austinwalter87ub17_ESO wrote: »Having sets which can sustain and survive against multiple people is simply awesome for the game.
Dagoth_Rac wrote: »austinwalter87ub17_ESO wrote: »Having sets which can sustain and survive against multiple people is simply awesome for the game.
No. It is awesome for the player who can survive forever against a dozen other players. But sets that make 1 player happy and aggravate a dozen other players are distinctly bad for the game. Like or not, ZOS have to find ways to make the game fun and enjoyable for as many people as possible. So a large, open world game like this is always going to have large numbers of bad players going up against a few good players. If the few good players always cannot be defeated, the bad players leave. I know you would like to think they will treat it as a learning experience and "git gud", but they will not. There are a lot of casual players who just want to log on occasionally, join a group, get in some battles, take a keep, etc. If that is continually stymied by a handful of 1vX builds with nearly infinite sustain, they will just log off or go play another game. And the game needs players. Of all skill levels.
A good player standing up to 2 or 3 bad players? That is pretty cool. But 1 player having nearly infinite resources when getting stomped on by like 10 people? Bad game design. There is no match-making or tiering or any other method to silo players off into instances where they only play against people of similar skill. ZOS are in the unfortunate position of trying to balance a game that is like the equivalent of a large bunch of guys who play basketball at the YMCA every other Tuesday night going up against LeBron James and Steph Curry and Chris Paul. Or a bunch of AA-level baseball players hitting against all-stars like Matt Harvey and Stephen Strasburg every night. The disparity of skill, experience, and organization is enormous. And it is a reality that must be dealt with.
The best players and builds and skills will get nerfed. The worst players and builds and skills will get buffed. But the best players will still come out with much, much higher kill-to-death ratios.
xblackroxe wrote: »Desert Rose deserved the nerf.
Standing in a group spamming skills like a mad man bc you can't run out of ressources is balanced for you?
At the same time proc sets got nerfed so that you ha armor tanks are even harder to kill.
And heavy armor sustain got a bit nerfed.
I dont really see the problem with the changes. Now heavy armor proctards can't stand around block all day long and still have the potential to kill of targets in seconds.
Every change they made outside of class balances made pvp a better place.
Dagoth_Rac wrote: »austinwalter87ub17_ESO wrote: »Having sets which can sustain and survive against multiple people is simply awesome for the game.
No. It is awesome for the player who can survive forever against a dozen other players. But sets that make 1 player happy and aggravate a dozen other players are distinctly bad for the game. Like or not, ZOS have to find ways to make the game fun and enjoyable for as many people as possible. So a large, open world game like this is always going to have large numbers of bad players going up against a few good players. If the few good players always cannot be defeated, the bad players leave. I know you would like to think they will treat it as a learning experience and "git gud", but they will not. There are a lot of casual players who just want to log on occasionally, join a group, get in some battles, take a keep, etc. If that is continually stymied by a handful of 1vX builds with nearly infinite sustain, they will just log off or go play another game. And the game needs players. Of all skill levels.
A good player standing up to 2 or 3 bad players? That is pretty cool. But 1 player having nearly infinite resources when getting stomped on by like 10 people? Bad game design. There is no match-making or tiering or any other method to silo players off into instances where they only play against people of similar skill. ZOS are in the unfortunate position of trying to balance a game that is like the equivalent of a large bunch of guys who play basketball at the YMCA every other Tuesday night going up against LeBron James and Steph Curry and Chris Paul. Or a bunch of AA-level baseball players hitting against all-stars like Matt Harvey and Stephen Strasburg every night. The disparity of skill, experience, and organization is enormous. And it is a reality that must be dealt with.
The best players and builds and skills will get nerfed. The worst players and builds and skills will get buffed. But the best players will still come out with much, much higher kill-to-death ratios.
austinwalter87ub17_ESO wrote: »xblackroxe wrote: »Desert Rose deserved the nerf.
Standing in a group spamming skills like a mad man bc you can't run out of ressources is balanced for you?
At the same time proc sets got nerfed so that you ha armor tanks are even harder to kill.
And heavy armor sustain got a bit nerfed.
I dont really see the problem with the changes. Now heavy armor proctards can't stand around block all day long and still have the potential to kill of targets in seconds.
Every change they made outside of class balances made pvp a better place.
If you're not doing enough damage you're helping the player wearing Desert Rose. I'm fine with that. Whether I'm wearing it or fighting against it.
I consider that fine. The set is lackluster for damage dealers beyond the 5 piece bonus.
TANKS SHOULD BE TANKY AGAINST MULTIPLE PEOPLE.
That's the trade off for doing *** for damage.