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Dear ZoS, I may have a genuine solution for your Balancing issues.

Einar_Hrafnarsson
Einar_Hrafnarsson
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Greetings.

I have no idea if something like this has been brought up before but in my hopes of ESO not becoming more and more empty, i would like to offer this suggestion:

Rolespecific Stats. Now, hear me out. ESO is hard to balance because of how much freedom it gives and my suggestion will take away SOME of that freedom but will fix a lot of issues many of the community members and ZoS themselves have.

So, instead of choosing to spend points in magicka, stamina or health as you level up, you get to choose 1 Stat as you reach level 10. Endurance for Tank, Compassion for Healer and Power for DPS. These can be switched via the available scrolls, at the shrine or at the preset Table.
Endurance makes you very Tanky and gives you extra health while keeping your DPS and Healing at a lower level. Compassion boosts all your healing skills and stats but keeps your damage and Health at a lower level and finaly: Power. You do a lot of damage but your selfheal and survivabillity are tuned down.

This would fix a lot of balancing issues and other stuff like Fake Tanks and fake Healers when implemented with a requirement that only those who have chosen Endurance can queue up as a tank and so on. Undying DPS in PvP? Gone. Tanks that can still oneshot you? Gone. If you still wish to be a bit more Tanky as a DPS then you have to wear specific sets for this while suffering on your DPS side. How will this make ESO easier to balance? Well, since we would have these role specific stats/boosts. Heals would only be strong on Healers, DPS skill only Strong on DPS and so on. The Devs would not have to take every Set, class and skill into account when trying to balance things out because this would simply be done by the chosen path.

The only thing they would have to do is tune the numbers of each path (Endurance, Power, Compassion) so they are at about the same level respectively, only to be influenced by the sets we wear so we still have a way of creating unique builds.

Now i am interested what you all, and maybe even ZoS, think.

Have a pleasant day.

(And please keep it civil, this is really just a idea i thought might help the Game and the accessability ZoS craves)
Edited by Einar_Hrafnarsson on October 16, 2022 10:55AM
  • Tandor
    Tandor
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    What about those players who don't play specific roles? Most content can be done by any build, it's only the small ultra-competitive endgame subset of players that requires set roles and I don't really see how this system would offer any better balancing than the existing one which is fine as far as I'm concerned.
  • Heartrage
    Heartrage
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    I don’t think that making people go through these linear paths would be good. Pvp and solo players need a bit of everything to be able to be effective and this seems like it would have to make it harder to do to prevent people from fake role.

    As for balancing in general, I think one of the issue is that healing spells are very strong even without perks/equipment to boost them. They are so strong, in fact, that you can build to heal way too much even for veteran dungeon. Since they also scale with damage stats, it means that it is easy for a dps in pvp to have very strong healing abilities and that healing sets that increase healing are redundant for healers.

    Lowering base healing value, decreasing magicka and spell power scaling and increasing % healing done/received would help solve this issue.
  • dsalter
    dsalter
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    make it so it only applies to dungeons, trials and PvP and i can see it working
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Kessra
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    The stat distribution is the tinest problem IMO. Especially in PvP it is usually more important of what set-combinations you are wearing. With over 500 sets you can choose from finding the right sets is the challenging part. Some sets are catered around being counter sets to certain gameplays. I.e. there are certain sets ideal vs. tanky players while they do almost no damage to other players and so forth. The problem here is, you can't balance 500+ sets equally. Usually a couple of sets are worn which streamers or ones who write guides for recommend. Therefore the sets reduce probably to like 50-100 in total, which is still a huge amount to balance and get right.

    I don't think that the distribution into power, health and so forth will solve the problem. I.e. I as PvE Tank do not spend all my points into health as surviving stuff isn't my problem and any more health I gain through putting attribute points into it doesn't serve my purpose. Your argument is basically that all my stats should be health which cripples my already low stamina and magica bars which I actually need to block incoming damage and take control of mobs.
  • MerguezMan
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    Hi,

    If I get your idea, that would be adding a parallel skill tree with points to spend in either healing, tanking or damage, each perk reducing the others ?
    1) I assume you would still be able to invest 1/3 of skill points in each perk, which would give similar results as the current status of the game, and wouldn't solve any issue.
    2) Alternatively, you would probably be able to invest in 2 perks out of the 3 to find some still overpowered and unbalanced build (damage + healing or tanking ; or healing+tanking)
    3) such system implies that you would have to respec to change roles, which you already have to (if you optimize your build a bit) with raw stats, CP perks, some active skills, and gear. That's already a lot to tweak, and I don't feel like tweaking one more skill tree just for changing roles for an hour or so.

    The idea is not completely bad, but feels like CP system with predefined pickings ... I'm pretty sure it would lead to damage dealers becoming glasscannons, and it's not fun to continuously rez people as a tank or healer.

    I'd prefer some gameplay overhaul of enemy AI and mechanics, and hopefully something not involving annoying dungeons oneshots or invincibility phases
  • Hapexamendios
    Hapexamendios
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    No thanks. I prefer have tanks and dps that can self heal and so do my friends. When we run dungeons, we use 3 dps and a tank or 4 dps. Your method would not work with our preferred play style.
  • TaSheen
    TaSheen
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    Personally much prefer to be able to self heal as necessary on my characters (who are all dps - I don't play tanks or healers).
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Dr_Con
    Dr_Con
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    This has been discussed before... I feel It would work better if you queued for a dungeon and your role that you picked made you tankier, heal more, or do more damage depending on what you queued for. Maybe there should also be consumable, role-specific food buffs depending on what role you picked... They should incentivize playstyles rather than punish. I think your solution is a bit overcomplicated for a simple issue.
    Edited by Dr_Con on October 16, 2022 1:25PM
  • TechMaybeHic
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    This is trying to force a Trinity on a game that's slogan was "play as you want.". I get it. You WANT it to play as a Trinity, but that's your choice. Make friends and play together that way. It's really the most effective group comp in PvP (see ball groups), and viable for PvE but not everyone wants to play that way. And there's no reason you can't without forcing others.
  • Zenzuki
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    ZOS simply needs to lean into Battlespirit!

    This is probably the only way they'll truly be able to balance this game in the state it's in currently (considering how many sets and skills that exist today, and are added quarterly/yearly).

    It's code that already exists in game and they've only touched on it with a few sets, and only in the most basic of ways.

    Just go all-in ZOS and dedicate a small crew (making this their main project until completion), to going though all sets and skills, delineating which group (PVP/PVE) each go into (some will of course fit into both), once everything is grouped, the combat balancing team can assign whatever math (through Battlespirit) is necessary to balance PVP/PVE separately.

    Then follow that process going forward. . . forever!

    And realistically, not EVERY skill or gear set will need to change. There would more than likely be a large number of them that could simply be assigned as "legacy" due to them being non-problematic, already balanced in their respective play styles, or they're sets/skills that have fallen out of favor and simply aren't being used by the community in any appreciable way any longer.

    Sure, it'll be a project (but not any harder then re-writing base code as they are already), but once the initial busy work is done bringing all the necessary previous set/skills into (and tuning them with) the battlespirit mechanic, it'll be much easier going forward with new sets/skills using that formula and should create a much healthier future for the game.
    Can Open...
    Worms EVERYWHERE!
  • dmnqwk
    dmnqwk
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    Greetings.

    I have no idea if something like this has been brought up before but in my hopes of ESO not becoming more and more empty, i would like to offer this suggestion:

    Rolespecific Stats. Now, hear me out. ESO is hard to balance because of how much freedom it gives and my suggestion will take away SOME of that freedom but will fix a lot of issues many of the community members and ZoS themselves have.

    So, instead of choosing to spend points in magicka, stamina or health as you level up, you get to choose 1 Stat as you reach level 10. Endurance for Tank, Compassion for Healer and Power for DPS. These can be switched via the available scrolls, at the shrine or at the preset Table.
    Endurance makes you very Tanky and gives you extra health while keeping your DPS and Healing at a lower level. Compassion boosts all your healing skills and stats but keeps your damage and Health at a lower level and finaly: Power. You do a lot of damage but your selfheal and survivabillity are tuned down.

    This would fix a lot of balancing issues and other stuff like Fake Tanks and fake Healers when implemented with a requirement that only those who have chosen Endurance can queue up as a tank and so on. Undying DPS in PvP? Gone. Tanks that can still oneshot you? Gone. If you still wish to be a bit more Tanky as a DPS then you have to wear specific sets for this while suffering on your DPS side. How will this make ESO easier to balance? Well, since we would have these role specific stats/boosts. Heals would only be strong on Healers, DPS skill only Strong on DPS and so on. The Devs would not have to take every Set, class and skill into account when trying to balance things out because this would simply be done by the chosen path.

    The only thing they would have to do is tune the numbers of each path (Endurance, Power, Compassion) so they are at about the same level respectively, only to be influenced by the sets we wear so we still have a way of creating unique builds.

    Now i am interested what you all, and maybe even ZoS, think.

    Have a pleasant day.

    (And please keep it civil, this is really just a idea i thought might help the Game and the accessability ZoS craves)

    This is not a good idea.

    You essentially wanted to rename the stats for others that do exactly the same, except added in healing as an option when the game is designed that healing and damage are both part of the same power system.

    If you'd explained you wanted to separate healing and damage power, you could - but that's not the proposition you laid out.

    ESO is not hard to balance because of how much freedom it gives, it's hard to balance because of the options that are out there. Freedom to pick from 15 sets is very different to picking from 150 sets.

    There's also the issue where you think this would affect fake tanks and healers because, it wouldn't in the slighest. It would have no bearing at all. I have 8 chars atm, 6 of whom can either tank or heal with current setups. Every single one of those has both a trial and a hybrid build set up - because I don't want to take a full, pointless healer into a normal dungeon for 10 transmute crystals when I can bring one that puts out 20-30k dps instead by using the system already in place. Same with tanks, 20-30k dps single target on bosses while easily fulfilling their actual roles.

    People who fake tank or fake heal actively make a choice to neglect others, this will do nothing to change that.
  • barney2525
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    Which game are you trying to imitate here?

    :#
  • svendf
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    OP. You will never get this through, simply because some people want to be in control. Part of the community is not ready for this.

    Part of the DD community want status quo, simplt because it´s the only way for them to stay in control. They want their 3 or 4 DD runs. They want you to roll out and dd if you even don´t want to.

    There are a reply in the post above mine, telling you exactly that. Others in this post is just wording it in another way.

    You want change and I understand that. I don´t believe making roles even or equal important in this game is possible bacause of the large DD community and ZOS.

    Good luck though xD
  • DMuehlhausen
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    First off, things can never be "balanced" in a game where they try to balance PvE and PvP the numbers just don't work. Now if you're talking about balance between the classes and Magicka and Stamina then maybe.

    The easiest would be to introduce something like Power as another attribute. This would become the stat for melee characters (mostly stam toons now). then you wouldn't have one class that has to use their ability to dodge and block. You could then make sure damage from both are equal on skills.
  • AcadianPaladin
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    I suppose the trilogy system has a place but not really for me. My dungeon running is about 90% solo, 8% duo and only 2% with a group of 4. And any one of the trilogy in a pure form is lousy for solo dungeon crawling or questing. . . or really anything unless part of an organized group running a group dungeon or trial. If I can't hold a boss by the nose and kill him while keeping myself alive, I'd be looking for another game that better supports my goals.
    PC NA(no Steam), PvE, mostly solo
  • Artim_X
    Artim_X
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    The game is meant to give us a sense of freedom, which is why content like solo arenas can even exist (essentially performing all three roles).

    Due to horizontal progression, the game is intentionally balanced a certain way (seemingly constant changes) to ensure that most players are constantly grinding for something new and not staying stucks using the same stuff (if it ain't broke, don't fix it). Some players can get away for years using the same gear and skills, till ZOS decides to shake up their playstyle as well.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • sPark101
    sPark101
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    I like the way thing are.
  • SilverBride
    SilverBride
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    I do not want to micromanage my characters this way.
    PCNA
  • FluffyBird
    FluffyBird
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    Adding one more layer to an onion won't make you cry less when you cut it
  • Rogue_WolfESO
    Rogue_WolfESO
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    Nah, I think they should just stop nerfing everything in the name of "balance" and just give everyone uncapped abilities. Now that would be balance for you!
  • Maximilian
    Maximilian
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    I like the current game as is
    Edited by Maximilian on October 18, 2022 10:02PM
  • Baconlad
    Baconlad
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    There's not that many balance issues.

    In ESO a particular issue of balance mostly stems from not just one set, one skill or one single other thing.

    It's normally multiple things that come together to form that particular issue.

    For example. You should consider a necro bomber. They are by far the best bombers in PvP. Using vicious death, the purple pull swirly proc set, and balorg with graveyard and harmony traits and colossus. All of those combined and ONLY combined make necro bombing OP

    Take away any piece of that puzzle and you nuke necro bombing.

    Unfortunately the way zos looks at these issues they normally choose the path that nukes all classes. Another example when DKs were the Bees knees last patch, they nerfed plaguebreak and oakensoul. which yeah it was strong...but it was strongest on DK...why? Because of specific DK synergies with it. My class got nerfed too, even though my class wasn't a culprit of being OP.

    It's because of this I'd rather them just not try to balance things. Myself and the general community feels like they can't really balance in a positive way. They've been dropping balance on their head every time they try.
  • Vulkunne
    Vulkunne
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    Greetings.

    I have no idea if something like this has been brought up before but in my hopes of ESO not becoming more and more empty, i would like to offer this suggestion:

    Rolespecific Stats. Now, hear me out. ESO is hard to balance because of how much freedom it gives and my suggestion will take away SOME of that freedom but will fix a lot of issues many of the community members and ZoS themselves have.

    So, instead of choosing to spend points in magicka, stamina or health as you level up, you get to choose 1 Stat as you reach level 10. Endurance for Tank, Compassion for Healer and Power for DPS. These can be switched via the available scrolls, at the shrine or at the preset Table.
    Endurance makes you very Tanky and gives you extra health while keeping your DPS and Healing at a lower level. Compassion boosts all your healing skills and stats but keeps your damage and Health at a lower level and finaly: Power. You do a lot of damage but your selfheal and survivabillity are tuned down.

    This would fix a lot of balancing issues and other stuff like Fake Tanks and fake Healers when implemented with a requirement that only those who have chosen Endurance can queue up as a tank and so on. Undying DPS in PvP? Gone. Tanks that can still oneshot you? Gone. If you still wish to be a bit more Tanky as a DPS then you have to wear specific sets for this while suffering on your DPS side. How will this make ESO easier to balance? Well, since we would have these role specific stats/boosts. Heals would only be strong on Healers, DPS skill only Strong on DPS and so on. The Devs would not have to take every Set, class and skill into account when trying to balance things out because this would simply be done by the chosen path.

    The only thing they would have to do is tune the numbers of each path (Endurance, Power, Compassion) so they are at about the same level respectively, only to be influenced by the sets we wear so we still have a way of creating unique builds.

    Now i am interested what you all, and maybe even ZoS, think.

    Have a pleasant day.

    (And please keep it civil, this is really just a idea i thought might help the Game and the accessability ZoS craves)

    Thank you for your thoughts OP.

    There are two issues that I see with this approach.

    a) Doing things this way lacks progression. In other words, I would be anchored, in a fundamental way, to accepting the fact that my role is more or less denied from doing certain things. Many times a situation will arise where I need a healer who can also do good DPS or I need a Tank whose a healer or DPS also. And in seeking this thing that I try out many different sets however if we go with this there is no longer any real progression as no matter what set I choose to use I am still fundamentally limited which means that on average most players of same role will all be of similar strength without having to try to be no better or worse.

    b) All the responsibility for what everyone can or can not build will get put on the devs, as they will need to choose how strong a character should be, which is a weird approach. It is better to let the individual decide for themselves what strengths or weaknesses they wish to incorporate.
    Thank you for your attention to this matter.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    I dont see this helping balancing issues. The real balancing issues are between magic, stam, hybrid and class to class. This might solve some of the group finder rage surrounding fake tanks and healers, but balancing this game around the cesspool that is groupfinder would be a very bad idea...
    Edited by Oreyn_Bearclaw on October 19, 2022 8:59PM
  • Kingsindarkness
    Kingsindarkness
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    Or just take the meta out back and put it out of its misery...

    Josh Strife Hays created a great video back in 2020 about how Metas inevitably ruin MMO's and that's doubly true considering how ESO is distancing itself from the MMO title.

    Meta never really makes the best that much better, it only really helps Hyper-competitive players and pretty much gives the finger to everyone else.

    It's an unpopular opinion...but it would solve a lot of issues.
  • FluffyBird
    FluffyBird
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    Or just take the meta out back and put it out of its misery...

    Josh Strife Hays created a great video back in 2020 about how Metas inevitably ruin MMO's and that's doubly true considering how ESO is distancing itself from the MMO title.

    Meta never really makes the best that much better, it only really helps Hyper-competitive players and pretty much gives the finger to everyone else.

    It's an unpopular opinion...but it would solve a lot of issues.

    Meta is simply the most optimal setup for the task. To get rid of meta ESO needs to be perfectly balanced (like all things should be), but you propose to balance by getting rid of the meta.

    So, how ZOS could take out meta if not by balancing?
  • phaneub17_ESO
    phaneub17_ESO
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    Just give me 3 companions in group dungeons and call it Mission Accomplished.
  • Didgerion
    Didgerion
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    All they need to do is to get rid of classes. Then the game will be much easier to balance.

    Dozen of skill lines each with unique skills is all players need. Let the player create their own class using skills.

    Right now ZOS wants to balance the game while preserving the class identity. That is impossible to do.
  • CasgarTheSomnolent
    CasgarTheSomnolent
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    Just let people queue the way they want. Stop this Trinity nonsense; it's a terrible fit for this game. Funny how games that force the Trinity have awful queuing issues. This isn't even a pvp game like Overwatch.

    There are always going to be an excess of DPS in any game. Let people queue for dungeons with four DPS if they want. Or one tank and three DPS. The 40+ minute DPS queue problems that have plagued the game indefinitely are immediately solved. Give players the options to set whether they'll accept being in a group with those compositions. If they want the standard Trinity setup, they can wait for that while others like me are happy to do 3 or 4 DPS. As @TechMaybeHic said above, the game is claiming it's trying to give you flexibility to play how you want; ZOS's right side of its mouth should listen to its left side here.

    So, two things ZOS could do: Make the dungeon finder allow 3 and 4 DPS teams, and add game-wide party finder where a person can post specific activities and requirements and manually recruit their own teams. And if you want more nuance in your party composition, then you can go join one of the many guilds devoted to that sort of stuff.

    Trying to overwrite the core systems of the game because certain things seem out of balance is not the issue. Helping people actually find and play with the people that match and complement their style is.
    Edited by CasgarTheSomnolent on October 20, 2022 6:21AM
  • Kingsindarkness
    Kingsindarkness
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    FluffyBird wrote: »
    Or just take the meta out back and put it out of its misery...

    Josh Strife Hays created a great video back in 2020 about how Metas inevitably ruin MMO's and that's doubly true considering how ESO is distancing itself from the MMO title.

    Meta never really makes the best that much better, it only really helps Hyper-competitive players and pretty much gives the finger to everyone else.

    It's an unpopular opinion...but it would solve a lot of issues.

    Meta is simply the most optimal setup for the task. To get rid of meta ESO needs to be perfectly balanced (like all things should be), but you propose to balance by getting rid of the meta.

    So, how ZOS could take out meta if not by balancing?

    That's the thing though... this activistic need for balance...it's the hyper-competitive that demands it, no one else does. Most people play just to have fun, they could care less if they are doing .000000001% more damage than the other guy and honestly following the meta doesn't make you that much more profecient....all the meta has ever done is let a few people thump their chest and lord over others

    It's silly and like the video I mentioned...I think it will go the way of the Dodo one day.

    The Trinity the meta all of this needs to be abolished (rather the Trinity should be abolished and the meta reformed)...the Hyper-Competitive elements of this game does nothing but breed discord and toxicity. It has to end.




    Edited by Kingsindarkness on October 20, 2022 5:13PM
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