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Stop nerfing PvE for PvP "balance"

  • DuskMarine
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    Iskras wrote: »
    PVP dont have any 'balance'...

    pvp will never have balance in any game cause the ppl your playing arent robots............you cant balance a dang human.
    Edited by DuskMarine on May 24, 2018 10:07AM
  • Tasear
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    Phage wrote: »
    MajBludd wrote: »
    I don't follow the mets and I do fine. So, I guess it is possible to play the way you want.

    That's a pretty broad statement. Do you do trials? Do you do progression runs for leaderboards?

    "Playing the way you want" means just that. Playing the way you want.

    Not necessarily how I want.

    Playing the way I want means abiding by meta setups if you want to be competitive. The only way that will change is if alternative setups become more competitive themselves.

    :p I am definitely end game player and I play as I want for past three years it so.

    ~ sincerely that sorc healer
    Edited by Tasear on May 24, 2018 10:11AM
  • Tasear
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    Seriously though,

    What changes are upsetting in this case? I don't see the issue mentioned clearly
  • Lord_Ninka
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    It's not that I don't think it would be worth investing even more effort on ZOS' part on better balance, and not least consistency in the ruleset, but the way you put it I can't help disagreeing with your every point.

    One of several reasons is that these threads (and you) seem to say endless power in PvE is good and nothing should be nerfed there because in your opinion (as I interpret it) PvE is best when you can beat vet content with closed eyes, whereas I think some things should be difficult even for a group in their dream gear and "just burn the boss instead of doing the mechanics" should be an unviable strategy for almost any group in almost any vet content imo, so with the power leaps some sets and things introduce all the time, constant nerfing is necessary for this game not to become ridiculous in PvE as well as in PvP.
  • visionality
    visionality
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    Hey anyone remember those horrible Morrowind nerfs? They were because of those horrible high sustain, high damage PVP tanks, right?

    Right?

    Wrong.

    Those nerfs were motivated by PVE, because regen in PVE was so crazily high that nobody had to care about ressource management anymore (apart from the healers possibly). Best example is the now-shared synergy of orbs and shards, which is aimed pretty much exclusively at PVE.

    The horrible high sustain, high damage PVP tanks still exist. :'(
  • Violynne
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    Phage wrote: »
    Is it too difficult to ensure that sets/skills/etc still remain competitively viable in endgame PvE before they nerf it?
    Yes, it is. ZoS developed their game into a corner, and now they can't fix it.

    While I fully agree with your statements, asking for a change is never going to happen, at least with ESO 1.0.

    Let me explain.

    When attributes are assigned to weapons and armor, and then additional attributes are applied outside, "calculating" outcome is near impossible while making changes.

    Here's a small concept of why it's problematic.

    Armor has "buff +1" and potion has "buff +1". Testing out, this is easy because there are only 4 outcomes (technically 3, since two are identical):
    no buffs
    +1 armor -or- +1 potion
    +2 armor and potion

    Now, let's increase this.
    Armor_1 +1 Armor_2 +1 (18s) Armor_3+ 1 (40s)
    Enchant_1 +1 Enchant_2 +1 (15s)
    Potion +1 (only 1 potion can be used at a time)

    I'm not going to list out the combinations, because it would take too long. But as you can quickly see, even at *this* level, the computations get complex quickly.

    Now consider *all* the available skillsets in the game.

    When developers make a change, they'll often do so with as little impact to the game as possible, but still be slightly enough to be noticeable (buffs/nerfs).

    What they *can't* do is determine how this change works for every conceivable build in the game. There are billions, and this isn't a joke. Just look at armor alone, with all the set buffs. This doesn't include weapons, enchantments, jewelry, scrolls (exp buffs on weapons/armors/scrolls is HUGE when combined), etc.

    By allowing armors and weapons to be modified in the damage scale, rather than sticking to base damage and then applying buffs, the game has been altered beyond repair.

    Sorry, but that's a reality. Asking to "stop" isn't possible.

    Maybe they'll learn their lessons while working ESO 2.0.

    To show you how bad it can be, when money is involved, Bungie never learned from their lesson with Destiny 2.0. Not only did they break their "10 year character" promise, but they're right back to doing what they did in 1.0.

    If ZoS doesn't learn from this... there won't be an ESO 3.0.


    Edited by Violynne on May 24, 2018 11:40AM
  • Wifeaggro13
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    Phage 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 competitively 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 skills/sets/etc, they do the exact opposite?

    Am I alone in thinking this?

    this is half the problem, the other half is PVE is a linear progression it has no vertical elements to it other then CP which really has little impact on your build past a certain point. The CP system is a mess in all honesty and does impact balance as it does not encourage any thing but max dps and survivability. ZOS claims they want increased Build viability yet there core game design does nothing to support anything but DPS in PVE, and PVP has ultimately been abondoned. what they should have done is had two trees in the CP system one for PVP and one for PVE. At this point ZOS will nerf builds to extend their game not balance. The second biggest problem is zos does not know how to itemize and relied sets and traits for far to long to create a hidden gear grind.
  • LittlePinkDot
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    I honestly dont understand how pve is competitive. Im pretty sure I could just go into excel and make a chart and put my name at the top. *twirls finger*

    Pvp is different, not because of any THING in cyrodiil but because real human beings all act differently. I dont mind dying in pvp, but I do wish we could have funny death emotes.
    But I hate dying in pve because I know that Im just going to have to do the exact same thing over again, the boss is going to do the EXACT same thing.

    Maybe someday mmo's will have artificial intelligence, and then that would be spectacular pve. Imagine an AI Molag bal.
  • VaranisArano
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    Hey anyone remember those horrible Morrowind nerfs? They were because of those horrible high sustain, high damage PVP tanks, right?

    Right?

    Wrong.

    Those nerfs were motivated by PVE, because regen in PVE was so crazily high that nobody had to care about ressource management anymore (apart from the healers possibly). Best example is the now-shared synergy of orbs and shards, which is aimed pretty much exclusively at PVE.

    The horrible high sustain, high damage PVP tanks still exist. :'(

    No offense, but you should have read past that paragraph to see that we are essentially in agreement on that point.

    Morrowind's sustain nerfs were absolutely aimed at the PVE community.
    Edited by VaranisArano on May 24, 2018 3:30PM
  • ZOS_Mika
    ZOS_Mika
    admin
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