I feel like I always doom here, but I don’t think this is a good direction. Class identity has been a sticking point for ZOS for years and years. Hybridization has killed a good but of that, but comp still demanded some differences in classes. With 2 separate available skill lines, you basically wipe the class completely.
This isn’t terrible for PvE, given you just run meta stuff and don’t necessarily care about thematic builds and diversity within the game, but the expectation of “run meta stuff” is only growing more and more.
PvP…it’s going to either be amazing or absolutely terrible. Perma tanks already exist, and will only get worse with access to other class skill lines. Burst damage would go up, ball groups are going to be absolutely insane, heals will go up. Lots and lots of balancing needs to happen, and ZOS has historically struggled with this.
I haven’t kept up. Is there still a plan to give PvP it’s own pool of spells and abilities? I’m not sure if it was for all of PvP but I thought there was something about that a while back.
They haven’t said one way or another. Vengeance wasn’t supposed to be a preview of “new PvP”, just a test to see if performance was sustainable with barebones setups, which it was. Last I had heard (not seen, cause I don’t frequent the forums like that) was they plan to do another test with limited sets and passives and see how that effects performance.
I know I’ve seen a lot of pushback against the idea, but I don’t think it would be a bad thing. I also forget whether it was just a rumor or something that’s “in progress”.
I push back against it because, as Vengeance was tested, the only way to fight is zerg v zerg or basically 1v1. The way the skills were set up, it seemed like most, if not all fights boil down to who has more numbers. Most of the fun clips people were posting were zerg fights where you just hope you don’t catch everyone’s reticle at the same time and get bursted down. When I did play, the solo fights felt really good. You had to manage resources, you didn’t get instant deleted in proc sets, and stuff was, generally, balanced. Just anything beyond a few people and it seemed it turned into if a side could focus someone all at once or just pure numbers game. Nothing in the toolkit rewarded good play or positioning or burst really.
I will say, big fan of the siege cap. Idk if I’d do 1 per person, but it does make it a good bit more balanced when you aren’t having 1 person dump 7 oils and shoot 3 cold fires on your head.
Remains to be seen what subclassing does. It, to me, feels like it will only exacerbate what everyone hates. More people hiding in stealth, perma tanks get even harder to kill, and ball groups won’t be limited to class comp.
Oh, I wasn’t trying to say they should do Vengeance, just PVP having its own seperately balanced abilities set. It would be more work in one way, as they would need to separately balance things, but they would be able to nerf or buff an ability in PVP without causing issues for the trials groups and vice versa.
I know, I just don’t get the chance to talk here normally lmao. Just happy people are in the comments!
I do think they need to separate sets and skills for PvE and PvP. I like that right now, comped groups are hard to kill. That’s the point of the and how they are comped. I do think there is more balance to be struck, tho. Cross heals are ridiculous when they overlap, and every group is filled with group vigor and other heals stacked on each other already. It will only get worse with subclasses. I really think this is a miss for ESO PvP. I guess there is the chance they roll out the new Cyro changes before then, but I doubt it with this time frame.
I understand! I try to comment here if I have something to add, hopefully some more people do that too.
I honestly haven’t done a lot of PVP, so I definitely don’t understand all of the things that need balanced. I definitely agree that it could use some work though. I’ve been starting to run fairly regularly in a low level PVP group my main guild is doing for beginners. Mostly working on the basics and getting them down before moving on to the higher levels. It’s been a lot of fun, albeit frustrating when you’re trying to take on a few people that obviously have spent a lot of time playing! It makes it much more satisfying if you’re able to finally take them down though.
I guess we’ll see what all these changes do. I guess the one benefit for me is that I won’t be as used to the old system, so hopefully I’ll be able to get on with the new one easier.
I’ve done basically only PvP up until about 3 years ago when I started doing PvE stuff. Now I’m back to almost only PvP except when I decide to do random trials and such. If you got any questions I’d be glad to help!
Sounds good, I might have some questions for you at some point. What type of PVP do you do? We’ve mostly been doing Cyrodiil, but Battlegrounds sounds interesting too. I know there’s a lot more actual fighting, but I’ve also heard the teams can end up pretty lopsided.
I feel like I always doom here, but I don’t think this is a good direction. Class identity has been a sticking point for ZOS for years and years. Hybridization has killed a good but of that, but comp still demanded some differences in classes. With 2 separate available skill lines, you basically wipe the class completely.
This isn’t terrible for PvE, given you just run meta stuff and don’t necessarily care about thematic builds and diversity within the game, but the expectation of “run meta stuff” is only growing more and more.
PvP…it’s going to either be amazing or absolutely terrible. Perma tanks already exist, and will only get worse with access to other class skill lines. Burst damage would go up, ball groups are going to be absolutely insane, heals will go up. Lots and lots of balancing needs to happen, and ZOS has historically struggled with this.
I haven’t kept up. Is there still a plan to give PvP it’s own pool of spells and abilities? I’m not sure if it was for all of PvP but I thought there was something about that a while back.
They haven’t said one way or another. Vengeance wasn’t supposed to be a preview of “new PvP”, just a test to see if performance was sustainable with barebones setups, which it was. Last I had heard (not seen, cause I don’t frequent the forums like that) was they plan to do another test with limited sets and passives and see how that effects performance.
I know I’ve seen a lot of pushback against the idea, but I don’t think it would be a bad thing. I also forget whether it was just a rumor or something that’s “in progress”.
I push back against it because, as Vengeance was tested, the only way to fight is zerg v zerg or basically 1v1. The way the skills were set up, it seemed like most, if not all fights boil down to who has more numbers. Most of the fun clips people were posting were zerg fights where you just hope you don’t catch everyone’s reticle at the same time and get bursted down. When I did play, the solo fights felt really good. You had to manage resources, you didn’t get instant deleted in proc sets, and stuff was, generally, balanced. Just anything beyond a few people and it seemed it turned into if a side could focus someone all at once or just pure numbers game. Nothing in the toolkit rewarded good play or positioning or burst really.
I will say, big fan of the siege cap. Idk if I’d do 1 per person, but it does make it a good bit more balanced when you aren’t having 1 person dump 7 oils and shoot 3 cold fires on your head.
Remains to be seen what subclassing does. It, to me, feels like it will only exacerbate what everyone hates. More people hiding in stealth, perma tanks get even harder to kill, and ball groups won’t be limited to class comp.
Oh, I wasn’t trying to say they should do Vengeance, just PVP having its own seperately balanced abilities set. It would be more work in one way, as they would need to separately balance things, but they would be able to nerf or buff an ability in PVP without causing issues for the trials groups and vice versa.
I know, I just don’t get the chance to talk here normally lmao. Just happy people are in the comments!
I do think they need to separate sets and skills for PvE and PvP. I like that right now, comped groups are hard to kill. That’s the point of the and how they are comped. I do think there is more balance to be struck, tho. Cross heals are ridiculous when they overlap, and every group is filled with group vigor and other heals stacked on each other already. It will only get worse with subclasses. I really think this is a miss for ESO PvP. I guess there is the chance they roll out the new Cyro changes before then, but I doubt it with this time frame.
I understand! I try to comment here if I have something to add, hopefully some more people do that too.
I honestly haven’t done a lot of PVP, so I definitely don’t understand all of the things that need balanced. I definitely agree that it could use some work though. I’ve been starting to run fairly regularly in a low level PVP group my main guild is doing for beginners. Mostly working on the basics and getting them down before moving on to the higher levels. It’s been a lot of fun, albeit frustrating when you’re trying to take on a few people that obviously have spent a lot of time playing! It makes it much more satisfying if you’re able to finally take them down though.
I guess we’ll see what all these changes do. I guess the one benefit for me is that I won’t be as used to the old system, so hopefully I’ll be able to get on with the new one easier.
I’ve done basically only PvP up until about 3 years ago when I started doing PvE stuff. Now I’m back to almost only PvP except when I decide to do random trials and such. If you got any questions I’d be glad to help!
Sounds good, I might have some questions for you at some point. What type of PVP do you do? We’ve mostly been doing Cyrodiil, but Battlegrounds sounds interesting too. I know there’s a lot more actual fighting, but I’ve also heard the teams can end up pretty lopsided.