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Recent Zos live and comments about balancing...

CavalryPK
CavalryPK
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I guess I knew how this balancing was done... i dont know why i was hopping for something else. Long story short the balancing team would look at pve performance and base the balancing on that. For example, sorc dps in dungeon is a little low so lets adjust the skills to bump it up a little. Which obviously led to the whole curse fiasco which, later fixed thanks to overwhelming feedback.

As a pvper this is very troubling to hear. Because the change is based of pve not pvp. We should appoint a new president for zos that can build a wall between pve and pvp, if you know what I mean. So each can get special balancing attention to avoid conflicts. You already have bunch of skills that already have different mechanics in pvp and pve.

So let's build that wall guys !
THE CAVELRY HAS ARRIVED! Cav is a professional magblade, (in his not so professional opinion). He is immortal and is fighting for the Pact since 2E 572, amidst the turmoil of the Second Akaviri Invasion. He protects the provinces of Skyrim, Morrowind and Black Marsh.

Check out his PVP YouTube channel !

https://youtube.com/TheCavalryPK
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    I only support a wall, if we can make the PvPers pay for it!
  • Dawnblade
    Dawnblade
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    I only support a wall, if we can make the PvPers pay for it!

    Not enough of them to cover the costs, the wall would only make it around a small part of Cyradiil before they started putting up chicken wire fencing and calling it a wall.
    Edited by Dawnblade on January 29, 2017 4:30PM
  • AFrostWolf
    AFrostWolf
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    Honestly, I don't know how reasonable or easy the task would be. They just need to make it so upon entering Cyrodiil or IC skills have a different scale than what it is in PvE zones. That way abilities can be balanced for both by changing them depending on zone.
  • KochDerDamonen
    KochDerDamonen
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    Surprised there's not been talk from ZOS about seperating PvP/PvE stats and mechanics.

    Things like giving taunts an actual effect on players, tweaking cc durations, general numbers.
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • CavalryPK
    CavalryPK
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    I should tag mister @ZOS_RichLambert and @ZOS_GinaBruno and @Wrobel
    THE CAVELRY HAS ARRIVED! Cav is a professional magblade, (in his not so professional opinion). He is immortal and is fighting for the Pact since 2E 572, amidst the turmoil of the Second Akaviri Invasion. He protects the provinces of Skyrim, Morrowind and Black Marsh.

    Check out his PVP YouTube channel !

    https://youtube.com/TheCavalryPK
  • The_Protagonist
    The_Protagonist
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    Yeah lets start building a wall, ZOS take away all Monster Sets, vMA weapons and Spriggan set from PvP, it doesn't belong there anymore, and I almost forgot, take away all crafted sets as those don't never belonged in Cyro either. Take that whiny PvE content from our precious PvP adult mature playground. :trollface:
    Edited by The_Protagonist on January 29, 2017 5:43PM
  • Doctordarkspawn
    Doctordarkspawn
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    Seperate the two.

    Give PVE alternatives for PVP skills with Undaunted skill lines and start working on balancing the two seperately.
  • Woodenplank
    Woodenplank
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    The proposed solution makes no sense. They're editing the same game. There is a reason why PVP balance is affected by changes, even if those were aimed towards PVE balance.
    They're editing the same bloody skills and item sets.

    The design space is sort of narrow here, outside of downright nerfing the effect some abilities have on players (which has already been done to some extend, as healing/shielding is hugely weakened in Cyrodiil).

    I can only come up with very few instances were something OP in PVP could be changed, without nerfing the PVE aspect.

    The Viper's Sting set (the instant 7k poison damage when you touch something) is one such problematic set I think.
    Perhaps it would be better if it dealt it's damage over the cooldown time (can only occur every 4 seconds - damage is dealt over 4 seconds). In the long run of a boss battle this would mean nothing essentially, but it gives opposing players more time to react and counter the damage, rather than getting burst down super fast.

    But if you ever tried working on any strategy game, you would know how damn near impossible it is to enact balance.
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
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