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Why even bother .................

darvaria
darvaria
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26,774 Damage from Onslaught (PvP)

That is too much damage for one player attack. Not to mention I saw 3 other attacks on a screen shot from someone's death count from the same player.

NERF the damage or a lot players will not PVP.
Edited by darvaria on 19 June 2021 17:52
  • clearly
    clearly
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    sounds like a you issue
  • Waffennacht
    Waffennacht
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    Players in general much prefer higher damage combat. I personally prefer longer TTKs but I am in the minority
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Noctus
    Noctus
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    Players in general much prefer higher damage combat. I personally prefer longer TTKs but I am in the minority

    high ttk is good aslong as u have 60 to 100 ratio on healing and dmg.

    means u have high hp but cant refill it up to 100 % in a second.

    the pvp was messed up from the beginning the devs and players just went along with it becouse u cant tell the healers by tommorow ull have ur healing halfed....

    if u look at healing staff skills u have a hot thats like 18 k for 5 secs on multiple players .... this is why u also need higher dmg.

    pvp would be better if healing reduced by 50 % and dmg by 25 %

    idk how it is these days but back when i played gw 2 ppl survived quite long but one allways dies, there is no stalemates like in eso. its low dmg but much lower heals

    Edited by Noctus on 19 June 2021 21:30
  • Raeyleigh
    Raeyleigh
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    Noctus wrote: »
    Players in general much prefer higher damage combat. I personally prefer longer TTKs but I am in the minority

    high ttk is good aslong as u have 60 to 100 ratio on healing and dmg.

    means u have high hp but cant refill it up to 100 % in a second.

    the pvp was messed up from the beginning the devs and players just went along with it becouse u cant tell the healers by tommorow ull have ur healing halfed....

    if u look at healing staff skills u have a hot thats like 18 k for 5 secs on multiple players .... this is why u also need higher dmg.

    pvp would be better if healing reduced by 50 % and dmg by 25 %

    idk how it is these days but back when i played gw 2 ppl survived quite long but one allways dies, there is no stalemates like in eso. its low dmg but much lower heals

    This.

    Fights between Stamblades, Stamplars and Stamsorcs are exciting to play or watch because those 3 classes have way higher damage than they got healing so the duell can end at any second, and unless someone built extremly tanky and plays hyper defensivly there is never a stalemate.
    Fights between necros, wardens and to some extend dk/magplar? Maybe youll get a result when theres atleast a big skill gap, glass cannon setups and both play hyper aggressive. 90% chance its a stalemate between good players.

    As to the op, currently you need roundabout 30k health 25k resistances at bare minimum to not get immediatly one shot often times. To be somewhat safe from gankers/bombers you can increase that to 35k health minimum. I remember back in One Tamriel 24k health and base resistances were absolutly sufficient tankiness, and that was the hayday of burst proc sets.

    @Noctus got it right, Zo$ got it wrong.
    Breakfree delay, making more skills undodgeable, giving out numerous no counterplay stuns or even straight up escalating damage by an absurd amount do not break the tank meta the community complains about, at best they bandaid it for a short time. People just build tankier and thats it, because nobody likes to get oneshot with no feasible counterplay.

    Decreasing healing and increasing counterplay options would lead to a healthier and more fun environment.
    Edited by Raeyleigh on 20 June 2021 00:03
  • divnyi
    divnyi
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    darvaria wrote: »
    26,774 Damage from Onslaught (PvP)

    52k before battle spirit? I find it hard to believe it really happened. Screenshot? Context?
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