Sleeping_OwI wrote: ».
Is it always supposed to be like this? Beginners just get their ass kicked constantly until maybe they get better after a long time? I wish there was a place or mode where I could fight players in my own skill level, not be put against pvp gods and go 0-10 at the end of most matches. How are you supposed to learn anything when you die under 5 seconds no matter what you do or how much you try?
Just to be clear and summarize, I dont mind dying and losing, I know it's part of the process. It's constantly being put against groups and players that are waay better than me that makes it unfair, unfun and frustrating. I feel like I'm wasting my time trying to get into Eso's pvp when almost every match is frustarting and unrewarding like this..
DrNukenstein wrote: »Maintaining buffs, keeping your health up (yourself) and doing damage at the same time is extremely unintuitive without practice, and you can't get much practice when you're getting one shot.
I think the best things a new pvper can do for themselves, that took me hundreds of deaths to figure out are:
-One bar should be for defense, healing and utility, the other should be for doing damage with any utility you need to deliver your damage, and you should balance pool stats/health on both
-get at least four pieces of impen. It makes it feel like a different game, and you're going to get hit at some point. It's one of the defense boosts that costs the least damage.
-Buff before every fight, refresh your buffs when you can. I have best results when I try to keep around 10 seconds on each of my buffs. That way I don't have to buff if someone gets the jump on me. This mechanic might be going away soon
-you should have a focused offense. One spammable attack, a super attack and an execute is a good template. The rest of your slots should be for supporting that approach to offense, or flexing into a secondary role for your team (beware the latter)
-slot every defensive buff you can that won't cut into that focused offense. The more focused your offense is, the tankier you can be without investing in tank stats.
-get the full undaunted bonuses. 6% extra pool stats and health is the most affordable damage/defense/utility trade off on the table. 3/1/3, 2/3/2, and 1/5/1 are great armor loadouts for pvp listed from tankiest to damage dealiest.
-If you can afford them or have a bunch from logging in, use tri stat pots.
-if the set has the word "stack" in it, it's probably bad for pvp.
-And last of all, ain't none of us Superman. If you fight outnumbered against people that are around your skill level you will lose. Succesful 1vXing doesn't usually happen between one good player and x equally good players.
Sleeping_OwI wrote: »I'm a pvE vet, made a pvp build recently (magDK, Trickery, BSW, Magma, trainee chest+Markyn) to finally get into pvp and have some fun and maybe do some fun stuff in the upcoming event... and it's just constant ass whooping. Every battleground match, there's a full group of organized strong players going around killing everything in sight. I can't even when make a dent on them 1v1, let alone if they're more. And believe me I'm not exaggerating, out of every 5 matches, 4 were like this, it's so frequent and unrewarding. There was only 1 match which was better balanced and half fun.
Is it always supposed to be like this? Beginners just get their ass kicked constantly until maybe they get better after a long time? I wish there was a place or mode where I could fight players in my own skill level, not be put against pvp gods and go 0-10 at the end of most matches. How are you supposed to learn anything when you die under 5 seconds no matter what you do or how much you try?
Just to be clear and summarize, I dont mind dying and losing, I know it's part of the process. It's constantly being put against groups and players that are waay better than me that makes it unfair, unfun and frustrating. I feel like I'm wasting my time trying to get into Eso's pvp when almost every match is frustarting and unrewarding like this..
Sleeping_OwI wrote: »How are you supposed to learn anything when you die under 5 seconds no matter what you do or how much you try?
Supershutze wrote: »Heal meta.
Heal meta turns what should be a fun game into some of the most cancerous experiences a new player could ever have.
I *like* pvp, and I'm not new to it, but heal meta has gotten so ridiculously, horrendously bad that for the first time ever I'm not taking part in the event: I get my tickets and then leave.
The problem new players face isn't losing; I imagine most new players expect to lose. That's normal.
The problem is that new players are thrust into situations where they feel like they have no chance, where they could never have a chance.
It's not that their best efforts wasn't enough; it's that their best efforts had no effect **WHATSOEVER**.
I don't think I need to explain just how incredibly unfun this is.
Heal meta is also the root cause of the 1vX conga lines, the tank metas, and the unkillable sweaty cheese builds, and the ball group cross-healing.
So what exactly is heal meta, and how do we fix it?
Heal meta is the result of two major problems.
Problem 1: Healing scales off the same stats that damage does, meaning that if you build for damage, you get healing for free.
Now, I really hope I don't have to explain why in a game with tank/dps/healer roles having heals and dps rely on the same stats is problematic; this is a problem is pve as well; healers are essentially unneeded in all but the hardest content.
Problem 2: There is no real counter for healing.
There are a bunch of ways to reduce incoming damage; blocking, buffs, sets, and straightforward armour, but there's only 3 ways to reduce healing; major defile, which is really weak, minor defile, which is even weaker, and a single set that is so incredibly useless it might as well not exist(I have never once seen anyone using it).
So how do we fix heal meta?
Problem 1 would be fixed if players building for damage didn't get heals as a consequence of that. I don't exactly know how we could go about doing this without completely rebuilding the relevant systems.
Problem 2 would be fixed if we got some actual counters for heals.
In fact, a lot of the balance problems would either go away or be reduced if we got some real hard counters, a hard counter being any counter that is so powerful that no amount of skill can overcome it.
Too much healing going on? What about a set that applies a status effect that prevents healing entirely? Or reverses the effects...
Too many gankers? Improve the effectiveness of anti-stealth skills. Add sets that prevent stealth within a certain radius.
Too many tanks? Hrothgar says hi.