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Pve and pvp need separate balancing

ApostateHobo
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Zos I know that for some reason you guys want to balance them at the same time, but this just isn't working out very well. Every update skills and occasionally sets are ruined for both groups of players because of it. What's fine in pve might be overperforming in pvp, something that's great for pvp might be completely useless for pve, etc. A good example is the recent proposed change to incap strike with it applying silence, very strong in pvp but pretty much useless pve wise. If we don't separate them we'll just continue going in circles of nerfing things then buffing them again in some odd way over and over. This isn't ever going to result in anything remotely balanced. All it's done so far is make a mess of many skills.

Pve and pvp balancing needs to be done separately.
  • TheRealPotoroo
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    Zos I know that for some reason you guys want to balance them at the same time, but this just isn't working out very well. Every update skills and occasionally sets are ruined for both groups of players because of it. What's fine in pve might be overperforming in pvp, something that's great for pvp might be completely useless for pve, etc. A good example is the recent proposed change to incap strike with it applying silence, very strong in pvp but pretty much useless pve wise. If we don't separate them we'll just continue going in circles of nerfing things then buffing them again in some odd way over and over. This isn't ever going to result in anything remotely balanced. All it's done so far is make a mess of many skills.

    Pve and pvp balancing needs to be done separately.

    ZOS's intransigence on this is beyond bizarre. No game has ever successfully balanced PVE and PVP as a single entity because their requirements are so different. This should have been done years ago. Step one: a dressing room so we can have multiple builds we can swap to depending on which mode we're in.
    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
  • zaria
    zaria
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    We already have battle spirit who could easy be expanded, simply add: Does this in PvP on skills.

    Else let Knight slayer also work on trial bosses :blush:
    (5 items) Your fully-charged Heavy Attacks against Players deal an additional 8% of their Max Health as Oblivion Damage.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • TheValar85
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    It is honestly not that hard to do it.
    they just have to add a zone sync system to pvp enviroments. but in this case the sync will only effects on the skills, and only in pvp enviroment. And when you leav the pvp enviroment, the sync will turn off and here you have it, it wont effect the PVe and finaly balancing the PVP in the actualy enviroment. The only chalenging thing is from the devs, is to finde the working % on teh skills to be synced down, or up in the pvp enviroment. like Damage, healing, ect. but it can be done very effecetivly. And also relativly quicly as well, if they listen to the feedbacks on that matters. So thats my idea for how to separetly balance pvp from pve, yet you will remain competative in both game mod, while you dont have to worry about the stupid nerf weaves. ZOS here is your task how to balance pvp without ruining pve. :) Tkae the hint, you gonna need it, if you dotn want your game end up dead by teh fustrated player base. You are welcome @ZOS :)<3
    GM Of The Lusty Argonian ERP
    GM Of THe Alessia Dynasty PVP Guild
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  • idk
    idk
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    zaria wrote: »
    We already have battle spirit who could easy be expanded, simply add: Does this in PvP on skills.

    Zos has stated they do not want to do this. They were very clear about it.
  • Jaraal
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    Agreed, some races have passives that are PvP only, while other races' passives work in all environments. How does that make any sense?
  • Ashtaris
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    I’ll be so happy if ZOS ever does seperate PVP from PVE. Most of us has been asking for this since Beta, but ZOS has stubbornly refused to seperate the two, most likely due to a lack of resources and the extra manpower it would require.
  • Jaraal
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    Ashtaris wrote: »
    I’ll be so happy if ZOS ever does seperate PVP from PVE. Most of us has been asking for this since Beta, but ZOS has stubbornly refused to seperate the two, most likely due to a lack of resources and the extra manpower it would require.

    Lack of resources..... from a multi-billion dollar company with "millions" of paying players?



    Interesting. Wonder where all that money goes.....



    Edited by Jaraal on May 13, 2019 5:10AM
  • Kikke
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    Uhm.. they are already balancing PvP and PvE separated. Battle spirit, PvP specific CPs, Gear with PvP conditions and PvE conditions. They have also stated that they balance abilities with both PvP and PvE in mind, not that they are combined. See wrecking blow vs dizzying swing, one is good for PvE and the other for PvP. But both work for the opposite but maybe not as well. Same can be said about most abilities.
    Cleared Trials:
    - vAA HM - vHRC HM - vSO HM - vMoL HM - vHoF HM - vAS HM - vCR HM -

    "The journey of a thousand miles begins with one step, and a lot of bitching."
    -Someone said it, I guess.
  • Glurin
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    Jaraal wrote: »
    Ashtaris wrote: »
    I’ll be so happy if ZOS ever does seperate PVP from PVE. Most of us has been asking for this since Beta, but ZOS has stubbornly refused to seperate the two, most likely due to a lack of resources and the extra manpower it would require.

    Lack of resources..... from a multi-billion dollar company with "millions" of paying players?



    Interesting. Wonder where all that money goes.....

    Coffee. Eats up most of the budget in fact.

    There's also an emergency supply of Mountain Dew in the back room that needs restocked every so often.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • TheRealPotoroo
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    Kikke wrote: »
    Uhm.. they are already balancing PvP and PvE separated. Battle spirit, PvP specific CPs, Gear with PvP conditions and PvE conditions. They have also stated that they balance abilities with both PvP and PvE in mind, not that they are combined. See wrecking blow vs dizzying swing, one is good for PvE and the other for PvP. But both work for the opposite but maybe not as well. Same can be said about most abilities.

    They say that but it isn't true. The proof is in the pudding, which is why balancing for one mode invariably ruins something in the other mode. And the fact they said they don't want to do it doesn't mean we should give up and let them get away with not fixing this serious problem.
    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
  • Runkorko
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    Nope, they dont.
  • Fingolfinn01
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    Maybe they are thinking about this. It may happen in the cp overhaul?? pvp and pve are two different game modes.
    PC-NA
  • pod88kk
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    Oh hi, you must be new to the forums
  • Jaraal
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    Maybe they are thinking about this. It may happen in the cp overhaul??

    CP system overhaul is just an idea they put out there. The only reality is no more CP advancement.

  • Royaji
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    I mean, I'm not denying that some skills do get hurt by "skills should perform the same way in all environments" approach but incap is a terrible example for that.

    Stun + Major Defile are equally as useless in PvE as Silence. And in PvE incap is used at 70 ulti before any of those effects even kick in.
  • r34lian
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    zaria wrote: »
    We already have battle spirit who could easy be expanded, simply add: Does this in PvP on skills.

    Else let Knight slayer also work on trial bosses :blush:
    (5 items) Your fully-charged Heavy Attacks against Players deal an additional 8% of their Max Health as Oblivion Damage.

    Lol imagine if they do that :trollface:
    2000 CP • 18 Maxed Characters • 6 Altmers • 7 Redguards • Necromancer Orc • Warden Dunmer • DK Nord • DK Imperial • Templar Breton
  • EDS604
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    AMEN
    PC EU, Guildleader of "Death By Gargoyle".
  • Minyassa
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    I don't think it's a lack of resources. I think that they really use "we wanted to be different" as an excuse to leave annoying crap in the game and not have to put in the work to mess with it. They know that enough of us will be satisfied enough with the stuff that isn't annoying crap to just ignore and put up with the annoying crap, so they can ignore it themselves.
  • jtm1018
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    whelp, at least the pvp combat dev leader is now the overall combat team leader, awesome?

    everything will now be balamce for pvp, yipeeeeeee!
  • Rev Rielle
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    It's in part because development has practically not touched PvE enemies in ~5 years. If they made a pass and improved their combat, and gave them more skills (and more meaningful skills) that complimented the massive buffs classes as a whole have received over the same time, a lot more of theses skills that are only useful in PvP could potentially find a use in PvE situations too.


    If you can be anything, be kind.
  • AcadianPaladin
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    I have always agreed that PvE and PvP are two separate games and, despite ZOS intransigence, need to be balanced separately.

    - CC does not work on PvE bosses but buts works on PvP bosses (players).
    - PvP requires defense against crits; PvE does not.
    - Taunt works on PvE bosses but not on PvP bosses (players).
    - On-the-ground AoE killing zones are key to killing in PvE. PvP players simply step out of the killing zone.
    - Steady damage from multiple sources (AoE, DoT, etc) is key in PvE. Burst is king in PvP.



    Edited by AcadianPaladin on May 13, 2019 11:51AM
    PC NA(no Steam), PvE, mostly solo
  • Kel
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    This idea has been around for a long time...

    https://forums.elderscrollsonline.com/en/discussion/310828/should-zos-balance-pve-and-pvp-separately/p2

    Highly doubtful Zos will make this move so late into the game, even despite how popular it's become and how big the population has grown.
    I'd love to be wrong, but I dont think so.
  • linoge63
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    Minyassa wrote: »
    I don't think it's a lack of resources. I think that they really use "we wanted to be different" as an excuse to leave annoying crap in the game and not have to put in the work to mess with it. They know that enough of us will be satisfied enough with the stuff that isn't annoying crap to just ignore and put up with the annoying crap, so they can ignore it themselves.

    Exactly.

    Instead of unsubbing eso+ and logging into other games, we mindlessly continue playing with an eso mind fog trance

    Wake up :)
    Edited by linoge63 on May 13, 2019 12:06PM
  • Grimm13
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    idk wrote: »
    zaria wrote: »
    We already have battle spirit who could easy be expanded, simply add: Does this in PvP on skills.

    Zos has stated they do not want to do this. They were very clear about it.

    Yes, time and again players have stated that balancing separately would be better. ZOS has and will continue to lose player base over this.

    Doing the same thing over and over while expecting different results has been described as the definition of insanity.
    https://sparkforautism.org/

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

    PC-NA
  • ckrobinson83
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    They totally need to do this. No idea why they aren't.
  • Vandellia
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    Yes they are constantly nerfing skill sets to "balance" them... the number of class xxx is "OP" threads is uncountable the majority of the time its all about PVP and not PVE. simplest way to fix this is to do PVP zone buff/debuff that effects skills for balance. that way PVE will not be affected. This method would be far easier to control as well
  • donmuerte
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    There literally are separate balances for PVE and PVP, but a lot of them are not explicitly described in-game.
    Edited by donmuerte on May 13, 2019 2:02PM
  • ApostateHobo
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    Kel wrote: »
    This idea has been around for a long time...

    https://forums.elderscrollsonline.com/en/discussion/310828/should-zos-balance-pve-and-pvp-separately/p2

    Highly doubtful Zos will make this move so late into the game, even despite how popular it's become and how big the population has grown.
    I'd love to be wrong, but I dont think so.

    This is definitely something zos should have listened to it's players on a long time ago. Years later and people are still asking for them to separated.
    Edited by ApostateHobo on May 13, 2019 10:20PM
  • CleymenZero
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    Kikke wrote: »
    Uhm.. they are already balancing PvP and PvE separated. Battle spirit, PvP specific CPs, Gear with PvP conditions and PvE conditions. They have also stated that they balance abilities with both PvP and PvE in mind, not that they are combined. See wrecking blow vs dizzying swing, one is good for PvE and the other for PvP. But both work for the opposite but maybe not as well. Same can be said about most abilities.

    You either do not pvp or do not pve to say something so empty and ill informed.

    Roll with dragon bones
    Enchant procs with Murkmire

    Those are 2 of many examples that would show that you have absolutely no idea of what you're talking about.....
  • Kalgert
    Kalgert
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    idk wrote: »
    zaria wrote: »
    We already have battle spirit who could easy be expanded, simply add: Does this in PvP on skills.

    Zos has stated they do not want to do this. They were very clear about it.
    Then I guess people will keep calling them out for doing dumb moves with the balance keeping in mind of both instead of doing it separately :p
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