The game shouldn't be completely separate between the two, overlap should still be a thing. All that needs to happen is any troublesome mechanics for PVP get dealt with through Battle Spirit. Petsorcs running amok in PVP? Reduce their damage through Battle Spirit. Resistance stacking on top of shields making magicka unkillable with the right build in PVP? Reduce the effectiveness of resistances on top of shields through Battle Spirit. You get the idea.
They already have the tools in place to do it, they just need to be willing to do it.
What people don't grasp is that most of the nerfs are specifically directed at PvE.
PvE is like doing the same sudoku for years over and over to finish it faster than the autist to your right.
So now they changed your sudoku. And you won't quit because your have this inner urge to rinse and repeat that new sudoku until it will be changed again.
What people don't grasp is that most of the nerfs are specifically directed at PvE.
PvE is like doing the same sudoku for years over and over to finish it faster than the autist to your right.
So now they changed your sudoku. And you won't quit because your have this inner urge to rinse and repeat that new sudoku until it will be changed again.
El_Borracho wrote: »What people don't grasp is that most of the nerfs are specifically directed at PvE.
PvE is like doing the same sudoku for years over and over to finish it faster than the autist to your right.
So now they changed your sudoku. And you won't quit because your have this inner urge to rinse and repeat that new sudoku until it will be changed again.
But they're not. In no way does PVE performance force nerfs. For instance, cloak has little to no use in PVE. Shields were useful in PVE, but not nearly as much as they were in PVP. Both have be targeted repeatedly in the last year because of their utility in PVP. But the effects were uniform between PVE and PVP, primarily with shields. People complained that Twilight Matriarch was overperforming in PVP, so they are looking into changing it across the board, even though it is one of the only ways a petsorc can self-heal in PVE. Now, Dawnbreaker is getting a rework because, you guessed it, PVPers were upset it was overperforming. Dawnbreaker is the only universal stamina ultimate in the game for PVE, and one most PVEers wished was stronger. Its going to get weaker. Heck, S&B that just got nerfed. Was that because people were tired of tanks doing too well on their "sudoku?" LOL.
Aside from the when new classes are introduced, classes get changed only because one starts to take over Cyrodiil or BGs. Magblades were tops in PVE, but then the PVPers got upset at the carnage they were causing with normal and bomber builds. Now stamina has taken over, nearly across the board in PVE. What has been the response? Cries to nerf bow gankers and stamina tanks because stamina is too strong in PVP. There were threads calling for the nerfing of DKs after the last reworking of classed. DKs! Can't remember the last time I saw a bow gank build running vMOL. Was probably around the time a DK was an OP DPS in PVE.
Sets are the same. They get hammered usually because they are overperforming in PVP. 7th Legion and Fury just took a hit, 2 sets that rarely are used in PVE. Before that it was Thunderbug, Livewire, Vicious Death, the list goes on. The only set I can think of that took a hit in PVE because it was overperforming in PVE was the Relequen/Ravager combo. And that was because it was ridiculously overperforming.
Occasionally, someone will complain on these boards that a class, skill, or weapon should be nerfed for PVE. Its usually because they can't get a VMA bow. Or its because they are consumed with score runs. Most read them and laugh. Because someone else's DPS or survivability in PVE has zero effect on the other players in the game.
To claim that nerfs are PVE-driven is bonkers.
They won't, though. They made their stupid decision to blend the two and now they're determined to keep doing it no matter how much it screws over PvE.
I don't even remember how many times I've suggested this now..
The simplest way to balance this game for both aspects without breaking one or the other in the process is to simply have all abilities follow either a PvE or PvP table of coefficients.
So any ability used in any PvE situation would reference the PvE table of coefficients, and deal damage based on that.
In any PvP situation (duel, BGs, Cyrodiil, IC, etc.), the player can be invisibly flagged so the game knows that now it needs to reference the PvP table of coefficients when abilities are used.
ezpz
The only non-constant in this ridiculously easy formula are duels. The game would have to know when to unflag both players.. but this isn't impossible to achieve at all. When the losing player dies and the duel is declared over, they're obviously unflagged. When the duel is declared over, the winning player would obviously be unflagged so they don't get shafted in to being stuck with PvP coefficient damage on their abilities while going about their day.
It would require a bit of work on ZOS' part to achieve this, as numerous checks would have to be in place outside of PvP maps to ensure that players were indeed not flagged (thus resulting in different damage than they should be doing), but intelligently designed it's very, very possible.
Doing this would allow the development team to simply adjust ability damage entirely separate from PvE and PvP.
If Surprise Attack's coefficient for PvE was something like 2.25, it could be lowered for PvP to, say, 1.75, so it wasn't two-shotting people, and so on for every other ability, passive, etc. in the game.
I know ability damage calculations aren't as cut and dry as a simple integer determining the damage, but you get the gist of what I'm saying.
Until something like this is done, balance will never be achieved in this game, and every single content patch is going to have one side or the other up in arms because their aspect of the game was altered due to the other aspect.
El_Borracho wrote: »What people don't grasp is that most of the nerfs are specifically directed at PvE.
PvE is like doing the same sudoku for years over and over to finish it faster than the autist to your right.
So now they changed your sudoku. And you won't quit because your have this inner urge to rinse and repeat that new sudoku until it will be changed again.
But they're not. In no way does PVE performance force nerfs. For instance, cloak has little to no use in PVE. Shields were useful in PVE, but not nearly as much as they were in PVP. Both have be targeted repeatedly in the last year because of their utility in PVP. But the effects were uniform between PVE and PVP, primarily with shields. People complained that Twilight Matriarch was overperforming in PVP, so they are looking into changing it across the board, even though it is one of the only ways a petsorc can self-heal in PVE. Now, Dawnbreaker is getting a rework because, you guessed it, PVPers were upset it was overperforming. Dawnbreaker is the only universal stamina ultimate in the game for PVE, and one most PVEers wished was stronger. Its going to get weaker. Heck, S&B that just got nerfed. Was that because people were tired of tanks doing too well on their "sudoku?" LOL.
Aside from the when new classes are introduced, classes get changed only because one starts to take over Cyrodiil or BGs. Magblades were tops in PVE, but then the PVPers got upset at the carnage they were causing with normal and bomber builds. Now stamina has taken over, nearly across the board in PVE. What has been the response? Cries to nerf bow gankers and stamina tanks because stamina is too strong in PVP. There were threads calling for the nerfing of DKs after the last reworking of classed. DKs! Can't remember the last time I saw a bow gank build running vMOL. Was probably around the time a DK was an OP DPS in PVE.
Sets are the same. They get hammered usually because they are overperforming in PVP. 7th Legion and Fury just took a hit, 2 sets that rarely are used in PVE. Before that it was Thunderbug, Livewire, Vicious Death, the list goes on. The only set I can think of that took a hit in PVE because it was overperforming in PVE was the Relequen/Ravager combo. And that was because it was ridiculously overperforming.
Occasionally, someone will complain on these boards that a class, skill, or weapon should be nerfed for PVE. Its usually because they can't get a VMA bow. Or its because they are consumed with score runs. Most read them and laugh. Because someone else's DPS or survivability in PVE has zero effect on the other players in the game.
To claim that nerfs are PVE-driven is bonkers.
Yeah, except you are wrong on a number of points here.
Only looking at the things that have use in both PVP and PVE, because bringing up cloak in this discussion is nonsense. As is bringing up 7th and Fury. You cannot complain that PVP complaints are impacting PVE things and then point to things that are only used in PVP. They have zero impact on PVE and no relevance on this discussion.
Shields: They literally said that they were nerfing shields because they made healers useless in PVE. That is literally their reason. So no, not a PVP driven nerf.
Twilight: The game shouldn't be balanced on player ability to solo group content. Healers are for healing (much like their reasoning for nerfing shields) While it was overtuned for PVP, the PVE impact is irrelevant here. And crit surge is more than enough healing output for any sorc to solo any content. If you are truly a pet sorc in group PVE you should be using a pet that does damage. Not to mention, the thing people complained about most with this ability in PVP, targeting, isn't changing.
Dawnbreaker: No stam character (outside of maybe stamdk) was using dawnbreaker as an actual ultimate. Most were using it as a damage boost while slotted and back barring the actual ult they would use. In many cases, when a class ult wasn't good enough, ballista was a better option to actually use in combat. So the nerf here should have zero impact on PVE performance.
SnB: Zero impact on a tanks ability to tank content. They don't need puncture dealing damage, they only need the taunt and debuff. And some of the skill changes should boost some of the damage they can tank, while also changing the PVP effectiveness.
Magblades: It is a problem when a trials group can use only magblades for DPS and not have to worry about healing because the magblades are overhealing the trial. And, from a PVE aspect, they specifically said that they want to make sure that groups are pulling different classes based on what those classes bring to the table. When one class brings everything to the table, it is a problem.
ProbablePaul wrote: »They won't, though. They made their stupid decision to blend the two and now they're determined to keep doing it no matter how much it screws over PvE.
- They've always been balanced together. When were they separate?
- TESO was marketed as a PvP game. PvP is integral to the lore of era in which ESO takes place.
- Separate balancing is more unfair to those who pvp than the current system is perceived to be by PvE-only players: No one wants to learn, and maintain knowledge of a game this massive from two different perspectives.
ProbablePaul wrote: »I don't even remember how many times I've suggested this now..
The simplest way to balance this game for both aspects without breaking one or the other in the process is to simply have all abilities follow either a PvE or PvP table of coefficients.
So any ability used in any PvE situation would reference the PvE table of coefficients, and deal damage based on that.
In any PvP situation (duel, BGs, Cyrodiil, IC, etc.), the player can be invisibly flagged so the game knows that now it needs to reference the PvP table of coefficients when abilities are used.
ezpz
The only non-constant in this ridiculously easy formula are duels. The game would have to know when to unflag both players.. but this isn't impossible to achieve at all. When the losing player dies and the duel is declared over, they're obviously unflagged. When the duel is declared over, the winning player would obviously be unflagged so they don't get shafted in to being stuck with PvP coefficient damage on their abilities while going about their day.
It would require a bit of work on ZOS' part to achieve this, as numerous checks would have to be in place outside of PvP maps to ensure that players were indeed not flagged (thus resulting in different damage than they should be doing), but intelligently designed it's very, very possible.
Doing this would allow the development team to simply adjust ability damage entirely separate from PvE and PvP.
If Surprise Attack's coefficient for PvE was something like 2.25, it could be lowered for PvP to, say, 1.75, so it wasn't two-shotting people, and so on for every other ability, passive, etc. in the game.
I know ability damage calculations aren't as cut and dry as a simple integer determining the damage, but you get the gist of what I'm saying.
Until something like this is done, balance will never be achieved in this game, and every single content patch is going to have one side or the other up in arms because their aspect of the game was altered due to the other aspect.
Is this not what battle spirit does, essentially? With the only real difference being that heals, shields and damage received by a player in Cyrodiil is divided by 2 rather than multiplied by some number. Which is actually brilliantly simple, because rather than doubling or quadrupling the calculations for each skill in PvE and PvP, they instead modify how the player receives interactions which quickly addresses most use if not all use cases. With skills streamlined in this way, they can compare and contrast PvE and PvP side by side pretty easily, using one big set of data if they like. You're suggested approach wouldn't allow that as easily.