why exactly don't you just give PvE and PvP a separate skillset, @ZOS?
Its one big game and not two different games. They just need to keep working on balance as it will never stop or be perfect. Just like any one ther game out there.
anitajoneb17_ESO wrote: »why exactly don't you just give PvE and PvP a separate skillset, @ZOS?
Because their original plan was oriented towards PvPvE, a mix of the two.
Since they're increasingly giving up on that (gave up on PvP justice system, and a few other indicators) I wouldn't be surprised to see separate skill lines appear sooner or later.
And with the removal of vet ranks + shared CP, it will be easy for people to have separate charachters for PvP and PvE (min/maxers have them already).
Its one big game and not two different games. They just need to keep working on balance as it will never stop or be perfect. Just like any one ther game out there.
Its one big game and not two different games. They just need to keep working on balance as it will never stop or be perfect. Just like any one ther game out there.
It might be "one big game" but the balance requirements for PVE are very different than for PvP. It's as true in ESO as any other MMO. The difference is that many other MMOs have realised the difference and implemented measures to address this, whether this be separate skill and ability sets or making certain abilities work differently in each environment.
Champion Points is a good example of this lack of understanding of the different requirements of PVE and PvP. The CP system is a shockingly blinkered bit of game development. It's boggles the mind that the devs thought they could implement an open-ended vertical PVE power up system and not have it massively affect PvP balance. What did they think was going to happen? Hence the mess of CP caps, CP-free campaigns, VR removal and C-based gear etc etc.
Because two seperate skill sets/descriptions would be too confusing for most of the playerbase and less people would be willing to give pvp a try if the skills were different.
phaneub17_ESO wrote: »I wondered that too, if shouldn't be too hard to make abilities function differently when in places like Cyrodiil or any future PvP zones. The rest of the game is strictly PvE, there's no possible way for any of the factions to confront each other outside of Cyrodiil.
Most every change to my skills that take away what I can do is for "PvP Balance". Its getting tiring. I have to relearn how to achieve the same DPS and survive-ability as I had before just because of PvP.
People speak like it would be this huge undertaking to introduce separate skills for PvP than for PvE. Why? ZOS has already thrown out or completely overhauled skills several times since this game launched. All skills are is a trigger to do a math equation to come up with a Damage number or a Heal number or a Mitigation number and apply it to a target, they are not trying to land an orbiter on the moon. We know skills can be redone, so why can't they make skills just for PvP?
Once done, they can tweak and re-balance PvP to their hearts content. It could also introduce a whole new chapter in build diversity.
phaneub17_ESO wrote: »I wondered that too, if shouldn't be too hard to make abilities function differently when in places like Cyrodiil or any future PvP zones. The rest of the game is strictly PvE, there's no possible way for any of the factions to confront each other outside of Cyrodiil.