Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Post 1.6 PVP Balancing Needed Badly

tcgoetzub17_ESO
When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

Some of the imbalances:
  • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
  • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
  • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

This is the big three for me right now, but I'm sure people could list many others.

The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Rhurruck Redblade, EP, AL 28 NB, Azura (was Thornblade, was Wabba)
exPride, MDBA, Original Wabba Gansters
  • Rook_Master
    Rook_Master
    ✭✭✭✭✭
    Prepare yourself for the wrath of the L2P mob.
  • Stamden
    Stamden
    ✭✭✭✭✭
    PvP is pretty balanced aside from Sorcs. Dodge rolling puts skill into the game if anything.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Nivzruo_ESO
    Nivzruo_ESO
    ✭✭✭✭
    Welcome to Tamriel Unlimited!!!
    Nelgyntc- V14 NB
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭
    eso pvp has never been balanced,
    it is better now then it has been in the past but it is still not balanced.
  • King Bozo
    King Bozo
    ✭✭✭
    I see to many people pvping with low health. Should you run 17 to 20k health you deserve to die. :D
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    It would be nice to hear some statement on their plans to tighten up 1.6, either on the forums or on this coming ESO live. People have put in considerable efforts on the forums to communicate the balance issues of 1.6 and it would be nice to know where zos is on those things.
    Retired.
    Nord mDK
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    King Bozo wrote: »
    I see to many people pvping with low health. Should you run 17 to 20k health you deserve to die. :D

    In many cases if you dont you have no stamina/magicka and die anyway.
    Anything that can be exploited will be exploited
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    I have actually reached the point where I am beyond caring now.
    Half the skills dont work or work as intended.
    Some are so OP its a one shot kill or immortal status.
    It would be impossible to know if the game was balanced anyway because everything is so busted...and the broken stuff exploited to the max.

    /shrugs
    Anything that can be exploited will be exploited
  • tcgoetzub17_ESO
    Ezareth wrote: »

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    I'm 2 heavy 5 medium and specced into the champ spell resist.
    Rhurruck Redblade, EP, AL 28 NB, Azura (was Thornblade, was Wabba)
    exPride, MDBA, Original Wabba Gansters
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    Ezareth wrote: »

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    I'm 2 heavy 5 medium and specced into the champ spell resist.

    So I guess 22K makes sense for 3 overload hits then.

    You understand what I was saying about stacking projectiles though right?
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • RinaldoGandolphi
    RinaldoGandolphi
    ✭✭✭✭✭
    ✭✭✭✭
    Two hander is only popular now because its actually viable. Messing around with it on the opposite side of the fence from my Sorc, i'd take an instant cast frag over Wrecking Blow, with Wrecking Blow i actually have to be close to my enemy to use it,a good player is not going to just stand their and do nothing and eat a Wrecking Blow. Two handed offers very little in terms of defense and most of those guys using it die far more often then say your Bolt Escaping Sorc.

    Infinite Dodgerolling isn't so much an issue as the infinite resource builds you cna make now. Its possible for any build to spam Hardened Ward, Dodge roll, whatever as much to their hearts content if they build for it. Thats the issue more then dodge roll itself. Fix the nearly unlimited resource builds and you solve those problems without nerfing skills and such.

    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • tcgoetzub17_ESO
    Ezareth wrote: »

    I'm 2 heavy 5 medium and specced into the champ spell resist.

    So I guess 22K makes sense for 3 overload hits then.

    You understand what I was saying about stacking projectiles though right?

    Yep. Not sure that was the case for this encounter though as the whole thing happened at short range in a very short time.
    Rhurruck Redblade, EP, AL 28 NB, Azura (was Thornblade, was Wabba)
    exPride, MDBA, Original Wabba Gansters
  • tcgoetzub17_ESO
    Ezareth wrote: »

    So I guess 22K makes sense for 3 overload hits then.

    You understand what I was saying about stacking projectiles though right?

    Yep. Not sure that was the case for this encounter though as the whole thing happened at short range in a very short time.

    Though I have been wondering with some of these encounters if lag is involved. Was what I saw and thought happen the same as what my opponent saw and thought happened? Possible signs of this are when you kill someone and then there body moves 10 yards away form where you killed them.
    Rhurruck Redblade, EP, AL 28 NB, Azura (was Thornblade, was Wabba)
    exPride, MDBA, Original Wabba Gansters
  • tcgoetzub17_ESO
    woodsro wrote: »
    Two hander is only popular now because its actually viable. Messing around with it on the opposite side of the fence from my Sorc, i'd take an instant cast frag over Wrecking Blow, with Wrecking Blow i actually have to be close to my enemy to use it,a good player is not going to just stand their and do nothing and eat a Wrecking Blow. Two handed offers very little in terms of defense and most of those guys using it die far more often then say your Bolt Escaping Sorc.

    Infinite Dodgerolling isn't so much an issue as the infinite resource builds you cna make now. Its possible for any build to spam Hardened Ward, Dodge roll, whatever as much to their hearts content if they build for it. Thats the issue more then dodge roll itself. Fix the nearly unlimited resource builds and you solve those problems without nerfing skills and such.

    I didn't offer any solutions in my original post. Just identified issues.

    I think most people would agree that half the population using two hander points to two hander being OP. Why two hander is OP is a different question.
    Rhurruck Redblade, EP, AL 28 NB, Azura (was Thornblade, was Wabba)
    exPride, MDBA, Original Wabba Gansters
  • King Bozo
    King Bozo
    ✭✭✭
    Rune_Relic wrote: »
    King Bozo wrote: »
    I see to many people pvping with low health. Should you run 17 to 20k health you deserve to die. :D

    In many cases if you dont you have no stamina/magicka and die anyway.

    That is very true. That is why players should be selective on your armor set glyphs. Also a lot of it is about magic/stam management.
    Edited by King Bozo on 9 April 2015 14:33
  • cozmon3c_ESO
    cozmon3c_ESO
    ✭✭✭✭✭
    Ezareth wrote: »

    I'm 2 heavy 5 medium and specced into the champ spell resist.

    So I guess 22K makes sense for 3 overload hits then.

    You understand what I was saying about stacking projectiles though right?

    Yep. Not sure that was the case for this encounter though as the whole thing happened at short range in a very short time.

    yeah the closer they are, the faster the projectiles will hit because the projectile has less far to go. what ezerath is saying is if you start max range and move forward while shooting the overloads, the projectiles will be really close together causing a nice burst when they finally reach the target. you should have roll dodged the attack, it is a really easily counterable ability for all classes builds. for overload, dodge as a stamina user, shields for a magicka user. if you have niether you will most likely die alot in todays pvp build.

    ps: i have found lethal arrow burst from stealth is higher then overload spam.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • mertusta
    mertusta
    ✭✭✭✭
    Beside magicka pools, skill cooldown system may bring a little balance. But i've lost my faith. dammit.
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    mertusta wrote: »
    Beside magicka pools, skill cooldown system may bring a little balance. But i've lost my faith. dammit.

    You want cool downs? Play a templar.

    To the OP. Have fun. There are 2 different ends of the spectrum that are at the extreme who will point fingers at the opposite side of the spectrum and claim they are fine because the other one exists, or they are fine and the other needs nerfed. Those in between are Fked.
    Edited by technohic on 9 April 2015 15:32
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Magicka Sorcerers and Stamina Nightblades.
  • david.haypreub18_ESO
    david.haypreub18_ESO
    ✭✭✭✭✭
    The only thing I have a problem with is Wrecking Blow being uninterruptable.

    I say this as a Templar who sometimes plays two-handed. There was nothing wrong with the skill before: it did good damage and had the CC aspect. Sure, it is hard to land, but they over-corrected, and the fact that half the population of Cyrodiil is now using Two-Handers reveals the extent of the problem. Melee should out-damage ranged due to the inherent danger of being in melee... yet no skill should be uninterruptable. That is just broken.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Soris
    Soris
    ✭✭✭✭✭
    Ezareth wrote: »
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.

    And what stops you using it at point blank range? Your argument becomes unvalid at this point.
    Welkynd [Templar/AD/EU]
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    Soris_ESO wrote: »
    Ezareth wrote: »
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.

    And what stops you using it at point blank range? Your argument becomes unvalid at this point.

    For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.

    Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.

    My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • AhPook_Is_Here
    AhPook_Is_Here
    ✭✭✭✭✭
    PvP is pretty balanced aside from Sorcs. Dodge rolling puts skill into the game if anything.

    So now skill in video games has come to stacking one stat and pressing one button. Dodge rolling is joke easy, and the fact that it gives you a buff that keeps you dodging things for another 2 seconds or so after a roll makes it so you don't even have to time it.
    “Whatever.”
    -Unknown American
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
    ✭✭✭✭✭
    ✭✭✭✭✭
    And now we have another sorc/2H nerf thread.

    Here are things ZOS should fix before doing any class balancing.
    • Fix the 4 or 5 templar abilities that are currently bugged and borderline unusable.
    • Fix any NB abilities that are still broken, I'm sure there's a few.
    • Fix the bugged out charge animation that leaves your character a sitting duck for 22s
    • Fix the bugged out abilities after respawn issue.
    • Fix getting feared through the map and kicked from the server.
    • Fix a lot of the dirty little tricks people are using in cyro that no one is talking about.

    All of these issues affect the meta, and in turn affect class balance. Balancing before fixing egregious bugs is bad policy because it has a tendency to over nerf things once the meta issues are fixed.
  • Soris
    Soris
    ✭✭✭✭✭
    Ezareth wrote: »
    Soris_ESO wrote: »
    Ezareth wrote: »
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.

    And what stops you using it at point blank range? Your argument becomes unvalid at this point.

    For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.

    Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.

    My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.

    A statement which contains negativities of the spell that how it has such slow animation thus it's easily counterable.
    Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.
    Also, I'm not interested what tactic you use to kill people less than 3 secs. I'm just saying it's not good for a game. There were snipers before and now this..
    Anyways,
    That templar example is just for comparison. I have tons of abilities slower than a turtle. And that doesn't mean they should hit as much as balistas.
    In my understanding, ANYthing(ultimate or skill doesn't matter) that hits for ~50% of max health is lame except siege. That being said, to counter such a skill, usually cost way more than that countered skill. There is no balance in that.

    Welkynd [Templar/AD/EU]
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    Soris_ESO wrote: »
    Ezareth wrote: »
    Soris_ESO wrote: »
    Ezareth wrote: »
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.

    And what stops you using it at point blank range? Your argument becomes unvalid at this point.

    For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.

    Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.

    My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.

    A statement which contains negativities of the spell that how it has such slow animation thus it's easily counterable.
    Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.
    Also, I'm not interested what tactic you use to kill people less than 3 secs. I'm just saying it's not good for a game. There were snipers before and now this..
    Anyways,
    That templar example is just for comparison. I have tons of abilities slower than a turtle. And that doesn't mean they should hit as much as balistas.
    In my understanding, ANYthing(ultimate or skill doesn't matter) that hits for ~50% of max health is lame except siege. That being said, to counter such a skill, usually cost way more than that countered skill. There is no balance in that.

    No it actually wasn't a statement containing negatives, it was a statement about how the ability could be "stacked" because it has a slow travel time (not animation) and is a projectile. I also pointed out how it could easily be countered. That fact that is "slow" was mentioned only to demonstrate the technique possible with the ability and what probably happened to the OP. If Power Overload were a fast moving projectile this would not be possible.

    As I said, you really don't understand what you're commenting on so why comment? It is OK to remain silent. Just because you have an opinion doesn't mean it needs to be voiced. Not surprisingly you're trying to turn this into another Nerf Sorc thread as your bias and general ignorance have been made abundantly clear.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Soris
    Soris
    ✭✭✭✭✭
    Ezareth wrote: »
    Soris_ESO wrote: »
    Ezareth wrote: »
    Soris_ESO wrote: »
    Ezareth wrote: »
    When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.

    Some of the imbalances:
    • More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
    • A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
    • This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.

    This is the big three for me right now, but I'm sure people could list many others.

    The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?

    Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.

    Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.

    So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.

    And what stops you using it at point blank range? Your argument becomes unvalid at this point.

    For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.

    Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.

    My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.

    A statement which contains negativities of the spell that how it has such slow animation thus it's easily counterable.
    Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.
    Also, I'm not interested what tactic you use to kill people less than 3 secs. I'm just saying it's not good for a game. There were snipers before and now this..
    Anyways,
    That templar example is just for comparison. I have tons of abilities slower than a turtle. And that doesn't mean they should hit as much as balistas.
    In my understanding, ANYthing(ultimate or skill doesn't matter) that hits for ~50% of max health is lame except siege. That being said, to counter such a skill, usually cost way more than that countered skill. There is no balance in that.

    No it actually wasn't a statement containing negatives, it was a statement about how the ability could be "stacked" because it has a slow travel time (not animation) and is a projectile. I also pointed out how it could easily be countered. That fact that is "slow" was mentioned only to demonstrate the technique possible with the ability and what probably happened to the OP. If Power Overload were a fast moving projectile this would not be possible.

    As I said, you really don't understand what you're commenting on so why comment? It is OK to remain silent. Just because you have an opinion doesn't mean it needs to be voiced. Not surprisingly you're trying to turn this into another Nerf Sorc thread as your bias and general ignorance have been made abundantly clear.


    Ok first of all I'm not arguing you personally nor your personality. I'm just pointing out that skill need some attention. So you should better drop that attitude.
    You gain advantage over overload's excuse as it being a slow projectile with a subliminal message of "it's ok because it's dodgeable/reflectable". Good for you. But it cause problems in terms of balance. Your combo alone hits over 30k dmg by just left clicking 3 times.

    And read the topic title please.
    Edited by Soris on 9 April 2015 23:55
    Welkynd [Templar/AD/EU]
  • Makkir
    Makkir
    ✭✭✭✭✭
    Soris_ESO wrote: »

    Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.


    Situational Awareness. I don't think the game should cater to tunnel vision.

  • Cody
    Cody
    ✭✭✭✭✭
    ✭✭✭
    and the thread will now be turned into an "OP sorc!!!" thread I assume?


    I am going to say this: PvP has never been balanced. It was best at launch and has been going down the drain since.

    pre 1.6 we had LA tanks with super high DPS being unkillable, and now we have all the mess with 1.6

    Just stick to blackwater blade, where there is actual balance and strategy involved:)
    Edited by Cody on 10 April 2015 05:24
Sign In or Register to comment.