edward_frigidhands wrote: »Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
This is kind of what a lot of this sounds like to me:
"Please cap health at 30k so that my DPS main can destroy people 1vX/1v1. This is required for PvP even though PvP in an MMORPG is balanced around group vs group play rather than niche 1v1 or 1vX engagements.
It doesn't matter to me that less people will get to play the game the way they want. I am looking forward to my reign of terror on people that don't play the game my way.
Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game."
The tankiest player I've ever run with would do it on a 30k hp Temp built for block mitigation. The goal isn't to nerf tanks (it really wouldn't), it's to nerf the 40k hp damage dealers and 55k hp healers.edward_frigidhands wrote: »Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game.
edward_frigidhands wrote: »Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
This is kind of what a lot of this sounds like to me:
"Please cap health at 30k so that my DPS main can destroy people 1vX/1v1. This is required for PvP even though PvP in an MMORPG is balanced around group vs group play rather than niche 1v1 or 1vX engagements.
It doesn't matter to me that less people will get to play the game the way they want. I am looking forward to my reign of terror on people that don't play the game my way.
Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game."
What do you need 52k hp for? Polar Wind? Yea that skill needs to be deleted if we don't cap HP.Reginald_leBlem wrote: »You leave me and my 52k health warden alone
xylena_lazarow wrote: »
Capping HP in PvP zones would mean no effect on PvE, no skills nerfed, nothing of value lost.
xylena_lazarow wrote: »What exactly does one need more than 35k hp for anyway? Standing in stupid isn't a playstyle.
You didn't answer me. What do you need more than 35k hp for?edward_frigidhands wrote: »I don't really think it is for you to decide what is or isn't a valid playstyle or build in a game that by design encourages build variety and the ability to design the character you want and play the way you would like it to. PvP is not exempt from this vision of the game's design goal.
edward_frigidhands wrote: »Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
This is kind of what a lot of this sounds like to me:
"Please cap health at 30k so that my DPS main can destroy people 1vX/1v1. This is required for PvP even though PvP in an MMORPG is balanced around group vs group play rather than niche 1v1 or 1vX engagements.
It doesn't matter to me that less people will get to play the game the way they want. I am looking forward to my reign of terror on people that don't play the game my way.
Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game."
Have you been apart of your ideal "group" and have had to go against other groups that stacked 40-45k health as a minimum? It's boring. It's really boring. Generally you aren't pressure DPSing through an individual with 1-2 dedicated healers on top of whatever healing they have (if it isn't a broken heal stack group with 12 instances of vigor and regen). So you're left with 100-0ing that player. You know what it takes to 100-0 someone with 45k health that has passive healing? You got a couple options.
1. Rush of agony, Negate, and Ulti dump the group.
2. Dark Convergence, Negate, and Ulti dump the group.
3. Necro pull, Negate, Ulti dump the group.
Get lucky and have a meatbag / cold fire hit a mobile group at the same time you do Numbers 1, 2, 3.
It's extremely stale. And probably the most aggravating thing to play against. And the only counter that exists is the ones mentioned above. Or just out numbering them 2/3:1.
You drop that ball groups health down to 30k and they still become difficult to kill, but possible to 100-0 them with less full group dedication and less Pull, Negate, Ulti dump utilization (because you can actually widdle down the group one by one).
So if we aren't going to address the elephants in the room (HoT stacking and Perma Block Tank Healers). Then why not take a look at other solutions.
xylena_lazarow wrote: »I like my defensive options to be active and require skill. Roll, block, heal, LoS, positioning, etc.
HP is passive. Stacking it enables you to passively stand in stupid doing nothing and not be punished. Years of crying over "dumbing the game down" and "carried by xyz" yet hard to imagine anything dumber or more of a carry than high hp builds that let you make the dumbest mistakes imaginable and still recover against the highest damage builds buildable.
xylena_lazarow wrote: »I like my defensive options to be active and require skill. Roll, block, heal, LoS, positioning, etc.
HP is passive. Stacking it enables you to passively stand in stupid doing nothing and not be punished. Years of crying over "dumbing the game down" and "carried by xyz" yet hard to imagine anything dumber or more of a carry than high hp builds that let you make the dumbest mistakes imaginable and still recover against the highest damage builds buildable.
But to disregard tanky builds as the low skill option, while evasive playstyles heavily rely on specific build choices that are situationally not sensible/available in high HP builds , is a bit cheap.
I am also not saying you can't build high HP + a lot of movement, but that will ultimately bring us to a general discussion about overperforming build elements and power budgeting. Which I think is the more fruitful approach, instead of capping HP.
High HP has disproportionately low opportunity cost. Most players are perfectly fine giving up 10% damage for 25% more hp, as well as giving up max attribute foods to run Jewels or the super dense Bear Haunch.Without certain build choices block and dodge can be costly to sustain... High base HP can be forgiving
edward_frigidhands wrote: »edward_frigidhands wrote: »Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
This is kind of what a lot of this sounds like to me:
"Please cap health at 30k so that my DPS main can destroy people 1vX/1v1. This is required for PvP even though PvP in an MMORPG is balanced around group vs group play rather than niche 1v1 or 1vX engagements.
It doesn't matter to me that less people will get to play the game the way they want. I am looking forward to my reign of terror on people that don't play the game my way.
Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game."
Have you been apart of your ideal "group" and have had to go against other groups that stacked 40-45k health as a minimum? It's boring. It's really boring. Generally you aren't pressure DPSing through an individual with 1-2 dedicated healers on top of whatever healing they have (if it isn't a broken heal stack group with 12 instances of vigor and regen). So you're left with 100-0ing that player. You know what it takes to 100-0 someone with 45k health that has passive healing? You got a couple options.
1. Rush of agony, Negate, and Ulti dump the group.
2. Dark Convergence, Negate, and Ulti dump the group.
3. Necro pull, Negate, Ulti dump the group.
Get lucky and have a meatbag / cold fire hit a mobile group at the same time you do Numbers 1, 2, 3.
It's extremely stale. And probably the most aggravating thing to play against. And the only counter that exists is the ones mentioned above. Or just out numbering them 2/3:1.
You drop that ball groups health down to 30k and they still become difficult to kill, but possible to 100-0 them with less full group dedication and less Pull, Negate, Ulti dump utilization (because you can actually widdle down the group one by one).
So if we aren't going to address the elephants in the room (HoT stacking and Perma Block Tank Healers). Then why not take a look at other solutions.
I don't really think this idea would change whether the ball group playstyle is effective.
Those groups operate effectively because they run around at 145% movement speed while using line of sight and HoTs to their advantage until they can chain Ulti-dumps with Negates and bombs. Some of them use Snow Treaders to avoid being stopped. They will just adapt and change to whatever the new restrictions are.
They don't succeed because of an upper health limit, they succeed because they are able to use a group composition that allows them to bypass choices regular players and groups have to make between damage, healing and mitigation.
I don't know what the developers can do to address it but removing build options for other players isn't the right answer. Its not even an answer because the ball groups that you despise so much will just adapt to this change.
A starting point might be sets that are able to snare or maybe changes to how Snow Treaders work in a ball group composition. You can easily take out groups that are stuck in place with use of meatbag catapults and coldfire siege weaponry.
edward_frigidhands wrote: »edward_frigidhands wrote: »Thank you. Make HP cap at 30 k plz so I will have more targets. NB main here
This is kind of what a lot of this sounds like to me:
"Please cap health at 30k so that my DPS main can destroy people 1vX/1v1. This is required for PvP even though PvP in an MMORPG is balanced around group vs group play rather than niche 1v1 or 1vX engagements.
It doesn't matter to me that less people will get to play the game the way they want. I am looking forward to my reign of terror on people that don't play the game my way.
Please make these drastic changes and institute many caps on essential player stats. I don't care how this affects other people's gameplay experience or the health of the game."
Have you been apart of your ideal "group" and have had to go against other groups that stacked 40-45k health as a minimum? It's boring. It's really boring. Generally you aren't pressure DPSing through an individual with 1-2 dedicated healers on top of whatever healing they have (if it isn't a broken heal stack group with 12 instances of vigor and regen). So you're left with 100-0ing that player. You know what it takes to 100-0 someone with 45k health that has passive healing? You got a couple options.
1. Rush of agony, Negate, and Ulti dump the group.
2. Dark Convergence, Negate, and Ulti dump the group.
3. Necro pull, Negate, Ulti dump the group.
Get lucky and have a meatbag / cold fire hit a mobile group at the same time you do Numbers 1, 2, 3.
It's extremely stale. And probably the most aggravating thing to play against. And the only counter that exists is the ones mentioned above. Or just out numbering them 2/3:1.
You drop that ball groups health down to 30k and they still become difficult to kill, but possible to 100-0 them with less full group dedication and less Pull, Negate, Ulti dump utilization (because you can actually widdle down the group one by one).
So if we aren't going to address the elephants in the room (HoT stacking and Perma Block Tank Healers). Then why not take a look at other solutions.
They don't succeed because of an upper health limit, they succeed because they are able to use a group composition that allows them to bypass choices regular players and groups have to make between damage, healing and mitigation.
I don't know what the developers can do to address it....
xylena_lazarow wrote: »That's fine, that's the whole point, when you have degenerately tanky 40k+ builds that also heal allies, you need a degenerately high amount of damage to kill them, now your meta becomes "broken checking broken" where casual builds have absolutely no chance against broken minmax builds, they're getting trolled on the roof for an hour, or immediately annihilated. Cap hp and nobody is tanky unless they give something up.JustLovely wrote: »would allow people to stack their resources in other ways and be just as annoying in other ways
The problem IMO isn't simply health pools being too large. It's that some classes can survive meaningfully without as much health, while others can't. E.g. some classes and builds, i.e. non-Sorc / non-NB melees, need higher health because they get shot at when coming in and shot at when going out.
But this isn't the reason for the tank meta. So let's talk about the real problems...
The most obvious mechanic that underpins the tank meta is Undeath. It's absurb that passive still provides up to 30% mitgation when all the other mitigations were reduced to 10% or less. If Undeath's benefit was halved, i.e. up to 15% mitigation instead of 30%, that would go a long way towards weakening the tank meta, while still making the passive very worthwhile.
The other issue is the HoT is stacking. It's hard for players to die if they have multiple HoTs stacked on them. Reducing HoT stacking (which ZoS has not expressed an interest in doing) would go a long way towards ending the tank meta. There is simply too much group healing via HoT stacking. This is true in BGs and gets much worse in Cyrodiil with scaling # of players.
When talking about nerfing HoT stacking, the obvious question is which HoTs for the same spell are the ones that "stick" i.e. are actually healing. One solution would be to simply only allow for a given spell 2 stacks effectively healing (i.e. the 2 strongest) at any point of time, and the rest of the stacks do nothing until the other stronger stacks run out. That way we don't have a problem with non-healers overwriting the stronger stacks of healers. Every caster's stack exists, but at any point in time only the 2 strongest actually tick. That still rewards healing builds while vastly reducing the copious amounts of cross-healing happening today.
Damage has been creeping up gradually, which has helped with killing targets. There are some fights where people are not dying enough, but it's not as bad as it was a year ago.
Nerf undeath and high hp isn’t worth it on most classes asides classes with a shield scaling mechanic, warden with polar wind, and werewolf (which can’t have undeath). The more health you have with undeath, the more reaction time you have at low health to burst heal block. For reference undeath at low health is like having almost two sets of pariah.