Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
Absolutely not relevant to the topicmaster_vanargand wrote: »If the player's health is within the execution range, they should die.
If you fail to manage your Health, you should accept it.
Undeath is set to be nerfed, so reconsider your other survival strategies.
Ganking literally disappeared in the last few years in eso. Everyone runs fully tanky builds, 40k+ with bunch of mitigations on top of that. When you say ganking you mean the few randoms around that can barelly hit each other, go for lame "gank wars" where each could hit a max 20k potential combo. Honestly, if you want to gank someone you would need at least 3 people to combo someone at the same time because the amount of tankyness going on right now is crazy.
Not to mention that gankers got nerfed while "face to face" nb has been improved. Yeah got 2k extra damage on incap and merciless(which is not even a ganking ability cause it's hard to stack) 40 meters detects? Destro staff dot detecting every 2 sec? Sea serpent coil? Esoteric greaves? Oakensoul nerfed? Caluurion nerfed (recently added some proc sets that would need to be worn at the same time to match caluurion damage)? Concealed weapon no longer provides dmg passively? Some strong dmg sets now require to be in combat so no more ganking potential? And on top of those mythics you want to receive mitigation when full health?
The change to undeath will differentiate the good players from the bad players because they will no longer be untouchable and that's a good thing.
This is not sorc hate thread, this post is as irrelevant as your previous onemaster_vanargand wrote: »The strongest Sorcerer cannot die from Ganking because they have huge damage shields.
In the end, you are responsible for your own death.
Instead of crying here forever, adapt to the new PvP.
Zyaneth_Bal wrote: »Ganking literally disappeared in the last few years in eso. Everyone runs fully tanky builds, 40k+ with bunch of mitigations on top of that. When you say ganking you mean the few randoms around that can barelly hit each other, go for lame "gank wars" where each could hit a max 20k potential combo. Honestly, if you want to gank someone you would need at least 3 people to combo someone at the same time because the amount of tankyness going on right now is crazy.
Not to mention that gankers got nerfed while "face to face" nb has been improved. Yeah got 2k extra damage on incap and merciless(which is not even a ganking ability cause it's hard to stack) 40 meters detects? Destro staff dot detecting every 2 sec? Sea serpent coil? Esoteric greaves? Oakensoul nerfed? Caluurion nerfed (recently added some proc sets that would need to be worn at the same time to match caluurion damage)? Concealed weapon no longer provides dmg passively? Some strong dmg sets now require to be in combat so no more ganking potential? And on top of those mythics you want to receive mitigation when full health?
The change to undeath will differentiate the good players from the bad players because they will no longer be untouchable and that's a good thing.
Seems to me like those few years ago was the last time you played pvp or you are a would be ganker yourself. Because 100-0 builds are thriving. You should read the previous posts.
First paragraph is simply wrong, there’s nothing to comment. 1: Incap+bow crits hit for 30k+ against some 20-25k resistances reliably and that’s not counting other damage sources like procs, because tarnished and anthelmir both hit for sub 10k. As it has already been said several times people build tanky for a reason.
2 :Detection potions last 16.7s with 45s cd, which is roughly 1/3 of all time. Not to mention that you don’t use it outside of combat and for it you might have to give up tri-stat for instance. And of course using a detect pot doesn’t guarantee a kill.
Ele susceptibility only procs once each 7.5s which is hardly any trouble for anyone who is familiar with basics of combat like dodge roll and break free. It will no longer reveal anyway. Caluurion and concealed nerfs are old and inconsequential as there are already more than enough potent sources of damage.
3 : By advising yourself to use esoteric and sea serpent’s mitigation you only prove my point of players feeling forced to stack survivability.
Besides, to use esoteric you have to build around that and sea serpent’s is only used by some dks and even fewer plars, squishier builds can’t use it because usually they rely on mobility and los a lot for survival.
mook-eb16_ESO wrote: »From what I see in pvp already I see nb wrecking people all the time solo; let alone when they are teamed up, and its so quick you have no time to respond you are just instantly dead. I sit watch the same nb names appear in the chat as they roll 1 person after the next, from what I see on live its already not challenge to gank people. And when you look at nb bombing and the huge amount ap these guys are earning e.g look at the dc emp in greyhost eu pc; it's not hard to deduce that it's already overly effective. If you are talking about tankyness it's only warden, arcanist that are the real problem that's problem. You cant make 1 class king of all. All classes should have a nemesis.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
xylena_lazarow wrote: »
I think it's a weak excuse to keep Undeath in its broken state, due to concerns that NB burst is OP.
If NB burst is OP (and I'm not arguing one way or the other), then nerfing an imbalanced passive in Undeath will make it much more clear which classes are overtuned in terms of burst.
You don't keep broken things which hide other broken things.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Zyaneth_Bal wrote: »
Zyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.