We asked for separate balancing for PvE and PvP, but not for ready-made templates with limited options to choose from.
Major_Mangle wrote: »I'll give a hot take (not so much tbh) but I like that they haven't separated PvE and PvP balance. It won't fix the issues people think it would fix. Worst part about reading people talking about it throughout the years is the straight up gaslighting from certain parts of the PvE crowd blaming PvP for all balance changes in PvE, even tho majority of PvE changes (be it sets or skills) are due to how they work in PvE and not how those worked in PvP.
I personally don't mind things getting changed because of one or the other, but god forbid these tests they'll do later this year turns into Cyrodiil being "template only PvP". I pray it's only a way to gather data and nothing else. They did similar when testing no proc and the end result was a disaster with Ravenwatch becoming a dead campaign.
SeaGtGruff wrote: »We asked for separate balancing for PvE and PvP, but not for ready-made templates with limited options to choose from.
You were not the only person asking for separate balancing of PvE and PvP, and some of the other people who were asking for that (of whom I was not one) most certainly did mention ideas such as different sets for PvP and restricting PvP to just those sets. So your "we" might include everyone who had exactly the same idea and vision as you, but it does not include the people who had different ideas and visions of how it could be implemented.
I'll be the first to admit that I'm a lazy cuss, and that a large part of the reason why I don't do better at "end-game" PvE and at PvP is because I haven't changed hardly anything about my character (in terms of gear, skills, etc.) in years. I settled upon my mains' current builds, sets, and skill bars gradually over the years, and have no particular desire to relearn anything. But if this helps increase the number of players who can be fighting in Cyrodiil at the same time, then I'm for it.
However, we really don't know for sure what the final form will be. They were quite clear that this is just trying something out.
Thumbless_Bot wrote: »They've made two, TWO significant updates to pvp in the last two updates. Zos is doing things for us pvp players.
While I am probably one of the most vocal people when it comes to bgs, I will also say that I am very pleased that they are running this cyro test as a Proof of Concept, or POC, to gather data, both from logs and user feedback. Maybe this is a bit optimistic and naive, but i am hopeful.
Unlike bgs, this doesn't appear to be an end state. Zos should be commended for this and commended for trying to fix lag in cyro, any way they can. So, as with any POC, I recommend we take some time to try it out and give constructive feedback because they've given us the opportunity to do so.
Now, if I could just figure out how to get involved in pts testing... anyone?
Thumbless_Bot wrote: »They've made two, TWO significant updates to pvp in the last two updates. Zos is doing things for us pvp players.
While I am probably one of the most vocal people when it comes to bgs, I will also say that I am very pleased that they are running this cyro test as a Proof of Concept, or POC, to gather data, both from logs and user feedback. Maybe this is a bit optimistic and naive, but i am hopeful.
Unlike bgs, this doesn't appear to be an end state. Zos should be commended for this and commended for trying to fix lag in cyro, any way they can. So, as with any POC, I recommend we take some time to try it out and give constructive feedback because they've given us the opportunity to do so.
Now, if I could just figure out how to get involved in pts testing... anyone?
You need to install pts from your launcher (if you have it hidden you may have to unhide in settings first). Pc only not console
I can understand that people who look at this as if it is a predictor of what future PVP is going to be like may be put off.
But do we really want the devs to continue down the road of guessing what is causing performance issues and hoping they stumble on a solution without even knowing whether there is one? Because that would be the alternative.
TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
Now, we all know that just isn't going to happenI'd expect maybe, *maybe* one more update a year later.
Personally, I'm kinda over ESO's PvP at this point. It's already a shadow of itself and I don't think it will ever bounce back. I'm kinda with @SeaGtGruff on this one. This is probably, honestly, the best thing they could do for it. Try to inject some new blood by making it more open to players of all kinds. Will it kill it off for the old guard if they decided to lean entirely into this? You bet. Would it be a mistake? I'm not so sure. It might revitalize it simply due to the nature of making it more accessible. And if they did decide to stick with it, this sounds like hotfixes for balance and exploits would be orders of magnitude easier and faster. For me, this really isn't another nail in the coffin because that coffin already has so many nails there ain't no wood left!
MincMincMinc wrote: »TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
Now, we all know that just isn't going to happenI'd expect maybe, *maybe* one more update a year later.
Personally, I'm kinda over ESO's PvP at this point. It's already a shadow of itself and I don't think it will ever bounce back. I'm kinda with @SeaGtGruff on this one. This is probably, honestly, the best thing they could do for it. Try to inject some new blood by making it more open to players of all kinds. Will it kill it off for the old guard if they decided to lean entirely into this? You bet. Would it be a mistake? I'm not so sure. It might revitalize it simply due to the nature of making it more accessible. And if they did decide to stick with it, this sounds like hotfixes for balance and exploits would be orders of magnitude easier and faster. For me, this really isn't another nail in the coffin because that coffin already has so many nails there ain't no wood left!
I think the old guard would embrace this far more than the new players. Youd be suprised how much more fun the game was back when combat focused on play and counterplay instead of who has the best DLC proc sets and the most overloaded BIS ability/class.
The game was originally praised for its fighting game like combat..... Instead of being super smash bros, ESO combat today is more like Yugioh. Instead of Tech skill and Mechanics players are winning by slotting proc gear and skills that cant fail. Which was inevitable to happen with quarterly set releases after 10 years.
Combat wont be boring if you have to actually participate in it instead of relying on set procs, watching and reacting to what other players do.
That's assuming they can balance the classes, and not end up with one class/skill combo that dominates the meta.MincMincMinc wrote: »Combat wont be boring if you have to actually participate in it instead of relying on set procs, watching and reacting to what other players do.
TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
Now, we all know that just isn't going to happenI'd expect maybe, *maybe* one more update a year later.
Personally, I'm kinda over ESO's PvP at this point. It's already a shadow of itself and I don't think it will ever bounce back. I'm kinda with @SeaGtGruff on this one. This is probably, honestly, the best thing they could do for it. Try to inject some new blood by making it more open to players of all kinds. Will it kill it off for the old guard if they decided to lean entirely into this? You bet. Would it be a mistake? I'm not so sure. It might revitalize it simply due to the nature of making it more accessible. And if they did decide to stick with it, this sounds like hotfixes for balance and exploits would be orders of magnitude easier and faster. For me, this really isn't another nail in the coffin because that coffin already has so many nails there ain't no wood left!
SeaGtGruff wrote: »We asked for separate balancing for PvE and PvP, but not for ready-made templates with limited options to choose from.
You were not the only person asking for separate balancing of PvE and PvP, and some of the other people who were asking for that (of whom I was not one) most certainly did mention ideas such as different sets for PvP and restricting PvP to just those sets. So your "we" might include everyone who had exactly the same idea and vision as you, but it does not include the people who had different ideas and visions of how it could be implemented.
I'll be the first to admit that I'm a lazy cuss, and that a large part of the reason why I don't do better at "end-game" PvE and at PvP is because I haven't changed hardly anything about my character (in terms of gear, skills, etc.) in years. I settled upon my mains' current builds, sets, and skill bars gradually over the years, and have no particular desire to relearn anything. But if this helps increase the number of players who can be fighting in Cyrodiil at the same time, then I'm for it.
However, we really don't know for sure what the final form will be. They were quite clear that this is just trying something out.
So in general after "casualisation" of PvE you want to make PvP also a casual oriented activity because as you said on your own, you are lazy?
It seems like they’re trying to turn Cyrodiil into a pick-up-and-play experience, catering to players who haven’t put in the hours to earn the sets, skills, and progression needed to compete.
The problem is that ESO has never been a pick-up-and-play game—that’s not what draws people to MMOs. Games like MOBAs or battle royales fulfill that niche much better. What makes an MMO special is the ability to invest time and effort into building something great, then leveraging that progression to excel and dominate.
The new campaign idea runs counter to this core appeal. Worse, the features they’re aiming for have been done better by other games for years. Instead of trying to imitate those games, ESO should focus on what sets it apart: depth, investment, and progression.
xylena_lazarow wrote: »That's assuming they can balance the classes, and not end up with one class/skill combo that dominates the meta.MincMincMinc wrote: »Combat wont be boring if you have to actually participate in it instead of relying on set procs, watching and reacting to what other players do.
MincMincMinc wrote: »TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
Now, we all know that just isn't going to happenI'd expect maybe, *maybe* one more update a year later.
Personally, I'm kinda over ESO's PvP at this point. It's already a shadow of itself and I don't think it will ever bounce back. I'm kinda with @SeaGtGruff on this one. This is probably, honestly, the best thing they could do for it. Try to inject some new blood by making it more open to players of all kinds. Will it kill it off for the old guard if they decided to lean entirely into this? You bet. Would it be a mistake? I'm not so sure. It might revitalize it simply due to the nature of making it more accessible. And if they did decide to stick with it, this sounds like hotfixes for balance and exploits would be orders of magnitude easier and faster. For me, this really isn't another nail in the coffin because that coffin already has so many nails there ain't no wood left!
I think the old guard would embrace this far more than the new players. Youd be suprised how much more fun the game was back when combat focused on play and counterplay instead of who has the best DLC proc sets and the most overloaded BIS ability/class.
The game was originally praised for its fighting game like combat..... Instead of being super smash bros, ESO combat today is more like Yugioh. Instead of Tech skill and Mechanics players are winning by slotting proc gear and skills that cant fail. Which was inevitable to happen with quarterly set releases after 10 years.
Combat wont be boring if you have to actually participate in it instead of relying on set procs, watching and reacting to what other players do.
It seems like they’re trying to turn Cyrodiil into a pick-up-and-play experience, catering to players who haven’t put in the hours to earn the sets, skills, and progression needed to compete.
The problem is that ESO has never been a pick-up-and-play game—that’s not what draws people to MMOs. Games like MOBAs or battle royales fulfill that niche much better. What makes an MMO special is the ability to invest time and effort into building something great, then leveraging that progression to excel and dominate.
The new campaign idea runs counter to this core appeal. Worse, the features they’re aiming for have been done better by other games for years. Instead of trying to imitate those games, ESO should focus on what sets it apart: depth, investment, and progression.
Kinda my point. Meet the new boss, same as the old boss. Why are they doing this instead of polishing the meta we have? They were actually doing pretty well with the recent balanced nerfs to Vamp 3, Tarnished, and Sorc Ward. This is exactly the sort of thing that's frustrated us over the years, them blowing the meta up and starting over.MincMincMinc wrote: »You are talking like acuity rallying warden with 50khp isnt the meta right now. That already exists, just go try and play bgs.
MincMincMinc wrote: »I can understand that people who look at this as if it is a predictor of what future PVP is going to be like may be put off.
But do we really want the devs to continue down the road of guessing what is causing performance issues and hoping they stumble on a solution without even knowing whether there is one? Because that would be the alternative.
We already know what caused the lag. The game was originally client based. Instead of cracking down on cheaters, zos transitioned as much as possible to be server side. Then to top it off, year after year they allowed design creep to happen. Everything became more complicated than they should have been including: skills, sets, status effects, passives, mechanics, animations, seige.
- Does dizzy swing really need offbalance? or can it just be a simple cast time skill that does alot of damage with a knockup?
- Any reason why we need proc sets that trigger off aoe dot crits, which do a stacking dot, thatlly build up and do a stun that wipes your butt for you? Actually perfect examples of this are the new proc sets they are introducing in the new update......
- Do all skills need to do an effect and have a passive and debuff the enemy and apply a cc?
- Do status effects really have to do damage, and do an aoe, and do more damage based on a previous effect, and debuff the enemy?
- Any reason the newer dlc skills have crazy flamboyant animations that make it impossible to see important animations like CC mechanics or burst? Why am I getting hit by 12k invisible merciless when all I can see is giant arcanist tentacle spam?
Its simple...... the game has had a decade of people designing with no standard to prevent bloating. Sadly the changes that need to happen wont because you will basically obsolete all old content. The only way is to bite the bullet or make an ESO 2 that follows a clear standard all at once.
Sadly there are players that think paragraph long overcomplicated skills and proc sets are fun gameplay. You will see them use verbiage like "zos is dumbing down combat". Somehow they think having sets and skills that do everything for you with minimal thinking is fun gameplay. Older school players prefer more mental/technical combat back and forth: you do a stun, I block. You do a root, I roll. You prep a burst, I interrupt it.
MincMincMinc wrote: »Its simple...... the game has had a decade of people designing with no standard to prevent bloating.
TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
I keep thinking of the no proc test, which i enjoyed; but then they pushed it to a permanent campaign and didn't try to push more variety to see what worked. It was too limited for me beyond just the test; and this one will be way more limited.
I'm not sure why people think it's an event to just quit over. It's 1 week and then probably can be ignored