DUTCH_REAPER wrote: »warden is more cancer in pvp than any other class, stop hating on Arcs
SandandStars wrote: »In bgs:
Arc: 1) Spam cc til you lock down someone low on stamina
2) Kill frozen opponent with fatecarver
DK: 1) Spam cc til you lock down someone low on stamina
2) Kill frozen opponent with whips
Both are extremely tanky classes
I guess looking for a squishy target to leap on as you enjoy the dk’s trademark nuke+immunity/shield (also see corrosive) is probably alot more fun.
DUTCH_REAPER wrote: »warden is more cancer in pvp than any other class, stop hating on Arcs
Hard disagree. I don't see a Warden's health bar drop to practically 0, still take insane amounts of damage and somehow be able to stay alive
DUTCH_REAPER wrote: »warden is more cancer in pvp than any other class, stop hating on Arcs
Except Arcanist is weak in PvP due to not being able to do burst damage. DK and NB are the top of the pile in PvP now days, and not by a small margin.
SandandStars wrote: »Hmmm. Wasn’t really intending to ‘hate’ on dk or arc, though I can see how it could easily be perceived this way.
My point was more to illustrate how limited, predictable, and boring the typical PvP playing style is for the two classes.
I think of the 2, arc is even less dynamic.
Not hating or saying theyre OP, just observing a boring feature of a boring meta.
Cc lockdown, spray fatecarver… spam your shields n heals for awhile… repeat… repeat… repeat…
Zzzzzz
DTStormfox wrote: »SandandStars wrote: »Hmmm. Wasn’t really intending to ‘hate’ on dk or arc, though I can see how it could easily be perceived this way.
My point was more to illustrate how limited, predictable, and boring the typical PvP playing style is for the two classes.
I think of the 2, arc is even less dynamic.
Not hating or saying theyre OP, just observing a boring feature of a boring meta.
Cc lockdown, spray fatecarver… spam your shields n heals for awhile… repeat… repeat… repeat…
Zzzzzz
Are you familiar with the concept of dominant design?
Dominant design:
"A dominant design in a product class refers to a set of product design features that achieve a de facto standard in a new product market"
My point is that you will find the combat patterns you describe in nearly all PVP games. It is the dominant design in the gaming industry and seems quite successful because people keep buying games with this design.
Take a game like World of Warcraft, for example. In WoW you also root/stun/immobilize your enemy and then drop your damage combo on the enemy player. If that fails, you charge up another combo. The same goes for Guild Wars and other titles, including ESO. I know this is overly simplified, but it is basically what the dominant design is in PVP arena's in MMO RPGs.
IZZEFlameLash wrote: »DTStormfox wrote: »Dominant design:
"A dominant design in a product class refers to a set of product design features that achieve a de facto standard in a new product market"
My point is that you will find the combat patterns you describe in nearly all PVP games. It is the dominant design in the gaming industry and seems quite successful because people keep buying games with this design.
Yep, I am really super hard pressed to find any modern pvp games that do not have 'hard cc -> damage combo' pattern. After all, there's extremely small population of players that like missing their attacks, as a result, wasting their resources and putting themselves at a disadvantage.
SlippyCheeze wrote: »IZZEFlameLash wrote: »DTStormfox wrote: »Dominant design:
"A dominant design in a product class refers to a set of product design features that achieve a de facto standard in a new product market"
My point is that you will find the combat patterns you describe in nearly all PVP games. It is the dominant design in the gaming industry and seems quite successful because people keep buying games with this design.
Yep, I am really super hard pressed to find any modern pvp games that do not have 'hard cc -> damage combo' pattern. After all, there's extremely small population of players that like missing their attacks, as a result, wasting their resources and putting themselves at a disadvantage.
...and if you *do* find a game where "hard CC" isn't used, the pattern will be "soft CC or slow → damage", or "shield self → damage", or even "cast HoT on self → damage", or the occasional weirdly exotic "hide unnoticed → damage"
also why the PvP meta in almost every game includes "slap that jump button randomly while running around like a lizard on meth" movement, and if not that, then it'll probably be one of constantly circling, or backing away from, the other player.
the common element of all those is that PvP comes down to (1) don't die, and (2) kill target. since stopping someone doing anything at all is the best way to achieve both, it wins if it is possible, and the rest of them are a set of compromises down the path.
(technically, "pvp comes down to" that in any "skill based" pvp model where the skill in question is real-time fast reaction based, and a similar but not identical pattern applies in, eg, turn based games where you can think about your actions longer.)
DUTCH_REAPER wrote: »DUTCH_REAPER wrote: »warden is more cancer in pvp than any other class, stop hating on Arcs
Hard disagree. I don't see a Warden's health bar drop to practically 0, still take insane amounts of damage and somehow be able to stay alive
That fall to zero health bar and magically bounce back up, yeh thats is an exploit, i already reported how to do it to ZOS.