MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.
Feels like we are just chasing our tails doesn't it?
Originally more dots used to hit blocking players and the block ticks used to be every 1/8th of a sec instead of 1/4. So permablocking was drastically harder. Smart players would run dot pressure builds with the intention of burning through someones block costs faster. While it didn't make sense roleplay wise why an aoe lightning attack hit someones block, it made more sense game design wise. Not only that, but on the counterplay side for normal builds it made block feel more reliable and worth correctly using.
Rohamad_Ali wrote: »They should remove the dead campaigns to shore up the numbers in live ones.
Not really, as jumping down means they cannot use skills/abilities in mid-air. While at the same time they are open to attack during the fall, and the fall's stagger. People no longer wait til their enemies are on the ground before attacking... which is also why you see players in this thread state they want enemies dropped from their spawnplace, because they can't kill them up there. Henceforth me pointing out sportmanship goes both ways. Enemy players should never be near another group's spawnpoint in the first place. Especially if we talk about sportmanship, which this thread touched upon.HatchetHaro wrote: »The disadvantaged side can just wait for the rest of their team to respawn, group up, then make a coordinated push together, all from the spawn platform. It has been a successful strategy for me any time this happens, and can sometimes turn the tide of the battle.
You would think spammables used up close would provide damage shields/healing and be stronger than ranged attacks but obviously this is not the case.
ShadowPaladin wrote: »Its telling how bad pvp is in this game when you have 3 bars and players are actively trying to avoid pvp in a zone where pvp happens during a PVP focused event. Sad that PVP is in such a bad state that players don't want to interact with it.
Yeah...
Well, to be fair, the power gap between casuals and sweats is extremely high now. Regular players have no chance of hurting organized groups, even if they outnumber their opponents.
It also doesn't help that organized groups do not seem to fight each other anymore? Idk, I don't really pvp outside of the events anymore, but whenever I saw ball groups of different alliances, they just farmed casuals without attacking each other.
All of that creates an atmosphere that unfortunately makes pvp unappealing not just to casuals, but to most players. You can't really get into pvp anymore, unless your friends are pvpers and are willing to teach you.
This is really sad, I think that ESO had a lot of potential as a pvp mmo.
Koshka is right.
During this event I am a bit more active in PvP and I am seeing it - as always in PvP.
2-3 players nuking 12, 18 or even 24 players over and over again. Those other players trying - even in organized groups - to kill those 2-3 players without success. With such a power gap there is absolutely no fun what so ever for casuals to join PvP. Its more like the fun is 1000% taken out of it!
The same thing with those small ball-groups rushing through keep fights and killing everything in their way, but not being killed even if outnumbered 1 to 5 and spammed with dozen of sieg weapons.
Or those 2-4 players playing the *Resource-Tower-Troll-Game*. Same thing.
As long as there are those huge gaps and no way to compensate them, there won't be many new PvP'ers.
Well, I just want to say something about that.
It's perfectly normal for a veteran PVP player to literally destroy a group of casual players who have absolutely no experience with PvP. Even though huge efforts have been made by the ZOS combat staff; it's still normal for there to be a level gap.
And that's something pretty healthy for an online game, because it can make you want to progress if you consider that it's just experience (and not cheating)
The thing to understand about Arc is that it's a little more than a class because of Fatecarver.
Fatecarver isn't only an ability, it is a distinct play style. IMO, it was engineered to be such, positioned between heavy attack and light attack weaving play styles.
This play style is not going anywhere. It's too popular. And I don't think it's necessary in the era of subclassing.
I'm OK with a DD bias towards Arc. Why? Because the play style is cemented, the only alternative would appear to give every class a homogenized Fatecarver-like play style which I would hate because it would mean sacrificing other parts of the game.
And the thing is, Arc isn't necessary for DDs. There are other strong builds out there. I've seen strong non-Arc builds with Jabs and Surprise attack as the spammable, for example.
Here's a video of an off-meta build that immediately comes to mind:https://www.youtube.com/watch?v=YGDa78_EM0E
Just because MOST players follow the meta doesn't mean they have to. And there ALWAYS be a meta that favors certain classes and abilities. Let's not push ZOS down the path of homogenization again. Diversity is fun for those who enjoy it.