You have to admit, something is unbalanced when one player can stack resistances and health so high that it takes "just half" a zerg to defeat them. And then the tanks perceives that they are skilled. It would make sense if you were playing a giant, or a dragon, or one of those colossal bipeds you see in LOTR, but you're not. You're the same as everyone else, with outrageous stacking.Spartabunny08 wrote: »It used to take your zerg to kill me now just half. I have a tank in every class because it's fun.
So, you admit that you have encountered characters that you have felt were unkillable, and so you just walked away. The problem is, these characters are controlling resources - and so, when you walk away, they win.THEDKEXPERIENCE wrote: »If I cannot kill a tank with my radiant as a dozen teammates wack away at him, he’s essentially nearly unkillable so I just walk away with the knowledge that the player also has a zero percent chance of actually hurting anyone
Spartabunny08 wrote: »It's only 30 35000 health. But here's the thing since all the changes, yeah I could tank zergs before but after and since summerset buffed light attack spam and now the bleed enchant meta, my tank can be dropped by 2 people. 1 bleed build on a nightblade with good damage plus one other player will always chop my tank down. It sucks as a tank anymore. That's why I made my nightblade bleed build orc with 6200 wpn damage. I haven't had any problems with tanks and also because I have played them so extensively I know how to beat them. No bleeds though and my tank is a serious problem for enemies. There are resistance caps, 33000 soft cap and you stack up extra only if you're trying to mitigate minor and major breech and fracture. Any more than that is a waste of resources that could be better utilized somewhere else. I do see your perspective but like even before they've nerfed tanks over and over again they were very much still killable it just seemed no one was familiar all that much with like petrify, fear, bleeds, oblivion damage, hell siege the tank down. Most are vamp for damage reductions, cold fire is a *** lol. Toxic Nebula, don't know if you're familiar, feels the same way you do and even made YouTube videos to complain about it with my tank, he choose the cold fire option lol. One on one not even a emp is bringing my tank down. I like distracting, when players can't kill my tank, more come to try and now my scroll runner gets to make it to turn it in. Stuff like that. Honestly I main a healer now and am just as tanky as ever. If anything they've just made me stronger because now I've adapted and a straight up tank just isn't as viable as a 40000 resistance 4000 spell dmg healer... Now my group of three and four take on 8 and 12. So it's more like musical chairs... I would say learn the tanks weaknesses and dropping them will be no problem.
If you read the insightful post above yours, you will come to understand that the counters to the tank have been nerfed. Under no circumstances should a single player be able to withstand a large number of opponents. Players are not bosses.InvictusApollo wrote: »Many people forget that this game has this things called: "counters".
bulbousb16_ESO wrote: »If you read the insightful post above yours, you will come to understand that the counters to the tank have been nerfed. Under no circumstances should a single player be able to withstand a large number of opponents. Players are not bosses.InvictusApollo wrote: »Many people forget that this game has this things called: "counters".
Irrelevant. It shouldn't take a large group of players to kill one solo person. It's an imbalance in the game, and the result of egregious min-maxing. Just imagine what will happen when everyone converts to these builds. I know I'm making one.InvictusApollo wrote: »Every tank is killable. Even the tankiest permanently blocking player that I have ever met eventually got killed. It simply requires skill and insight.
BlackMadara wrote: »I haven't had much problems with tanks in a long while. The last time I had to force one off of a resource, I noticed a few things that I've applied to my gameplay.
-The only people that can permablock don't have enough damage to effectively heal themselves for long.
-Most block builds use other means of mitigation (mist form, SnB ult, LoS, protection, procedures healing sets)
-they use certain moments to charge a heavy for stamina.
So now I stack my DoTs (mDK so no bleeds) and la weave my cheapest direct damage skill to drain stamina. I'll cc to check if they are running the set that heals them while stunned or rooted. If they don't have that, cc on CD, if they do, just la weave spam. I make sure to pay attention to any heavy attack charges, step back, dodge heavy and burst down. It normally takes 2 or 3 of these moments, but works.
Dots, bleeds, defile, and unblockable cc counter tanks. If you don't spec for these, don't expect to kill an actual skilled tank. It probably means you are able to have a shorter ttk on squishier targets. That's how it should be.
Problems caused by CP shoulds be solved by them. I don't think everyone should be nerfed because of CP. If you ask me, I honestly think damage being too high and terrible balance is the real reason that these guys are starting to grow in population.
All nerfing PvP tanks would do is nerf PvE tanks and players in PvP that weren't built to hold block, plus make many builds useless in no-CP.
Dominion_Nightblade wrote: »