I often see people complain that ZOS only balances the game for the "elite" players. It's the idea that if you're just an average player, the game is horribly unbalanced. But that sentiment just shows a lack of understanding of how this game's balance even works. My goal is to provide some clarification on how the balance works (without offending anyone, hopefully).
Some strategies counter other strategies. And other strategies, in turn, counter those strategies. It's as simple as that. Something is only "unbalanced" if there's no way to beat that strategy. And let me tell you, as a top-ranking PvP player, every strategy currently has a counter.
The reason you "feel" that the game is unbalanced is simply because you haven't reached the skill-level/understanding to successfully counter some strategy that you consistently lose to. It should be your goal, if you want to win, to decipher that strategy's weaknesses and leverage them to your advantage. Once you become skilled enough and knowledgable enough to successfully counter most (or all) strategies in the game, you'll find yourself to be a top-ranking PvPer. It's impossible to find a playstyle or build for yourself that doesn't have its own weaknesses, but your goal is to limit the enemy's opportunity to exploit those weaknesses you have. Doing this against every strategy that exists in the game IS VERY DIFFICULT and takes MONTHS or YEARS of dedication, thought, trial-and-error, and most importantly, practice. I have played this game since launch, and I can tell you, if you haven't spent thousands of hours perfecting your PvP strategy, you will lose to some other strategies, because that's what it takes. That's how games work. When you lose, you probably feel like "I had no chance whatsoever, that enemy was insanely OP". As a sorc main, that's how I always felt against Magicka Dragonknights. But let me tell you, there is hope, and there ARE ways to beat the Magicka Dragonknight as a sorc. ZOS won't give you that satisfaction, you have to earn it yourself.
Waffennacht wrote: »I like the strategy of Light attack until all 3 sets proc for a win, took YEARS of practice to get down.
You're not wrong, but...I often see people complain that ZOS only balances the game for the "elite" players. It's the idea that if you're just an average player the game is horribly unbalanced. But that sentiment just shows a lack of understanding of how this game's balance works. My goal is to provide some clarification on how the balance works (without offending anyone, hopefully).
Some strategies counter other strategies. And other strategies, in turn, counter those strategies. It's as simple as that. Something is only "unbalanced" if there's no way to beat that strategy. And let me tell you, as a top-ranking PvP player, every strategy currently has a counter.
The reason you "feel" that the game is unbalanced is simply because you haven't reached the skill-level/understanding to successfully counter some strategy that you consistently lose to. It should be your goal, if you want to win, to decipher that strategy's weaknesses and leverage them to your advantage. Once you become skilled enough and knowledgable enough to successfully counter most (or all) strategies in the game, you'll find yourself to be a top-ranking PvPer. It's impossible to find a playstyle or build for yourself that doesn't have its own weaknesses, but your goal is to limit the enemy's opportunity to exploit those weaknesses you have. Doing this against every strategy that exists in the game IS VERY DIFFICULT and takes MONTHS or YEARS of dedication, thought, trial-and-error, and most importantly, practice. I have played this game since launch, and I can tell you, if you haven't spent thousands of hours perfecting your PvP strategy, you will lose to some other strategies, because that's what it takes. That's how games work. When you lose, you probably feel like "I had no chance whatsoever, that enemy was insanely OP". As a sorc main, that's how I always felt against Magicka Dragonknights. But let me tell you, there is hope, and there ARE ways to beat the Magicka Dragonknight as a sorc. ZOS won't give you that satisfaction, you have to earn it yourself.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
You're not wrong, but...I often see people complain that ZOS only balances the game for the "elite" players. It's the idea that if you're just an average player the game is horribly unbalanced. But that sentiment just shows a lack of understanding of how this game's balance works. My goal is to provide some clarification on how the balance works (without offending anyone, hopefully).
Some strategies counter other strategies. And other strategies, in turn, counter those strategies. It's as simple as that. Something is only "unbalanced" if there's no way to beat that strategy. And let me tell you, as a top-ranking PvP player, every strategy currently has a counter.
The reason you "feel" that the game is unbalanced is simply because you haven't reached the skill-level/understanding to successfully counter some strategy that you consistently lose to. It should be your goal, if you want to win, to decipher that strategy's weaknesses and leverage them to your advantage. Once you become skilled enough and knowledgable enough to successfully counter most (or all) strategies in the game, you'll find yourself to be a top-ranking PvPer. It's impossible to find a playstyle or build for yourself that doesn't have its own weaknesses, but your goal is to limit the enemy's opportunity to exploit those weaknesses you have. Doing this against every strategy that exists in the game IS VERY DIFFICULT and takes MONTHS or YEARS of dedication, thought, trial-and-error, and most importantly, practice. I have played this game since launch, and I can tell you, if you haven't spent thousands of hours perfecting your PvP strategy, you will lose to some other strategies, because that's what it takes. That's how games work. When you lose, you probably feel like "I had no chance whatsoever, that enemy was insanely OP". As a sorc main, that's how I always felt against Magicka Dragonknights. But let me tell you, there is hope, and there ARE ways to beat the Magicka Dragonknight as a sorc. ZOS won't give you that satisfaction, you have to earn it yourself.
For "average" or newer players there needs to be the appearance of balance. And by that I mean that it needs to be evident that there are counters to different strategies - counters that don't rely entirely on gear or other things that may seem hopelessly out of reach for them. Knowing that there are counters, and that those counters are attainable is vitally important, because without that appearance of balance newer players are more likely to give up than they are likely to reach for the skill-level/understanding to start being able to counter these strategies.
There's nothing wrong with it taking a lot of dedication to get to the point where you understand (and can implement) the various counters to various strategies, but somehow it needs to be more clear to newer players and casual players that it is possible. And I'm afraid I don't have any bright ideas on how that could be done.
I agree with a majority of your statement about having a greater understanding but to say your an elite PvP player and played from beta is great but that's your opinion. I could say iv never lost a duel but that's irrelevant.
Have you seen some of these perma blocking tanks with infinite resources? There's not a lot of high level experience strategy that kills them. They are a problem just like heavy armor cancer Templars in Reactive that heal through everything. I'd say it's more of a issue about infinite resources than skill based PvP at some point.
I can definitley agree with what you are saying, but there comes a point where something has got to change for server populations. On xbox scourge NA, yellows are always popped locked with a group that pushes people for emp and receives Real money as the incentive. At most we'll have 50 blues fighting 200 yellow, happened last week, when we managed to get emp, we were dethroned in 30 minutes.
Also, I refuse to go to haderus because barely any competition in there, and too much dc'ing to have to wait in the que all time. I just don't understand why there is not mechanics in place to promote a healthy balance to server populations.
People refuse to go to scourge because there are too many yellows to fight against, but they will pop lock skull as soon as blue gets emp haha with 1 bar other factions. No one to blame really, just the way it is.... you can't play solo efficiently anymore without getting zerged on no matter where you are.
Tldr: server pops need to be rethought because yellows zerg scourge, reds zerg skull, blues zerg haddy along with every other faction. azuras empty, skeleton empty. we try to leave lagerus, go to skull get zerg by 200 reds vs 50 blue, or scourge 50 blue vs 200 yellow blazing shield tanks whith capture flag builds who lag your whole group out when they show up because there are so many.... js that *** is trash lol no competition, they don't want that.
my point was that there is no strategy to counter what i displayed above, I agree that it is a larger issue on pvp design, but they are interconnected with game balance as a whole. too many average players are discourge to go into a campagne because of pop unbalance
There's no doubt the recent changes for balance is a step in the right direction. I hope they can continue to make good improvements. Average players are a moving target to please. Even when they are happy give them a month and they will cry about the next thing...it's a tough problem to fix but atleast now ZOS is addressing core issues.
yes great posts op, and people who are just playing this game for the first time or their 1st mmo for that matter fail to realize how complex these games can be, espicially if you have no mentor or someone to show you the ropes...
I often see people complain that ZOS only balances the game for the "elite" players. It's the idea that if you're just an average player the game is horribly unbalanced. But that sentiment just shows a lack of understanding of how this game's balance works. My goal is to provide some clarification on how the balance works (without offending anyone, hopefully).
Some strategies counter other strategies. And other strategies, in turn, counter those strategies. It's as simple as that. Something is only "unbalanced" if there's no way to beat that strategy. And let me tell you, as a top-ranking PvP player, every strategy currently has a counter.
The reason you "feel" that the game is unbalanced is simply because you haven't reached the skill-level/understanding to successfully counter some strategy that you consistently lose to. It should be your goal, if you want to win, to decipher that strategy's weaknesses and leverage them to your advantage. Once you become skilled enough and knowledgable enough to successfully counter most (or all) strategies in the game, you'll find yourself to be a top-ranking PvPer. It's impossible to find a playstyle or build for yourself that doesn't have its own weaknesses, but your goal is to limit the enemy's opportunity to exploit those weaknesses you have. Doing this against every strategy that exists in the game IS VERY DIFFICULT and takes MONTHS or YEARS of dedication, thought, trial-and-error, and most importantly, practice. I have played this game since launch, and I can tell you, if you haven't spent thousands of hours perfecting your PvP strategy, you will lose to some other strategies, because that's what it takes. That's how games work. When you lose, you probably feel like "I had no chance whatsoever, that enemy was insanely OP". As a sorc main, that's how I always felt against Magicka Dragonknights. But let me tell you, there is hope, and there ARE ways to beat the Magicka Dragonknight as a sorc. ZOS won't give you that satisfaction, you have to earn it yourself.
I often see people complain that ZOS only balances the game for the "elite" players. It's the idea that if you're just an average player the game is horribly unbalanced. But that sentiment just shows a lack of understanding of how this game's balance works. My goal is to provide some clarification on how the balance works (without offending anyone, hopefully).
willlienellson wrote: »I think you misunderstand some of the criticism.
There are two separate issues.
One is power creep and content design which is where the top 1% are catered to along side the Roleplayers, ignoring most people in the middle. A prime example of this is how you lock the best gear behind the hardest content, so the inevitable result is that the best players with the best builds unlock an even higher tier of performance resulting in their demand for even harder content. It's a negative feedback loop. They could already beat the hardest content without the better gear. Then you give them the better gear and it's even less of a challenge and the difference between average and top tier performance. The difference between average DPS and top DPS has increased by 200% in the last 18 months.
Two is balance between the classes which has nothing to do with balancing FOR average players. But it has a lot to do with listening TO average players. When you listen to a small number of people who have very specific and unique experience in-game, you don't draw on as much feedback as you should to make informed balancing decisions.
Let me give you an example.
Let's imagine I was the best ganker in the game. I had the most burst damage of any player, period. If you were to give undue influence to my feedback it would lead you to the conclusion that Destro Ult is not at all OP and very well balanced because most of the time when someone casts destro Ult, I simply focus them and burst them down - out DPSing their ult and removing the threat.
But I don't think that's an accurate representation of most PvP experience and it would be a shame if my feedback was given more emphasis than others just because I was so good at that previously described playstyle that I had some big "reputation".
Average player?
When 8 people are beating on a MK DK and he killing them and he is not dieing, how do you call that balance?
PFT.....
I think this is a good point that you bring up. Balance should be brought upon the game through eyes that truly understand game mechanics. That's not to say every "elite" player has a good understanding though, as those two premises are separate and not connected. Meaning: Being an "elite" player (whatever that means) doesn't automatically qualify that person as one who understands game mechanics. BUT, bringing in more than a few "elite" players to evaluate game mechanics is a much better opportunity to come close to fully hashing out balance within the game, as this allows for multiple viewpoints and counter view points to be brought to the table and become evaluated.
OnThaLoose wrote: »And where does pve stand with your interpretation of game balance? Pvp got my radiant destruction nerfed by 21% and monster sets no longer critically hitting. I understand why this was done in pvp, but because of pvp, I'm losing 25-35% in trials on my templar. It's ridiculous. What should have happened is radiants range nerfed to 10-15 meters and proc sets dont critical ONLY IN CYRODIIL.
IcyDeadPeople wrote: »I suspect recent complaints about the state of class balance are from newer players, perhaps not aware of how much progress has already been made. It will never be perfect, but sweeping balance changes introduced with various patches over time have massively improved the PVP experience for good, average and even bad players.
During the first year after launch, the odds were rather severely stacked against anyone wearing medium or heavy armor, for example, and nightblades and stam sorcs had a particularly tough time. At this point, perhaps some classes are a bit stronger than others and perhaps it is a bit too easy to reach high damage potential in heavy armor, but at least you can finally make a reasonably viable character from any of the four classes, stamina or magicka and your choice of light, medium or heavy armor.
Sometimes the pendulum swings a bit too far in one direction or another, but these developers clearly listen to feedback from everyone, not just elite players. I've seen quite a few improvements come directly from suggestions made on the forum by us lowly average players.
Average player?
When 8 people are beating on a MK DK and he killing them and he is not dieing, how do you call that balance?
PFT.....