SavageChain wrote: »Guess OP wasnt in PvP at all so far. People hit hard as *** right now, especially in no cp, where spamming one skill already is serious pressure. Spammables easely go from 5-8k damage atm, which is enormous damage compared to last patch where an insta cast spammable did like 3-4k.
TTK has gone down a lot and a match is mostly decided by who gets the first good stun off.
Anyway, its a new experience and people will probs still adapt, but for sure damage isnt lacking atm.
Most people are happy to play a tank in a zerg as long as AP still rolls in at the same consistent rate.
One problem with the wild, spiky swings that health pools do in a meta with such high damage and healing, is lag. And I don't just mean the standard prime-time Cyrodiil lag that doesn't really exist in BGs; the slightest internet hiccup will easily change the outcome of a fight.relentless_turnip wrote: »My experience is nearly polar opposite.
I think damage is high,but so is healing. I think this is great as it promotes active and reactive inputs. That said if the op was referring to wardens I would agree they are tankier than last patch because of the blanket buff to healing. Generally I feel like a I can hit harder and survive better provided I play well.
One problem with the wild, spiky swings that health pools do in a meta with such high damage and healing, is lag. And I don't just mean the standard prime-time Cyrodiil lag that doesn't really exist in BGs; the slightest internet hiccup will easily change the outcome of a fight.relentless_turnip wrote: »My experience is nearly polar opposite.
I think damage is high,but so is healing. I think this is great as it promotes active and reactive inputs. That said if the op was referring to wardens I would agree they are tankier than last patch because of the blanket buff to healing. Generally I feel like a I can hit harder and survive better provided I play well.
Crom_CCCXVI wrote: »wow... you finally did it, created the perfect PvP game where all your streamers can kite around rocks for 45 minutes and no one will ever die!
Forget proc sets, these new CP trees are a colossal damage nerf--- so, right now DOT's are the weakest they have ever been, CC's weakest they have ever been, Stuns.. why even bother, and unique or specialized damage set is already gone, and any burst proc or even ones that add a few 100 to a specialized type of damage are leaving- and at the same time everyone out here has 35k health, 30k+armor, massive resistance, tons of healing and lots of movement buffs--
staring at the new CP trees?
OK-- I see there is no more Buff for heavy or light attacks... that was a big 30% to the strongest single attack for more than 1 class.
What is the most Direct Damage I can get, I was getting 24%!--- ok now it's 10% wow.... and a couple 100 in spell damage..(which anyone who plays DPS knows the difference between 2500 spell damage and 5000 spell damage is almost meaningless)...
But look at all these heals, and defense buffs in the combat tree! yeah, because the game is all about 30min 1 v 1's where someone has to resource out to lose.
This game is essentially done for everyone who isn't just a 1 v X troll.
Waffennacht wrote: »As a defensive oriented player I think im gonna find this to be a bit frustrating.
Higher damage, with less means of mitigation make me worry; I'm probably gonna get regulated to specific classes (necro and warden come to mind as they are naturally tanky)
I suppose, in a way, they have returned a sense of class identity
Waffennacht wrote: »As a defensive oriented player I think im gonna find this to be a bit frustrating.
Higher damage, with less means of mitigation make me worry; I'm probably gonna get regulated to specific classes (necro and warden come to mind as they are naturally tanky)
I suppose, in a way, they have returned a sense of class identity