Game balance and variety - what would you do?

kunquatb16_ESO
kunquatb16_ESO
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It is obvious that the recent changes to game balance are unpopular. Many stating that they decrease game balance, and decrease character skill variation. Additionally, many of the changes were to lessen "spam play" where just 1 maybe 2 skills are hammered away at, or exploited. We've all seen those templars running in circles none stop killing. Spam play does need tackling. But these changes too heavily penalize good varied specs that required skill to play and used many skills situationally , while leaving spam play easy as pie.

How would you change things to improve game balance, keep variety of spec, and skill usage, and make spam play unviable? In fact any idea you think will improve game balance fairness, and fun.

I hope people will remain constructive.
  • Doctordarkspawn
    Doctordarkspawn
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    Here's the problem.

    If you attack Spam play you attack the core functionality of the game. It's why, changes to PVP specifically should have been what happened. ZOS's excuse of 'we dont want people to run different gear' is just a substitute for effort.

    That said, if I had to do it, I'd do the following.

    Institute soft caps again.
    Edit the PVE content to suit those caps and the theoretical damage ceiling they'd be ment to keep people at.
    Edit the less usefull weapon styles to hit that theoretical damage ceiling. Just have them do it in different ways. Twohanded be a burst damage spec, duel wield chip damage and dots, ect, ect.
    Generally let PVP minded players take PVP changes from there because honestly I've never seen a MMO PVP system that works

    Profit. The reason the game is *** right now is ZOS wont take a firm hand and make a plan. If 30K DPS is the goal, make all weapons able to hit it, and change the content, the damage resist, the health pools, to revolve around that maxmum number.

    The reason the spam play is such a problem is because the combat does not have more nuance. The design needs to encourage people to combo. The design needs to encourage people to use one ability, then another for payoff. This is something that for all ESO's action driven combat, it's usually not managed.

    To encourage this, the designers should look at a dragon age inquisition style combo system, with certain status effects and payoffs available to one weapon type.

    Otherwise we will keep geting the same situation we have now, where ZOS tries to fix problems with the same heavy hand and keep screwing it.
    Edited by Doctordarkspawn on May 25, 2017 3:10PM
  • idk
    idk
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    The rescent changes were less about balancing and more about rescaling the game.
  • GreenSoup2HoT
    GreenSoup2HoT
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    I would remove the regen penatly from sprinting, blocking and rolldodge. Also streak penatly gone.

    They were awesome elements of the game that made gameplay fast based and reactive. Now nobody wants to even bother using stamina mechanics because its just a huge drain on resources. Also it was fun mounting up to catch a sorc.

    Anything that is overperforming would be tuned straight away. No bandaid fixes that effect large portions of the game (ex crit proc sets when tooltips could of been reduced). Now even lesser used proc sets lost value.
    PS4 NA DC
  • Sigtric
    Sigtric
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    Recent changes haven't been punishing or bothering me at all, overall.

    The bow heavy attack change is pretty stupid imo.

    /shrug

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

    Show Me Your Dunmer
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  • kunquatb16_ESO
    kunquatb16_ESO
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    I thought a system where a skill cost debuff got added with use, so if you spam a skill it get stupidly expensive. But be able to earn off this debuff by using other skills, wep attacks ect. I think it'd would make for more skill use variation, without harming none spammers. Even allowed for role critical skills such as taunts, so proper play is still rewarding for all.

    It didn't get much love though :(
  • STEVIL
    STEVIL
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    broad topic of balance/diversity in gameplay...
    1. SETS - DROPS vs CRAFTING
    2. Remove drop sets weapons altogether. Now you have crafting for sets which include weapons and drops for sets which include jewels. Drops and Crafteds become partners, not competitors in all builds. there would still be non-set weapons of the vanilla variety.
    3. Maelstrom and masters "weapons" would either be replaced by tokens that you could then craft into weapons of that type OR be replaced by temporary "blessings" or even consumables which are significant in power but which run out - thus giving you a need to repeat.
    4. GEAR TRAITS
    5. massive rework of traits for armor and weapons designed to be more "outward" dependent. Basic idea is there is nota "best" trait but rather traits which are best against certain things and less against other things so no "gear-trait" combo is best everywhere but most gear-trait combos are best somewhere or maybe second best everywhere.
    6. Example: let nirned raise damage by X for all weapon cases. Then holy raises it by 2x but only againt undead and daedra. repeat. let nirned add X armor everywhere all the time. let sturdy armor add 2X armor vs DOT damage. let Well fitted add 2X armor vs AOE damage.
    7. PVE CONTENT
    8. Adjust lots of the trials and dungeons to have more sneak challenges and more defense challenges and fewer DPS challenges. DPS challenges can still be the majority of the effort but give more need for the other gameplay elements to factor stronger. Essentially, enough challenges should reward having a dedicated sneak to make it a "role" or at least secondary role that needs to be included for top scores.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • kunquatb16_ESO
    kunquatb16_ESO
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    Here's the problem.

    If you attack Spam play you attack the core functionality of the game. It's why, changes to PVP specifically should have been what happened. ZOS's excuse of 'we dont want people to run different gear' is just a substitute for effort.

    That said, if I had to do it, I'd do the following.

    Institute soft caps again.
    Edit the PVE content to suit those caps and the theoretical damage ceiling they'd be ment to keep people at.
    Edit the less usefull weapon styles to hit that theoretical damage ceiling. Just have them do it in different ways. Twohanded be a burst damage spec, duel wield chip damage and dots, ect, ect.
    Generally let PVP minded players take PVP changes from there because honestly I've never seen a MMO PVP system that works

    Profit. The reason the game is *** right now is ZOS wont take a firm hand and make a plan. If 30K DPS is the goal, make all weapons able to hit it, and change the content, the damage resist, the health pools, to revolve around that maxmum number.

    The reason the spam play is such a problem is because the combat does not have more nuance. The design needs to encourage people to combo. The design needs to encourage people to use one ability, then another for payoff. This is something that for all ESO's action driven combat, it's usually not managed.

    To encourage this, the designers should look at a dragon age inquisition style combo system, with certain status effects and payoffs available to one weapon type.

    Otherwise we will keep geting the same situation we have now, where ZOS tries to fix problems with the same heavy hand and keep screwing it.

    Some good ideas, but by caps, do you mean hard caps, or diminishing return cap?

    I agree about the need to encourage a wider range of skill usage, Maybe weapon types could affect buffs from skills, or other aspects of skill usage.

    I also think a more progressive re-balancing process is needed, with changes being smaller, but more often. This would give an opportunity for better feedback from the entire playerbase, whether they have time to beta test or not. It would also give Zos more opportunity to see the actual outcomes of changes, and gauge if it is as intended.

    It is obvious from the patch note, and the actual outcomes of these changes, that they have not achieved what they are meant too.
  • AcadianPaladin
    AcadianPaladin
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    Improve and variety? Hmm, I'd start with a couple very big things:

    1. Admit that balancing PvP and PvE together is a futile endeavor and give each of the two disparate modes the care and respect they each deserve.

    2. Make damage scale on the skill in the line that supports it. That is high 2H damage comes from having 50 in the 2H skill line - not stam. Have staff damage scale off skill in the staff line, not magicka. Casting damage similarly would scale from high skill in the skillline that provides it instead of mag or stam. Stam would be used for block/bash/dodgeroll/sprinting. Magicka would be used to actually cast abilities that require casting.
    PC NA(no Steam), PvE, mostly solo
  • STEVIL
    STEVIL
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    Improve and variety? Hmm, I'd start with a couple very big things:

    1. Admit that balancing PvP and PvE together is a futile endeavor and give each of the two disparate modes the care and respect they each deserve.

    2. Make damage scale on the skill in the line that supports it. That is high 2H damage comes from having 50 in the 2H skill line - not stam. Have staff damage scale off skill in the staff line, not magicka. Casting damage similarly would scale from high skill in the skillline that provides it instead of mag or stam. Stam would be used for block/bash/dodgeroll/sprinting. Magicka would be used to actually cast abilities that require casting.

    Interesting...

    I did not think it affected diversity that much but a similar suggestion i had flaoted in another thread was this:

    For weapon skills, keep the current wpn/spldam + pool/10.5 formula. (ish) This keeps the base weapon damage as a prime mover in that weapon skill damage.

    For non-weapon skills (class, guild, world, etc) replace the wpn/spldam element with the character level.as a base. This way, 2h for instance would not give spears or silver bolts bonus damage over say sword and shield.

    However, replacing class level with skill leve is maybe a good idea, tho its certainly possible to raise skill levels faster than class level so, could be some things that have to be looked at.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • kunquatb16_ESO
    kunquatb16_ESO
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    Improve and variety? Hmm, I'd start with a couple very big things:

    1. Admit that balancing PvP and PvE together is a futile endeavor and give each of the two disparate modes the care and respect they each deserve.

    2. Make damage scale on the skill in the line that supports it. That is high 2H damage comes from having 50 in the 2H skill line - not stam. Have staff damage scale off skill in the staff line, not magicka. Casting damage similarly would scale from high skill in the skillline that provides it instead of mag or stam. Stam would be used for block/bash/dodgeroll/sprinting. Magicka would be used to actually cast abilities that require casting.

    Agreed on separate balancing for PvP and PvE.

    I like your second point too. I'd add that many skills have secondary effects, such as buffs dot heals ect. These secondary effect could be modified by the characters level in other skills.

    Example: Healing path, shadow path morph. Have 4 effects, buff move speed, stam related buff, healing, mag related effect, damage dots from magic? (can't remember), and a snare reducing targets move speed. If the level of other skills affected (but not solely dictated, mainly from the skill in use's level) how effective these aspects of skill are, having a highly skilled character you've put time and effort into shaping would be rewarded more.
  • gediv2
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    Make a pvp login and a pve login available for each user character. Each login has its dedicated CP, Skills and Gear that can only be obtained in each login. Make pvp land have pvp centric gear, CP and skills. Conversely, if you log that same character by pressing the pve login you only see pve CP and gear etc...

    Might be doable, whereas having seamless pve /pvp seems beyond the developers capabilities (or budget).

    Once the balancing tug of war between pve and pvp is resolved, ZOS can dial in the much needed balancing.

  • AgentofKhaoss
    AgentofKhaoss
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    STEVIL wrote: »
    broad topic of balance/diversity in gameplay...
    1. SETS - DROPS vs CRAFTING
    2. Remove drop sets weapons altogether. Now you have crafting for sets which include weapons and drops for sets which include jewels. Drops and Crafteds become partners, not competitors in all builds. there would still be non-set weapons of the vanilla variety.
    3. Maelstrom and masters "weapons" would either be replaced by tokens that you could then craft into weapons of that type OR be replaced by temporary "blessings" or even consumables which are significant in power but which run out - thus giving you a need to repeat.
    4. GEAR TRAITS
    5. massive rework of traits for armor and weapons designed to be more "outward" dependent. Basic idea is there is nota "best" trait but rather traits which are best against certain things and less against other things so no "gear-trait" combo is best everywhere but most gear-trait combos are best somewhere or maybe second best everywhere.
    6. Example: let nirned raise damage by X for all weapon cases. Then holy raises it by 2x but only againt undead and daedra. repeat. let nirned add X armor everywhere all the time. let sturdy armor add 2X armor vs DOT damage. let Well fitted add 2X armor vs AOE damage.
    7. PVE CONTENT
    8. Adjust lots of the trials and dungeons to have more sneak challenges and more defense challenges and fewer DPS challenges. DPS challenges can still be the majority of the effort but give more need for the other gameplay elements to factor stronger. Essentially, enough challenges should reward having a dedicated sneak to make it a "role" or at least secondary role that needs to be included for top scores.



    I think that all of these are great suggestions. But, I think we need one more..... add stamina morphs to every ability and add magika morphs to weapon skills. Combined with your changes, you would have build diversity and balance.

    The only one I am not sure about is the Maelstrom token. I think Vet Maelstrom needs to be reworked.
  • Coilbox
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    To me is very easy... you try balance PVP... will have the PVE crowd upset... try to modify something on PVE (wont say balance cause there are not balance issues on PVE)... it has very bad implications on PVP...

    Just separate these 2. Most problems solved.
    Comrade, a word...
  • DHale
    DHale
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    It is obvious that the recent changes to game balance are unpopular. Many stating that they decrease game balance, and decrease character skill variation. Additionally, many of the changes were to lessen "spam play" where just 1 maybe 2 skills are hammered away at, or exploited. We've all seen those templars running in circles none stop killing. Spam play does need tackling. But these changes too heavily penalize good varied specs that required skill to play and used many skills situationally , while leaving spam play easy as pie.

    How would you change things to improve game balance, keep variety of spec, and skill usage, and make spam play unviable? In fact any idea you think will improve game balance fairness, and fun.

    I hope people will remain constructive.

    It hard to be constructive and although I agree with you. Balance mean different things to different people. I literally just had a discussion with a wonderful guy who has a khajit DK stam who does to have and aoe spammable but Warden does. He was mad. He won't level a warden or change from khajit. He said it's only good in single target. He will never admit things are balanced. Stam DK is one of the strongest things because they do what they do well. Not because they have a aoe spammable

    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • MisterBigglesworth
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    I would implement cooldowns, give each class 3 specs to chose from, restrict the abilities you can slot to only those approved for your current spec, restrict the type of armor and weapons each class/spec can equip, abandon all forms of horizontal progression and replace with a purely gear-based item level vertical progression system, with 10-level increases roughly every 18-24 months.

    Also, pet battles.
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • kunquatb16_ESO
    kunquatb16_ESO
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    gediv2 wrote: »
    Make a pvp login and a pve login available for each user character. Each login has its dedicated CP, Skills and Gear that can only be obtained in each login. Make pvp land have pvp centric gear, CP and skills. Conversely, if you log that same character by pressing the pve login you only see pve CP and gear etc...

    Might be doable, whereas having seamless pve /pvp seems beyond the developers capabilities (or budget).

    Once the balancing tug of war between pve and pvp is resolved, ZOS can dial in the much needed balancing.

    I get where you're going, but having to log out and in again to switch between PvE and PvP would be annoying.

    A possible solution could be for all gear, weps so forth to have PvE stats and effects, and different PvP effects. Player could then decide which version they want to use (by a toggle), skill setups could also be set to toggle.

    Another way would be to separate out Equipped gear, so you would have a PvE set, and a PvP set, but this does involve gaining 2 sets of gear.

    It does seem sensible to balance PvE and PvP separately, as the scenarios in each are generally very different.
  • STEVIL
    STEVIL
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    STEVIL wrote: »
    broad topic of balance/diversity in gameplay...
    1. SETS - DROPS vs CRAFTING
    2. Remove drop sets weapons altogether. Now you have crafting for sets which include weapons and drops for sets which include jewels. Drops and Crafteds become partners, not competitors in all builds. there would still be non-set weapons of the vanilla variety.
    3. Maelstrom and masters "weapons" would either be replaced by tokens that you could then craft into weapons of that type OR be replaced by temporary "blessings" or even consumables which are significant in power but which run out - thus giving you a need to repeat.
    4. GEAR TRAITS
    5. massive rework of traits for armor and weapons designed to be more "outward" dependent. Basic idea is there is nota "best" trait but rather traits which are best against certain things and less against other things so no "gear-trait" combo is best everywhere but most gear-trait combos are best somewhere or maybe second best everywhere.
    6. Example: let nirned raise damage by X for all weapon cases. Then holy raises it by 2x but only againt undead and daedra. repeat. let nirned add X armor everywhere all the time. let sturdy armor add 2X armor vs DOT damage. let Well fitted add 2X armor vs AOE damage.
    7. PVE CONTENT
    8. Adjust lots of the trials and dungeons to have more sneak challenges and more defense challenges and fewer DPS challenges. DPS challenges can still be the majority of the effort but give more need for the other gameplay elements to factor stronger. Essentially, enough challenges should reward having a dedicated sneak to make it a "role" or at least secondary role that needs to be included for top scores.



    I think that all of these are great suggestions. But, I think we need one more..... add stamina morphs to every ability and add magika morphs to weapon skills. Combined with your changes, you would have build diversity and balance.

    The only one I am not sure about is the Maelstrom token. I think Vet Maelstrom needs to be reworked.

    Agree that MA like the other types of end game tough, needs rework to be more diverse a chalkenge.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Mojmir
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    First I'd change team Developing
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