moderatelyfatman wrote: »Take a look at the Velothi-Ur Amulet
Also take a look at the tooltip for Empower.
What do they both have in common: the player does a different amount of damage depending on whether they are attacking a player or a monster.
Basically, the ability to balance PvE and PvP together has always been there. If skill is hitting too hard in PvP, just reduce the damage by 25% and then add it back in as "+33% damage against monsters". If nightblades aren't getting enough cleave in PvE, add that monster damage in as an AOE.
Class balanced in both PvE and PvP, players happy (or significantly less unhappy).
Aggrovious wrote: »moderatelyfatman wrote: »Take a look at the Velothi-Ur Amulet
Also take a look at the tooltip for Empower.
What do they both have in common: the player does a different amount of damage depending on whether they are attacking a player or a monster.
Basically, the ability to balance PvE and PvP together has always been there. If skill is hitting too hard in PvP, just reduce the damage by 25% and then add it back in as "+33% damage against monsters". If nightblades aren't getting enough cleave in PvE, add that monster damage in as an AOE.
Class balanced in both PvE and PvP, players happy (or significantly less unhappy).
One mythic does not solve this ongoing problem. Neither does it satisfy my argument of not being able to theory craft. Just build relequen and velothi. That's boring and there are other options, but there should always be more.
moderatelyfatman wrote: »Aggrovious wrote: »moderatelyfatman wrote: »Take a look at the Velothi-Ur Amulet
Also take a look at the tooltip for Empower.
What do they both have in common: the player does a different amount of damage depending on whether they are attacking a player or a monster.
Basically, the ability to balance PvE and PvP together has always been there. If skill is hitting too hard in PvP, just reduce the damage by 25% and then add it back in as "+33% damage against monsters". If nightblades aren't getting enough cleave in PvE, add that monster damage in as an AOE.
Class balanced in both PvE and PvP, players happy (or significantly less unhappy).
One mythic does not solve this ongoing problem. Neither does it satisfy my argument of not being able to theory craft. Just build relequen and velothi. That's boring and there are other options, but there should always be more.
I think you have missed my point. I'm suggesting that you add the '+damage to monsters' onto the skills in order to balance them for PvE and PvP since that option already exists on items.
But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
ESO_player123 wrote: »But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
El_Borracho wrote: »
ESO_player123 wrote: »But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
Because the power isn't needed in PvE and a detriment to the game in PvP. Adjusting that is a victimless crime.
ESO_player123 wrote: »ESO_player123 wrote: »But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
Because the power isn't needed in PvE and a detriment to the game in PvP. Adjusting that is a victimless crime.
I disagree. If something is not right in PvE then it should be adjusted considering PvE only, not another unrelated game mode. Especially since we already have battle spirit and items that specifically say "monsters only". If you look at the PTS forum, most of the complaints and nerf requests are from the PvP side of the game. So, may be if more stuff was tied to battle spirit/players vs monsters then we would have a lot less resentment overall without the need to take nice things from other players.
ESO_player123 wrote: »ESO_player123 wrote: »But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
Because the power isn't needed in PvE and a detriment to the game in PvP. Adjusting that is a victimless crime.
I disagree. If something is not right in PvE then it should be adjusted considering PvE only, not another unrelated game mode. Especially since we already have battle spirit and items that specifically say "monsters only". If you look at the PTS forum, most of the complaints and nerf requests are from the PvP side of the game. So, may be if more stuff was tied to battle spirit/players vs monsters then we would have a lot less resentment overall without the need to take nice things from other players.
I personally find it annoying when sets have benefits or conditions that are not applicable for either game mode. I want my characters to be able to swap between modes without reworking their identity. This seems almost exclusively problematic for high performing sets and abilities. And I will not be convinced that PvE is suffering from most of the tweaks that are happening. People are parsing consistently higher every year.
Aggrovious wrote: »Oh this is a cool, let me just farm this...NERF! OR NOTHING!
Granted, the official reason is pyrebrand is out parsing Relequen supposedly, but that's a bad reason to nerf it when it was just added if thats the case.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »But why should PvErs get a hit because of a basically separate game mode with its own rules and distinct issues? Seems to me that it would be logical to separate the two so no one will have to complain about the changes made because of the other mode.It is mathematically absolutely doable to provide balancing that fits both modes. Players expecting more OP stuff based on existing OP stuff doesn't mean that more things need to be OP.
PvE doesn't need any more power creep. Most things can easily take a hit to account for PvP issues and content would still be clearable.
Seamless transitions between PvE and PvP are ideal to me.
Because the power isn't needed in PvE and a detriment to the game in PvP. Adjusting that is a victimless crime.
I disagree. If something is not right in PvE then it should be adjusted considering PvE only, not another unrelated game mode. Especially since we already have battle spirit and items that specifically say "monsters only". If you look at the PTS forum, most of the complaints and nerf requests are from the PvP side of the game. So, may be if more stuff was tied to battle spirit/players vs monsters then we would have a lot less resentment overall without the need to take nice things from other players.
I personally find it annoying when sets have benefits or conditions that are not applicable for either game mode. I want my characters to be able to swap between modes without reworking their identity. This seems almost exclusively problematic for high performing sets and abilities. And I will not be convinced that PvE is suffering from most of the tweaks that are happening. People are parsing consistently higher every year.
It's not the people that parse high are affected usually. It's those in the middle that try to dabble in slightly more advanced content (IMHO).
I'm not sure what you mean by "without reworking identity", but from what I see in the forums people say that PvP needs entirely different setups and skills. So, they are entirely different modes. Of course, I cannot judge that since I do not PvP, and I'm annoyed that nice things are taken away from me because something outperforms in PvP.
Aggrovious wrote: »Oh this is a cool, let me just farm this...NERF! OR NOTHING!
Something is discussed as really OP in PVP so its changed and it actually hurts PVE more. Azureblight, Artic Blast (?), Frozen Gate, Ironblood, Plaguebreaker, Nightblade protentional nerfs (pending PTS), Necro's harmony gone, etc. I want to bring it to the ZOS attention that changing something because a PVP player complains about how OP it is to their ball group is also inversely changing PVE. PVE is very much a required part of this game and there are plenty of people like myself who just want gear to solo bosses and theory craft. It becomes more difficult to do this when mythics, overland, dungeon, and (maybe) class sets are getting nerfed with no usability. Yes, its very ridiculous to nerf a class set when infinite archive is astronomically long to begin with and now pyrebrand is on the chopping block. Granted, the official reason is pyrebrand is out parsing Relequen supposedly, but that's a bad reason to nerf it when it was just added if thats the case.
Why is it that ZOS never listens to PVP! I think they do actually, because I see alot of things being changed solely on the forum suggestions...
My suggestions to correct these serious combability issues are:
- Separate PVP and PVE. They are not and will never be the same game. Its time to fully separate them and update battle spirit. Battle spirit's adjustments are to optimize and balance PVP more. Everything else stays the same to an extent.
- Give PVP its own server and give them an update. Cyrodiil should be redesigned with optimization in mind. PVE will then continue on its current server. Two servers that you should be allowed to move your character to and from for the purpose of gear. Also, it would be cool if a fourth alliance is added such as a the Daedric forces to encourage balance and meaningful gameplay. So instead of 2v1 its 2v2s.
- Delete Cyrodiil and Imperial City. PVP is now open world. If Cyrodiil is causing a lot of server space and you don't want to update it, then maybe delete it?
What do I hope to gain from this post? To spread awareness to ZOS and have more viable options to use in PVE. My friend told me to not take PVE seriously because players that do get frustrated and quit. Well, he is talking about all of the PVP changes that hit PVE way harder.
I welcome anyone to break this post down and discuss any of these suggestions. Most of these were suggestions I have read in zone chats or came up with on the fly.
Be careful what you wish for.
I for one love that you can do stuff in PVE that builds towards PVP, and the game is in a pretty good place right now - not perfect by any means and there's always room for improvement - but its been a while since the years of nonsensical and extreme balance issues and the outcries.
Just enjoy the game for what it is
Zodiarkslayer wrote: »@Aggrovious I have been saying that for years. "Seperate PvP from PvE. Or it will ruin both in the long run."
But nobody at ZOS will ever do that, let alone listen to the argument. They'd rather risk ruining the entire game, than facing this head on.
This is something that enrages me everytime it comes up.
Their so called balancing has such a bad track record, that I don't understand why they still insist on trying. Every fix over the last five years (which is for how long I have been playing) has either created a new problem or a new exploit. Or both.
I think ZOS should at least acknowledge that. It's the nature of PvP. Finding a new exploit to get an edge over the other players. This will never change.
ESO has become a PVE game over the last 10 years. Face it ZOS!