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.
TheEndBringer 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.
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.
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?
"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.
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.
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.
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.
TheEndBringer 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.
TheEndBringer 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!
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?
AuraNebula wrote: »TheEndBringer 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.
AuraNebula wrote: »TheEndBringer 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.
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