As the title suggests, this is something the community has been requesting for years. Since the team has been promoting a more transparent and communicative future for the game, when can we realistically expect that approach to extend to combat balancing and the decision-making behind it?
I think the majority of players would love to understand how these decisions are actually made and what kind of testing goes into them.
Does the team create new sets or rework skills and then simply parse on a target dummy or duel against each other? If so, what kind of meaningful or reliable data is being gathered from that process?
We've already seen the team participate in BGs on livestreams, and the reaction from a large portion of the community was concern over how disconnected that gameplay appeared from the reality of the gameplay environment. When balance decisions are being made, what level of hands-on experience and actual performance data is being taken into account?
There are plenty of knowledgeable people within the game, and every PTS cycle brings extensive feedback from individuals who are highly respected in their respective niches and regarded by the community as credible sources of information.
At this point, what actually determines who gets heard? Is there a meaningful process for evaluating valuable, knowledgeable feedback, or does it ultimately come down to whoever makes the most noise? Is balancing genuinely intended to create a healthier game environment, or is it simply a form of damage control where the loudest complaints dictate the direction of the game?
As the title suggests, this is something the community has been requesting for years. Since the team has been promoting a more transparent and communicative future for the game, when can we realistically expect that approach to extend to combat balancing and the decision-making behind it?
I think the majority of players would love to understand how these decisions are actually made and what kind of testing goes into them.
tomofhyrule really made a good point earlier about how every other team has opened up their communication channels. I really wish the combat team would come to the table and discuss things in detail. I've suggested they share their builds, parses, and now more people are asking for information. I'm glad to see I'm not the only one.
That stream.We've already seen the team participate in BGs on livestreams, and the reaction from a large portion of the community was concern over how disconnected that gameplay appeared from the reality of the gameplay environment. When balance decisions are being made, what level of hands-on experience and actual performance data is being taken into account?
That stream will always stick with me. It was eye-opening. That's precisely why I want them to share their builds and whatever else informs their design because we've all seen where it goes.
At this point, what actually determines who gets heard? Is there a meaningful process for evaluating valuable, knowledgeable feedback, or does it ultimately come down to whoever makes the most noise? Is balancing genuinely intended to create a healthier game environment, or is it simply a form of damage control where the loudest complaints dictate the direction of the game?
It's so opaque, that's the main issue. We have PTS but it doesn't seem to be really changing anything. And they're still coming to the table with ideas that we find alarming or baffling. That's the core issue.
tomofhyrule wrote: »As the title suggests, this is something the community has been requesting for years. Since the team has been promoting a more transparent and communicative future for the game, when can we realistically expect that approach to extend to combat balancing and the decision-making behind it?
I think the majority of players would love to understand how these decisions are actually made and what kind of testing goes into them.
tomofhyrule really made a good point earlier about how every other team has opened up their communication channels. I really wish the combat team would come to the table and discuss things in detail. I've suggested they share their builds, parses, and now more people are asking for information. I'm glad to see I'm not the only one.
Yeah, the Combat team’s evasiveness is just emblematic of falling back into old habits. I’m so happy to see the weekly PTS summary threads, and then the streams where the Player Experience team or the Encounters team or the Design team go over what they did are nice to see where things are going.
But Combat? Nothing. Silence. That entire team is a black box.
I’ll admit, not everything they’re doing in 2026 is up my alley (I can’t stand that overused “lol cheese!” idiot and the lack of standard Dungeons this whole year hurt a lot), but I was willing to give ZOS the benefit of the doubt so far this year. But even though I’m excited to see the Warden rework (assuming they still keep the three themes since mine was built around those themes), the Combat team’s return to the old way of “we’re not telling you anything so we can surprise you, despite that backfiring on us literally every time” is just negating all of the good will they built up.
I could even see it on the last stream. Jess was obviously told by someone that she wasn’t even allowed to say the word Warden, which only made it more obvious that the team was hiding something. But what? And why? Really, you don’t have literally anything you can show off by now?
I guess the Combat team doesn’t want feedback? Last patch, the Art team showed off the werewolf model concept and players gave feedback. They then fixed the model and made it look better and it was much better received on release. The only reason I can imagine that the Combat team doesn’t want to show anything off yet is because they… don’t want feedback until it’s too late to change anything? That attitude is entirely emblematic of the old thought process of “we’re know better than the players.”
Which leads to…That stream.We've already seen the team participate in BGs on livestreams, and the reaction from a large portion of the community was concern over how disconnected that gameplay appeared from the reality of the gameplay environment. When balance decisions are being made, what level of hands-on experience and actual performance data is being taken into account?
That stream will always stick with me. It was eye-opening. That's precisely why I want them to share their builds and whatever else informs their design because we've all seen where it goes.
I’m not expecting the devs to be expert players. At all. That’s ridiculous.
But it is reasonable to expect that they have at minimum an average level of competence at the part of the game they play.
When they used to have the streamer trials with the devs (which did trend towards clique-iness itself) we were able to see Finn playing in his team’s trials. And he was a competent tank in HMs. We know that Cardinal was big in the housing community before being hired for the Housing team. It fits.
But then that stream showed that I (who stick to solo and PvE and dabble in PvP because I need a specific cosmetic reward) know more about PvP than the Combat lead…? Oof. He specifically said his strategy was to turtle up (when people were already frustrated with the tank meta), he couldn’t answer a “what is this effect?” question relating to the most commonly complained about set across all of PvP… Like, those things not only made him look bad, but it actively spit in the faces of PvPers because those were issues for a while and he showed the tram had zero knowledge of them.
I do wonder how much money ZOS spent to hire Sypher for the day to advertise the new BG modes. And then they pulled the VOD immediately, meaning all of that money they spent to market PvP just got thrown out.At this point, what actually determines who gets heard? Is there a meaningful process for evaluating valuable, knowledgeable feedback, or does it ultimately come down to whoever makes the most noise? Is balancing genuinely intended to create a healthier game environment, or is it simply a form of damage control where the loudest complaints dictate the direction of the game?
It's so opaque, that's the main issue. We have PTS but it doesn't seem to be really changing anything. And they're still coming to the table with ideas that we find alarming or baffling. That's the core issue.
It always rubbed me the wrong way that we see input on PTS from other team leads (at least this year), but the Combat lead basically is never on the forums.
Yes, a good 50% of the combat-related posts are “[thing] killed me in PvP so nerf it immediately!!11!1” but the PTS threads generally also have a lot of parses and video evidence one way or the other. That is actionable. And the major Combat-related changes that we had that backfired spectacularly (U35’s nerfs and Subclassing) both has massive threads detailing why it would be bad and they released regardless… to the exact outcomes the players warned about. And then we have the playstyle invalidations that they’ve done (removing Harmony bombers and changing Blastbones to Grave Lord’s Sacrifice) that are seemingly for no reason at all.
It seems the other teams have figured out that more communication = happier players = players more willing to pay money = happier Microsoft. But the Combat lead still seems to be stuck in the old-guard land of “we know what the players want and they’ll like it when we do it.”
The new director really needs to sit that person down and show him that this obstinance is dragging the whole game down.
tomofhyrule wrote: »As the title suggests, this is something the community has been requesting for years. Since the team has been promoting a more transparent and communicative future for the game, when can we realistically expect that approach to extend to combat balancing and the decision-making behind it?
I think the majority of players would love to understand how these decisions are actually made and what kind of testing goes into them.
tomofhyrule really made a good point earlier about how every other team has opened up their communication channels. I really wish the combat team would come to the table and discuss things in detail. I've suggested they share their builds, parses, and now more people are asking for information. I'm glad to see I'm not the only one.
Yeah, the Combat team’s evasiveness is just emblematic of falling back into old habits. I’m so happy to see the weekly PTS summary threads, and then the streams where the Player Experience team or the Encounters team or the Design team go over what they did are nice to see where things are going.
But Combat? Nothing. Silence. That entire team is a black box.
I’ll admit, not everything they’re doing in 2026 is up my alley (I can’t stand that overused “lol cheese!” idiot and the lack of standard Dungeons this whole year hurt a lot), but I was willing to give ZOS the benefit of the doubt so far this year. But even though I’m excited to see the Warden rework (assuming they still keep the three themes since mine was built around those themes), the Combat team’s return to the old way of “we’re not telling you anything so we can surprise you, despite that backfiring on us literally every time” is just negating all of the good will they built up.
I could even see it on the last stream. Jess was obviously told by someone that she wasn’t even allowed to say the word Warden, which only made it more obvious that the team was hiding something. But what? And why? Really, you don’t have literally anything you can show off by now?
I guess the Combat team doesn’t want feedback? Last patch, the Art team showed off the werewolf model concept and players gave feedback. They then fixed the model and made it look better and it was much better received on release. The only reason I can imagine that the Combat team doesn’t want to show anything off yet is because they… don’t want feedback until it’s too late to change anything? That attitude is entirely emblematic of the old thought process of “we’re know better than the players.”
Which leads to…That stream.We've already seen the team participate in BGs on livestreams, and the reaction from a large portion of the community was concern over how disconnected that gameplay appeared from the reality of the gameplay environment. When balance decisions are being made, what level of hands-on experience and actual performance data is being taken into account?
That stream will always stick with me. It was eye-opening. That's precisely why I want them to share their builds and whatever else informs their design because we've all seen where it goes.
I’m not expecting the devs to be expert players. At all. That’s ridiculous.
But it is reasonable to expect that they have at minimum an average level of competence at the part of the game they play.
When they used to have the streamer trials with the devs (which did trend towards clique-iness itself) we were able to see Finn playing in his team’s trials. And he was a competent tank in HMs. We know that Cardinal was big in the housing community before being hired for the Housing team. It fits.
But then that stream showed that I (who stick to solo and PvE and dabble in PvP because I need a specific cosmetic reward) know more about PvP than the Combat lead…? Oof. He specifically said his strategy was to turtle up (when people were already frustrated with the tank meta), he couldn’t answer a “what is this effect?” question relating to the most commonly complained about set across all of PvP… Like, those things not only made him look bad, but it actively spit in the faces of PvPers because those were issues for a while and he showed the tram had zero knowledge of them.
I do wonder how much money ZOS spent to hire Sypher for the day to advertise the new BG modes. And then they pulled the VOD immediately, meaning all of that money they spent to market PvP just got thrown out.At this point, what actually determines who gets heard? Is there a meaningful process for evaluating valuable, knowledgeable feedback, or does it ultimately come down to whoever makes the most noise? Is balancing genuinely intended to create a healthier game environment, or is it simply a form of damage control where the loudest complaints dictate the direction of the game?
It's so opaque, that's the main issue. We have PTS but it doesn't seem to be really changing anything. And they're still coming to the table with ideas that we find alarming or baffling. That's the core issue.
It always rubbed me the wrong way that we see input on PTS from other team leads (at least this year), but the Combat lead basically is never on the forums.
Yes, a good 50% of the combat-related posts are “[thing] killed me in PvP so nerf it immediately!!11!1” but the PTS threads generally also have a lot of parses and video evidence one way or the other. That is actionable. And the major Combat-related changes that we had that backfired spectacularly (U35’s nerfs and Subclassing) both has massive threads detailing why it would be bad and they released regardless… to the exact outcomes the players warned about. And then we have the playstyle invalidations that they’ve done (removing Harmony bombers and changing Blastbones to Grave Lord’s Sacrifice) that are seemingly for no reason at all.
It seems the other teams have figured out that more communication = happier players = players more willing to pay money = happier Microsoft. But the Combat lead still seems to be stuck in the old-guard land of “we know what the players want and they’ll like it when we do it.”
The new director really needs to sit that person down and show him that this obstinance is dragging the whole game down.
tomofhyrule wrote: »As the title suggests, this is something the community has been requesting for years. Since the team has been promoting a more transparent and communicative future for the game, when can we realistically expect that approach to extend to combat balancing and the decision-making behind it?
I think the majority of players would love to understand how these decisions are actually made and what kind of testing goes into them.
tomofhyrule really made a good point earlier about how every other team has opened up their communication channels. I really wish the combat team would come to the table and discuss things in detail. I've suggested they share their builds, parses, and now more people are asking for information. I'm glad to see I'm not the only one.
Yeah, the Combat team’s evasiveness is just emblematic of falling back into old habits. I’m so happy to see the weekly PTS summary threads, and then the streams where the Player Experience team or the Encounters team or the Design team go over what they did are nice to see where things are going.
But Combat? Nothing. Silence. That entire team is a black box.
I’ll admit, not everything they’re doing in 2026 is up my alley (I can’t stand that overused “lol cheese!” idiot and the lack of standard Dungeons this whole year hurt a lot), but I was willing to give ZOS the benefit of the doubt so far this year. But even though I’m excited to see the Warden rework (assuming they still keep the three themes since mine was built around those themes), the Combat team’s return to the old way of “we’re not telling you anything so we can surprise you, despite that backfiring on us literally every time” is just negating all of the good will they built up.
I could even see it on the last stream. Jess was obviously told by someone that she wasn’t even allowed to say the word Warden, which only made it more obvious that the team was hiding something. But what? And why? Really, you don’t have literally anything you can show off by now?
I guess the Combat team doesn’t want feedback? Last patch, the Art team showed off the werewolf model concept and players gave feedback. They then fixed the model and made it look better and it was much better received on release. The only reason I can imagine that the Combat team doesn’t want to show anything off yet is because they… don’t want feedback until it’s too late to change anything? That attitude is entirely emblematic of the old thought process of “we’re know better than the players.”
Which leads to…That stream.We've already seen the team participate in BGs on livestreams, and the reaction from a large portion of the community was concern over how disconnected that gameplay appeared from the reality of the gameplay environment. When balance decisions are being made, what level of hands-on experience and actual performance data is being taken into account?
That stream will always stick with me. It was eye-opening. That's precisely why I want them to share their builds and whatever else informs their design because we've all seen where it goes.
I’m not expecting the devs to be expert players. At all. That’s ridiculous.
But it is reasonable to expect that they have at minimum an average level of competence at the part of the game they play.
When they used to have the streamer trials with the devs (which did trend towards clique-iness itself) we were able to see Finn playing in his team’s trials. And he was a competent tank in HMs. We know that Cardinal was big in the housing community before being hired for the Housing team. It fits.
But then that stream showed that I (who stick to solo and PvE and dabble in PvP because I need a specific cosmetic reward) know more about PvP than the Combat lead…? Oof. He specifically said his strategy was to turtle up (when people were already frustrated with the tank meta), he couldn’t answer a “what is this effect?” question relating to the most commonly complained about set across all of PvP… Like, those things not only made him look bad, but it actively spit in the faces of PvPers because those were issues for a while and he showed the tram had zero knowledge of them.
I do wonder how much money ZOS spent to hire Sypher for the day to advertise the new BG modes. And then they pulled the VOD immediately, meaning all of that money they spent to market PvP just got thrown out.At this point, what actually determines who gets heard? Is there a meaningful process for evaluating valuable, knowledgeable feedback, or does it ultimately come down to whoever makes the most noise? Is balancing genuinely intended to create a healthier game environment, or is it simply a form of damage control where the loudest complaints dictate the direction of the game?
It's so opaque, that's the main issue. We have PTS but it doesn't seem to be really changing anything. And they're still coming to the table with ideas that we find alarming or baffling. That's the core issue.
It always rubbed me the wrong way that we see input on PTS from other team leads (at least this year), but the Combat lead basically is never on the forums.
Yes, a good 50% of the combat-related posts are “[thing] killed me in PvP so nerf it immediately!!11!1” but the PTS threads generally also have a lot of parses and video evidence one way or the other. That is actionable. And the major Combat-related changes that we had that backfired spectacularly (U35’s nerfs and Subclassing) both has massive threads detailing why it would be bad and they released regardless… to the exact outcomes the players warned about. And then we have the playstyle invalidations that they’ve done (removing Harmony bombers and changing Blastbones to Grave Lord’s Sacrifice) that are seemingly for no reason at all.
It seems the other teams have figured out that more communication = happier players = players more willing to pay money = happier Microsoft. But the Combat lead still seems to be stuck in the old-guard land of “we know what the players want and they’ll like it when we do it.”
The new director really needs to sit that person down and show him that this obstinance is dragging the whole game down.
Maybe the combat team isn't previewing or sharing anything with us because there isn't anything to share or preview.
Is there a structured process involving target metrics, combat simulations, extensive PvP testing, and expected damage calculations for new setups, or are balance decisions ultimately based on assumptions, gut feeling, and what "sounds right" on paper?
https://www.youtube.com/watch?v=zdVRL2SLNI0I personally don't think the devs need to share their parses or builds or whatever, as it would likely be picked apart by the community and thats just not good for anyone. However, I would definetly welcome a bit more communication on their thought process about balancing and the current state of the game.
We had a few promising posts on the pts threads like their reasoning for nerfing or outright disabling certain masteries in pvp. While I completely disagreed with their points, at least we got to get a glimpse into their thinking.
There's some discussion of dev reluctance to interact with the community. Some devs are more sensitive to criticisms and personal attacks, and not equipped to deal with social media, which I completely understand and support. There's risk taking in community members and having them work with the devs as it ends up in flames over drama, like with the former Class Rep system.
Why exactly can't we have a proper MMR system for competitive 4v4 Battlegrounds?
Not only would it create a healthier matchmaking environment by ensuring teams are matched against players of more comparable skill levels, but it would also provide an enormous amount of valuable data for balancing decisions.
The same argument applies to an MMR-based 1v1 arena, something that has been, again, requested by the community for years. If the team currently lacks enough reliable statistics and combat data to make informed balance changes, why not implement features that naturally generate those statistics?
With a proper competitive system, identifying balance issues would become significantly easier. If, for example, 60 out of the top 100 MMR players are running the same class, build, or setup, that is no longer a matter of opinion or anecdotal feedback — it's measurable evidence pointing toward a potential issue.