i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?
**cough**search function**cough**
notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

notimetocare wrote: »YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain.
notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.
It's all part of the master plan to bring about a New World Order.
Wake up
DocFrost72 wrote: »notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.
Nailed it. Oh, not him, you OP. Look, I know the patch notes seem bad, but since the NDA lifted on how our characters perform, I can tell you with absolute confidence that my templar isn't missing a beat.
Relax, breathe, nothing is getting nerfed so wardens can be OP. Resources objectively didn't matter last patch. Take it from someone who tested?
Well if they nerfed templar just to make warden an better healer so people should buy morrowind to play warden they are idiots on multiple levels.notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
Well aren't you just a friendly, radiant bag of sunshine?
I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.
Food for thought, and what have you.
And you give yourself too much credit.
This has been mentioned countless times over the last week, yet you make this post as if you just had some epiphany and derived wisdom from it that noone else has concieved.
This is already being discussed here: https://forums.elderscrollsonline.com/en/discussion/337718/zos-if-you-care-about-eso-please-take-time-to-read#latest

notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
notimetocare wrote: »One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
I agree, However the truth is that with a small sample pool making sweeping changes on a large scale only hurts the balance more than a series of constant tweaks.
notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?
**cough**search function**cough**
notimetocare wrote: »Short version: You are an idiot
Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.
Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.
One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.
One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.