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Why don't you just make PvE skillset separate from PvP?

  • Morimizo
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    susmitds wrote: »
    People who think shields were nerfed for only PvP is quite wrong. It was also done to narrow the gap between sorcerers and other classes in PvE leaderboards.

    Okay, but after considering this change awhile, I have to wonder, is the length of the shield REALLY important?

    In any difficult combat situation (PVE or PVP), the shield gets shredded way faster than 6 seconds, much less 20. It's really just a convenience, a quality of life improvement, to not have to cast it as often IN BETWEEN skirmishes. Perhaps someone can explain why even if the shield lasted a minute or until depleted, what would change about the strategy of the opposing player?

    Now that ALL classes will now have access to a shield, leaderboard times should be unaffected.

    That said, I have always believed the balance for PVP requires a different approach than PVE, and skills, even if the same, should have different modifiers and stats, probably across the board. You wouldn't have to play any differently than you already do now going between the styles.
  • Valrien
    Valrien
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    susmitds wrote: »
    People who think shields were nerfed for only PvP is quite wrong. It was also done to narrow the gap between sorcerers and other classes in PvE leaderboards.

    There a reason classes had different leaderboards in vMA, you know.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • susmitds
    susmitds
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    Valrien wrote: »
    susmitds wrote: »
    People who think shields were nerfed for only PvP is quite wrong. It was also done to narrow the gap between sorcerers and other classes in PvE leaderboards.

    There a reason classes had different leaderboards in vMA, you know.

    I know, but there were people, who wanted unification and balance on those.
  • Valrien
    Valrien
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    susmitds wrote: »
    Valrien wrote: »
    susmitds wrote: »
    People who think shields were nerfed for only PvP is quite wrong. It was also done to narrow the gap between sorcerers and other classes in PvE leaderboards.

    There a reason classes had different leaderboards in vMA, you know.

    I know, but there were people, who wanted unification and balance on those.

    Why? ZOS was pretty insightful in making the leaderboards like that, since they recognized certain certain classes were more well built for solo. Seems kind of ridiculous for people to want to narrow any sort of gap like that.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • UltimaJoe777
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    Alliance War Skills were originally PvP oriented but PvErs wanted them. Any more seperation will only make both sides want what the other has, so what's the point?
    Edited by UltimaJoe777 on April 29, 2016 4:43AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Lightninvash
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    @Lightninvash that is a really good idea tbh.

    We already give full damage to enemy NPCs in Cyrodiil and Imperial City, and less damage to players + we have armor sets that benefits only pve (Roar of Alkosh) or pvp (Vicious Death)..

    @failkiwib16_ESO yeah I just figured some skills would have been better to have a reduced effect in pvp than to nerf the skill entirely. this way pvp will feel less like an instant kill while holding the same feel for pve. would make the pvp players happy to see the reduced damage or effect while not effecting the pve builds.
  • Nestor
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    Alliance War Skills were originally PvP oriented but PvErs wanted them. Any more seperation will only make both sides want what the other has, so what's the point?

    To make a better game.

    Each group can have their balance and not affect the others. As for using PvP skills in PvE, some do that, but most don't. I mean I think I see other players using one or two PvP skills in the dungeon runs I do, Caltrops and that Detonation skill. I bet most would not mind giving up those skills to have PvE be more consistent, and if not, then add a version of those few skills to PvE. Problem solved.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • STEVIL
    STEVIL
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    Maintaining two separated but interrelated code streams takes at least 4x the effort and causes 4x the bugs.

    No no no no.

    Just say no.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • emily3989
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    Many games have abilities that operated differently depending on what you are fighting. Most EQ2 skills and abilities had a secondary tip bar indicating the effects would have on Raid mobs, as opposed to regular mobs, and this was 12 years ago.

    Seems like something similar could easily be done in PvP, especially since they have dedicated zones.

    But if you pay close attention, a lot of the skill morphs are clearly PvP vs PvE choices, but it would suck having to re-set morphs all the time if you played both ways.
    Thasi - V16 Magblade Vampire PC/NA
  • Fallen_Ray
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    Splendid Idea and shouldn't be hard to implement. Easier way just to make skills work differently in PVP that's it. We'll have to see if Zenimax considers this. Lately they comply more to crying and whining rather than complying to coherent rational ideas that benefits everyone.
    "Dear brother, I do not spread rumors, I create them"- Lucien Lachance
  • bloodenragedb14_ESO
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    STEVIL wrote: »
    Maintaining two separated but interrelated code streams takes at least 4x the effort and causes 4x the bugs.

    No no no no.

    Just say no.

    id rather them spend a year ironing out the code and bugs for this idea then to continually destroying every single build people come up with in PVE, both the fun builds and the power builds get trashed nearly every update, im sick of it
  • dday3six
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    Nestor wrote: »
    Alliance War Skills were originally PvP oriented but PvErs wanted them. Any more seperation will only make both sides want what the other has, so what's the point?

    To make a better game.

    Each group can have their balance and not affect the others. As for using PvP skills in PvE, some do that, but most don't. I mean I think I see other players using one or two PvP skills in the dungeon runs I do, Caltrops and that Detonation skill. I bet most would not mind giving up those skills to have PvE be more consistent, and if not, then add a version of those few skills to PvE. Problem solved.

    I admittedly would like PVE and PVP to be separated, but Caltrops is a great deal of damage, and Vet Maelstorm would be really difficult for a Stamina build without Vigor.
  • STEVIL
    STEVIL
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    STEVIL wrote: »
    Maintaining two separated but interrelated code streams takes at least 4x the effort and causes 4x the bugs.

    No no no no.

    Just say no.

    id rather them spend a year ironing out the code and bugs for this idea then to continually destroying every single build people come up with in PVE, both the fun builds and the power builds get trashed nearly every update, im sick of it

    SOME OF the fun builds and the power builds get CHANGED nearly every update, i LOVE of it

    I like the ever evolving aspect of a living MMO. I like having to See the changes, Analyze the results, Change where necessary and then learn to Kill the enemies in different ways every 3 months or so. SACK to me is part of the fun that keeps the game alive.

    Clarity is a flower that smells bad.

    Day 5 of playtest and the sun came up again. Now i am very confused.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • VShane
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    I think I'l just grind crabs all over Tamriel, nothing but crabs. I wonder if its possible to take lvl1-50(cp active change) only killing crabs? Hmmmm
  • Ser Lobo
    Ser Lobo
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    Many refuse to accept the idea that PvE can be inbalanced or broken. Even games with no PvP whatsoever constantly face balance passes, because there is still a balance to be maintained between any two (or more) players doing roughly the same job.

    Sure. The average PvE'r doesn't come to the forums to complain that the sorcerer is tanking end-game content better than the templar. But the average PvPer doesn't come to the forums to complain that the sorcerer is tanking all of his nightblades attacks, either. The average player plays, overcomes or gets wrecked, and goes about his day.

    But changes are always driven by the exceptions. The end-game raid runners for PvE, or the die-hard PvP fanatics.

    Not every balance pass is because of PvP. It's entirely possible that stacking shields was making PvE content easier than the devs intended.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
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    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • UltimaJoe777
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    Nestor wrote: »
    Alliance War Skills were originally PvP oriented but PvErs wanted them. Any more seperation will only make both sides want what the other has, so what's the point?

    To make a better game.

    Each group can have their balance and not affect the others. As for using PvP skills in PvE, some do that, but most don't. I mean I think I see other players using one or two PvP skills in the dungeon runs I do, Caltrops and that Detonation skill. I bet most would not mind giving up those skills to have PvE be more consistent, and if not, then add a version of those few skills to PvE. Problem solved.

    You forgot Vigor, not to mention using Rapid Maneuver to get around.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
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