I'm still seeing nerf Radiant Destruction threads, even though it's an entirely new update gone live. Have all of you people who've been asking for its nerfs ever considered that there's more than just PVP'ers who play this game, and that PVE exists too? Please stop being so inconsiderate and view things from multiple perspectives, and not just your own.
I'm tired of seeing "solid" skills get nerfed, all because the PVP crowd threw a temper tantrum about skills and mechanics. Y'all have gotten: Shields/Wards nerfed, Wrecking Blow nerfed, Cloak nerfed, DK Flappers nerfed, Bolt Escape nerfed, and so many other things nerfed. You even got blocking nerfed, regardless of the developers claiming it was due to PVE that brought about those changes. Not 1 person in PVE complained about tanks in dungeons and trials blocking too much. Not 1. But, was there complaints about "Block-Knights" all over threads from a PVP perspective? You bet! It's horrible.
And the list goes on and on. We as the player base can pretend that there is no legitimate issue at hand with this divide, or even that this divide doesn't exist. But, it's becoming more and more clear. What ZOS should do is have skills behave 1 way in PVP, and completrly differently in PVE. That way the 2 crowds can be kept happy. What ZOS should do, is view things from a full perspective.
Ethromelb14_ESO wrote: »I hate PvP. It's pointless and monotonous. And every PvE based MMO it's included in, it has slowly destroyed, unless isolated to it's proverbial box off in the corner somewhere.
PvP is always broken, no matter what MMO it's in. Pit two exceptionally well built players against each other and watch a very long and boring fight where no one dies, because they can max heal their wounds, or create characters with health bars that don't move, block all day, run away all day, stealth all day. Or wear cheesy armor that just detonates everyone in the proximity without any real display of skill, because the armor does all the work for them.
Unless the PvP feature is going to actually function on an iota of swordsmanship or strategic play, it has no proper place in an MMO. When it starts working like Ni-oh, then I'll support it. Because then the skill will more so be coming from the player and not the set armor. This is the poor design that has everyone flocking to the same damn armor set. For all intents and purpose, a wear-to-win game.
In this game there is a strong dependency on heals because it is close to impossible (based on the majority) to enter combat and not be hit once, just because your fighting prowess is just that good. And those same mechanics translated to player versus player creates a horrible experience.
Just like the exclusive armor, PvP needs it's own set of powers to choose from, that can not be used in PvE.
Zos needs to separate skills and their uses when you load into PVP. All changes must be separate in order to achieve balance in both PVE and PVP. Other MMOs have learned this. We just need to wait for ZOS to realize it as well.
Ghost-Shot wrote: »PVP is monotonous? Please explain how killing the same bosses over and over again is not boring and monotonous?
Lol because that boss won't kill him and ruin is image that's he the best in the world.Ghost-Shot wrote: »Ethromelb14_ESO wrote: »I hate PvP. It's pointless and monotonous. And every PvE based MMO it's included in, it has slowly destroyed, unless isolated to it's proverbial box off in the corner somewhere.
PvP is always broken, no matter what MMO it's in. Pit two exceptionally well built players against each other and watch a very long and boring fight where no one dies, because they can max heal their wounds, or create characters with health bars that don't move, block all day, run away all day, stealth all day. Or wear cheesy armor that just detonates everyone in the proximity without any real display of skill, because the armor does all the work for them.
Unless the PvP feature is going to actually function on an iota of swordsmanship or strategic play, it has no proper place in an MMO. When it starts working like Ni-oh, then I'll support it. Because then the skill will more so be coming from the player and not the set armor. This is the poor design that has everyone flocking to the same damn armor set. For all intents and purpose, a wear-to-win game.
In this game there is a strong dependency on heals because it is close to impossible (based on the majority) to enter combat and not be hit once, just because your fighting prowess is just that good. And those same mechanics translated to player versus player creates a horrible experience.
Just like the exclusive armor, PvP needs it's own set of powers to choose from, that can not be used in PvE.
PVP is monotonous? Please explain how killing the same bosses over and over again is not boring and monotonous?
Separating PvE skills from PvP skills is needed in this game. And, not just Alliance Skills, all skills.
magnusthorek wrote: »I agree 100% specially with the Imperial City part. I can't do the story line, I can't kill the big bosses, I can't even hunt for lorebooks because it's a risk get ganked and have to run all the way again and again and again.
Lieblingsjunge wrote: »There is no divide, imo.
As you mentioned, IC: It is a way for PvE-players to get to know PvP. It's nothing about forcing someone to PvP, it's about making it so that the game's aspects are brought together. So your argument about IC is invalid.
Undaunted Vendor: It's in the base of Cyrodiil, also a way for the PvE-players to port into Cyrodiil.
But let me remind you:
Widowmaker, Amberplasm, Gossamer etc. are all beneficial for PvP, but PvP'ers are still forced to PvE to farm it. So that's one way ZoS brings the PvP-players into PvE. I mean, we can't buy Amberplasm in the Guild Store, so it have to be farmed. Spell Power Cure is also beneficial for PvP-groups, but it's required to farm WGT. Winterborn is also good for PvP > required to farm vMA to get it.
Leki's is a nice 2-pc set, but you have to be in PvP to get it - or buy it.
There is no divide. You're just finding exkuses not to explore the entire game the game.
Ghost-Shot wrote: »Ethromelb14_ESO wrote: »I hate PvP. It's pointless and monotonous. And every PvE based MMO it's included in, it has slowly destroyed, unless isolated to it's proverbial box off in the corner somewhere.
PvP is always broken, no matter what MMO it's in. Pit two exceptionally well built players against each other and watch a very long and boring fight where no one dies, because they can max heal their wounds, or create characters with health bars that don't move, block all day, run away all day, stealth all day. Or wear cheesy armor that just detonates everyone in the proximity without any real display of skill, because the armor does all the work for them.
Unless the PvP feature is going to actually function on an iota of swordsmanship or strategic play, it has no proper place in an MMO. When it starts working like Ni-oh, then I'll support it. Because then the skill will more so be coming from the player and not the set armor. This is the poor design that has everyone flocking to the same damn armor set. For all intents and purpose, a wear-to-win game.
In this game there is a strong dependency on heals because it is close to impossible (based on the majority) to enter combat and not be hit once, just because your fighting prowess is just that good. And those same mechanics translated to player versus player creates a horrible experience.
Just like the exclusive armor, PvP needs it's own set of powers to choose from, that can not be used in PvE.
PVP is monotonous? Please explain how killing the same bosses over and over again is not boring and monotonous?
clayandaudrey_ESO wrote: »All I got out of the OP is another ESO is dying argument.
Agree to some extent. Lot of skill nerfs are due to the alliance war, whether justified or not. Watch streamers & read the comments on their streams, gives good incite in player thinking. At least three are overly obsessed with radiant destruction deaths, to the point where you see a death recap & jbeam is only a small percentage of what killed the player. Templars are popular at the moment. Question is are they any more popular than say stamina sorcerers? Which often appear to be flavor of the month and are more than capable of taking out enemy players with a couple of blows in the hands of skilled players.
When a class becomes popular, obviously a much higher chance of being killed by one or more of their skill set, as more players are running the said class. Often come to the conclusion, this is more about players becoming wild over dying in the alliance war, rather than the skill or skills they died by.
After radiant destruction is nerfed, another set of discussions will appear, about another skill line being over powered, as the cycle never seems to end.
Rohamad_Ali wrote: »Blade of Souls has open world PvP and you see a much better balance in the classes as the two are only separated by opt in uniform system . The communities are not so divided there . Here zoned PvP is a dividing wall between community needs . One is just as important as the other imo .
Doctordarkspawn wrote: »Rohamad_Ali wrote: »Blade of Souls has open world PvP and you see a much better balance in the classes as the two are only separated by opt in uniform system . The communities are not so divided there . Here zoned PvP is a dividing wall between community needs . One is just as important as the other imo .
Blade of souls is also designed around traditional classes with set abilities correct?
Rohamad_Ali wrote: »Doctordarkspawn wrote: »Rohamad_Ali wrote: »Blade of Souls has open world PvP and you see a much better balance in the classes as the two are only separated by opt in uniform system . The communities are not so divided there . Here zoned PvP is a dividing wall between community needs . One is just as important as the other imo .
Blade of souls is also designed around traditional classes with set abilities correct?
Yes
Doctordarkspawn wrote: »Honestly, you wanna know what would be -fine-?
CP cashing.
Cash in a ammount of experience and set yourself back by a bit in order to -keep- abilities unlocked on all characters.
Nonapplicable to class abilities and it would only count toward guild passives and alliance war passives.
Doctordarkspawn wrote: »Honestly, you wanna know what would be -fine-?
CP cashing.
Cash in a ammount of experience and set yourself back by a bit in order to -keep- abilities unlocked on all characters.
Nonapplicable to class abilities and it would only count toward guild passives and alliance war passives.
That sounds pretty interesting. Further elaborate for me. o.o
Doctordarkspawn wrote: »Rohamad_Ali wrote: »Doctordarkspawn wrote: »Rohamad_Ali wrote: »Blade of Souls has open world PvP and you see a much better balance in the classes as the two are only separated by opt in uniform system . The communities are not so divided there . Here zoned PvP is a dividing wall between community needs . One is just as important as the other imo .
Blade of souls is also designed around traditional classes with set abilities correct?
Yes
Then A, it has a better base to work off, and B, it's nearly useless as a comparison.
The entire problem with ESO's nonseperation is that there are no set classes, everyone is working from the same draw pool, exept for class abilities, that pool are activity locked.
Quite frankly It'd fix alot of ESO's problems if it just gave classes rigid abilities but ESO dosent wanna do that, so the problem is exaserbated.
Rohamad_Ali wrote: »Doctordarkspawn wrote: »Rohamad_Ali wrote: »Doctordarkspawn wrote: »Rohamad_Ali wrote: »Blade of Souls has open world PvP and you see a much better balance in the classes as the two are only separated by opt in uniform system . The communities are not so divided there . Here zoned PvP is a dividing wall between community needs . One is just as important as the other imo .
Blade of souls is also designed around traditional classes with set abilities correct?
Yes
Then A, it has a better base to work off, and B, it's nearly useless as a comparison.
The entire problem with ESO's nonseperation is that there are no set classes, everyone is working from the same draw pool, exept for class abilities, that pool are activity locked.
Quite frankly It'd fix alot of ESO's problems if it just gave classes rigid abilities but ESO dosent wanna do that, so the problem is exaserbated.
I know it's not comparable system but was just saying Blade of Souls had both communities in mind when creating so no real separation of PvE and PvE players or abilities . The two groups get along better there was all . ESO is a system on top of a system wrapped in another system and balance for PvE and PvP are near impossibility .