MincMincMinc wrote: »Joy_Division wrote: »
Beyond that, this is PvP we are talking about. With ESO’s customization, 2 players can be fully geared out at max level and 1 of those players can literally have double the raw power of the other person. There’s so many situations where one build is simply better than another without any tradeoffs at all.
If someone is serious about fair PvP, why would they put up with that? Truly competitive players or pvpers want to win or lose based on skill, otherwise they’ll quit for more skill based games. The lack of balance and the level at which you can outbuild someone keeps ESO unappealing to many of the people who enjoy PvP games.
Some level of build customization in ESO is fine. With sets and skill lines so wildly out of balance with each other though, it’s become a huge issue, both for accessibility and skill expression.
There’s definitely a vocal group of ESO “pvpers” that must love farming players with builds that can’t compete. If you really deserve to be getting kills, you’ll do just fine on more equal footing.
We clearly have very different ideas of what makes someone good at the game, and that's OK. Fortunately for you, it seems the devs agree with yours and don't agree with mine.
IMO, if someone is serious about PvP, they shouldn't shy away from investing the time and resources to take full advantage of ESO's complex builds. Knowing how to theorycraft and leverage an effective setup is part of what makes someone skilled at the game. If one person is CP 3000 with all stickers learned, tens of millions of gold/AP earned, tens of thousands of raw mats hoarded, and thousands of hours of practice, I don't think it's unreasonable for that to represent a material advantage when they fight a CP 140 who just started the game a month prior. What's wrong with asking a new player to put in some time and effort and earn their power?
If a player is so clever and so "skilled" as you say, then they why do need to crutch on having more resources? The answer is simple. They don't. They just enjoy deleting noobs without fear of ever losing. There is nothing "truly competitive" about that at all. It's more about being indignant that a new player can have the same amount of resources without having to run those dungeons or dig up those leads.
Hard to delete noobs, when they don't even participate anymore lol. Cyro has skewed so far in favor of organized groups that we only see noobs and people learning in bgs. Which we shouldn't even see.....but the MMR system resets and keeps pairing up 10year veteran pvpers against cp160 fresh off the boat players. Even the past MyM events have hardly brought in people to try pvp. I only saw a handful of questers this MyM too when normally there used to be hundreds. Its so bad I can count the number of hatetells with one hand.
To be fair the hard part isnt putting in the work. It takes less than an hour to go pickup RallyingCry and then craft stuhns or orders wrath and be 90% the way there. Most people have some monster set they can fill in and even the basic mythics like markyn or DDF will do fine.
The real hard part is learning all of the tips and tricks that are necessary in pvp, like simple get up and go tricks like needing all impen. Jewels of misrule. Which skillines are efficient like Assassin, animal, stormcalling. Which traits and enchants frontbar and backbar. How to rebind your cc break.
Take a new player without any prior knowledge and toss em into greyhost......how do we seriously expect their pvp experience to be? Its 2025 and we still see people asking how to leave cyrodil from time to time.
Yeah... we need more flexibility of enjoyment for solo playing by adding an optional difficulty slider.
MincMincMinc wrote: »MincMincMinc wrote: »Isn't 33k the cap?
No there is no hard cap. 33k is the soft cap, but dont forget that enemies will have pen. Average pvp pen is about 20-24k including breaches. So even if you had "capped" at 33k you realistically are only at 9k armor and nowhere near hitting the 33k cap
An average PvP build aims for
- 30k to 33k health
- 3500 to 4000 crit resists
- ~30k resists
- ~18K to 30k pen (this really depends on balorgh)
- ~45% crit chance(runs Assassin with stuhns or ET)...........or Run about 25-30% with acuity going to 100%
- Then you just grab up whatever balance of regen vs WeaponDamage vs Movement speed you want
- Then you grab whatever max stats remain for some bonus healing
@Thumbless_Bot @CameraBeardThePirate I think it depends more on what you are doing instead of a flat rule. I see the reasoning for it in a 1v1 , but in 1vX scenarios with things like hurricane, dbos, bladecloak all ticking, there is a very good chance you will proc acuity even at 90% critchance or regardless of your base so extra crit doesn't hurt you.
SeaGtGruff wrote: »I did think the Vengeance 1 test was fun to participate in when I was able to zerg with a lot of players from my alliance and get into large battles, but that was because the large battles themselves were fun. And I can get into large battles outside of the Vengeance tests when all three alliances are pop-locked. Outside of that, when the population of my alliance was low or when I tried to solo capture resources-- which is something I enjoy doing in the Gray Host campaign-- I was pretty miserable in the Vengeance 1 test due to not being able to successfully do the things I normally enjoy doing in Gray Host.MincMincMinc wrote: »At the same time these new players and casual players prefer vengeance and normally wouldnt be able to play in GH because it is a terrible environment unless you are a 1vXer, ball grouper, or in a zerg guild.
The Vengeance 2 test was much more fun for me than the Vengeance 1 test had been, because it felt closer to Gray Host-- not as far as my ability to solo capture resources, which still wasn't up to snuff compared to Gray Host, but more because I could slot the weapon skills I was used to using (or, at least, the Vengeance 2 version of those skills), so I had an easier time with pressing the buttons I've grown accustomed to pressing, rather than reflexively pressing those same buttons and having class skills I'm not used to using fire off instead of the expected weapon skills. But I was still weaker in Vengeance 2 than in Gray Host; I just wasn't totally flummoxed as in Vengeance 1 due to not being able to set up my ability bars the way I like.
spartaxoxo wrote: »
This is not an accurate analogy. It ignores the game in its entirety. A more accurate analogy would actually be something like this:
Some players have one sugar cookie they can enjoy and a whole plate of various cookies they are allergic to and cannot enjoy. Other players have access to that whole plate of cookies, but they don't really like the taste of the one sugar cookie the first players can eat. They are going to be given a sugar cookie using a new recipe so they can enjoy all the cookies if they so choose. Meanwhile, the first players are still stuck with one sugar cookie and a plate of various cookies they can't eat. Oh, and to top it off, the plate of cookies is covered in fancy sprinkles, and the new sugar cookie recipe will also probably have fancy sprinkles.
Hopefully that makes it a little clearer why some people are upset by this and don't see it as a "fair" solution at all. You are of course free to disagree, but at least try to have an accurate understanding of the other side's point of view.
Some players have one sugar cookie they can enjoy and a whole plate of various cookies they are allergic to and cannot enjoy.