Maintenance for the week of October 13:
· [COMPLETE] NA megaservers for maintenance – October 15, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
· [COMPLETE] EU megaservers for maintenance – October 15, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
· [COMPLETE] ESO Store and Account System for maintenance – October 15, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Balance PvP separate from PvE?

RighteousBacon
RighteousBacon
✭✭✭✭
First of all I’m mainly a PvP player, but I’ve heard all the PvE players complaining about the nerfs made specifically for PvP reasons and I understand the struggle. That’s why I’m bringing up this topic.

What reason does ZOS have for not balancing these two parts of the game separately? What opstacles lie ahead? What is keeping them from doing this? I suppose it could just be laziness but what other excuses could be made?
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS doesnt want to separate development for PVP and PVE, preferring to encourage players to play both.

    For one, ESO would suffer if it tried to compete with dedicated PVP games on its own. Likewise, it's not as good of an RPG as the single player TES games.

    Second, PVP and PVE players have different development desires, and if you separate them, you have to satisfy both groups separately. PVP will want new modes. PVE will want new content. ZOS will have to provide both at the same time instead of staggered like they do now, or risk losing interest.

    Finally, separation won't solve the issue of PVE nerfs. ZOS often changes things to create horizontal progression - its a cheap way to keep things fresh when you've beaten all the boss fights a dozen times. The Devs would continue to change PVE, nerfing and buffing various thinga, just to keep players from getting bored.
  • Kidgangster101
    Kidgangster101
    ✭✭✭✭✭
    First of all I’m mainly a PvP player, but I’ve heard all the PvE players complaining about the nerfs made specifically for PvP reasons and I understand the struggle. That’s why I’m bringing up this topic.

    What reason does ZOS have for not balancing these two parts of the game separately? What opstacles lie ahead? What is keeping them from doing this? I suppose it could just be laziness but what other excuses could be made?

    It's not laziness it is too hard to say in non pvp areas a move does xyz and in pvp areas it does abc. If one part of the move breaks it would mess up a lot of balance.

    The only thing they can do is have pve players keep their skills through level up like we have now, but make it so pvp moves become available in support/assault skill line.

    If they did that then they could Nerf the pvp section or Nerf the pve section when they need to, bit again that is a lot of coding tbh.
  • thankyourat
    thankyourat
    ✭✭✭✭✭
    Most nerfs or changes are made with PvE in mind. rarely are abilities actually changed because of PvP. What happens is a class starts to perform better in pve content than other classes and then ZoS will nerf that class to bring it in line with the other classes. For proof you can just look at magblade. Magblade has never been a top tier PvP class ever but it gets nerfed literally every patch to balance it for PvE. There aren't actually many nerfs made with pvp in mind
  • labambao
    labambao
    ✭✭✭✭
    1. Give skill 2 tooltips : pve and pvp.
    2. Battle spirit activate tooltip 2 (pvp) at skill, without spirit works first pve tooltip.
    3. Balance it separately.
    4. Profit?
    Looks like not, because zos too lazy to make this system.
  • Sheuib
    Sheuib
    ✭✭✭✭
    I don’t want them separated. I want my main to be able to do both with just a gear change. Currently for a DPS you can do that.
  • xMovingTarget
    xMovingTarget
    ✭✭✭✭✭
    ✭✭
    Black Desert does this really well.

    Example.

    Skill a. Normal tool tip. Does 200% damage and has a knock back.
    In brackets it will say.
    Damage reduced the in pvp. Has no knock back. This functions well. Could be a good alternative for eso aswell.

    Here is an example Tooltip to show this better. (Bound is like a knockdown)

    1c520256b1564f610d8b96f0a85809fd.png
    Edited by xMovingTarget on April 21, 2019 8:26AM
  • Banana
    Banana
    ✭✭✭✭✭
    ✭✭✭✭✭
    There to cheap to do it the right way
  • TheRealPotoroo
    TheRealPotoroo
    ✭✭✭✭✭
    First of all I’m mainly a PvP player, but I’ve heard all the PvE players complaining about the nerfs made specifically for PvP reasons and I understand the struggle. That’s why I’m bringing up this topic.

    What reason does ZOS have for not balancing these two parts of the game separately? What opstacles lie ahead? What is keeping them from doing this? I suppose it could just be laziness but what other excuses could be made?

    It has no reasons other than their own arrogance and refusal to acknowledge the reality that no game has ever successfully balanced PVE and PVP as a single entity. There is no obstacle to them implementing a dressing room so that we can have distinct PVE and PVP setups, which we would swap between with one click at no cost, so that we could optimise each mode as best we can whilst they develop each mode as best they can. No obstacle other than themselves. It should have been done five years ago and they know it.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Most nerfs or changes are made with PvE in mind. rarely are abilities actually changed because of PvP. What happens is a class starts to perform better in pve content than other classes and then ZoS will nerf that class to bring it in line with the other classes. For proof you can just look at magblade. Magblade has never been a top tier PvP class ever but it gets nerfed literally every patch to balance it for PvE. There aren't actually many nerfs made with pvp in mind

    lol-wut.jpg
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭
    ZOS doesnt want to separate development for PVP and PVE, preferring to encourage players to play both.

    For one, ESO would suffer if it tried to compete with dedicated PVP games on its own. Likewise, it's not as good of an RPG as the single player TES games.

    Second, PVP and PVE players have different development desires, and if you separate them, you have to satisfy both groups separately. PVP will want new modes. PVE will want new content. ZOS will have to provide both at the same time instead of staggered like they do now, or risk losing interest.

    Finally, separation won't solve the issue of PVE nerfs. ZOS often changes things to create horizontal progression - its a cheap way to keep things fresh when you've beaten all the boss fights a dozen times. The Devs would continue to change PVE, nerfing and buffing various thinga, just to keep players from getting bored.

    This...has nothing to do with balancing skills separately though. Making skills behave differently depending on PvE or PvP wouldn't have any affect on the game's actual content at all. It's not like making Skill A do something different in PvP than it does in PvE is going to suddenly remove any specific type of content, be it questing, RP, PvP stuff, trials, etc. Why would PvPers want or need new modes simply because certain skills operate differently in dungeons/overworld stuff than in Cyrodiil/BG? Why would PvE want more content? This is stuff people are already asking for, it has nothing to do with separating PvE and PvP.

    And there are a lot of nerfs that seem to happen because something is performing too well in either PvE or PvP. You cannot truly balance skills around two completely different modes of gameplay. Something that's fine against mobs in a dungeon might be too powerful against actual human players, and thus it gets nerfed and loses some of its use in PvE.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • echo2omega
    echo2omega
    ✭✭✭
    Before you ask for PVP and PVE to be balanced separately make your own game (board game/card game/whatever) that has separate PVE and PVP.
  • TheRealPotoroo
    TheRealPotoroo
    ✭✭✭✭✭
    ZOS doesnt want to separate development for PVP and PVE, preferring to encourage players to play both.

    For one, ESO would suffer if it tried to compete with dedicated PVP games on its own. Likewise, it's not as good of an RPG as the single player TES games.

    Second, PVP and PVE players have different development desires, and if you separate them, you have to satisfy both groups separately. PVP will want new modes. PVE will want new content. ZOS will have to provide both at the same time instead of staggered like they do now, or risk losing interest.

    Finally, separation won't solve the issue of PVE nerfs. ZOS often changes things to create horizontal progression - its a cheap way to keep things fresh when you've beaten all the boss fights a dozen times. The Devs would continue to change PVE, nerfing and buffing various thinga, just to keep players from getting bored.

    If ZOS genuinely wanted to encourage players to play both modes they'd separate them properly. Right now everybody gets the worst of both worlds, bad balancing because ZOS is always wrecking one mode to fix a problem in the other, and players because it's so hard to swap between modes. For the sake of the argument, if you were a dedicated PVE player and ZOS wanted you to try PVP, would you prefer the current situation where it's so much trouble to reconfigure your character you just don't bother and go in knowing you'll get shredded or would you prefer to click a switch and instantly be as best configured for PVP as you can manage? Right now we are stuck with the former and it's not just bad, it's stupid.
    echo2omega wrote: »
    Before you ask for PVP and PVE to be balanced separately make your own game (board game/card game/whatever) that has separate PVE and PVP.

    Most games with both PVE and PVP modes balance them separately. This is because experience shows that their needs are too different for them to be balanced as a single entity. ZOS' problem is that it stubbornly refuses to acknowledge that they made a big mistake.
    Edited by TheRealPotoroo on April 23, 2019 7:47AM
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • IxSTALKERxI
    IxSTALKERxI
    ✭✭✭✭✭
    ✭✭
    Balance pvp and ignore pve.
    Then balance the health pools and mechanics of all the content in pve.
    Then you'll have balanced both, zos has been doing it back to front lol.
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    Balance pvp and ignore pve.
    Then balance the health pools and mechanics of all the content in pve.
    Then you'll have balanced both, zos has been doing it back to front lol.

    This!

    No NPC complains about balance. So have them take different amounts of damage from different classes / builds.
    Increase the Damage / Healing done and taken for each class individually in PvE somewhere hidden in the background. You already got the technology for that: the Slayer and Aegis buffs. Adjusting PvE would then be as simple as changing a few digits of these few modifiers.

    And why should the balance of abilities be focused on PvP and not PvE? B/c in PvP relative performance matters, while in PvE you predominantly only have to achieve absolute values - e.g. the arbitrary level of 55k DPS. If you reach that level then you can complete all content as a DPS. Your class can only do 49k DPS? No Problem, ZOS adjust the PvE damage multiplier by times 1.1224 (i.e. increase your PvE damage by 12.24%) and you will reach that DPS level.

    The other classis doing 58K DPS? Not really an issue since you can already complete all content (and achievements) with your 55K DPS.

    What about Leaderboards, here the relative performance matters even in PvE? Not a problem! ZOS simply applies a multiplier to the leaderboard points based on the DPS difference of your class.

    Would any of this work in PvP? No!

    In PvP it matters very much how strong one class / build is compared to another (relative performance!). And having multiple classes / builds, a similar adjustment in PvP would require constantly changing Damage / Healing done and taken multipliers to constantly adjust depending on what other class / build you are fighting against. And since targets oftentimes shift in rapid succession such an adjustment in PvP would be a huge strain on the server and/or client.

    Also in PvP you might be fighting multiple classes/builds at the same time, which would make the calculation of such multipliers very messy and would put an even bigger strain on the server and/or client.
    Edited by Galarthor on April 23, 2019 9:46AM
  • ecru
    ecru
    ✭✭✭✭✭
    They seem to be incapable of adjusting abilities so that they work differently when pvp flagged. I feel that this makes the job of balancing pve and pvp about ten times more difficult than it could be, but what do I know, I'm just a guy who plays video games. I mean, surely it must be easy to just apply a flat 50% reduction to literally everything and then try to balance two completely different games around that 50% reduction and no abilities will ever be over or undertuned in either part of the game, right? Instead of blanket buffs or nerfs that change both sides of the game, adjusting the damage or healing of an ability when pvp flagged is just a really dumb idea, I guess.

    It's not like they have a buff that you get when you enter a pvp zone or anything.
    Black Desert does this really well.

    Example.

    Skill a. Normal tool tip. Does 200% damage and has a knock back.
    In brackets it will say.
    Damage reduced the in pvp. Has no knock back. This functions well. Could be a good alternative for eso aswell.

    Here is an example Tooltip to show this better. (Bound is like a knockdown)

    1c520256b1564f610d8b96f0a85809fd.png

    Pretty much every other MMO in existence has done it this way too, ESO being the exception.
    Edited by ecru on April 23, 2019 9:50AM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • actosh
    actosh
    ✭✭✭✭✭
    Ff14 does it good.
  • Jagdkommando
    Jagdkommando
    ✭✭✭✭
    labambao wrote: »
    1. Give skill 2 tooltips : pve and pvp.
    2. Battle spirit activate tooltip 2 (pvp) at skill, without spirit works first pve tooltip.
    3. Balance it separately.
    4. Profit?
    Looks like not, because zos too lazy to make this system.
    Black Desert does this really well.

    Example.

    Skill a. Normal tool tip. Does 200% damage and has a knock back.
    In brackets it will say.
    Damage reduced the in pvp. Has no knock back. This functions well. Could be a good alternative for eso aswell.

    Here is an example Tooltip to show this better. (Bound is like a knockdown)

    1c520256b1564f610d8b96f0a85809fd.png

    This is the best solution for balancing pvp and pve separately!!! I already mentioned this in 4 threads!!!
  • kathandira
    kathandira
    ✭✭✭✭✭
    It's bull that it can't be done when we already have skills that behave differently in PvE and PvP. Devs just need to be given the green light to do it for all skills, and it would be done.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    Most nerfs or changes are made with PvE in mind. rarely are abilities actually changed because of PvP. What happens is a class starts to perform better in pve content than other classes and then ZoS will nerf that class to bring it in line with the other classes. For proof you can just look at magblade. Magblade has never been a top tier PvP class ever but it gets nerfed literally every patch to balance it for PvE. There aren't actually many nerfs made with pvp in mind

    So the Major Defile change to Incap was for PvE? Gotcha
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    echo2omega wrote: »
    Before you ask for PVP and PVE to be balanced separately make your own game (board game/card game/whatever) that has separate PVE and PVP.

    Thanks, very constructive
  • ftballjj20
    Heres an example of them doing it already... domt really get why they dont do this more often...

    g3ywa6wmqhdf.jpg

    Its state "if its a player"

    Adding pvp focused portions of the tool tips or adding more restricting factors to battle spirit like "heals only effect up to x number of players" or aoes "can only effect up to x number of players", would just simply make balancing easier on the developers and satisfy us so much more
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    Most nerfs or changes are made with PvE in mind. rarely are abilities actually changed because of PvP. What happens is a class starts to perform better in pve content than other classes and then ZoS will nerf that class to bring it in line with the other classes. For proof you can just look at magblade. Magblade has never been a top tier PvP class ever but it gets nerfed literally every patch to balance it for PvE. There aren't actually many nerfs made with pvp in mind

    So the Major Defile change to Incap was for PvE? Gotcha

    Let's please not start another round of who is to blame for some unwanted balance changes. It's not really helping here.
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    Galarthor wrote: »
    Most nerfs or changes are made with PvE in mind. rarely are abilities actually changed because of PvP. What happens is a class starts to perform better in pve content than other classes and then ZoS will nerf that class to bring it in line with the other classes. For proof you can just look at magblade. Magblade has never been a top tier PvP class ever but it gets nerfed literally every patch to balance it for PvE. There aren't actually many nerfs made with pvp in mind

    So the Major Defile change to Incap was for PvE? Gotcha

    Let's please not start another round of who is to blame for some unwanted balance changes. It's not really helping here.

    No one’s really “to blame” for the changes. But instead the changes are made because of certain parts of the game. I’m not trying to point fingers
  • Kulvar
    Kulvar
    ✭✭✭✭
    Instead of balancing PvE and PvP separately, ZoS should balance PvE monsters to be closer to PvP players.
    Coward Argonian scholar of the Ebonheart Pact
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    Kulvar wrote: »
    Instead of balancing PvE and PvP separately, ZoS should balance PvE monsters to be closer to PvP players.

    Wut
  • AcadianPaladin
    AcadianPaladin
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kulvar wrote: »
    Instead of balancing PvE and PvP separately, ZoS should balance PvE monsters to be closer to PvP players.

    This thought has occurred to me before as well. I do see some challenges - particularly with taunt and crowd control. Taunting an enemy player is not gonna happen I figure but not being able to taunt a boss is not good either. Stun/immobilizing a boss would be fun but likely lead to a complete rework of boss mechanics. Certainly some things to be worked out. On the other hand, perhaps if PvE monsters could deliver crit damage like PvP players do, it might simplify gear selection (impen vs infused/divines).
    PC NA(no Steam), PvE, mostly solo
  • crazywolfpusher
    crazywolfpusher
    ✭✭✭
    Guild Wars 2 does this.
    And i think here is extremely necessary.

    Elsweyr for me is killing the Werewolf PVE end game viability, which sucks because is the only thing i can enjoy with 300ms.

  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    Beating a dead horse
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • TheRealPotoroo
    TheRealPotoroo
    ✭✭✭✭✭
    NyassaV wrote: »
    Beating a dead horse

    This is a big problem and it has to be fixed.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • Grimm13
    Grimm13
    ✭✭✭✭✭
    NyassaV wrote: »
    Beating a dead horse

    Schrödinger has upgraded to a horse on forums. The state it exists in depends on the viewer of the forum.
    https://sparkforautism.org/

    Season of DraggingOn
    It's your choice on how you vote with your $

    PC-NA
Sign In or Register to comment.