VaranisArano wrote: »PVPers also have the Stam vs Mag split, it's just that we also tend to run higher HP amounts than most PVEers do. PVEers are more min-maxed, since they only need enough HP to survive the boss attacks that would otherwise be one-shots.
MashmalloMan wrote: »
- Health threshold for PVE is good at base character level of 20-22k. Anything more is typically redundant unless you're a tank or you're a newer player that wants a larger buffer.
- PVE focus is to output as much DPS as possible, with as little sustain required as possible which is typically covered easily by your food, group synergy's and group sets. Everything you get in ESO is an opportunity/cost decision. By getting more HP, you get less max resource and therefore less damage. By slotting a shield, you get 1 less slot for a damage skill to improve your DPS.
- PVP builds are well rounded. You build for sustain, mitigation, health, speed, utiltity. You dodge and block more, there is less synergy's and group sustain sets so typically you build 50-100% more sustain, 28-32k health, 6-10k more armor. The only builds that get away with PVE DPS setups are gankers because their only focus is to blow you up and get out of there.
- Skills like static aoe dots are not useful in a PVP environment because human's know to step out of things that hurt them, mobs are not as smart.
I see no issue with the seperation, in fact, it should be further seperated on sets and battlespirit.. There is no fix for the issue you propose because they're completely different environments. PVE build diversity will always be non existant because DPS is the only factor that matters. None of the PVP points of interest are of concern, so you pick what gets you the highest number.
While I believe class identity needs to improve, I'm not a fool. PVE identity is always just going to follow a meta. PVP, solo PVE and 4 man PVE are where your builds can truely be flexible.
We have the tools to adjust builds very quickly with things like armory, food, mundus stones and sets. Changing your character stats or morphs aren't always necessary at this point. It's fairly easy to switch from 1 environment to the other.
MashmalloMan wrote: »
- Health threshold for PVE is good at base character level of 20-22k. Anything more is typically redundant unless you're a tank or you're a newer player that wants a larger buffer.
- PVE focus is to output as much DPS as possible, with as little sustain required as possible which is typically covered easily by your food, group synergy's and group sets. Everything you get in ESO is an opportunity/cost decision. By getting more HP, you get less max resource and therefore less damage. By slotting a shield, you get 1 less slot for a damage skill to improve your DPS.
- PVP builds are well rounded. You build for sustain, mitigation, health, speed, utiltity. You dodge and block more, there is less synergy's and group sustain sets so typically you build 50-100% more sustain, 28-32k health, 6-10k more armor. The only builds that get away with PVE DPS setups are gankers because their only focus is to blow you up and get out of there.
- Skills like static aoe dots are not useful in a PVP environment because human's know to step out of things that hurt them, mobs are not as smart.
I see no issue with the seperation, in fact, it should be further seperated on sets and battlespirit.. There is no fix for the issue you propose because they're completely different environments. PVE build diversity will always be non existant because DPS is the only factor that matters. None of the PVP points of interest are of concern, so you pick what gets you the highest number.
While I believe class identity needs to improve, I'm not a fool. PVE identity is always just going to follow a meta. PVP, solo PVE and 4 man PVE are where your builds can truely be flexible.
We have the tools to adjust builds very quickly with things like armory, food, mundus stones and sets. Changing your character stats or morphs aren't always necessary at this point. It's fairly easy to switch from 1 environment to the other.
Again, common knowledge for experienced players, especially ones who have already done the grinding to get sets for various situations.
But, as we have seen with the buff / nerf cycles .... the devs ARE trying to balance PvE and PvP so that one build is equally good in both.....
I am not saying that I am right, or even that it would work.... I am noting, based on the things we have seen, that this is becoming a more viable theory ... and understanding what they want can maybe help us to voice WHY there are some issues, and they can see WHY people are upset ...
I have seen the data that people are posting from the PTS, and I am comparing it to what the devs have been saying in what communication we get, including all the spoilers they put in..... and there is a disconnect. I am doing everything to approach without any bias, as that is a necessary skill in intelligence work......
I am hoping that those people that know the game, better than I do, can present their data to show more as to why trying to unify everything can't work as well.... not without much deeper changes, and those deeper changes would be the death knell for this game.
Auldwulfe
In many ways, this is a conversation between two parties that don't speak the same language ....
We have the devs looking at it from a meta overall approach - the "spreadsheets" that everyone disparages. They look at data, and see that the population is not quite where they want it.
Then we have some very good players on the other side - they parse the dummies VERY well ..... and even though the dummy is NOT a perfect representation of an actual battle ... it does have the advantage of giving better result numbers.
They post their high numbers, and the devs look at it and see that they need to adjust ....
Thing is, they can only do that by cutting out things and trying to balance that way... meanwhile, these very good players that know the game just as well as the devs keep finding new ways to keep those numbers high.
Both sides are not wrong ... the devs want a balanced game where people are having fun, and willing to support it financially. The very good players are doing what comes naturally to humanity... overcoming, and beating the odds.
Thing is, back in the military, I ran about 11 miles a day - I loved to run - and I did 6 and a half minute miles .... but, no matter how much I ran, built stamina, or practiced, I could not run a mile faster than 5:28 --- I am not built for speed. It's the same with gamers -- very good ones are just that, VERY good .... yeah, practice can get you quite far, but there is a point where you hit the natural limits of your own ability..... and that is fine... and there are some people with much different limits than others. I will NEVER be an Olympic runner, especially not now, in my 50's..... but I still loved running.
I will never be a top tier gamer -- I love it, but there is a point where my reflexes just aren't up to where some of these guys are.... and that is ok.
However, because we are dealing with two sides of a discussion, we need to find that common ground where the 7 minute mile runners are.... because right now, we are pulling too hard on the ends of the average.... and that, I believe is why we are seeing such a high amount of shifting around.
I strongly doubt that the devs are all sitting around a table twirling their mustaches, and asking for suggestions on how to upset the people that pay their paychecks off, and make them stop paying......
Auldwulfe
VaranisArano wrote: »PVPers also have the Stam vs Mag split, it's just that we also tend to run higher HP amounts than most PVEers do. PVEers are more min-maxed, since they only need enough HP to survive the boss attacks that would otherwise be one-shots.
Exactly, which is why so many PvE'ers shy away from PvP --- they go in, not knowing that, and get smacked around, and assume it's all gear, or all something special, or that they just don't belong there, etc.
So, if you force a situation where those extremely optimized characters in PvE are not any more effective, it creates a system where the characters can flow from one to the other. And divorcing skills from being so strongly attached to stats would do that.
And, if I am understanding everything I am seeing, they lowered the effect stats are having on damage ....
Also, as has been stated by others, this term accessibility is a PR move - because if they came out and told everyone that "we are changing the way every build guide has suggested, and instead aimed at a more unified structure of play.... you'd have a bigger exodus than now......
Auldwulfe
VaranisArano wrote: »VaranisArano wrote: »PVPers also have the Stam vs Mag split, it's just that we also tend to run higher HP amounts than most PVEers do. PVEers are more min-maxed, since they only need enough HP to survive the boss attacks that would otherwise be one-shots.
Exactly, which is why so many PvE'ers shy away from PvP --- they go in, not knowing that, and get smacked around, and assume it's all gear, or all something special, or that they just don't belong there, etc.
So, if you force a situation where those extremely optimized characters in PvE are not any more effective, it creates a system where the characters can flow from one to the other. And divorcing skills from being so strongly attached to stats would do that.
And, if I am understanding everything I am seeing, they lowered the effect stats are having on damage ....
Also, as has been stated by others, this term accessibility is a PR move - because if they came out and told everyone that "we are changing the way every build guide has suggested, and instead aimed at a more unified structure of play.... you'd have a bigger exodus than now......
Auldwulfe
And then there's lots of players who DO know that health matters in PVP because PVPers told them so, but decide they aren't going to change their build anyway, and then complain when they get smacked around because don't we mean PVPers know there's an event on?
Frankly, I don't think PVEers are going to enjoy what it takes to change PVE content to better prepare them for combat against intelligent players.
Bosses are going to have to hit burst combos.
NPCs are going to have to attack from stealth.
Enemies aren't going to stand in the AOEs for more than a couple seconds.
Enemies are going to use a lot more CC, and failure to break free is going to kill you.
Enemies are going to target players who fall into execute range.
Most PVE players don't want that sort of Souls-like experience in their questing. And if they don't play Vet content at the level where they really do have to learn to deal with high incoming damage and status effects that are not ignorable, then they are going to struggle in PVP.
Ironically, I think the best PVP prep for a PVEer is Vet Maelstrom or Vateshran. Both are pretty punishing when you are first trying them out. But if you have the situational awareness to work out how to succeed and the mental fortitude to keep trying when you die for nth time, those are the same player-based skills and attitudes you need to succeed at PVP.
ZOS doesn't necessarily have to change PVE content to better prepare them for enemy players, but it at least requires players to understand that overland questing and random normal dungeons doesn't prepare them for jack in PVP.
ThirdEye_PULSE wrote: »I think what your highlighting more than anything else is lack of communication coupled with a clear and defined goal for the future. Coming from a military background, id think you can understand just how important those two things can be for getting everyone moving cohesively in the same direction for the same purpose.
We could speculate all day what their intentions are for the future. The fact is we just dont know. We can pretend that theres logic to their changes. But again, we dont know. If we knew what their roadmap was... we could either agree with it and suffer the stage in between knowing it would get better, or we could disagree with it and move on.
Where are we now? All we see is these small snippets of changes that dont make any sense in the larger picture from where we are. The mind wants to make sense of things, so we fill in the gaps. That doesnt mean their real reasoning is logical or makes sense. It just means our brains are very good at trying to make sense out of confusion and lack of information.