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Give us back a skill-based competitive game.

  • BoxFoxx
    BoxFoxx
    ✭✭✭
    Lokey0024 wrote: »
    BoxFoxx wrote: »
    I'll just keep repeating myself.

    Universal stat caps and healing cooldowns in PvP.

    That's all there is to it. Anyone who doesn't get that and the beauty of it, simply has a hard headed biased agenda to run the PvP game as is.

    @BoxFoxx basically turn pvp into arcade mode? Regen, wep/spell dmg should be the things players are in the most control of imo.

    How about they actually take a look at abilities, the effects of abilities, and ways to counter abilities in real world application. Healing debuffs are a joke when the heal goes from 12k to 8k. Its a conciderable loss % wise but in practice no real abilities hit hard enough to counter a 8k heal, much less stacked healing abilities. On 90% of builds no one runs purge unless it's a templar, and why would you when you can spam thru and win.

    Or unblockable/undodgeable abilities, How about marking abilities in the tooltip as this being one of the perks of the ability and giving them to all classes.



    Small oversights, attention to detail. That is what's lacking imo.

    I agree with you and wasn't implying anything along the lines of turning PvP into an arcade game. However, even with proper attention given to counters, there still exists an improper balance in stats and heal spamming. The whole point of having resource pools is to limit them for balanced gameplay, but it's hardly limited with the insane amount of sustain that some players have. I think that too many players are so used to being OP that the sheer thought of limitations scares them and in some cases makes them whine about reducing it. I'm cool with good resource management lending to good sustain, but simply having limitless pools of resources defeats the purpose of even having them. Healing is way overpowered for PvP. I don't want nerfs on abilities however, only limitations (I.e. stat caps and cooldowns) in PvP that will balance things out. Yes, players used to high survivability will complain, but they shouldn't be used to it and be more open to a broader range of challenging encounters with most players that you come across, not just a small few who have played for years to get there or being zerged to death.
  • Lokey0024
    Lokey0024
    ✭✭✭✭✭
    BoxFoxx wrote: »
    Lokey0024 wrote: »
    BoxFoxx wrote: »
    I'll just keep repeating myself.

    Universal stat caps and healing cooldowns in PvP.

    That's all there is to it. Anyone who doesn't get that and the beauty of it, simply has a hard headed biased agenda to run the PvP game as is.

    @BoxFoxx basically turn pvp into arcade mode? Regen, wep/spell dmg should be the things players are in the most control of imo.

    How about they actually take a look at abilities, the effects of abilities, and ways to counter abilities in real world application. Healing debuffs are a joke when the heal goes from 12k to 8k. Its a conciderable loss % wise but in practice no real abilities hit hard enough to counter a 8k heal, much less stacked healing abilities. On 90% of builds no one runs purge unless it's a templar, and why would you when you can spam thru and win.

    Or unblockable/undodgeable abilities, How about marking abilities in the tooltip as this being one of the perks of the ability and giving them to all classes.



    Small oversights, attention to detail. That is what's lacking imo.

    I agree with you and wasn't implying anything along the lines of turning PvP into an arcade game. However, even with proper attention given to counters, there still exists an improper balance in stats and heal spamming. The whole point of having resource pools is to limit them for balanced gameplay, but it's hardly limited with the insane amount of sustain that some players have. I think that too many players are so used to being OP that the sheer thought of limitations scares them and in some cases makes them whine about reducing it. I'm cool with good resource management lending to good sustain, but simply having limitless pools of resources defeats the purpose of even having them. Healing is way overpowered for PvP. I don't want nerfs on abilities however, only limitations (I.e. stat caps and cooldowns) in PvP that will balance things out. Yes, players used to high survivability will complain, but they shouldn't be used to it and be more open to a broader range of challenging encounters with most players that you come across, not just a small few who have played for years to get there or being zerged to death.

    @BoxFoxx at the foundation of the problem is healing, correct. And the devs had extended nerfs/buffs based on no real direct counter to healing imo. If defile was 50% base it would be a good start to fixing issues, but damage has been balanced around exceptional healing being common. The ability to have great sustain/damage/healing is slowly being addressed by CP changes but require the abilities individually to be looked at and adjusted reasonably. There s no reason a spam dps ability should cost more then 1.5-2k.

    Or on a different tangent what if the more weapon dmg the harder abilities hit, but the more they cost, based off Wep dmg/spell dmg. Just ideas ive had that hopefully make it to the right eyes
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