I think both of these issues are because of not enough regular balance patches, instead of too many. In a decently balanced game there is less gap between min/max builds and casual builds, so more content is completeable with a "play as you want" build. If the tendency is towards buffing everything to max, then it will be more likely that certain combinations deliver much higher results due to the way buffs stack, and therefore min/max builds will have a greater advantage.anitajoneb17_ESO wrote: »@xellink is quite right. Most players (including me) don't care much about balance, since we don't play competitively. All we want is to be able to choose our playstyle and still be able to complete the content with it, even if it is not meta or min/maxed.
But we absolutely **hate* being forced to "relearn" every major "balance patch". I had to relearn my sorc from A-Z twice already : first time in 1.6, second time with shield nerf and animation prioritization changes. I hate it and don't want to face that for a third time.
And having to re-learn your class is another symptom of the twice a year "balancing" that takes place in ESO. Instead of delivering smaller incremental changes often, the changes are rare, monumental and break whole classes and ways of playing when the nerf hammer comes and hits your chosen play style. More frequent balancing would serve to keep the classes equal without having to break them completely when they get out of hand.
Yeah, I get what you're saying - but I disagree with your interpretation of it.And having to re-learn your class is another symptom of the twice a year "balancing" that takes place in ESO. Instead of delivering smaller incremental changes often, the changes are rare, monumental and break whole classes and ways of playing when the nerf hammer comes and hits your chosen play style. More frequent balancing would serve to keep the classes equal without having to break them completely when they get out of hand.
@jhharvest
Not in PVP. Frequent balances result in frequent metashifts in PVP. Apart from armor and skill refund cost stopping metashifts, most players are willing to jump to the next most powerful thing. A small change like half a second spell cast can shift the metagame entirely. When the metagame shifts entirely, population changes and your cookie cutter build can suddenly become completely useless in PVP. This is not healthy for the market ESO is being sold to. Basically those who can afford the gold or crowns will own PVP.
Professional games have tweaks that change the gameplay to quarter second or 3/4 second duration cast time. Also comes with extremely long tooltips with 'ifs' and 'thens' in them. Koreans are happy with it and always hog the ladders in PVP. Even in an international game.
PVE is different. Anything goes.
Yeah, changing the damage type (and then reducing the damage) on Axe's 1 skill made that difference.Axe
Counter Helix damage type from Physical to Pure
Counter Helix damage reduced from 100/135/170/205 to 90/120/150/180
Beastmaster
Call of the Wild Hawk's day vision reduced from 700/1000/1300/1600 to 500/750/1000/1250
Call of the Wild Hawk's night vision reduced from 700/800/900/1000 to 500/650/800/950
They aren't even in the same league. Those Dota2 changes are basically "Okay, play your hero like you used to, but now you'll do a bit better or a bit worse". The ESO changes are "Okay, learn all new rotations."Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
Rohamad_Ali wrote: »There's a Star Trek next generation joke just begging to be a meme but would be most inappropriate .
RoamingRiverElk wrote: »Excellent list. (Though I can't agree re: wings)
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
RoamingRiverElk wrote: »Excellent list. (Though I can't agree re: wings)
Wait.. what's wings?
Wow. These forums are terrible. A dev actually responds with hard data about the game and people are questioning it because certain people influence a majority to moan about the fotm moan because their setup isn't killing people quick enough.
Yeah, I get what you're saying - but I disagree with your interpretation of it.And having to re-learn your class is another symptom of the twice a year "balancing" that takes place in ESO. Instead of delivering smaller incremental changes often, the changes are rare, monumental and break whole classes and ways of playing when the nerf hammer comes and hits your chosen play style. More frequent balancing would serve to keep the classes equal without having to break them completely when they get out of hand.
@jhharvest
Not in PVP. Frequent balances result in frequent metashifts in PVP. Apart from armor and skill refund cost stopping metashifts, most players are willing to jump to the next most powerful thing. A small change like half a second spell cast can shift the metagame entirely. When the metagame shifts entirely, population changes and your cookie cutter build can suddenly become completely useless in PVP. This is not healthy for the market ESO is being sold to. Basically those who can afford the gold or crowns will own PVP.
Professional games have tweaks that change the gameplay to quarter second or 3/4 second duration cast time. Also comes with extremely long tooltips with 'ifs' and 'thens' in them. Koreans are happy with it and always hog the ladders in PVP. Even in an international game.
PVE is different. Anything goes.
Let's look at Dota2 since it's a game I know fairly well and it is focused on balance. In the last six months the hero that received the biggest buffs is Axe. His pick rate went up by 8 percentile from April to May because of patch 6.87 (major patch). That's massive change in a competitive game, yeah? But his win rate only went up from 47.17% to 52.99%. Certainly not an auto-win for your team by any stretch of imagination.
Or how about the biggest loser? Beastmaster's win rate dropped from 52.17% to 46.38% over the last 6 months. Yeah, the hero is worse off now, but you won't lose the game just because you pick that hero. Overall strats and player skill still matter a lot. And these are the two heroes that lost or gained the most. The heroes didn't turn into insta-win or insta-lose. That's because the changes were on the scale of:Yeah, changing the damage type (and then reducing the damage) on Axe's 1 skill made that difference.Axe
Counter Helix damage type from Physical to Pure
Counter Helix damage reduced from 100/135/170/205 to 90/120/150/180
Beastmaster
Call of the Wild Hawk's day vision reduced from 700/1000/1300/1600 to 500/750/1000/1250
Call of the Wild Hawk's night vision reduced from 700/800/900/1000 to 500/650/800/950
They weren't ESO changes that are:Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
They aren't even in the same league. Those Dota2 changes are basically "Okay, play your hero like you used to, but now you'll do a bit better or a bit worse". The ESO changes are "Okay, learn all new rotations."
(Okay, the ability was probably underperforming so it was probably justified.)Circle of Protection: This ability and its morphs now grant the Minor Endurance buff in addition to the Minor Protection buff.
Ring of Preservation (Circle of Protection morph): In addition to the changes made to the base ability, we redesigned this morph so it now decreases the cost of Roll Dodge by 20% while within the area of effect.
Turn Undead (Circle of Protection morph): In addition to the changes made to the base ability, we increased the duration of the area of effect to 12 seconds from 10 seconds.
Intimidating Presence: This passive ability now also reduces the cost of Fighters Guild abilities by 20%.
Slayer: Redesigned this passive ability so it now increases your Weapon Damage by 1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III respectively, instead of increasing your Weapon and Spell Damage by 3/6/9% against Undead and Daedra.
Yes, I understand what you're saying. But I still think that regular balance updates is better and causes less volatility than twice a year "let's shake the meta up again!" updates. I don't believe balance can be reached by altering every skill at once, but by fine tuning the classes over a series of patches.
Besides, that wasn't even the whole patch notes on Circle of Protection that patch...(Okay, the ability was probably underperforming so it was probably justified.)Circle of Protection: This ability and its morphs now grant the Minor Endurance buff in addition to the Minor Protection buff.
Ring of Preservation (Circle of Protection morph): In addition to the changes made to the base ability, we redesigned this morph so it now decreases the cost of Roll Dodge by 20% while within the area of effect.
Turn Undead (Circle of Protection morph): In addition to the changes made to the base ability, we increased the duration of the area of effect to 12 seconds from 10 seconds.
Intimidating Presence: This passive ability now also reduces the cost of Fighters Guild abilities by 20%.
Slayer: Redesigned this passive ability so it now increases your Weapon Damage by 1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III respectively, instead of increasing your Weapon and Spell Damage by 3/6/9% against Undead and Daedra.
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
ZOS_GinaBruno wrote: »Feedback from everyone is one very important part, but we also look at hard data and how a change would affect every other part of the game.
Honestly Gina, I've enjoyed many conversations with you and various Devs since Beta. But the claim that you're using "hard data" to determine the affects of various changes is laughable considering the current state of your game.
*****
What hard data did you examine when balancing the CP system? Do passives like unchained look balanced to you?
What hard data did you examine when implementing Battle Spirit, especially in relation to class defining skills like Dragon Blood?
What hard data did you use when implementing a no CP campaign? Did you adjust Streak / Dodge penalties to compensate for 0 CP PvP?
What hard data did you use when implementing crutch sets like Shield breaker? Did you adjust this set after nerfing sorc shields?
What hard data did you use when setting shield duration at 6 seconds? Are your matrices showing an acceptable number of MagSorcs in Cyrodiil?
What hard data did you use when implementing proc sets like Valendrith and Viper? Do you feel these sets increase or decrease the importance of player skill in ESO?
What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?
What hard data did you use when buffing Soul Assault? Is another long-range, undodgeable beam encouraging or discouraging smart counter-play in ESO's PvP?
What hard data did you use that allowed gap closers to exist in their current state? Has banning players for using a mechanic you developed helped to address the underlying mechanical issues?
What hard data did you use to balance Masters and Maelstrom weapons for Magicka and Stamina users? Do you feel that Magicka users benefit from their vMA weapons as much as Stamina users do from theirs?
What hard data did you use when deciding that multiple poisons should apply on one person? Do you feel zerglings need additional advantages to be successful in 20 v 2 situations?
What hard data did you use when implementing Rally and Vigour? Do you feel stam builds need a burst heal from their offensive weapon (Rally) and a passive heal (Vigour) whose ticks surpasses a DKs burst heal?
What hard data did you use when deciding that Bound Armor would remain a toggle? That Storm Atronach would be the only Atronach in the game that can be CC'd?
What hard data did you reference that led you to decide that Streak should be the only CLASS DEFINING SKILL in the game that punishes the user for casting it more than once? Why is the same not true for other class defining skills like cloak, BoL and Wings?
*****
I hope you understand why the community might have a tough time understanding your use of "hard data." The current state of ESO leads me to believe that either:
a) you don't use hard data, or
b) you do use hard data, but lack the competence to use it effectively, or
c) you do use hard data and have the competence to use it effectively, but lack the monetary incentive to do so
"Men are more important than tools. If you don't believe so, put a good tool into the hands of a poor workman."
- John J. Bernet
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
When presented with facts, this community states: "We have alternative facts."
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
And this is exactly what i expected to be happening over at ZOS.
You don´t even realize that you´ve reinforced every point made in the topic with this example of "hard data". You can not look at the average number of you´re whole server population (or even parts of that like 531 cp capped players).
These can at best give slight indications of balancing problems (i bet even when heavy was absolute garbage back in the days there was a considerable amount of players using it anyways because they simply wanted to play a knight in armor).
To actually identify problems in balancing you have to look at the overperforming (and underperforming) things at the very end of the normal curve. Interesting for balance are the cases where everything is purely chosen (or ignored) in relation to performance.
Another problem raised with your approach is alternatives (or the lack of). Lets jump into the topic by playing a quick game of: How you can possibly evaluate the state of destruction staves at all with your approach to balancing.
There are no alternatives offered by the game - if you want an offensive based magica weapon you´re wearing a destruction staff - period (let´s ignore your internal joke of destro staves actually being three different weapons for this one because if anyone truely believed that someone would have to explain me the state of ice staves backed up by your "hard data" in regards to endgame activities).
Your internal metrics will obviously show destro staffs are in a great state because every magica DD and their mother are using them. This gets reinforced by playerfeedback - or the lack thereof. There is no reference point for players to give feedback on.
Players: "Destro staves are horse droppings."
ZOS: "Compared to what? Why is everyone using them when they´re so bad - duh."
Peekachu99 wrote: »Pretty digusting behavior on display from some of the player-base here. Troll-bait post that gets an actual developer response and rather than be satisfied that the developers have actually engaged the community, the tin-foil-hatters and arm-chair-developers suddenly demand further parses, points of reference and date stamps.
You know, I've had my issues with this game, and I've had my moments where I've been vocal about them, too. But there's the looming issue how these concerns are being voiced; of the grave disrespect shown toward these artists (that what developers and creatives in general are) and their product. This isn't some political revolution. No one's dignity or rights are being revoked. The people in charge of the unique game that so many of us love (or love to hate, apparently) are reinforcing the same vision with which the set out. We are here to share in that vision, and to do so with RESPECT. Offering critisism as ad hominem attacks, gif-bombs, and raw insults is truly, truly shameful and childish behavior. Furthermore, these attacks come from what I'm assuming are grown or semi-adults--both disturbing and a reflection of our society at large.
After the most recent ESO Live, and after watching the embattled @ZOS_RichLambert and @Wrobel defend what is actually a clear, tranparent vision--not without its warts and hiccups, given--they earned a tremendous amount of respect from me. They dared to wade through the quagmire of negativity and churlishness that has drowned this community. The fact that they responded at all shows a measure of care and comittment to both their vision and to the people playing it. You may not like their vision. You may not like them. Those are your choices to make, and you can do so without flinging poop and acting like a fool. They have laid out their mandates. You can either accept them and try to offer civil, critical feedback, or you should move on. I'm usually hesistant to ask any members of an online community to find enjoyment elsewhere, but surely there comes a point where you need to decide if being this emotionally and negatively invested in a game is good for your mental health.
May you find that greener pastsure, or, if you choose to stay, stop trying to fertilize this one with your S#IT.
Edit: Ha! Just saw the date, and the fact that this thread has been necro'd should show you what kind of psychotic cycles the community moves in. Farts in the wind. Can't wait till this one leaves the room.
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)