jcasini222ub17_ESO wrote: »What @MissBizz said. They do use metrics. Case in point if the enitre community put on ice furnace for month they would actually Nerf the set. Even if it was an absurdly weak set.
This is why some sets have gone unnerfed even if they are powerful but underused by the community. (Note ice furnace isn't one of those sets).
There metrics indicated an even split among classes in PvP but we don't know whether they break it down even further beyond "load into cyro/bg". As in what classes spend the most time, leaderboard, etc. We haven't been privy to their deep dive stats just the beasic stuff.
gethemshauna wrote: »ESO doesn't need to be balanced since it's not competitive (no ranking matches).
First, the above.
Second. A game that wants to marry both PvP and PvE without separating skills and/or characters will never be balanced.
Changes and "balancing" skills for pvp always ruins everything for PvE players and vice versa.
It would be easier to do what first Guild Wars did, just have a separate characters that are governed by separate rules for pvp and then you may get lucky with some balance.
Besides, why would you compare pvp oriented shooter to a RPG oriented MMO game?
jcasini222ub17_ESO wrote: »What @MissBizz said. They do use metrics. Case in point if the enitre community put on ice furnace for month they would actually Nerf the set. Even if it was an absurdly weak set.
jcasini222ub17_ESO wrote: »While I don't entirely disagree @lordrichter my faith in ZoS design desicions is lacking to say the least.
Case in point, we know stacking high particle affects in Cyro will create performance issues. So what's done? Let's introduce time stop, a big graphic bubble with multiple calculations that need to take place. Where is this skill most beneficial? Pushing into a keep where you will end up time stopping the opponents and layering healing springs, another graphic intense multiple calculations skill, for your team.
Desicions like that have me perplexed.
jcasini222ub17_ESO wrote: »While I don't entirely disagree @lordrichter my faith in ZoS design desicions is lacking to say the least.
Case in point, we know stacking high particle affects in Cyro will create performance issues. So what's done? Let's introduce time stop, a big graphic bubble with multiple calculations that need to take place. Where is this skill most beneficial? Pushing into a keep where you will end up time stopping the opponents and layering healing springs, another graphic intense multiple calculations skill, for your team.
Desicions like that have me perplexed.
If you compare ESO balancing to a game where they actually do things properly (Rainbow Six Siege), you'll notice something: the developers actually back up their gameplay changes with data and metrics collected in game and of course, they actually bother to collect that data to begin with.
Example in R6: Oh, an operator in rainbow six siege has a 75% win rate? Let's look into why they're winning so much and adjust accordingly until we get a reasonable stat on their win percentage
Example in ESO: Oh, it seems there's 3 or 4 forum posts about X class or X ability being OP (most likely posted by the opposing class which is counters), lets destroy that class/ability so people stop complaining.
Literally the easiest metric to collect in this game seems completely ignored: Class Distribution. IE, Almost every end-game trials group DPS is a NB, healer is a Templar and tank is a DK. Hmmm... maybe, just maybe, there's something about those three classes that make them vastly overperform in their roles? Or are ZOS just waiting for a couple of forum posts to butcher those classes in those roles?
The proportion of people playing Sorc/NB compared to Templar/DK/Warden in PvP is ridiculously skewed. I would honestly say there are 100 NB/Sorcs for every 15 Templar/DK/Wardens. Hmmm.. maybe there's something weak about Templars, DKs and Wardens? Maybe?
Collect some data on your game.
While you're at it, ring up AWS and get some proper infrastructure so your game doesn't crash every 15 minutes in Cyrodiil.
What ''data collecting'' are you talking about when developers dont even play their own game?
How many years have we gave feedback against AOE caps and they didnt listen? Or did you guys forget about the first proc meta when people could easily pull off 15k instantly just with their sets? Or all the PTS changes that go live despite overwhelming feedback (see Sload's and Rune Cage)
lordrichter wrote: »jcasini222ub17_ESO wrote: »What @MissBizz said. They do use metrics. Case in point if the enitre community put on ice furnace for month they would actually Nerf the set. Even if it was an absurdly weak set.
I doubt it. While they know how much a set is being worn, they can also collect metrics on how that set is performing. If the entire community was wearing ice furnace for a month, but it was performing below average, they would probably wonder why everyone was suddenly wearing ice furnace. After they ruled out an exploit, they might buff it, not nerf it.
jcasini222ub17_ESO wrote: »What @MissBizz said. They do use metrics. Case in point if the enitre community put on ice furnace for month they would actually Nerf the set. Even if it was an absurdly weak set.
This is why some sets have gone unnerfed even if they are powerful but underused by the community. (Note ice furnace isn't one of those sets).
There metrics indicated an even split among classes in PvP but we don't know whether they break it down even further beyond "load into cyro/bg". As in what classes spend the most time, leaderboard, etc. We haven't been privy to their deep dive stats just the beasic stuff.
If you compare ESO balancing to a game where they actually do things properly (Rainbow Six Siege), you'll notice something: the developers actually back up their gameplay changes with data and metrics collected in game and of course, they actually bother to collect that data to begin with.
Example in R6: Oh, an operator in rainbow six siege has a 75% win rate? Let's look into why they're winning so much and adjust accordingly until we get a reasonable stat on their win percentage
Example in ESO: Oh, it seems there's 3 or 4 forum posts about X class or X ability being OP (most likely posted by the opposing class which is counters), lets destroy that class/ability so people stop complaining.
Literally the easiest metric to collect in this game seems completely ignored: Class Distribution. IE, Almost every end-game trials group DPS is a NB, healer is a Templar and tank is a DK. Hmmm... maybe, just maybe, there's something about those three classes that make them vastly overperform in their roles? Or are ZOS just waiting for a couple of forum posts to butcher those classes in those roles?
The proportion of people playing Sorc/NB compared to Templar/DK/Warden in PvP is ridiculously skewed. I would honestly say there are 100 NB/Sorcs for every 15 Templar/DK/Wardens. Hmmm.. maybe there's something weak about Templars, DKs and Wardens? Maybe?
Collect some data on your game.
While you're at it, ring up AWS and get some proper infrastructure so your game doesn't crash every 15 minutes in Cyrodiil.
The proportion of people playing Sorc/NB compared to Templar/DK/Warden in PvP is ridiculously skewed. I would honestly say there are 100 NB/Sorcs for every 15 Templar/DK/Wardens. Hmmm.. maybe there's something weak about Templars, DKs and Wardens? Maybe?
Collect some data on your game.
While you're at it, ring up AWS and get some proper infrastructure so your game doesn't crash every 15 minutes in Cyrodiil.