I've spoken about this elsewhere. When I explained difficulty creep and how it killed a big number of MMOs (like Champions Online and Wildstar) along with a number of promising online multiplayer games (like Battleborn).
Difficulty Creep:
Hardcore Players: Make the game Harder!
Developer: Okay!
Hardcore Players: More purple loot! I want to feel more badarse!
Developer: Okay!
Hardcore Players: The game is too easy, now! The purples made it too easy! I have so many numbers! Make it Harder!
Developer: Okay!
Hardcore Players: The difficulty is good but the rewards aren't worth it, add better elite drops!
Developer: Okay!
Hardcore Players: The game is too easy now, make the game more difficult to suit this gear I've grinded for!
Developer: Okay!
Hardcore Players: I love this difficulty! But I feel unrewarded. REWARD ME! More epic drops! More epic! Bigger numbers!
Developer: Okay!
Hardcore Players: I can sleepwalk through content, now. Make the game Harder!
Developer: Okay!
Casual Players: We can't play this, now. The base game has become impossible to play! You have to spend your life grinding the stuff right at the beginning to get even slight viability. We can't play it any more. We're all going to leave, now.
Developer: Oh no! Why is our game failing? Where did 95 per cent of our community go? It's a mystery! We'll never figure it out!
A lot of my favourite games died that way.
Basically, trying to appeal to people who want a harder game kills your game. Studies have shown that in the vast, vast majority of MMOs, hardcore players make up only 5~ per cent of the player base, PvP players make up only 1~ per cent (or less), and the biggest demographic is casual players. The biggest number there is people who group in teams of 2-3 (mostly duos), followed by solo players. It might be a truth that MMO developers don't want to hear, but that's only because they're old guard and they have this idea of what an MMO is which is outdated.
For the most part, ESO is modern. It's casual, fun, story-focused, and it doesn't have difficulty creep brought about by trying to appease hardcore and PvP players. But doing stuff like nerfing PvE to balance PvP is.. Sigh. They should split up PvE and PvP balancing.
And they should learn to understand that most people don't want a stressful, anxiety-laden game. They want fun.
The majority play for the story arcs, the fun gameplay, and the collectibles. They roll alts all the time. By making the game more difficult, you make it less desirable to the largest demographic. That's how MMOs die.
I can't want for MMO developers to realise that.
Instead of, you know, killing their own games which happen to be games I liked.
I don't follow the mets and I do fine. So, I guess it is possible to play the way you want.
Nope I find repeating content boring as hell. I pvp, I don't and have never followed the meta.
Maybe it would help to provide actual examples and suggestions instead of general claims that might be based on wrong assumptions.
What are you competing against, time, a score?
brandonv516 wrote: »Agreed too. I only do PvP (PvE when I need something for PvP) and I wish the game was balanced seperately.
Drachenfier wrote: »First of all, "balance" is a myth.
Second, I'm so tired of seeing ZOS chase PvP "balance" and leave a trail of destruction behind in PvE because of it. Great skills have been nerfed into the ground where they are unused in PvE. Others have had needless nerfs that could have been separate from PvP nerfs (like the Elemental Rage radius nerf). So many great sets that could be used in endgame PvE end up in the garbage heap because they were nerfed for PvP.
I know it's difficult to "balance" PvE and PvP separately, but is it too much to ask that ZOS be more mindful of endgame PvE when they "balance" PvP? Is it too difficult to ensure that sets/skills/etc still remain viable in endgame PvE before they nerf it? They say that they want increased build variety. Can ZOS seriously not see that when they continually nerf alternative skills/sets/etc significantly below accepted meta sets, they do the exact opposite?
Am I alone in thinking this?
Can't be that difficult, EQ2 was doing it as far back as 2005

The PvE players should be glad PvP still exists. Otherwise you’d have no one to blame for your own failures. Scapegoats are handy.
(“You know, I’d totally break 30k DPS if not for all these nerfs because of PvP...”)
Lol tell that to my stamplar. You haven't seen a single nerf to stamplar in pve due to pvp, but on the other hand we've been decimated (loss of major mending due to attempt to balance pve healers) in pvp due to pve.
Heck, even just with this patch Mechanical Acuity which was a good set in PvP was absolutely destroyed for any pvp build because of the nerf aimed at creating build diversity in PvE - - which didnt even happen because siroria and reloquen are just going to replace it.
Who needs Major Mending in PvE ? Major mending was taken away from templars mainly because of PvP BoL spammers and fact how easily obtainable that passive is.
As for Siroria and Relequen people overestimate this 2 sets based on skeleton parses. Both sets are loosing their potential in any fight where group has to move or it's impossible to use weapon attack for longer then 5 seconds because of mechanics.