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Stop balancing PVE for PVP

  • washbern
    washbern
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    Yes
    Browiseth wrote: »
    why even bother making this a poll when you make your bias so obvious

    i want to see what other people's biases are
  • labambao
    labambao
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    As I already say in other thread:
    1.They should balance skills and passives only around pvp.
    2. They should balance environment in dungeons and trials around that already balanced skills for pve.
    3. Profit?
  • Morgul667
    Morgul667
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    Stop balancing the game in PVP for PVE

    Seriously guys stop blaming PVP every time they nerf something you like. Shields, sustain and many key items were nerfed due to PVE and not due to PVP

    I agree both should be separated though

    One effect against mobs and one effect against ennemy players

  • SirMewser
    SirMewser
    ✭✭✭✭✭
    No
    I want to watch them burn and have them realize they've screwed up.
    Saying yes has less impact because it's what we want.
    What we want is not cared for.
  • xMovingTarget
    xMovingTarget
    ✭✭✭✭✭
    ✭✭
    Yes
    1c9626ebc93cf447272b549131822fe0.png

    Fix. Just like that
    Edited by xMovingTarget on July 19, 2019 12:42AM
  • SoLooney
    SoLooney
    ✭✭✭✭✭
    Pretty sure pvp is almost exclusively the reason why pve stuff gets screwed over and nerfed

    Some of the changes make completely no sense. Like why was caltrops butchered? Cause idiots in pvp sat in it too long and died to it? Sad logic

    Endless hail? Seriously? Pvpers are complaining about a small aoe that doesn't move?

    Bring back wrobel, wheeler should just wheel himself out of the combat team. Had high Hope's for you Gilliam but you're def on the same boat as wheeler at this point

    Hardly any class identity for this new patch. Just stamina dps spamming flurry with rending, soul split and barbed trap
  • FoulSnowpaw
    FoulSnowpaw
    ✭✭✭
    Yes
    Same answer as always... battle spirit passive or dungeon passive.

    People:
    -PVE caused sustain nerfs because some players thought pve content was too easy for some reason.
    -block was nerfed because tanks permablocked and was too easy
    -damage was nerfed because bosses died to easily; not logical because boss health can be buffed
    -health was nerfed because of pvp; no reason why pve needed health loss considering bosses one hit most of the time
    -shields was nerfed because I don't know why? Duration of shields is purely a pvp problem.
    -uniques were nerfed because "I can't keep up with that dude's dps, make all classes equal"
    -Penetration trait was nerfed because bosses basically had no armor when stacked with debuffs
    -Warden was pseudo buffed then nerfed hard again because dps was "too easy" to obtain with damage done passive; warden has no real frost damaging ability but yet the passive exists
    -Monster sets were nerfed because of pvp
    -Gap closers were nerfed because of pvp
    -Pets were nerfed because they "dealt too much damage compared to me"
    -DK got nerfed despite recognition that its playstyle was supposed to be tanky
    -CC got nerfed because pvp. most pve bosses are immune anyways
    -DOT was nerfed because pvp "aoe killed me too fast"; don't stand in red... stay in green... what did you expect by standing on layers of visible aoe… move away from the tiny non moving endless hail...
    -"I want to tank, heal, and deal damage all in one on top of everyone" - healer and tanks nerfed to the ground

    -PVP caused sustain nerfs because some players lasted in battle too long or literally cycled DK battle roar to full over and over
    -block was nerfed because perma blockers in pvp; argonian + battle roar
    -damage was nerfed because "I died too easily"
    -health was nerfed because "I can't execute/kill that dude"
    -shields and unique ability was nerfed because sorcs and templars are "toxic" classes. DK and NB are "toxic" too because "they have abilities that I don't have"
    -I guess argonians were nerfed many times because someone had personal problems with their looks.
    -Penetration trait was nerfed because it overperformed via made armor useless in pvp
    -Warden was nerfed for burst damage that could easily be dodged blocked or confronted with
    -Monster sets were nerfed because it instant killed or made it impossible to counter like Zaan
    -Gap closers were nerfed because it was "toxic" via dealt too much damage for too little "skill"; well block or roll dodge dude
    -Pets were nerfed because people died from npcs/"no skill"; pets got in the way.
    -DK got nerfed because battle roar even though it had no other class passive for sustain(until recently a weak 500m/s)
    -CC got nerfed because people don't want to pvp but want to be emperor anyways
    -DOT was nerfed because pve top 1% did too much damage; "I want to stand in one place without having to move, dodge, block, or counter; not having to CC break free, and being able to CC everyone else and kill everyone by myself"
    -"Oh no I can't survive in pvp so I demand lots and lots of self heal options"; healer gets nerfed because why need healer

    I'm sure I missed a lot but the point is the tables are pretty even on the "balancing" issue

    The real problem is the power gap of low level casuals and end gamers.
    Low level casuals always get their way because they're the main money spenders who don't see the whole picture, and the game values them more despite excuses saying otherwise if ever confessed to begin with. Competitive gameplay source always makes money and not much of the pve aspect as much as pvp.
    Casuals want to nerf end gamers in their envy of power, but end up nerfing themselves. pve content difficulty remains the same despite drastic changes to playerbase. They make changes and quit playing. Most end gamers adjust and move on but doesn't take the difficulty of gameplay from newer players which will soon nerf themselves like the previous casuals...

    Too many words just ending it.








  • burglar
    burglar
    ✭✭✭✭
    No
    Xogath wrote: »
    Xogath 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.

    Battle Spirit is simply a blanket "debuff" to overall values.. while it is as simple as you're perceiving it, it could not be any more lazy.

    Think of it as a map-wide, negative multiplier.. if that makes sense. I'll provide an additional example, though:

    Currently, in WoW, once a raid is no longer current content, they typically add a raid-wide buff that gives the player extra health, damage, etc. up to a certain percent. Battle Spirit is basically the opposite of this. To the game, it's basically like saying "Yeah, when a player is on a PvP map, they need to take -50% damage, -50% healing, etc." ..they are modifiers that take precedence over all other calculations.

    On the other hand, having a second set of damage coefficients as I've proposed countless times would allow them to balance each aspect of the game as they wished, without it affecting another aspect. I'll try to make an example but it's going to look horrible.

    [Skill.[SkillID].PvE]
    DamageCalcsAndSuch(Coefficient in the middle somewhere that governs the overall damage of the skill)
    [Skill.[SkillID].PvP]
    DamageCalcsAndSuch(Coefficient in the middle somewhere that could be different from the PvE version, adjusted for PvP)

    Basically, if they had a text file with every ability in the game and its calculations in it, they would have a separate file with the same things, only tagged as the PvP version of the abilities. The only difference would be that one number that governs the overall damage of the ability. If [SkillID] had a multiplier/coefficient of 1.25 in a PvE situation, and development found that to be acceptable for PvE content, but maybe hitting too much in PvP situations.. they could simply edit the PvP version's coefficient to, say, 1.15 or something, so it was adjusted for PvP situations only instead of nerfing the whole ability across all aspects of the game and potentially destroying fun builds in the process.

    This would result in buffs and nerfs to things that didn't affect the other end of the game.

    So if, say, Poison Injection was found to be ticking for acceptable amounts in PvE situations, but maybe far too much in PvP situations, they could simply tweak the PvP version's coefficient and tone down the damage using their own calculations as a formula to figure out exactly how much it would be hitting for on any given target, given they have access to such information.

    The only other thing that would need to happen for this to work is already a system in place on live servers.. Battle Spirit. The game checks if a player is on a PvP map, and applies the buff when they are. That same check could be used to tell the game "Okay, flag this player so we know to use the PvP coefficients for damage now" and life would go on. As soon as a player left a PvP map, as Battle Spirit is removed from them today, the "flag" would be removed from them and the game would then know to use the PvE coefficients again.

    They could even add in a hotkey for viewing PvE/PvP tooltips; such as hovering over an ability to see one tooltip, and pressing CTRL or something to have it display the PvP tooltip.

    Something like this is essentially the only sensible way to separate the two aspects of the game, and would further set ESO apart from other MMORPGs who are constantly in a balance struggle between PvE and PvP. It would allow the development team to easily identify problem mechanics (ie: overperforming abilities) in one aspect or the other, and fix them accordingly.

    If an ability was found to need reworked for whatever reason, then yes, both versions would need edited and coefficients adjusted on both ends.. but this wouldn't be some gigantic effort compared to having a literal balancing act between two important aspects of the game like we have now.

    Holy ***, to be so full of yourself and be so wrong... Honestly man, it's obvious you don't know what you're talking about. Don't feign to understand things to leverage your arguments, it just makes you look like you think your arguments are more valuable than taking the time to learn things that will help you explain them(also understand how you're wrong). Which in turn implies that you've already decided you're right. Which couldn't be further from the truth. A few simple facts break your whole argument; 1) a negative times a negative is a positive; 2) there are more abilities than there are kinds of damage.
    Bosmer Melee Magicka Nightblade
  • Strider__Roshin
    Strider__Roshin
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    They should only balance for PvP. PvE is too easy to be relevant.
  • Wabu
    Wabu
    ✭✭✭
    No
    Stop balancing PVP for PVE. U_U
    EU PC | CP 1,000+
    NA PC | Level 10
  • sly007
    sly007
    ✭✭✭✭
    No
    washbern wrote: »
    People complaining too much about how other class abilities function in pvp far more than in pve. Though I agree with the battle spirit idea very much, I feel like its pvp crybabies who beg for homogenization of classes because if another class has a cool ability, they must have the same or nerf the other ability. Things like winged twilight or Betty natch make some pvpers itch with envy and cry NERF.

    Yes, crossplay should be good. But I feel like abilities should be similar but not identical. on the character window have player flip a switch between pve and pvp. Have the tooltips display exactly what each ability will do pending on the toggle. Thatd be helpful for new players and old.

    I disagree. It's the end game pve players who cry about a 5% dps difference and beg Zos to buff and nerf classes so everyone does the exact same dps. We even recieve a complete race overhaul because pve players couldn't be content with small dps disparities.

    Anecdotally, the pvp players that complain about class balance are the ones the have some seriously l2p issues. They want the same burst combo that warden has to be on a stam dk, forgetting that both bmclasses are fundamentally differently. One if s about burst and the other about Dots. But they dont care. They want to complain about a nightblade using their defensive mechanism effectively, rather than using the tools within the game to counter.

    At the end of the day, I think Zos caters more for pve and pvp. Just so happens that pve players are louder and more abundant so their complaints of pvp changes floods the forums.
  • BlueRaven
    BlueRaven
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    ✭✭✭✭✭
    Yes
    sly007 wrote: »
    washbern wrote: »
    People complaining too much about how other class abilities function in pvp far more than in pve. Though I agree with the battle spirit idea very much, I feel like its pvp crybabies who beg for homogenization of classes because if another class has a cool ability, they must have the same or nerf the other ability. Things like winged twilight or Betty natch make some pvpers itch with envy and cry NERF.

    Yes, crossplay should be good. But I feel like abilities should be similar but not identical. on the character window have player flip a switch between pve and pvp. Have the tooltips display exactly what each ability will do pending on the toggle. Thatd be helpful for new players and old.

    I disagree. It's the end game pve players who cry about a 5% dps difference and beg Zos to buff and nerf classes so everyone does the exact same dps. We even recieve a complete race overhaul because pve players couldn't be content with small dps disparities.

    Anecdotally, the pvp players that complain about class balance are the ones the have some seriously l2p issues. They want the same burst combo that warden has to be on a stam dk, forgetting that both bmclasses are fundamentally differently. One if s about burst and the other about Dots. But they dont care. They want to complain about a nightblade using their defensive mechanism effectively, rather than using the tools within the game to counter.

    At the end of the day, I think Zos caters more for pve and pvp. Just so happens that pve players are louder and more abundant so their complaints of pvp changes floods the forums.

    And yet here we are after the race redesign with a race that has a clear “PvP only” passive. (Hint: it’s ‘Hunter's Eye’.)And now tanks are being gutted because of PvP balance issues. Bows? Can’t have those doing damage due to PvP issues.

    AOEs, healing? All gutted. And if this was being done for pve you would have thought they would rebalance the trials that depend on heavy AOEs and heals, but they are not rebalancing them.
  • SidraWillowsky
    SidraWillowsky
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    Yes
    Edit: I apparently voted on this a ways back and forgot. I stand by my "yes" but try to explain below what's wrong with this whole.... thing.
    Wabu wrote: »
    Stop balancing PVP for PVE. U_U

    In what universe does this occur with any sort of frequency? There are some sets that are only useful in PvE (Relequen and Lokkestitz come to mind [but don't take this as a cry to nerf them!! I use them!!]) that are so ridiculously OP that almost nothing comes close to being as good as them, but since they're not super useful in PvP, I don't see much of an outcry to nerf them. This is fine BUT they are so head and shoulders above the rest (seriously, I've tried many, many set combos on my stamblade and Relequen is so ludicrously strong that it out-parses everything else I've tried by a significant margin) that if ZoS were actually "balancing" stuff based on anything but PvP, they'd be loooooong dead.

    AGAIN, not calling for a nerf to any of this stuff. Just saying that I don't think that the changes we see have much to do with PvE.

    OR PVP, for that matter, since I feel like this crap drives an unnecessary wedge between PvP-ers and PvE-ers. I have a few PvE guilds full of people who'd rather rake their fingernails over chalkboards then step foot into Cyrodiil. I have a PvP guild full of people who joke about being allergic to PvE. In both cases, no one is whining about PvP when they go into PvP. The things that people here moan and groan about in PvP (myself included) are seen as either things inherent to PvP by the PvEers (ie, unkillable god-mode tank builds) or minor annoyances by the PvPers (same god-mode builds, gankers, etc). Either way, outside of the forum I'd have no idea that people were crying so loudly for nerfs to certain things, even if those things may in actuality be a bit OP. The serious PvPers I know see this all as war tactics- how to get better, how to strategize; they take the "war" thing quite seriously and in a real war no one would be crying about the enemy team's rocket launchers and how they're unfair and need to be taken away.

    /rant all I'm saying is that there's a very small and very vocal minority of PvPers who can't deal with dying to something and cry for nerfs whenever this happens. Conversely, there's a small minority of total jackhole PvEers out there being elitist and toxic and kicking people from pugs, etc. Both groups are very small but also very salient, so they stand out the most. This is fueling a nasty us-vs-them competition here on the forums, and that doesn't actually seem to be a legit thing in-game outside of a few instances.
    Edited by SidraWillowsky on July 20, 2019 4:23PM
  • karekiz
    karekiz
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    ✭✭
    Daus wrote: »
    They should only balance for PvP. PvE is too easy to be relevant.

    PvP is a mini game and should never dictate class direction.

    Sorry you and your rocking max 400ish playerbase of PvPers can't see this.
  • Xogath
    Xogath
    ✭✭✭
    Yes
    Xogath wrote: »
    Xogath 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.

    Battle Spirit is simply a blanket "debuff" to overall values.. while it is as simple as you're perceiving it, it could not be any more lazy.

    Think of it as a map-wide, negative multiplier.. if that makes sense. I'll provide an additional example, though:

    Currently, in WoW, once a raid is no longer current content, they typically add a raid-wide buff that gives the player extra health, damage, etc. up to a certain percent. Battle Spirit is basically the opposite of this. To the game, it's basically like saying "Yeah, when a player is on a PvP map, they need to take -50% damage, -50% healing, etc." ..they are modifiers that take precedence over all other calculations.

    On the other hand, having a second set of damage coefficients as I've proposed countless times would allow them to balance each aspect of the game as they wished, without it affecting another aspect. I'll try to make an example but it's going to look horrible.

    [Skill.[SkillID].PvE]
    DamageCalcsAndSuch(Coefficient in the middle somewhere that governs the overall damage of the skill)
    [Skill.[SkillID].PvP]
    DamageCalcsAndSuch(Coefficient in the middle somewhere that could be different from the PvE version, adjusted for PvP)

    Basically, if they had a text file with every ability in the game and its calculations in it, they would have a separate file with the same things, only tagged as the PvP version of the abilities. The only difference would be that one number that governs the overall damage of the ability. If [SkillID] had a multiplier/coefficient of 1.25 in a PvE situation, and development found that to be acceptable for PvE content, but maybe hitting too much in PvP situations.. they could simply edit the PvP version's coefficient to, say, 1.15 or something, so it was adjusted for PvP situations only instead of nerfing the whole ability across all aspects of the game and potentially destroying fun builds in the process.

    This would result in buffs and nerfs to things that didn't affect the other end of the game.

    So if, say, Poison Injection was found to be ticking for acceptable amounts in PvE situations, but maybe far too much in PvP situations, they could simply tweak the PvP version's coefficient and tone down the damage using their own calculations as a formula to figure out exactly how much it would be hitting for on any given target, given they have access to such information.

    The only other thing that would need to happen for this to work is already a system in place on live servers.. Battle Spirit. The game checks if a player is on a PvP map, and applies the buff when they are. That same check could be used to tell the game "Okay, flag this player so we know to use the PvP coefficients for damage now" and life would go on. As soon as a player left a PvP map, as Battle Spirit is removed from them today, the "flag" would be removed from them and the game would then know to use the PvE coefficients again.

    They could even add in a hotkey for viewing PvE/PvP tooltips; such as hovering over an ability to see one tooltip, and pressing CTRL or something to have it display the PvP tooltip.

    Something like this is essentially the only sensible way to separate the two aspects of the game, and would further set ESO apart from other MMORPGs who are constantly in a balance struggle between PvE and PvP. It would allow the development team to easily identify problem mechanics (ie: overperforming abilities) in one aspect or the other, and fix them accordingly.

    If an ability was found to need reworked for whatever reason, then yes, both versions would need edited and coefficients adjusted on both ends.. but this wouldn't be some gigantic effort compared to having a literal balancing act between two important aspects of the game like we have now.

    Holy ***, to be so full of yourself and be so wrong... Honestly man, it's obvious you don't know what you're talking about. Don't feign to understand things to leverage your arguments, it just makes you look like you think your arguments are more valuable than taking the time to learn things that will help you explain them(also understand how you're wrong). Which in turn implies that you've already decided you're right. Which couldn't be further from the truth. A few simple facts break your whole argument; 1) a negative times a negative is a positive; 2) there are more abilities than there are kinds of damage.

    Whoa, triggered much?

    If you think for a single second that PvE and PvP in this game don't need entirely separated, you aren't even worth speaking to, to be honest.

    The solution is so braindead simple, regardless of how development has to work with it.

    The entire point of my post clearly went well over your head, though. But to reiterate since you can't wrap your mind around what I'm saying:

    1. You wouldn't be multiplying negatives. Battle Spirit would stop existing as it currently does, and would instead be the "flag" the game would use to check if you were in a PvP situation, thus know when to make use of PvP coefficients, modifiers, etc.
    2. How is this statement even relevant, at all? Did you even read what you posted? Whether it's a damage type or an ability, if it has a damage formula, it would end up with two formulae; one for PvP, and one for PvE.. that way if one is overperforming in PvE, a nerf to it wouldn't nerf it for PvP, and vice versa.

    It doesn't matter if the formulae are baked in to every ability, or simply referenced by the ability when used (such as a call to a library file using the SpellID that was cast by the player). The end result would be two of the same formula/calculation/whatever for every. ability. in. the. game. ..with different damage modifiers for PvE targets and PvP targets.

    Was all of that REALLY that hard to understand?
    Edited by Xogath on July 21, 2019 9:01AM
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