It’s funny that what most people are complaining about is standardisation — and how that isn’t balance. In another thread we have someone moaning that rotations are boring because whatever order the skills, the result is the same, and the majority of skills are non-class abilities. So, let’s get this straight, the patch skill audit which standardised skills by type (damage over time) has resulted in all skills of a similar type doing more or less equal damage per tick? And that regardless of class... sounds like balance achieved through standardisation.
It’s funny that what most people are complaining about is standardisation — and how that isn’t balance. In another thread we have someone moaning that rotations are boring because whatever order the skills, the result is the same, and the majority of skills are non-class abilities. So, let’s get this straight, the patch skill audit which standardised skills by type (damage over time) has resulted in all skills of a similar type doing more or less equal damage per tick? And that regardless of class... sounds like balance achieved through standardisation.
When people here said that balancing isn't homogenization, they probably didn't want to say that homogenization cannot be used to create balance, but that it shouldn't be used.
People require different sized clothing. One can tackle that problem by either giving everybody super stretchy leggings and a ***, or one can offer clothing in different sizes. The latter is more demanding, some people will never find the right size, but overall, this approach leads to less awful results.
Same goes for class balancing. In pen and paper RPGs, Dungeons and Dragons, 4th edition had the same problem. The designers tried to balance e. g. fighters, rogues and wizards. So, fighter got a sword strike ability, rogues a dagger stab ability, wizards a fire touch ability, all doing the same damage. Balance? Yes. Flavor? No.
The same is happening to ESO. Giving everybody the same super-powerful DoTs is, uhm, balanced, yes. But it removes identy from classes. The Dragonknight was, if played as a DD, a melee DoT class using either poison (stamina) or fire damage (magicka). The Sorc was a ranged damage dealer with pets and direct attacks (magicka) or semi-useless potatoe (stamina). That made stamina sorcs complain (disclaimer: I have a stamina Sorc, too).
Then comes the balancing hammer:
Everybody is given super-strong general abilities, and now everybody is a ranged DoT class. Balance? Yes. Fun? No.
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One can see a weird connection to societal concepts, I think. The problem resembles the conflict of individualism versus collectivism. I don't want to praise individualism too much, but one has to acknowledge that it's "flavor of the century" so far, and probably has a lot going for it. I find it weird that ZOS - a company based in the USA, champion of capitalism and individualism - is taking the collectivist approach here. But I'm probably overthinking it.
AhPook_Is_Here wrote: »Most elder scrolls games were built on a "classless" system, while there were templates that reflected skill groupings, builds have in the past been free-form. Homogenizing classes is a step in this direction, making stealth more universal would also help.
One thing that might be interesting is being allowed to make a hybrid class, where you can choose one offensive skill line from one class and a different defensive and support skill line from other classes, along with the assorted passives. However before you allow something like that you need to bring the outliers in.
The issue with A LOT of gamers now days is they have become sheep. Gone are they days of custome builds, now it's all about the meta and due to this meta train nerfs continue to happen. If people made builds that worked on their own instead of following a pre made build the devs would have more information on what needs buffed and or fixed. But instead all they get is EVERYONE is using xyz skills so they must be too strong. This insight is from the eyes of a player and a retired dev for another mmo.
I dont think the total argument is a evolved Meta and playstyle. the issue is they have homogoonized classes even more and really has perpetuated the one role DPS game style.Emma_Overload wrote: »Vercingetorix wrote: »Folks need to learn to adjust to the changes - the sky isn't falling, but yes, stamina is being sidelined for magicka - FINALLY after 2 years. Heavy Attack channeling builds while rotating through DoTs will be at their strongest in this patch. Newer, more inexperienced players and guilds can quickly get their feet wet in veteran trial content since DoT DPS is much easier to obtain - this is the biggest reason why Scalebreaker is great patch.
I agree completely. A lot of the long winded complaints about this patch are ridiculous. Since when has PvE DPS *not* involved pressing buttons and watching timers?
The new meta is fine. It's really not much different from the old meta, and there have been plenty of improvements. Some people just don't react well to change.
Vercingetorix wrote: »Heavy Attack channeling builds while rotating through DoTs will be at their strongest in this patch. Newer, more inexperienced players and guilds can quickly get their feet wet in veteran trial content since DoT DPS is much easier to obtain - this is the biggest reason why Scalebreaker is great patch.
Yeah, all the classes are even more similar now. There is not point making a new character because you only end up changing one or two skills. Hope they do something to change this boring "everything is the same" meta quickly because I will not be paying money for a game I no longer enjoy.
The issue with A LOT of gamers now days is they have become sheep. Gone are they days of custome builds, now it's all about the meta and due to this meta train nerfs continue to happen. If people made builds that worked on their own instead of following a pre made build the devs would have more information on what needs buffed and or fixed. But instead all they get is EVERYONE is using xyz skills so they must be too strong. This insight is from the eyes of a player and a retired dev for another mmo.
Wow. We got a combat designer / balance specialist and retired mmo developer in the same thread.
It’s funny that what most people are complaining about is standardisation — and how that isn’t balance. In another thread we have someone moaning that rotations are boring because whatever order the skills, the result is the same, and the majority of skills are non-class abilities. So, let’s get this straight, the patch skill audit which standardised skills by type (damage over time) has resulted in all skills of a similar type doing more or less equal damage per tick? And that regardless of class... sounds like balance achieved through standardisation. This newly emerging level playing field will formulate the base line, what becomes of it next is anyone’s guess.
I’m not saying I like what we’ve been lumbered with, and no it isn’t fun; yes it is bland and boring — Just remember, you can’t demand something then protest when you get it. Ask the experts above me.
I applaud the Dev team's efforts to try to balance skills, classes and such. However, it is extremely apparent that the dev teams have used a lowest common denominator, homogenizing, and over-standardizing philosophy and methodology.
A common misconception is that balancing means standardizing and making things more similar, level or even. However, this is not a spreadsheet simulator, it is an MMO-RPG with the best intellectual property a dev team could dream of and the purpose is fun.
Balancing efforts should be dynamic; increasing and emphasizing the unique attributes of various skills and classes. Keep what works and is fun, tweaking as needed. Changes should be made with finesse to fine tune where needed to achieve Overall Balance and ensure that it is maintained.
Other games have done this well with far less resources, so it is not beyond reason to expect that one of the biggest can also do at least a decent job with just 6 classes. This patch is horrendous and the philosophies behind it will keep diminishing the quality of the game even further if a more sophisticated approach is not adopted instead.
Gameplay feels more bland, even more unbalanced (DoTs on steroids being one example), and just more boring now.
GrimTheReaper45 wrote: »Wow. We got a combat designer / balance specialist and retired mmo developer in the same thread.
It’s funny that what most people are complaining about is standardisation — and how that isn’t balance. In another thread we have someone moaning that rotations are boring because whatever order the skills, the result is the same, and the majority of skills are non-class abilities. So, let’s get this straight, the patch skill audit which standardised skills by type (damage over time) has resulted in all skills of a similar type doing more or less equal damage per tick? And that regardless of class... sounds like balance achieved through standardisation. This newly emerging level playing field will formulate the base line, what becomes of it next is anyone’s guess.
I’m not saying I like what we’ve been lumbered with, and no it isn’t fun; yes it is bland and boring — Just remember, you can’t demand something then protest when you get it. Ask the experts above me.
There not really wrong though. It is lazy balancing. When we has we want balance we mean we want x class doing its unique thing to be as effective and y class doing its thing. We dont want dots to be the same or direct damage to be the same or sustain to be the same. We want the total package of what your doing to be about the same as other ways of doing it. If your healing on this set up this way we want it to be as effective with roughly the same effort as other healers on a different set up doing it a different way. Not every class has to be capable of everything either. Im ok with not being able to heal on a sorc. I want it to just do somethings its own way and have those results be relatively as effective as someone doing that role a different way.
Im finding the DoT focused combat boring.
jmgrant44ub17_ESO wrote: »The game has never been balanced. When the original developers created the game it was three races and three alliances. All the races brought something different to the table. That got thrown out the window with the Imperial race added just before launch. Most creative people don't like having their work bastardized for money. The result is creative minds move on.
Nerfing and standardizing will continue until they can't get any more out of the community. Every update will require more and more nerfs to make room for the next update. Updates are not about balance they are about making room to fit the game on the the same servers they had since Tamriel One (2016).