baselesschart wrote: »I have absolutely nothing against tanks, only when they can tank damage. Once they can start killing me is when I have a problem with them. Tanks as a whole are necessary in an mmo scene, but in my eyes they are not supposed to be able to kill people, you shouldn't be able to have it both, godly resistances and damage. Damage is super high right now on live server, I'm getting ganked a lot, but a damage meta is way, way healthier for the game than a stalemate tank meta.
alberichtano wrote: »So you are saying that tanks should basically be mobile training dummies? I mean, if they can't kill you, what's the point?
baselesschart wrote: »alberichtano wrote: »So you are saying that tanks should basically be mobile training dummies? I mean, if they can't kill you, what's the point?
From a balance perspective, I don't think its fair for someone to be able to build really tanky and still have high damage, being a jack of all trades isn't balanced. Besides, the whole premise of PvP is to kill other players so why you would build to be a huge tank beats me.
I'll just repost something I wrote in a YouTube comment:
"Of course another perspective that I've come to believe recently is that it's not ZOS who create the tank meta.
baselesschart wrote: »alberichtano wrote: »So you are saying that tanks should basically be mobile training dummies? I mean, if they can't kill you, what's the point?
Besides, the whole premise of PvP is to kill other players so why you would build to be a huge tank beats me.
alberichtano wrote: »Well, in response then, DDs shouldn't be able to build up any defenses of note, as it would be unfair to be able to kill anyone AND be able to survive an attack.
See the logical fallacy there? Tanks are more defens than offense, but not ZERO offense. DDs are more offense than defense, but not ZERO defense. Of course a tank should be able to kill you, what would the point be with playing a tank otherwise? And of course a DD should be able to have defenses, for the same reason.
baselesschart wrote: »To be honest I would be completely fine with dps builds being completely squishy. I think the best damage mitigation for damage dealers is honestly the avoidance of damage, and it always has been that, kiting and roll dodging literally reinforce that.
baselesschart wrote: »I'm not entirely opposed to tanks having some damage, but it should not be enough to be classified as burst, and thats what we have here in the game right now.
Urzigurumash wrote: »This is a bit NB-centric to say this should uniformly apply to anybody capable of dealing meaningful damage. Neither Facetanking nor Kiting is inherently more virtuous or skillful.
baselesschart wrote: »Urzigurumash wrote: »This is a bit NB-centric to say this should uniformly apply to anybody capable of dealing meaningful damage. Neither Facetanking nor Kiting is inherently more virtuous or skillful.
Yeah you're right on that. Not every damage dealer is kiting or roll dodging, but I do think if they aren't doing that they are holding right click. I think block doesn't do enough for the squishies that need it and it does too much for the really tanky people that crutch on it.
vesselwiththepestle wrote: »I thought the current meta to be pretty good, with just some fine-tuning needing... Generally I am tired of those big meta changes, I just want to be able to play this game. 3 months of meta isn't enough time, when I finally adapt, it is almost over and we'll prepare to the next one.
I'll just repost something I wrote in a YouTube comment:
"Of course another perspective that I've come to believe recently is that it's not ZOS who create the tank meta.
Stopped reading right there.
It's never the fault of the players when there is a meta. It's the design of the game that makes it advantageous to build a certain way. It's on the developers to create balance, they're the ones actually designing and coding the product. Not the players.
(There is also the possibility that the playerbase has made assumptions about what does / does not work, and they're incorrect.)
I'll just repost something I wrote in a YouTube comment:
"Of course another perspective that I've come to believe recently is that it's not ZOS who create the tank meta. It's the players! Nightblades usually drive that point home and are possibly on the cutting edge of how the game is balanced. There is only a certain amount of ganking power players will tolerate. Experienced players need to build tanky so they can 1vX bad players. Once you pass a certain threshold into squishiness your attack collapses. You get too busy with active defense. That is expensive too, so your sustain collapses. On the other hand, if you are an inexperienced player, you just want to survive and you may build tanky without having a good offense (yet). No one likes to be killed excessively.
On PC EU people are just tankier again [already, this patch]. Give a few weeks or maybe 2 months and the playerbase actively chooses a certain level of tankiness as a whole. The gank build outliers, the crazy 1 shot stamsorcs, they even seem to have subsided, probably from lacking enough targets or because of the extreme squishiness of those builds. I could be wrong ... I play less now ... but that is how it seems to me.
So what will change? What will change are the builds and armor sets. Instead of half the population wearing Pariah, more aggressive set combinations will come back in vogue. What will also change are the outliers. If the meta as a whole is squishier like now, that favors nightblades, but also stealth and damage avoidance (movement / speed based) builds in general. If it is tankier, those builds will be blunted and extreme (werewolf or whatever) tanks will be possible again. The people who are not playing the extreme builds however, which is probably 90% of the population, they will just settle on the same level of tankiness they always had. It will only take a bit of time and different armor sets."
Actually, as a corollary, I predict the following: If everyone gets tankier at base -> many people will build for more damage -> they will have (still more) weapon / spell damage than right now -> there will be a greater prevalence of procs again, because those will become more viable.
Actually, as a corollary, I predict the following: If everyone gets tankier at base -> many people will build for more damage -> they will have (still more) weapon / spell damage than right now -> there will be a greater prevalence of procs again, because those will become more viable.
This ^
You can't take a PvE DPS into PvP because you will die in a heartbeat. In PvP, you balance damage vs survivability. If the survivability goes up at the base, people will build out of survivability and into damage. The only reason I don't like the changes is because I have to change gear 🙄
chuckythexii wrote: »Actually, as a corollary, I predict the following: If everyone gets tankier at base -> many people will build for more damage -> they will have (still more) weapon / spell damage than right now -> there will be a greater prevalence of procs again, because those will become more viable.
This ^
You can't take a PvE DPS into PvP because you will die in a heartbeat. In PvP, you balance damage vs survivability. If the survivability goes up at the base, people will build out of survivability and into damage. The only reason I don't like the changes is because I have to change gear 🙄
Especially once you consider that with how the math works it means that not only will people be tankier overall but the mitigation from armor resists will be less meaningful.
chuckythexii wrote: »Actually, as a corollary, I predict the following: If everyone gets tankier at base -> many people will build for more damage -> they will have (still more) weapon / spell damage than right now -> there will be a greater prevalence of procs again, because those will become more viable.
This ^
You can't take a PvE DPS into PvP because you will die in a heartbeat. In PvP, you balance damage vs survivability. If the survivability goes up at the base, people will build out of survivability and into damage. The only reason I don't like the changes is because I have to change gear 🙄
Especially once you consider that with how the math works it means that not only will people be tankier overall but the mitigation from armor resists will be less meaningful.
That's not how math works. Damage and protective multipliers are always meaningful.
chuckythexii wrote: »Actually, as a corollary, I predict the following: If everyone gets tankier at base -> many people will build for more damage -> they will have (still more) weapon / spell damage than right now -> there will be a greater prevalence of procs again, because those will become more viable.
This ^
You can't take a PvE DPS into PvP because you will die in a heartbeat. In PvP, you balance damage vs survivability. If the survivability goes up at the base, people will build out of survivability and into damage. The only reason I don't like the changes is because I have to change gear 🙄
Especially once you consider that with how the math works it means that not only will people be tankier overall but the mitigation from armor resists will be less meaningful.
That's not how math works. Damage and protective multipliers are always meaningful.