I'm not sure we could deal with more craziness with all the ZOS changes and then thing not working as intended that never get fixed.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Lenikus
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    Quite a few skills already behave differently on players or mobs.
    Ambush for example, it STUNS mobs, yet only Immobilizes players.

    No need to make the game more complicated for them casuals.
    ... Mai cave. >:3
  • NewBlacksmurf
    NewBlacksmurf
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    Lenikus wrote: »
    Quite a few skills already behave differently on players or mobs.
    Ambush for example, it STUNS mobs, yet only Immobilizes players.

    No need to make the game more complicated for them casuals.

    Curious why something like this would be perceived as complicated?
    Again...it's the exact same skills, but their effect on other players in PvP is all that changes.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Lenikus
    Lenikus
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    Lenikus wrote: »
    Quite a few skills already behave differently on players or mobs.
    Ambush for example, it STUNS mobs, yet only Immobilizes players.
    No need to make the game more complicated for them casuals.
    Curious why something like this would be perceived as complicated?
    Again...it's the exact same skills, but their effect on other players in PvP is all that changes.
    We're talking about a game where some people try to DPS vet dungeons in full heavy armor and go pvp in full light armor.
    Yup. it's gonna be too complex.
    ... Mai cave. >:3
  • NewBlacksmurf
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    Lenikus wrote: »
    Lenikus wrote: »
    Quite a few skills already behave differently on players or mobs.
    Ambush for example, it STUNS mobs, yet only Immobilizes players.
    No need to make the game more complicated for them casuals.
    Curious why something like this would be perceived as complicated?
    Again...it's the exact same skills, but their effect on other players in PvP is all that changes.
    We're talking about a game where some people try to DPS vet dungeons in full heavy armor and go pvp in full light armor.
    Yup. it's gonna be too complex.

    Lol. O K but I'm sure the flip flop of PvE it PvP for those you describe won't matter but for the regular folks and extreme folks it would seem to create or offer ZOS more opportunities to balance without nerfs.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Drakilian
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    If you think full light armour is a bad thing in PvP clearly you've never played a sorc ;)
    Just call me Drak
  • Moonshadow66
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    The only skill what I'm aware of which is different in PvE than in PvP is Mass Hysteria (Fear). In PvE, the enemies (NPCs) run away while in PvP (the players) are stunned and rooted to the ground. However the NPCs in PvE root the player as well, of course it's technically impossible to let the player run away in a random direction^^
    But.. that's not enough, I think. I thought about this so often, too, that there should be 2 different ways of how skills work.
    Venus Ocean - Breton Sorceress VR16, EP, Tamriel Hero | Gixia - Breton Sorceress VR16, EP, Tamriel Hero
    Frances Demnevanni - Breton Dragonknight VR16, EP, Tamriel Hero | Raygee - Breton Nightblade VR16, EP, Tamriel Hero
    Lady Olivieri - Breton Nightblade VR16, EP, Tamriel Hero | Donna Demnevanni - Breton Templar VR16, DC, Tamriel Hero
    Elaine Benes - Breton Templar VR16, EP | Ray McCluck - Breton Sorcerer VR16, EP
    Moonshadow Demnevanni - Dunmer Dragonknight Lvl 50, EP | Jamie Stacey - Redguard Templar Lvl 50, EP
    Caia Cosades - Imperial Nightblade, EP

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