spartaxoxo wrote: »It's ZOS's job to ensure that the gap between top and bottom aren't too great. So that players can't build themselves so badly even though they're wearing the gear specifically designed for their role, that nobody would want them in their group. If ZOS has gear in the game that is so bad that it cannot perform it's most basic job (and it does) then ZOS has failed to balance the gear properly. It would be like if NASCAR told people that a tricycle is a legal alternative to an actual race car, to use your sports analogy. They would never do that because it would put anyone who selected it at a severe disadvantage and there's a reasonable expectation that any vehicle NASCAR says you can use is actually useful for racing.
There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
And there is definitely gear in this game that is essentially a trap at this point. At some point ZOS needs to actually address how terrible set balancing is because the lack of balance kills diversity and discourages player growth
spartaxoxo wrote: »There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
spartaxoxo wrote: »There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
That already exists, and it is also well tuned.
I've made this point many times about gear: There are starter sets, progression sets, and current end-game sets. Some sets lean more towards solo, some arena, some small group, and some large group. If the game was played in chronological order, with pauses of a year between chapters, players would see that progression on sets more clearly. That isn't to say there are not outliers.
Sets are the least important thing a player can have. You can put a bad player in the best dps sets, and a skilled player in the worst dps set, and the latter will still outperform the former by a very very wide margin.
The community isn't reasonable. It has the mindset that all MMOs suffer from: Min/Maxing fuelled by content creators. ZOS balance the game around trifectas, but players judge based on dps numbers. That's why you need 120k+ dps parses to get into a SS hardmode. That's why tanks and healers are required to wear dps boosting sets. That's why players are expected to sub-class. The actual game balance does not require any of that though.
Do you need a certain level of dps? Absolutely, but good players can achieve that level without sub-classing, or having the best sets, or without tanks/healers gimping their own role requirements just to boost numbers.
spartaxoxo wrote: »It's ZOS's job to ensure that the gap between top and bottom aren't too great. So that players can't build themselves so badly even though they're wearing the gear specifically designed for their role, that nobody would want them in their group. If ZOS has gear in the game that is so bad that it cannot perform it's most basic job (and it does) then ZOS has failed to balance the gear properly. It would be like if NASCAR told people that a tricycle is a legal alternative to an actual race car, to use your sports analogy. They would never do that because it would put anyone who selected it at a severe disadvantage and there's a reasonable expectation that any vehicle NASCAR says you can use is actually useful for racing.
There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
And there is definitely gear in this game that is essentially a trap at this point. At some point ZOS needs to actually address how terrible set balancing is because the lack of balance kills diversity and discourages player growth
I'm not dismissing your point but... for Sheogorath! You've awaken a hidden desire to see a tricycle in a NASCAR race! XD Would be even more funny if wheels would be of cheeeese - thank you
spartaxoxo wrote: »There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
That already exists, and it is also well tuned.
I've made this point many times about gear: There are starter sets, progression sets, and current end-game sets. Some sets lean more towards solo, some arena, some small group, and some large group. If the game was played in chronological order, with pauses of a year between chapters, players would see that progression on sets more clearly. That isn't to say there are not outliers.
Sets are the least important thing a player can have. You can put a bad player in the best dps sets, and a skilled player in the worst dps set, and the latter will still outperform the former by a very very wide margin.
The community isn't reasonable. It has the mindset that all MMOs suffer from: Min/Maxing fuelled by content creators. ZOS balance the game around trifectas, but players judge based on dps numbers. That's why you need 120k+ dps parses to get into a SS hardmode. That's why tanks and healers are required to wear dps boosting sets. That's why players are expected to sub-class. The actual game balance does not require any of that though.
Do you need a certain level of dps? Absolutely, but good players can achieve that level without sub-classing, or having the best sets, or without tanks/healers gimping their own role requirements just to boost numbers.
Agree!
I often read online that to complete a Trial you just need 60K DPS.
I am no real DD - I only use Solo Oakensoul build. Before nerf I reached 70+K DPS. Now my DPS is around 60K depending on factors (55K-65K).
While I'd really want to be brought back to my 70+K, I wouldn't expect to reach 130-200K with my Solo Oakensoul build. And I wouldn't ask to nerf those other builds to my DPS level.
Do you need a certain level of dps? Absolutely, but good players can achieve that level without sub-classing, or having the best sets, or without tanks/healers gimping their own role requirements just to boost numbers.
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Reduces the cost of your Undaunted abilities by 10%. When an ally uses one of your Undaunted ability synergies you restore 730 Magicka and Stamina. This effect can occur once every 5 seconds.
spartaxoxo wrote: »It's ZOS's job to ensure that the gap between top and bottom aren't too great. So that players can't build themselves so badly even though they're wearing the gear specifically designed for their role, that nobody would want them in their group. If ZOS has gear in the game that is so bad that it cannot perform it's most basic job (and it does) then ZOS has failed to balance the gear properly. It would be like if NASCAR told people that a tricycle is a legal alternative to an actual race car, to use your sports analogy. They would never do that because it would put anyone who selected it at a severe disadvantage and there's a reasonable expectation that any vehicle NASCAR says you can use is actually useful for racing.
There needs to be a power gap to provide progression, account for player skill, etc. It needs to be a significant one too so that people are rewarded for putting in the effort to become more skilled. But the gap should not be so wide that people struggle to do the bare minimum a reasonable community would expect of the role.
And there is definitely gear in this game that is essentially a trap at this point. At some point ZOS needs to actually address how terrible set balancing is because the lack of balance kills diversity and discourages player growth
I'm not dismissing your point but... for Sheogorath! You've awaken a hidden desire to see a tricycle in a NASCAR race! XD Would be even more funny if wheels would be of cheeeese - thank you
spartaxoxo wrote: »Do you need a certain level of dps? Absolutely, but good players can achieve that level without sub-classing, or having the best sets, or without tanks/healers gimping their own role requirements just to boost numbers.
Skill matters more than gear but nobody should be wearing Skooma Smuggler to go fast. Spelunker should never be worn as sustain set in group content despite its resource restore only working when an ally uses your synergy. And that set is sourced from a dungeon.
A new player could easily fall into a trap of like "I want to be werewolf so I'll boost my light attacks. I'll wear Queens Elegance and salvation. Those seem good until I can farm something else." Those are both "DPS" sets after all. But no, they shouldn't wear that combo.Nobody should ever wear any of those sets. They are garbage. The same exact player in bad gear is significantly limiting themselves even if they do nothing else to improve their skill level.
I mean let's actually look at what Spelunker does(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Reduces the cost of your Undaunted abilities by 10%. When an ally uses one of your Undaunted ability synergies you restore 730 Magicka and Stamina. This effect can occur once every 5 seconds.
Be so real. This is clearly not balanced for the current game. It's just bad. Having sets like this in the game isn't well tuned. It's imbalanced.
spartaxoxo wrote: »It's ZOS's job to ensure that the gap between top and bottom aren't too great.
spartaxoxo wrote: »(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Reduces the cost of your Undaunted abilities by 10%. When an ally uses one of your Undaunted ability synergies you restore 730 Magicka and Stamina. This effect can occur once every 5 seconds.
Be so real. This is clearly not balanced for the current game. It's just bad. Having sets like this in the game isn't well tuned. It's imbalanced.