Agenericname wrote: »Agenericname wrote: »Why? Because ZOS is also nerfing PvE builds on the regular without PvP having anything to do with it. None of your problems will actually go away.
Need an example? Crit chance. Crit is very niche in PvP and borderline pointless, with Nightblades being slippery enough to make it work, provided the player has the skills to pull it off. And even those builds hardly matter in the grand scheme of things, so they don't warrant a nerf. Yet ZOS obliterated crit chance in PvE and it had nothing to do with PvP.
It's really annoying when PvE players always point towards PvP whenever they get nerfed, as if things can never be overpowered or broken on their end.
Of course some nerfs are due to PvP, but not all of them and I do not think the changes to Mitigation were because of PvP. In fact, the tank meta in PvP has nothing to do with mitigation but rather max-health-percent-based healing and heavy armor proc sets being free damage.
ZOS doesn't like that some PvE content is too easy or that people can just stack shields to ignore enemy damage to the point where dungeon groups don't even need healers in 99% of all dungeons. If trial and dungeon bosses had forum accounts they would cry for PvE nerfs too. But they don't need to, because ZOS already has the data and will nerf accordingly.
The CP rework has supposedly been worked on for years. Yes, it helps address some issues in PvP, but especially with noCP PvP in mind, this can hardly be the full picture. If damage dealers and tanks receive more damage, without getting killed outright, then healers actually have a point of being invited to groups again. That's the theory at least.
Now you can blame ZOS for not doing their balancing properly, because oneshots still reign supreme in most content and neither mitigation nor healing really matter if mechanics are "burn the boss before we get oneshot". You can also blame them for not using Battle Spirit more, in cases when they actually should. But you can't point to PvP for all your problems.
"ZOS doesn't llike that some PvE content is too easy" cracked me so hard. LOL. If that's so why they nerf every dungeon to the ground. Dungeons that used to be hard are now a joke that any casual player can kill without even trying. ICP, WGT, MHK, Mazzatun, Malatar... and more. I remember these dungeons to be hard, now they are a joke.
ZOS typically says why they nerf the dungeons. When WGT and BRF were nerfed they said that they had identified "choke points" that were problematic for groups, like the Planar Inhibitor or the Attros on the island in BRF. They'll typically run for a while before they get nerfed though. How long was MHK out before it got nerfed? It's usually after the dungeon has been out for a while.
There's a rhythm to the way they do it. They do look at completion rates and make decisions based off of that data.
If they were that easy we wouldn't have our biweekly "separate queue for DLC" threads and tanks wouldn't hide from PUGs.
This is the nature of horizontal progression. The only way to keep the content relevant is to keep out power from exceeding it's original design. They could completely remove PvP from the game and we would still get nerfed.
As usuall they focus on a casuals and ignoring veteran/end game players who seeks a challenge and the only thing we get is HMs in trials. I don't think it would be too hard to implement a difficulty for these players. Would solve issues between casuals and veteran players and the nerf zos makes wouldn't make people mad.
For example in WoW I like how there is normal difficulty, heroic (like veteran in ESO) and mythic for the end game players so all players can enjoy dungeons. In ESO some dungeons are way too easy for me and my group and we just not get to enjoy them anymore.
I am wondering how much of this is based on real world economics.
In WoW dungeons are part of the “package” of an xpac. So the budget for them is included in that.
Meanwhile dungeons in eso have a more direct economic budget, as players need to purchase them independently. So if players see they are not getting value for their purchase, they may not buy future ones. That would mean less budget for future dungeons.
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Also dungeons need to be done by pugs. Vet trials generally have organized groups. Vet dungeons need to conform to group finder dynamics.
In therm of theory whatever. I undestand that this could never happen for various reasons, but still. Point stands. They really should figure out balancing and stuff before doing some random stuff just to keep players playing and get money from it.
Im curious, when you run vet DLCs, what group composition do you normally run with?
I dont think that some of the changes are random. Tanks sustain for example, at least in part, I think this was done to give relevance to healers in this content. Its not horribly uncommon to see a tank that was (still are) able to provide both major and minor courage and forego a healer altogether. People like to blame PvP, but we would have seen a correction, or an attempt at one, regardless.
Some, to me, make no sense at all. Bosmer racial changes for example.
A while back someone suggested another mode, vet no-CP. Alcast if Im not mistaken. With CP having less weight in 2.0 vs 1.0 it seems like it could be fun. Unless ZOS balanced the rewards better than they currently balance the randoms, I doubt it would gain much traction.
@SidraWillowsky
As someone who plays a warden tank, Im concerned as well.