I never understood taking the entire map and then just sitting there with a full bar or 3 bars while the other 2 alliances have 0. You own the map, scrolls and emp...doesn't it get boring sweating that hard having no one to fight?
You cannot attribute the entire population evaporating over the last 18 months to one single change, when so many changes have been introduced on basically a patch-by-patch basis.
You cannot attribute the entire population evaporating over the last 18 months to one single change, when so many changes have been introduced on basically a patch-by-patch basis.
Yes you can, most of my friends who were active pvpers slowly faded away from ESO after faction lock came in since it was hard to get any action on somewhat alive campaigns.
And new people that come into the game see no point in pvping since there are no rewards and flashy cosmetics from it.
But yeah it also doesnt help, that the game definitly didnt get better over the years with the introduction of mythics and new powercreep sets.
Celephantsylvius_Bornasfinmo wrote: »[...] Once again, where is the professional PvP crew from ZOS? I'm afraid I'm not feeling it on my end. [...]
xxslam48xxb14_ESO wrote: »Not complaining cause I play my class to the best of my ability too, but good lord there is a lot of dks and wardens. Those towers are packed full every day with the usual 5 man ward/dk groups. You log in, see the only pvp on the map is either a big laggy zerg/ball group or chasing tower bois and you log off. Its just a very anti fun meta and I have to imagine I am not the only one who sees this and just logs off. Its not worth the head ache.
boi_anachronism_ wrote: »Yeah I had just started really PVP'ing in 34. It was actually decent besides the obvious overuse of oakensoul and dark convergence. Now cyro had just gotten even worse. There is just no point. I do not have a tanky build so my options are basically:
• Make one
• Be crushed
• don't play in cyro
Not great...
boi_anachronism_ wrote: »Yeah I had just started really PVP'ing in 34. It was actually decent besides the obvious overuse of oakensoul and dark convergence. Now cyro had just gotten even worse. There is just no point. I do not have a tanky build so my options are basically:
• Make one
• Be crushed
• don't play in cyro
Not great...
or just don´t care if you get crushed. It´s PvP. Players should die in PvP.
It would be interesting to see what happens if we had PvE like damage, no heals, no stealth and no streak, no procs, no cp.
boi_anachronism_ wrote: »Yeah I had just started really PVP'ing in 34. It was actually decent besides the obvious overuse of oakensoul and dark convergence. Now cyro had just gotten even worse. There is just no point. I do not have a tanky build so my options are basically:
• Make one
• Be crushed
• don't play in cyro
Not great...
boi_anachronism_ wrote: »boi_anachronism_ wrote: »Yeah I had just started really PVP'ing in 34. It was actually decent besides the obvious overuse of oakensoul and dark convergence. Now cyro had just gotten even worse. There is just no point. I do not have a tanky build so my options are basically:
• Make one
• Be crushed
• don't play in cyro
Not great...
or just don´t care if you get crushed. It´s PvP. Players should die in PvP.
It would be interesting to see what happens if we had PvE like damage, no heals, no stealth and no streak, no procs, no cp.
I have no problem taking a couple deaths in pvp, that's fine and expected. That should be pretty obvious to anyone that has done it EVER. That's not the issue. Being killed 30x in a row meanwhile you can't score a single one because your build isn't tanky enough and there is no room for variation in play styles or different builds is the issue. I did fine the last few patches, of course I had deaths, I wasn't top tier pvp but I am decent and I could hold my own and it was playable and fun.
MEBengalsFan2001 wrote: »Problem with PVP is that the role you selected upon entering the PVP zone has ZERO impact to your stats. In other games roles impact your health, resources, recovery of resources, damage, etc...
Add to this frustration is that players can run high resistance, damage and healing all because well it is allowed.
Imagine having hard caps on resistance stats based upon your role. Healer/Damage dealers having a hard cap of say 25K would go a long way towards killing a player.
Damage dealers not only having high resistance but also high healing. This also needs to be fixed by not allowing healing to be driven by offensive stats of damage but should be driven by just resource pool. Which would encourage healers to focus on max magic / stamina vs. health, stamina, magika resistnace, etc...
Role specific buffs, debuffs and caps s in PVP zones would go a long way towards improving PVP.
Urzigurumash wrote: »Can this Forum settle on a simplistic definition of what The Tank Meta is?
Having an HP Pool higher than Stam or Mag? That seems like a good one, but I feel like that wasn't exactly a universal meta until 2020. Is there a better definition?
xxslam48xxb14_ESO wrote: »when you can have healing + defense without losing much damage.
Urzigurumash wrote: »That seems like a pretty good definition, but should Sustain and Mobility be considered too or no? I.e., could it be balanced to have high Healing, Damage, and Defense, but with bad Sustain and bad Mobility?
xxslam48xxb14_ESO wrote: »Urzigurumash wrote: »That seems like a pretty good definition, but should Sustain and Mobility be considered too or no? I.e., could it be balanced to have high Healing, Damage, and Defense, but with bad Sustain and bad Mobility?
They for sure contribute to the problem. If a solution could be worked out and people actually had to sacrifice mobility and sustain to have high dam/def/heal it could work. If you couldn't sustain those big heals or outrun/los all the damage I could see that being more balanced.
I think the problem is using terrain to avoid damage is not even something you can nerf. Even with no movement speed enchants you can still do pretty solid with just sprint+expedition. Then you have sustain being vital to pve, so that makes addressing it in pvp quite hard. Its not like everyone has too much sustain in pvp, so attaching a reduction to battlespirit would not exclusively hit the intended targets. Very tricky issues. Probably why most of the time the majority of the blame gets put on heals getting increased by the same stat as damage. So basically GL removing sustain and mobility from these monsters without affecting everyone else as well.