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HOW and WHEN are you going to "fix" the bombers?

  • jaws343
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    Stx wrote: »
    If any class can do it, why are 90% of bombers MagBlades?

    You mentioned VD being useless 1v1. Thats my point... the build is made to wipe groups yet it can still insta kill a single target, thats not balanced. NO build in the game should be able to instantly kill you in 1 global, even when you have 30k+ HP. Some builds can do it with a combo like sub assault + ultimate, but thats not from stealth out of nowhere... you can read that.

    Most bombers are magblade because it is easier and people like to go the easier route.

    I went into the build editor and put together a Magdk build using VD and Acuity that had 7.5K Spell Damage, a 28K Leap tooltip, 32K vicious death tooltip, nearly 14K power lash tooltip I believe it was as well. Exiting from stealth as a vampire would boost those even higher. I could sprint stealth up to you, leap, and power lash and you'd be dead before you even knew what hit you. That same build could do the same to a group, using deep breath and proxy to bomb.

    It isn't a nightblade thing. Nightblades can do it easier. But any class can be set up that way. And of course, if you are stacking spell damage and making a glass canon, it is also going to boost the rest of your skills.
  • DrSlaughtr
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    BuildMan wrote: »
    BuildMan wrote: »
    Yeah bombing is bad. Only real counter is standing back from the group and laying down flare. Even then damage is so high that one person getting tagged is a death sentence.

    I ran an anti nightblade build during mym using some tools like flare, sentry, shatter soul etc.

    They work but the fact cloak dodges all direct damage makes my 5 piece sentry (with a 20 second cooldown mind you) basically worthless as I still can't hit then with snipe while they spam cloak. Ah well, just gotta accept that for right now cyrodiil is about staying apart and leeching AP from the safety of the midline (cant sit back to far or else you get picked off by the stamblade lol).

    Use an aoe like caltrops...

    Let me elaborate so you can understand.

    My build was designed to hit nightblade from outside typical snipe range. To achieve this I utilize the few tools.

    Names focus aim and propelling shield, alongside anti stealth tools such as sentry, flare, caltrop, hail, and shatter soul.

    Keep in mind that given focus aim is my specific long range all purpose tool for nightblade hunting (nearly 56 range in pvp makes it a lovely tool for pelting those snipers when they retreat away). Having my damage completely suppressed seems irrational given the investment. Given that all anti stealth tools have limited range, travel time, or large ult costs it can be difficult to reliability pull a NB out during my assault.

    For the most part there is decent success, but it's frustrating to build so heavily to counter a spec only to have all my dedication countered by the damage suppression aspects of cloak. I understand that it comes off as me wanting cloak nerfed, but rather I think sentry should be buffed. Perhaps make it so that during sentry's window all damage can penetrate cloak.

    Snipe is the worst skill you can use. It's too slow and once you hit be once with it you'll never hit me again before I can turn around and attack back.

    I drink and I stream things.
  • Stx
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    jaws343 wrote: »
    Stx wrote: »
    If any class can do it, why are 90% of bombers MagBlades?

    You mentioned VD being useless 1v1. Thats my point... the build is made to wipe groups yet it can still insta kill a single target, thats not balanced. NO build in the game should be able to instantly kill you in 1 global, even when you have 30k+ HP. Some builds can do it with a combo like sub assault + ultimate, but thats not from stealth out of nowhere... you can read that.

    Most bombers are magblade because it is easier and people like to go the easier route.

    I went into the build editor and put together a Magdk build using VD and Acuity that had 7.5K Spell Damage, a 28K Leap tooltip, 32K vicious death tooltip, nearly 14K power lash tooltip I believe it was as well. Exiting from stealth as a vampire would boost those even higher. I could sprint stealth up to you, leap, and power lash and you'd be dead before you even knew what hit you. That same build could do the same to a group, using deep breath and proxy to bomb.

    It isn't a nightblade thing. Nightblades can do it easier. But any class can be set up that way. And of course, if you are stacking spell damage and making a glass canon, it is also going to boost the rest of your skills.

    But is that balanced? I have only ever played three MMOs, but if this type of thing were to happen in gw2 or wow, it would be swiftly nerfed because it's just broken. Every game has glass cannon specs and high risk high reward specs. But instantly killing someone out of stealth is completely broken, it shouldn't be possible unless the target is a low level or built glass themselves.

    Also, 32k tooltip on VD? How is that in any way balanced?
  • jaws343
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    Stx wrote: »
    jaws343 wrote: »
    Stx wrote: »
    If any class can do it, why are 90% of bombers MagBlades?

    You mentioned VD being useless 1v1. Thats my point... the build is made to wipe groups yet it can still insta kill a single target, thats not balanced. NO build in the game should be able to instantly kill you in 1 global, even when you have 30k+ HP. Some builds can do it with a combo like sub assault + ultimate, but thats not from stealth out of nowhere... you can read that.

    Most bombers are magblade because it is easier and people like to go the easier route.

    I went into the build editor and put together a Magdk build using VD and Acuity that had 7.5K Spell Damage, a 28K Leap tooltip, 32K vicious death tooltip, nearly 14K power lash tooltip I believe it was as well. Exiting from stealth as a vampire would boost those even higher. I could sprint stealth up to you, leap, and power lash and you'd be dead before you even knew what hit you. That same build could do the same to a group, using deep breath and proxy to bomb.

    It isn't a nightblade thing. Nightblades can do it easier. But any class can be set up that way. And of course, if you are stacking spell damage and making a glass canon, it is also going to boost the rest of your skills.

    But is that balanced? I have only ever played three MMOs, but if this type of thing were to happen in gw2 or wow, it would be swiftly nerfed because it's just broken. Every game has glass cannon specs and high risk high reward specs. But instantly killing someone out of stealth is completely broken, it shouldn't be possible unless the target is a low level or built glass themselves.

    Also, 32k tooltip on VD? How is that in any way balanced?

    It's balanced because in order to do that you have to basically be a walking piece of china. Vampire toggle, for like 10+ seconds, Balorg at 500 ult, all Spell damage enchants, like 20K health, no regen.

    This is what bombers do. They stack everything for a few seconds of attack and expect to die. Of course they are also going to be able to kill a single player from stealth. They aren't going to 1v1 someone in a normal fight, they'd either run out of resources or straight up die due to lower defense.
  • Stx
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    "Of course they are also going to be able to kill a single player from stealth. They aren't going to 1v1 someone in a normal fight, they'd either run out of resources or straight up die due to lower defense."

    I guess this is what doesn't make sense to me. You admit they can one shot someone from stealth, but then say they can't win in a "normal fight". What does that mean? The fight is over lol. Magblades can literally spam invis, so it's not like once they are out of stealth they just instantly die.

    There are tons of videos of bombers surviving after killing multiple players or even groups of players. Bombers are also super common right now, more so than I can ever remember although I have left the game for long periods. Too much reward for not enough risk currently.
  • jaws343
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    Stx wrote: »
    "Of course they are also going to be able to kill a single player from stealth. They aren't going to 1v1 someone in a normal fight, they'd either run out of resources or straight up die due to lower defense."

    I guess this is what doesn't make sense to me. You admit they can one shot someone from stealth, but then say they can't win in a "normal fight". What does that mean? The fight is over lol. Magblades can literally spam invis, so it's not like once they are out of stealth they just instantly die.

    There are tons of videos of bombers surviving after killing multiple players or even groups of players. Bombers are also super common right now, more so than I can ever remember although I have left the game for long periods. Too much reward for not enough risk currently.

    If they walked up to you in the open, they would die. If you knew they were there, they would die. No one, save for maybe stam sorcs, are 1 shotting you from stealth in a 1v1, unless you have like 10K health. Are they killing you before you may be able to react, yes, but that isn't a one shot. ANYONE CAN DO THIS on any class if they build for it. It isn't some exploitative setup. If a bomber is killing someone 1v1 from stealth that says more about the targets build than the bombers build. Since the sets the bomber is using are more often procs and do not really help in a 1v1 effectively.

    And yeah, sometimes bombers live. More often they die. The expectation as a bomber is that you are going to die.

    And there are counters to cloak. Use them. Even in a bomb. Literally just lay down an AOE on the flag, or at a door and you shut down cloak.
  • darvaria
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    From ESO: (https://devtrackers.gg/elder-scrolls-online/p/487dd0f8-update-31-combat-preview)

    In relation to TTK and PvP in general, we’re also doing a substantial pass on player abilities, item sets, and passives in Update 31 in regard to how they operate with both Stealth and Invisibility. This pass focuses on trying to improve the rules on what abilities should and should not hit or remove Stealth or Invisibility on targets, as well as fixing some issues where Sneak attacks were stronger than intended in some areas. To clarify, Sneak attacks, or attacks made from the Hidden state while crouching, should only do the following:
    • A guaranteed Critical Strike on one direct damage attack
    • 275% bonus critical damage against monsters if it was a melee attack
    • 40% bonus critical damage against monsters if it was a ranged attack
    • Stun the target if it was a melee attack
    In hopes to improve both the ability to utilize or distinctly deny and remove Stealth and Invisibility, we’re adjusting our rules to what player attacks should break these effects, or even attempt to try and hit them. Previously, this was handled purely on the ability level of these effects, like Shadow Cloak, leaving them very susceptible to breaking in a multitude of ways when complex and dynamic abilities were used against them. Now, we’re adjusting a significant amount of player-sourced attacks and effects to have rules applied to them, in addition to the rules built into abilities like Shadow Cloak, reaching a much more streamlined experience.

    For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare. Player Damage over Time abilities of any type will no longer remove targets from Stealth or Invisibility, but may still damage them depending on their source of attack. Area of Effect based Damage over Time will damage targets under these effects, but not remove the effects themselves. There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect. On the other hand, we’ve better accounted for reveals or detections in these rule sets of Stealth and Invisibility, so attacks won’t miss as often as before when utilizing them. All in all, we hope this improves both using and fighting against Stealth and Invisibility in ESO by improving the consistency of the experiences so patterns and strategies may better evolve!
    Edited by darvaria on 12 July 2021 16:14
  • darvaria
    darvaria
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    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.
  • Veinblood1965
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    Parrot1986 wrote: »
    Bombing has existed in the game since very early on. It’s a play style that has high risk and high reward and shouldn’t be “fixed”. There are things you can do to limit a bombers effectiveness already like not stacking, clearing keeps fully after flipping etc. If a bomber still gets you so what that’s their play style and objective.

    I've only been pvping a week now and it's no different that normal warfare, suicide bombers? I've learned enough to block and stay away from the pack in just a week. Don't think it needs fixed really, it's kind of fun. Nothing keeping me from making and learning how to bomb myself.
  • spotzhopz
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    Whenever I see someone complain about bombers I feel like it's safe to assume that they themselves have never tried to bomb. I remember when I first got into pvp after a couple of weeks I decided to make a bomber, because I thought it looked really easy. Went through the effort of getting all the VD pieces I needed and leveling a character made for bombing.... And failed horribly most times I tried. Don't get me wrong I got a few successful bombs off, but there's so much that can go wrong, especially against experienced players that I probably failed 8/10 times I tried to bomb.

    Midyear mayhem always makes bombing look easier because you get a lot of inexperienced players or people just not set up for pvp, that all stack on top of each other to stay with their Zerg.

    TL:DR if you think bombing is a no skill EZ/unfair play style, I strongly suggest you give it a shot yourself and see how easy it is to fail repeatedly
  • darvaria
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    If you read proposed changes ..... seems some of this is getting fixed. Also, something about more damage mitigation in cp tree.

    I'm not questioning "skill" ... but for a change. And that is incoming. Answers my question. Ty ZOS.
    Edited by darvaria on 12 July 2021 19:37
  • jaws343
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    darvaria wrote: »
    If you read proposed changes ..... seems some of this is getting fixed. Also, something about more damage mitigation in cp tree.

    I'm not questioning "skill" ... but for a change. And that is incoming. Answers my question. Ty ZOS.

    IDK, the patch notes I read today looked like a majoy buff to bombers. 3 new sets designed to specifically bust zergs and larger groups. Changes to cloak to make it more reliable and have less things break it. 1 of those three sets specifically designed to drag in enemies closer to you, effectively eliminating the ability to spread out and not stack.
  • DrSlaughtr
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    darvaria wrote: »
    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.

    Jesus. You increase damage because everyone complains about the tank meta. Everything works as intended until bombers come back and now everyone is upset they get bombed so we gotta make people tanky again.
    I drink and I stream things.
  • RoninMB
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    Bombers are fine but it was the amount of bombers during MYM that was out of control. These people were so desperate to bomb that they'd bomb only 1 or 2 people at a time, or try to.
  • Sephyr
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    darvaria wrote: »
    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.

    Jesus. You increase damage because everyone complains about the tank meta. Everything works as intended until bombers come back and now everyone is upset they get bombed so we gotta make people tanky again.

    Yep. Can't have people complaining about dying all the time due to neglecting their environment!
  • AuraNebula
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    Sephyr wrote: »
    darvaria wrote: »
    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.

    Jesus. You increase damage because everyone complains about the tank meta. Everything works as intended until bombers come back and now everyone is upset they get bombed so we gotta make people tanky again.

    Yep. Can't have people complaining about dying all the time due to neglecting their environment!

    At least bombers are squishy and you can actually kill them. People don't want to run any counters in large groups, they want to put everything they have into damage, roll through keeps in 30 man zergs and be invincible.
  • StamPlar_1976
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    Stx wrote: »
    jaws343 wrote: »
    Stx wrote: »
    If any class can do it, why are 90% of bombers MagBlades?

    You mentioned VD being useless 1v1. Thats my point... the build is made to wipe groups yet it can still insta kill a single target, thats not balanced. NO build in the game should be able to instantly kill you in 1 global, even when you have 30k+ HP. Some builds can do it with a combo like sub assault + ultimate, but thats not from stealth out of nowhere... you can read that.

    Most bombers are magblade because it is easier and people like to go the easier route.

    I went into the build editor and put together a Magdk build using VD and Acuity that had 7.5K Spell Damage, a 28K Leap tooltip, 32K vicious death tooltip, nearly 14K power lash tooltip I believe it was as well. Exiting from stealth as a vampire would boost those even higher. I could sprint stealth up to you, leap, and power lash and you'd be dead before you even knew what hit you. That same build could do the same to a group, using deep breath and proxy to bomb.

    It isn't a nightblade thing. Nightblades can do it easier. But any class can be set up that way. And of course, if you are stacking spell damage and making a glass canon, it is also going to boost the rest of your skills.

    But is that balanced? I have only ever played three MMOs, but if this type of thing were to happen in gw2 or wow, it would be swiftly nerfed because it's just broken. Every game has glass cannon specs and high risk high reward specs. But instantly killing someone out of stealth is completely broken, it shouldn't be possible unless the target is a low level or built glass themselves.

    Also, 32k tooltip on VD? How is that in any way balanced?

    SWTOR has two classes (and their mirror) that can do that. SWG NGE had a class that could do that too. It isn't unheard if or rare.
  • Sephyr
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    AuraNebula wrote: »
    Sephyr wrote: »
    darvaria wrote: »
    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.

    Jesus. You increase damage because everyone complains about the tank meta. Everything works as intended until bombers come back and now everyone is upset they get bombed so we gotta make people tanky again.

    Yep. Can't have people complaining about dying all the time due to neglecting their environment!

    At least bombers are squishy and you can actually kill them. People don't want to run any counters in large groups, they want to put everything they have into damage, roll through keeps in 30 man zergs and be invincible.

    Preeeeeetty much. Which, it's a shame too. They claim all these groups are so coordinated, you'd think someone would've slotted some type of counter before. Even with the changes, I guarantee people are still going to complain because there's still ways to bomb and take down groups. Especially if these new sets hit live. :D
  • MrMazurski
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    Sephyr wrote: »
    AuraNebula wrote: »
    Sephyr wrote: »
    darvaria wrote: »
    And this:

    "Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe."


    I think this 10% will "fix" a lot.

    Jesus. You increase damage because everyone complains about the tank meta. Everything works as intended until bombers come back and now everyone is upset they get bombed so we gotta make people tanky again.

    Yep. Can't have people complaining about dying all the time due to neglecting their environment!

    At least bombers are squishy and you can actually kill them. People don't want to run any counters in large groups, they want to put everything they have into damage, roll through keeps in 30 man zergs and be invincible.

    Preeeeeetty much. Which, it's a shame too. They claim all these groups are so coordinated, you'd think someone would've slotted some type of counter before. Even with the changes, I guarantee people are still going to complain because there's still ways to bomb and take down groups. Especially if these new sets hit live. :D

    I totally agree. Such "Hrothgar's Chill" is a bombshell for Streak or even DK Talons if they grab a lot of players. Another ill-considered set
    - Where "Update on Cyrodiil Performance & Upcoming AOE Tests"? I wish ZOS would stop kicking players' balls, especially those on Cyro
    - - PC-EU / Ravenwatch
  • DrSlaughtr
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    Buff tankiness by 10% because you think it'll help you not get bombed.

    Meanwhile a tank ball group rolls over your entire zerg in 30 seconds because they were already tough to kill before, now they're unkillable even facing 30+ players. WAY TO GO, COMPLAINERS.
    I drink and I stream things.
  • neferpitou73
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    I’m amazed that ZOS made this change after midyear mayhem, which is famous for inexperienced players dying to bombers. I remember I had to argue with someone in my group that no 19k hp is not enough to survive in cyrodiil and he’ll get us all killed. Yet these are the people ZOS listens to.

    If ZOS wanted to reduce the effectiveness of bombers they only needed to reduce crit damage slightly since all these bombers run Acuity, VD, and Balorgh builds.

    But no instead let’s change a skill that has worked fine for two years and make everyone tankier. I’m sure that’ll fix it! Runs from unkillable ball group

  • Curtdogg47
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    I always laugh when I get solo killed by a bomber! To me it feels like they wasted there time! You are set up to wipe a group and you bombed little ole me with my 20k health all by lonesome!

    I do like the way a few bomb builds can bust up a Zerg. It’s a great counter to them.
  • JayKwellen
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    spotzhopz wrote: »
    Whenever I see someone complain about bombers I feel like it's safe to assume that they themselves have never tried to bomb. I remember when I first got into pvp after a couple of weeks I decided to make a bomber, because I thought it looked really easy. Went through the effort of getting all the VD pieces I needed and leveling a character made for bombing.... And failed horribly most times I tried. Don't get me wrong I got a few successful bombs off, but there's so much that can go wrong, especially against experienced players that I probably failed 8/10 times I tried to bomb.

    Midyear mayhem always makes bombing look easier because you get a lot of inexperienced players or people just not set up for pvp, that all stack on top of each other to stay with their Zerg.

    TL:DR if you think bombing is a no skill EZ/unfair play style, I strongly suggest you give it a shot yourself and see how easy it is to fail repeatedly

    You're right to some degree yes. Bombing isn't as easy as everyone seems to think, and once procs came back there's been an huge influx of...rather substandard bombers.

    You see it all the time now with people who aren't able to time their proxy/tether properly, who pop out of stealth at the wrong time, who proxy literally right out in the open(??), all sorts of bombing fails.

    The good bombers who can wipe zergs and make it look easy are fine, that's their whole purpose after all. I don't mind them, and if I get bombed and VDd sitting on a flag or whatever I just laugh because it's my own damn fault if I die.

    The only thing I truly dislike is the huge surge in Xv1 zerg bombers. I often play either solo or in a group of 2-4, and I'm pretty sure I don't go a single fight anymore without getting solo tether bombed when there's already a group of people chasing me.

    There's not much in this game that triggers me outside of lag and snipe desyncs, which is the games fault and not the players, but the Xv1 bombers are probably the one thing that truly does irritate me, mostly because it's one of the only things with which there is in fact 0 counterplay. If I'm 5v1 and just doing my thing when some vamp toggled acuity tether bomb jumps on me from stealth for an instant 20-25k damage that I can't see coming or proactively react to, there's nothing you can do about that, unlike a traditional NB gank which can at least be blocked or dodged. Inner light can't be kept up 100% of the time, nor can detect pots, and neither of these things can be used to counter such bombers since if you're outnumbered you're usually instantly dead.

    This type of bombing absolutely is easy and requires no-skill. It's not even bombing really, just ganking. You'll notice that these types of bombers are also the type who usually can't even bomb a bunch of randoms repairing a door successfully.

    After the changed to battlespirit and proxy det though this whole conversation will become moot. If I had to bet I'd say the number of bombers will quickly diminish back to where it was historically since bombing solo and small-scalers won't be as easy anymore.

  • Danse_Mayhem
    Danse_Mayhem
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    “aNyOnE cAn dO iT”

    No because If literally anything other than a Magblade tries to bomb ; Hey look at that glass cannon coming from miles away, glowing bright blue, let’s take the 8 seconds we have to kill him easily”

    “hAvE 35k hEaLtH” honestly what mag build has this much hp and retains damage? This advice just pushes another tank meta that needs to stay away.

    They aren’t even Zerg bombers because bombing an actual Zerg or organised ball group will mostly just put a small dent in them, and they will revive each other with no serious drawback. The issue is that tether bombers can reliably one shot solo / duo players immediately without a risk of dying because they can do it all from stealth. Even a well organised group of 5 who spread out will lose a couple of their members to how strong bombing is atm.

    Not saying nerf mag blades because they suck at basically everything else in pvp atm, but the stealth bonus, or acuity is just mental right now. All for bombing 15 people all stacked up but being able to reliably one shot a solo player as well, is just stupid and takes zero skill.
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    DAMN THIS COMMENT IS FANCY!
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    YouTube.com/DarkProjectMayhem
  • moo_2021
    moo_2021
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    Wouldn't the addon Miat's PVP Alerts help?

    I'd like to try bombing too. At least I'd get to make one kill :D
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