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What in the heck happened to PvP in this game?

  • divnyi
    divnyi
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    Sleep724 wrote: »
    Iron Blood comes to mind and I believe there’s a way to get around its movement snare.

    Doesn't work, self-snares aren't cleanseable and root immunity will not help. Otherwise Immovable would be absolutely rediculously broken.
    Seraphayel wrote: »
    It should always, always be a decision between a) high defense / tanking skills, b) high healing or c) high damage.

    They are min-maxed to have average defense, average healing and average damage. Just min-maxed really good.
    SkaraMinoc wrote: »
    ZOS just killed any prospect of competitive deathmatch unless there's a hidden feature in development we don't know about.

    *Yawn* prepare to hear the cries of "they don't play objectives and just mindlessly kill" again.
    Because this is what I'm gonna do anyway.

    [snip]
    [edited for bashing]
    Edited by ZOS_Icy on 14 January 2022 12:02
  • divnyi
    divnyi
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    I said it lots of the times. LoS is broken. LoS is the issue.
    It shouldn't LoS break from standing behind some small pillar or decoration. LoS break should only occur when enemy is under big, undeniably thick wall.

    Healing is alright, except cross-heals that stack to the player (instead of being on the ground).

    Toughness is not an issue at all. None of those builds you describe is tough enough to survive strong burst of 2 players.

    To OP: sniping from the base/walls is very newbish thing, completely telegraphed, all the incoming projectiles can be dodged/blocked and it is not an issue. Wall sniping is literally the lowest skill possible thing you can do in PvP. Learn to gank. Learn to combo. Learn to time your engage with ally burst.
  • Larcomar
    Larcomar
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    divnyi wrote: »
    I said it lots of the times. LoS is broken. LoS is the issue.
    It shouldn't LoS break from standing behind some small pillar or decoration. LoS break should only occur when enemy is under big, undeniably thick wall.

    Healing is alright, except cross-heals that stack to the player (instead of being on the ground).

    Toughness is not an issue at all. None of those builds you describe is tough enough to survive strong burst of 2 players.

    To OP: sniping from the base/walls is very newbish thing, completely telegraphed, all the incoming projectiles can be dodged/blocked and it is not an issue. Wall sniping is literally the lowest skill possible thing you can do in PvP. Learn to gank. Learn to combo. Learn to time your engage with ally burst.

    This. Sure, there are a few broken set combos and some people exploiting them, but 90% of it is line of sighting. There's way too much crap littering cyro, it's far too easy to jiggle around behind a strand of corn or a cardboard box and defeat 99% of incoming damage.

    Sure, that's still not going to mean that you can "sit in the back and spam snipe shots as a complete glass cannon" and expect to rack up kills. Or that ten people popping in with pve gear, pve health and (judging by some of the pugs I'm in) about 5k dps each will be able to take out someone who's geared up and knows what they're doing.

    But, as I said above, I'm not sure I agree that they should be able to. Cyro has it's problems, but I don't think that's one of them. I wonder if the solution here is take the changes zos introduced a couple of patches back to their logical conclusion and simplify Raven further for people who want that. Maybe just give people a choice of standard load outs and call it quits. Much easier ofr newbies to get into pvp at least.

  • MEBengalsFan2001
    MEBengalsFan2001
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    Vevvev wrote: »
    That's that thing.... they're not tanks! Yeah, tanks are not pulling off that 1vX stuff you just saw that are able to turn around and slap someone down. They're damage dealers speced to around 30k HP, high resistances, and a lot of burst healing on hand. Real tanks go to around 40-50k HP, but not these guys because to get more health to become more tanky they actually end up with worse healing that effects their survivability negatively.

    To kill them you have to stun them right as your burst combo is coming down upon them. If you don't have the burst to kill them in the time frame from when they get stunned to when they break free you need to find ways to increase your damage and/or find friends able to time it all together. Wars of attrition don't work well on them either unless you zerg them down and keep them in the spotlight (I.E slow them down and don't give them many chances to line of sight) because they have the sustain whether it be through passives, CP, and/or potions to keep the fight up.

    Best way to kill most of these players is just simply buff up your resistance and reduce their damage and find a way to heal through it. If they start to back off than go on the offensive because they are starting to run our of resources. I love going toe to toe with players who think they have the upper hand.

    I've ran into a few who seem to do massive damage and take none. One player was able to stand there and block heal through two rotations than turn around and used 2-3 stamina abilities to kill me and hit like a mac truck. First off that is around 8 abilities and 8 light attacks that they were able to absorb and than wturn around and did over 35K damage when I'm fully buffed with 31K resistance, major and minor protection in thin less than 5 seconds. Even if I move out of sight they are still able to get abilities off.

  • YoureWrongImRight
    YoureWrongImRight
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    @Alchimiste1 I think you are missing the point of the argument here.

    You are trying to demonstrate something that you and a select few others view as being a purely skill-based endeavor. So, I would ask you, what could these players have done to counter your group? If it is truly skill based there should be something that they can actively do to demonstrate that they are more skillful than you and win the engagement, yes?

    When this question is posed the response always seems to be "GIT GUD", which in this game simply translates to DO MORE DAMAGE, HIT HARDER. "Stun them and burst combo them", I saw them stun you and dump what they had, it was not effective, and even if it was, how would simply doing more damage be skillful? The damage you deal is a result of their stat sheet vs yours, it's purely a numbers game with no skill factor. If they do not have any mechanisms that are useful like defile debuffs that aren't complete garbage and useless, how are they supposed to overcome your healing power coupled with dodge roll and LoS breaking?

    Majority of the population is using these techniques because they are extremely effective, you'd be dumb not the use them, it is the simplest way to have super high survivability, that does not mean it's by any means difficult to do. I am included in this group, and I don't do it because it's hard, I am not god tier for dancing around trees smashing heals, I do it because it's the simplest easiest way to increase your survivability 10 fold, because there is basically no counter play.

    There is a lot of things they could have done better. I think the biggest mistake was tunnel visioning my friend while we were switching towers. I actually told him to run ahead because I was sure I was dead as I was lagging behind too far. However, they were so focused on him that I was largely left alone and managed to get to the next tower. The people who fell off and chased me in the end didn't keep their buffs up and allowed be to quickly ult them for some quick kills. we swapped towers in the first place because we were going to die, there was defile siege everywhere and our resource were straining more, so technically they were doing something right. I took a good stun and got hit by some ults in the first tower. That was good on their part I dropped really low (it was very effective) and survived because my friend leaped them off me.

    There is a lot of counters to LOS, you can root spam, you can snare, you can chain pull, you can slot dark convergence, you can dot people up (can't kite that)
    If I fought 4 of myself even if I had a tree or tower to run around, I would die 100% of the time.
    If you got rid of LOS its just be a numbers game, and that be very boring.

    @Alchimiste1

    A lot of counters that you can just counter by spamming Race Against Time which is exactly what you're doing. When all your buffs are rolling you are over 7k spell damage, I bet your rapid regen tooltip is ~25k or more over 5 seconds, couple this with your sap essence and cross healing, healing crits, what is defile going to do? basically nothing, which is evident by the fact that it did.... basically nothing.

    Good on you for having a strong build and good on you for exploiting the games broken mechanics, I'm not saying you're a bad player for doing so, I'm just saying the mechanics themselves that allow this are bad.

    I agree that roots/snares should be a counter, which means they can't just allow you to spam 1 ability like Race Against Time over and over again, things like this need a cooldown so you actually need to be selective about when you use them. It's a joke when people are throwing down all kinds of CC and you can just hit 1 ability over and over and not only does it not effect you, you are actually running faster than normal through it because it's also giving you a speed buff.

    Everything needs counter play or the mechanic is broken, and I shouldn't have to be running a specific set like Dark Convergence to do it. Realistically offensive counters should be more powerful than defensive in general, or you end up with the dumb tickle fights we have now where people can just smash each other for 10 straight minutes and basically nothing happens. I should be able to apply snares etc and actually have them stick because you cannot just spam one low cost ability over and over again that renders them useless and keep on going.

    Things like Roll Dodging 5 times in a row also needs a counter other than just spamming aoe damage, not all classes have access to strong aoe damage where they could run down a moving target that is rolling over and over. Again it basically has zero counterplay for some classes and builds. Why can't I bash somebody why they're rolling and at least have a % chance to interrupt them. It's great if I'm a templar, I can just keep spamming my jabs which is all you're doing anyway as a spammable. What do you do on a mag sorc? You can curse them, you can streak on them, what else can you really do? Streak doesn't do enough damage to kill anyone and curse is delayed. So what are they supposed to do against this?
    divnyi wrote: »

    They are min-maxed to have average defense, average healing and average damage. Just min-maxed really good.

    How are you min maxing your damage vs your healing when they are based off the same stat? When you max your damage you also max your healing output as well, it's that simple.
  • malistorr
    malistorr
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    I agree with some of the comments here.
    #1 LOS is broken and hiding behind something other than a stone wall or wood door should not break LOS. This needs to be fixed.
    #2 Dragon Knight and possibly Templar have way too much ability to heal (possibly another class or 2 also) If you can outheal the attacks of 3-5 competent players and stay alive for several minutes heals are too high in PVP, this needs to be fixed.
    #3 There are some classes that simply can't compete no matter what given a player with the same amount of skill. For example mag sorc. You are disadvantaged by light armor you have to wear to get your offensive buffs. You'd have to use significant resources to boost speed to stay away from melee players who themselves are often pretty fast. If they catch you you're dead within a second or 2. So you have less max mag, sustain, and spell damage. So your burst isn't nearly as high as it could be. With everyone running around with a defensive set, Vamp level 3, and maybe a defensive monster set or mythic you really can't burst anyone decent down and kill them. Especially because heals are crazy high. So you're pretty easy to kill and you can't kill anyone but really bad players which there aren't that many of these days. There needs to be more class balance with everyone having an equal chance to survive. Players in light armor in PVP, even if they're using Pariah as a secondary set (like jewelry and weapon) have a distinct disadvantage. I know because I went from playing Mag Sorc for years to Stamblade. And even though Stamblade isn't nearly as good as DK and Templar in the current patch I can stay alive so much better than when I played mag sorc. Class balance is broken big time in PVP and part of it is heals and part is armor disparity.
  • HiImRex
    HiImRex
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    The problem with these kinds of threads is the blurry line between real issues and learn to play. Because there are real balance issues in the game but most of these threads are made and maintained by players who no longer want to learn or progress within the system that already exist.

    As a result there’s so many wrong ideas here that it’s mind boggling.

    RaT should have a cool down?? Ok that’s fine as long as you put diminishing returns on snares and roots. How is it some people don’t see the simple counter balance between roots/snares and snare removal and only ask for RaT to be nerfed?

    Healing should be a separate stat? Ok then any time you don’t have a healer on your side you’re going to get rotted down. Really engaging bit of Rock Paper Scissors there. Not to mention this is going to push pure healers which are already insanely overtuned to a whole new level of boring.

    Los should be removed? Great let’s remove a huge element of positioning and push the game toward a static rock paper scissor rotation between two groups trading numbers on their character sheets.

    Like, anybody who has a decent understanding of game mechanics can imagine a game where the demands of this thread and threads like these are realized and see that it’ll be a horrible change to the game.

    I almost hope you all get what you’re asking for, maybe only then you will see the foolishness of the changes you are championing.
  • YoureWrongImRight
    YoureWrongImRight
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    HiImRex wrote: »
    The problem with these kinds of threads is the blurry line between real issues and learn to play. Because there are real balance issues in the game but most of these threads are made and maintained by players who no longer want to learn or progress within the system that already exist.

    As a result there’s so many wrong ideas here that it’s mind boggling.

    RaT should have a cool down?? Ok that’s fine as long as you put diminishing returns on snares and roots. How is it some people don’t see the simple counter balance between roots/snares and snare removal and only ask for RaT to be nerfed?

    Healing should be a separate stat? Ok then any time you don’t have a healer on your side you’re going to get rotted down. Really engaging bit of Rock Paper Scissors there. Not to mention this is going to push pure healers which are already insanely overtuned to a whole new level of boring.

    Los should be removed? Great let’s remove a huge element of positioning and push the game toward a static rock paper scissor rotation between two groups trading numbers on their character sheets.

    Like, anybody who has a decent understanding of game mechanics can imagine a game where the demands of this thread and threads like these are realized and see that it’ll be a horrible change to the game.

    I almost hope you all get what you’re asking for, maybe only then you will see the foolishness of the changes you are championing.

    lol why can't you just accept that sometimes you're going to be rooted or snared and you just have to stand and fight, your answer always seem to be that whatever I can do by clicking my one button can always 100% override whatever my opponent has done and there is NOTHING they can do to counter it.

    They damage you -> my self healing should be stronger

    They root you -> my purges are cheaper

    And the only counter play is, well just get good and hit me harder, except you can't because I can just roll roll roll, dance dance dance. Really meaningful mechanics there. Not sure that we can classify running circles around a small crate over and over "positioning" but we'll leave that alone for now.

    If you think that this does not already make it mostly a stats game then you are kidding yourself. Go roll out in a bunch of gear that's considered trash without Undeath etc and go see how well you do. What is a burst combo to you? It's your damage stats vs their resists/mitigation, the stronger of the 2 wins, it is 100% based on your stat sheet. A system where you can actually break down your opponent over time where your loss is cumulative of your many mistakes vs your opponents is more skillful than just having to one shot pop them in 1 second or else they just heal spam back to full health. Do you know how many mistakes I can currently make? A hell of a lot.

    All I see is people crying that it would threaten their solo way of life in a team oriented game. I see a bunch of people only viewing how these changes would affect themselves and taking no consideration into how it would affect their opponents.

    If you are kiting people around in a tower and a dps runs out of LoS from his healer it will be even easier for you to kill him since his self healing will be weaker than it is now. So what is the problem? I don't get what people are so afraid of. If you are so skilled and they are so bad this should be a frequent occurence.

    Instead your suggestion is "Nerf that guys ability to receive healing from his team mate so that it's easier for me as a solo player to kill him".

    Players who are truly skilled should not have any difficulty thriving in a modified environment, maybe they just need to get gud.
  • Dem_kitkats1
    Dem_kitkats1
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    HiImRex wrote: »
    The problem with these kinds of threads is the blurry line between real issues and learn to play. Because there are real balance issues in the game but most of these threads are made and maintained by players who no longer want to learn or progress within the system that already exist.

    As a result there’s so many wrong ideas here that it’s mind boggling.

    RaT should have a cool down?? Ok that’s fine as long as you put diminishing returns on snares and roots. How is it some people don’t see the simple counter balance between roots/snares and snare removal and only ask for RaT to be nerfed?

    Healing should be a separate stat? Ok then any time you don’t have a healer on your side you’re going to get rotted down. Really engaging bit of Rock Paper Scissors there. Not to mention this is going to push pure healers which are already insanely overtuned to a whole new level of boring.

    Los should be removed? Great let’s remove a huge element of positioning and push the game toward a static rock paper scissor rotation between two groups trading numbers on their character sheets.

    Like, anybody who has a decent understanding of game mechanics can imagine a game where the demands of this thread and threads like these are realized and see that it’ll be a horrible change to the game.

    I almost hope you all get what you’re asking for, maybe only then you will see the foolishness of the changes you are championing.

    1. RAT would be a simple counter to roots and snares if it only granted you immunity to them. But it's also giving you 30% major expedition and minor force on top of that for free. So one player's tactic is to root you, but just spam RAT and you are not only immune to it, but now you are also uncatchable. Not sure how that is simple balance.

    2. Pure healers are overtuned because there is no way to counter them. D.O.Ts and defile are not strong enough at the moment to even affect them. Plus if they ever get into trouble they have hybrid dds running around them, with heals as strong as their dps to save them. I'm not sure why you would complain about players having less access to healing as it would only make it easier for you to kill others as a skilled player. You would also still have forms of damage mitigation, so it's not like you would be completely defenseless when being attacked. Separating healing from damage would bring more diversity and challenge to the game as people would have more options as to what they want to spec into (damage, healing, a little bit of everything, etc). Therefore, also allowing people to play meaningful roles if they chose to without being op.

    3. As for LoS breaking, there is no skill progression in kiting people around a tree or rock, endlessly spamming heals until you catch someone who's inexperienced or not paying attention. And it just becomes a game of chase that most experienced players will disengage from and ignore.

    People in this thread have come from other MMO PvPcentric games and are very aware and understanding of game mechanics and that is why they are questioning some of the ones in ESO. Even ESO players question them.
    Edited by Dem_kitkats1 on 12 January 2022 20:47
  • schmistertyler
    schmistertyler
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    ehh whatever don't see any changes in the near future everyone want's to run 1vx builds probably just end up a bunch of 1vX's 1v1'n eachother until the game is dead. I'm not surprised the PvP is dying with meta's like this. Me and my friends who tried to come help populate PvP will just go playing something else. C'yall.
  • xDeusEJRx
    xDeusEJRx
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    [*] Sweats don't fight other sweats, there are so few people left in the game that another guy on your alliance (probably the only guy there that could have a real impact on taking this guy down) would just be standing back watching the noob army chase this one guy around in a tower, they are probably in Discord laughing about it together. Having one giant server where you have all 3 alliances that you can just swap between leaves you with zero sense of allegiance and pride for the side you're fighting for.
    [/list]

    ^ THIS lolol. Let's not pretend that elitism doesn't exist as some claim. I've seen this behavior on streams, where creators and their friends cry "don't hit him, he's friendly!" And then completely ignore eachother and said friendly watches members of his alliance die without helping. In BGs I've played against players who, despite being on separate teams, don't attack eachother and pair up and target weaker players instead. Or teammates straight up refuse to play against their friends and guildies and whine about being on a "noob" team.

    It's not always a matter of elitism. It's a matter of preference of play. Are there elitists? Sure. But not everyone is that way.

    Have you considered maybe they ignore other people or the reason they don't join in alliance fights is, maybe they don't enjoy zerg gameplay? I've had fights where I'll sit out or not join in a zerg fight for my faction, because frankly 12v2ing people is not fun to me. I like challenging gameplay, which is why I'll pursue 1vx situations, not for elitism but because I enjoy challenging gameplay and nothing's more challenging in PVP than fighting tooth and nail on your own against 5-10+ people at once.
    This game is advertised as a game that you "play how you want", it even says it on the ESO official beginner guide, so you shouldn't expect everyone to play only one particular way in the game.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • YoureWrongImRight
    YoureWrongImRight
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    xDeusEJRx wrote: »
    [*] Sweats don't fight other sweats, there are so few people left in the game that another guy on your alliance (probably the only guy there that could have a real impact on taking this guy down) would just be standing back watching the noob army chase this one guy around in a tower, they are probably in Discord laughing about it together. Having one giant server where you have all 3 alliances that you can just swap between leaves you with zero sense of allegiance and pride for the side you're fighting for.
    [/list]

    ^ THIS lolol. Let's not pretend that elitism doesn't exist as some claim. I've seen this behavior on streams, where creators and their friends cry "don't hit him, he's friendly!" And then completely ignore eachother and said friendly watches members of his alliance die without helping. In BGs I've played against players who, despite being on separate teams, don't attack eachother and pair up and target weaker players instead. Or teammates straight up refuse to play against their friends and guildies and whine about being on a "noob" team.

    It's not always a matter of elitism. It's a matter of preference of play. Are there elitists? Sure. But not everyone is that way.

    Have you considered maybe they ignore other people or the reason they don't join in alliance fights is, maybe they don't enjoy zerg gameplay? I've had fights where I'll sit out or not join in a zerg fight for my faction, because frankly 12v2ing people is not fun to me. I like challenging gameplay, which is why I'll pursue 1vx situations, not for elitism but because I enjoy challenging gameplay and nothing's more challenging in PVP than fighting tooth and nail on your own against 5-10+ people at once.
    This game is advertised as a game that you "play how you want", it even says it on the ESO official beginner guide, so you shouldn't expect everyone to play only one particular way in the game.

    We have been over this "play how you want" issue over many threads. You can play how you want as long as you play hybrid burst dps, everyone knows this is true. I guess it is fun for you to run over a bunch of trashcan day one players, you would rather do that than gang up against some "super elite" 2vX players. Is it because it's challenging? or is it because you can get more kills against the trashcans and the group of 2 might actually catch you in a burst combo and kill you?

    @schmistertyler Hit me up when you find something worth playing
  • schmistertyler
    schmistertyler
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    xDeusEJRx wrote: »
    [*] Sweats don't fight other sweats, there are so few people left in the game that another guy on your alliance (probably the only guy there that could have a real impact on taking this guy down) would just be standing back watching the noob army chase this one guy around in a tower, they are probably in Discord laughing about it together. Having one giant server where you have all 3 alliances that you can just swap between leaves you with zero sense of allegiance and pride for the side you're fighting for.
    [/list]

    ^ THIS lolol. Let's not pretend that elitism doesn't exist as some claim. I've seen this behavior on streams, where creators and their friends cry "don't hit him, he's friendly!" And then completely ignore eachother and said friendly watches members of his alliance die without helping. In BGs I've played against players who, despite being on separate teams, don't attack eachother and pair up and target weaker players instead. Or teammates straight up refuse to play against their friends and guildies and whine about being on a "noob" team.

    It's not always a matter of elitism. It's a matter of preference of play. Are there elitists? Sure. But not everyone is that way.

    Have you considered maybe they ignore other people or the reason they don't join in alliance fights is, maybe they don't enjoy zerg gameplay? I've had fights where I'll sit out or not join in a zerg fight for my faction, because frankly 12v2ing people is not fun to me. I like challenging gameplay, which is why I'll pursue 1vx situations, not for elitism but because I enjoy challenging gameplay and nothing's more challenging in PVP than fighting tooth and nail on your own against 5-10+ people at once.
    This game is advertised as a game that you "play how you want", it even says it on the ESO official beginner guide, so you shouldn't expect everyone to play only one particular way in the game.

    We have been over this "play how you want" issue over many threads. You can play how you want as long as you play hybrid burst dps, everyone knows this is true. I guess it is fun for you to run over a bunch of trashcan day one players, you would rather do that than gang up against some "super elite" 2vX players. Is it because it's challenging? or is it because you can get more kills against the trashcans and the group of 2 might actually catch you in a burst combo and kill you?

    @schmistertyler Hit me up when you find something worth playing

    New DAoC free server just launched called Celestius you're only a few days behind cya there :D
  • xxslam48xxb14_ESO
    xxslam48xxb14_ESO
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    The answer is simple: lack of counters. Over the years ZOS destroyed the counters to these kind of playstyles.

    The biggest reason for the survivability of these tanks are their healing. You could counter that before when major and minor defile provided 30% and 15% anti heal and there was a cp to boost defile. Now major and minor defile provide 16% and 8% anti heal and the defile boost cp has been removed but there are still healing boost cps in the game

    Other counter was bleeds. They used to bypass armor. They were also destroyed

    Another one was oblivion damage. It was not as effective as the other two but still effective cause they also could bypass armor and battlespirit did't affect them. They nerfed oblivion damage to the ground.

    When you nerf the counters of a certain playstyle over and over again in any game, that playstyle will become strong.

    Agreed 100%. I have been saying for a while now that oblivion damage needs to make a comeback.

    Oblivion damage/enchants should be top tier against people with high hp and armor.

    Defile should make healing on a DEDICATED healer, heal for less then a spammable.

    Dots should hit hard enough to punish people sitting behind M2.

    Most importantly of all you SHOULD NOT EVER be able to heal , tank, and burst at meta levels all on one build. Only a dedicated healer should be able to out heal damage from a dps, tanks should tickle, and dps should melt under pressure. Trying to be all three at once should make you weak in all three, not top tier.

    I wrote a poem that I titled, "The ganker's delight."

    As you lay upon the ground, cry not little pawn.
    The pain will pass as quickly as my blade did take you,
    but my delight will last and you will respawn.
    My heart simply cannot contain my joy, when I ply my trade.

    The fault lies with you, your skill was lacking.
    Now your salt is mine forever, can't you hear the laughing?
    Once you were so proud and now you are reduced to this.
    A miserable, loud deuced fool.

    With every tear you drip, with every excuse you let slip.
    All of your insecurities and worries bring a smile to my lip.
    From your despair I have ripped endless glories,
    but our affair is over now. Be afraid for I will return for more.

    I have received many titles, to my allies I am The sniper Emperor and Grand champion hero of the Pact. However these titles mean little to me, it is the ones given to me by my victims that I prefer. To them I am "Xv1er", "trash", "no balls", "zerger", "noob", "cringe", "no skill", "camper", "100% new", "the reason this game is dying", "pathetic", "a sack of piece of [snip]", "mediocre", "absolute inbred", "beyond a virgin", "ganky dork", "fat smelly 40yr old virgin", "little girl", "daddy", "exploiting loser", and every [snipped] word known to man.
  • schmistertyler
    schmistertyler
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    The play how you want idea is so ridiculous. Okay, I want to play how I want. I want to play a DPS that doesn't spam heals and still be able to win a 1v1 vs a 1vX build. I should be able to right since it's play how you want?


    Oh wait i guess it's not play how you want. It plays a 1vX hybrid dps healer build or get dunked repeatedly.
    Edited by schmistertyler on 13 January 2022 02:19
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    HiImRex wrote: »
    The problem with these kinds of threads is the blurry line between real issues and learn to play. Because there are real balance issues in the game but most of these threads are made and maintained by players who no longer want to learn or progress within the system that already exist.

    As a result there’s so many wrong ideas here that it’s mind boggling.

    RaT should have a cool down?? Ok that’s fine as long as you put diminishing returns on snares and roots. How is it some people don’t see the simple counter balance between roots/snares and snare removal and only ask for RaT to be nerfed?

    Healing should be a separate stat? Ok then any time you don’t have a healer on your side you’re going to get rotted down. Really engaging bit of Rock Paper Scissors there. Not to mention this is going to push pure healers which are already insanely overtuned to a whole new level of boring.

    Los should be removed? Great let’s remove a huge element of positioning and push the game toward a static rock paper scissor rotation between two groups trading numbers on their character sheets.

    Like, anybody who has a decent understanding of game mechanics can imagine a game where the demands of this thread and threads like these are realized and see that it’ll be a horrible change to the game.

    I almost hope you all get what you’re asking for, maybe only then you will see the foolishness of the changes you are championing.

    I completely agree with this. But it seems there are a lot of new players in this thread. There was a time in the game where snares were so prevalent in every skill. When root spam had no cooldown. And the overall consensus of the pvp crowd was everyone hated it because it wasn't fun pvp. People can go back and look at the top streamers including Feng rush address this
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    If you guys just want pvp with no LOS , where people are forced into one role (dps tank heal), where the greater number always wins you are playing the wrong game.
  • hands0medevil
    hands0medevil
    ✭✭✭✭✭
    You ask what the heck happened. Well, it was ignored and forgotten for years, pvp players were pushed out of the game by some toxic members of the community. And it saddens me that we need PR fail to receive some dev letter about pvp...
    Edited by hands0medevil on 13 January 2022 09:16
  • Larcomar
    Larcomar
    ✭✭✭✭✭
    If you guys just want pvp with no LOS , where people are forced into one role (dps tank heal), where the greater number always wins you are playing the wrong game.

    I don't think anyone's saying there shouldn't be los. I think the issue is how much there is, what there is and how easy it is to abuse it. The game needs terrain and obstacles to keep it interesting and make fights tactical. But the way targeting, tick rates, lag etc is right now, it's way too simple to slap on some speed, jiggle around behind a small shrub and make it impossible for anyone to hit you. I'll admit, I do it; everyone does. You've kidn of got to. But it's just cheesy as hell and there's a point where you've got to wonder what you're doing.



  • Sneakers
    Sneakers
    ✭✭✭
    OP is not wrong at all this patch is in stark contrast to the previous high dmg, high burst patch.
    People complained a lot and ZOS made adjustments to classes, items, CPs and mechanics.

    Last patch using Mechanical Acuity no tank build were safe from a true "all in glass cannon build" with a decent enough player behind it.

    This patch litterally ANYONE can effortlessly on a templar, dk, warden, magNB simply HOLD block and with 2 big heals go from 1% hp to 100% hp.

    This combined with either too low costs on the big heals and/or too much easily obtained sustain together with changed block cost mechanics makes it quite low brow game play. [snip]

    [snip] This patch they completely removed any issue of sustain from MagDKs (they dont have to worry ONE iota about their sustain its given free and with no cost or sacrifice) together with raised DPS from burning that now ticks every 500 ms instead of every 1000 ms.

    Leap as a skill has been changed from a skill that you had to hide/use cleverly to not get blocked (same as Meteor), into a skill that nobody can ever block since it has too quick animation timer (when you factor in server latency). When you see the leap go off on your screen it has already hit you on the enemies screen and server. Add to that the age old knockback animation lagg that leaps provide that glitches your whole character and locks you into an animation that is lagged when the server lags. Burning talons buff. Can go on forever on MagDK but I won't. It is just the lowest of the low degenerate class of all time in any game ever. Hands down. But always hate the game not the player, if devs allow people to play with it then they will.

    It is safe to say MagDK really is this patch in a nutshell [snip].

    However they are tightly followed by Magtemplar (stamina templar can't heal and sustain healing in the same way since they rely on HoTs and heals from stamina jabs).

    Then you have the wardens, not as effective as MagDK and Templar in 'the HOLD block and spam big heals until people stop hitting you' department. Would almost say wardens actually have to sacrifice offence when they build for similar defensive capabilities as MagDK and MagTemp get for free, almost balanced in a strange way???

    All in all, big mistake tilting the game further into the tank meta, funneling everyone into the same type of builds.

    New players will as OP says struggle to understand how to min-max and properly weight their new characters without the knowledge of all the previous patches and builds from the past.

    One hilerious fact is that speccing defensively in the CP tree has no penalties similar to what you get from speccing offensively (battle spirit). Just a gross oversight from the devs in charge of balancing. Really makes you wounder.

    TSTU: You get more bang for your CP buck if you invest them defensively. Offence don't matter much if you still can't kill another average player, so instead it all revolves around "trapping" eachother in 5:1 situations and or spamming RAT endlessely together with HOLD block and spam big heal until people give up trying to zerg you.

    We have soon reached the point in this patch cycle were the "average player" can no longer kill another "average" player unless bringing 4-5-6 vs 1 numbers making it 1 vs 6 (because people are so tanky and there is no other alternative then to also build tanky in response).

    TLDR:

    Looking forward to the next patch classic ZOS "knee jerk reaction" into a burst META.

    [edited for baiting]

    /edit
    It is one thing to remove what you deem as offensive words, but removing whole segments of text to change the whole outcome and point when it hits a nerve, is not moderating its censorship.
    Might as well post threads on this forum with a link to reddit to have our discussions there, free of heavy handed censorship.
    Edited by Sneakers on 14 January 2022 14:12
  • YoureWrongImRight
    YoureWrongImRight
    ✭✭✭
    @Larcomar is bang on here

    LoS dancing around small objects is not any kind of tactical positioning, it is abuse of the games poor targeting system and latency issues. Coupled with heal spam (which is currently way over tuned) should not be the be all end all defense in PvP.

    You of course need terrain to set up ambushes, be able to hide from ranged classes etc. Nobody is saying to turn every map into a giant field with zero obstacles anywhere.

    And sorry you should not be able to have 100% uptime on your snare immunity by spamming RaT over and over. They need some kind of cooldown so you at least have 2-4 seconds of downtime in between casts where people can at least stutter step you. This would also help with preventing people from dancing around small objects if they are not running at max movement speed all the time.

    People do not need to be so dramatic with their assessments of "omg if I cannot spam my immunity I will be CC'd permanently". If you have an slight cooldown on an ability that leaves you with max 50% uptime, and they are spamming something on you that snares you, you will be snared 50% of the time. If they are just using a snare every so often, your uptime will still likely be 100% as they are not applying constant snaring pressure. If they are going to dedicate 100% of their efforts to snaring you, you think you should easily by spamming 1 button be able to just walk away 100% of the time? And actually not just walk away, run away at max movement speed because you're also getting major expedition.
    Edited by YoureWrongImRight on 13 January 2022 16:15
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Sneakers wrote: »
    OP is not wrong at all this patch is in stark contrast to the previous high dmg, high burst patch.
    People complained a lot and ZOS made adjustments to classes, items, CPs and mechanics.

    Last patch using Mechanical Acuity no tank build were safe from a true "all in glass cannon build" with a decent enough player behind it.

    This patch litterally ANYONE can effortlessly on a templar, dk, warden, magNB simply HOLD block and with 2 big heals go from 1% hp to 100% hp.

    This combined with either too low costs on the big heals and/or too much easily obtained sustain together with changed block cost mechanics makes it quite low brow game play. [snip]

    [snip] This patch they completely removed any issue of sustain from MagDKs (they dont have to worry ONE iota about their sustain its given free and with no cost or sacrifice) together with raised DPS from burning that now ticks every 500 ms instead of every 1000 ms.

    Leap as a skill has been changed from a skill that you had to hide/use cleverly to not get blocked (same as Meteor), into a skill that nobody can ever block since it has too quick animation timer (when you factor in server latency). When you see the leap go off on your screen it has already hit you on the enemies screen and server. Add to that the age old knockback animation lagg that leaps provide that glitches your whole character and locks you into an animation that is lagged when the server lags. Burning talons buff. Can go on forever on MagDK but I won't. It is just the lowest of the low degenerate class of all time in any game ever. Hands down. But always hate the game not the player, if devs allow people to play with it then they will.

    It is safe to say MagDK really is this patch in a nutshell [snip].

    However they are tightly followed by Magtemplar (stamina templar can't heal and sustain healing in the same way since they rely on HoTs and heals from stamina jabs).

    Then you have the wardens, not as effective as MagDK and Templar in 'the HOLD block and spam big heals until people stop hitting you' department. Would almost say wardens actually have to sacrifice offence when they build for similar defensive capabilities as MagDK and MagTemp get for free, almost balanced in a strange way???

    All in all, big mistake tilting the game further into the tank meta, funneling everyone into the same type of builds.

    New players will as OP says struggle to understand how to min-max and properly weight their new characters without the knowledge of all the previous patches and builds from the past.

    One hilerious fact is that speccing defensively in the CP tree has no penalties similar to what you get from speccing offensively (battle spirit). Just a gross oversight from the devs in charge of balancing. Really makes you wounder.

    TSTU: You get more bang for your CP buck if you invest them defensively. Offence don't matter much if you still can't kill another average player, so instead it all revolves around "trapping" eachother in 5:1 situations and or spamming RAT endlessely together with HOLD block and spam big heal until people give up trying to zerg you.

    We have soon reached the point in this patch cycle were the "average player" can no longer kill another "average" player unless bringing 4-5-6 vs 1 numbers making it 1 vs 6 (because people are so tanky and there is no other alternative then to also build tanky in response).

    TLDR:

    Looking forward to the next patch classic ZOS "knee jerk reaction" into a burst META.

    The previous patch was one of the worst patches of the game for pvp. Mechanical acuity was broken and everyone knew it, that's why it got nerfed. Magdk and magplar are indeed a bit overtuned and people recognize that but the whole game shouldn't be reworked because of that.

    Leap has too quick an animation? since when. Every ult ability in that game now has a cast time. Before when animation canceling was more prevalent, you'd be able to hit them instantly. Back then if you made a mistake, you died and that was it.

    [edited to remove quote]
    Edited by ZOS_Icy on 14 January 2022 12:15
  • soniku4ikblis
    soniku4ikblis
    ✭✭✭
    No amount of complaining will solve anything. Just look at what Rich Lambert's significant other had to say about the matter. It was telling, assuredly.
    __._-*._._._.-*'"{Sonic Euphoric Bliss}"'*-._._._.*-_.__
  • Sneakers
    Sneakers
    ✭✭✭

    The previous patch was one of the worst patches of the game for pvp. Mechanical acuity was broken and everyone knew it, that's why it got nerfed. Magdk and magplar are indeed a bit overtuned and people recognize that but the whole game shouldn't be reworked because of that.

    Leap has too quick an animation? since when. Every ult ability in that game now has a cast time. Before when animation canceling was more prevalent, you'd be able to hit them instantly. Back then if you made a mistake, you died and that was it.

    Well I dissagree with your statement that last patch was the worst. It was the best if you disregard the Hrothgar + DC debacle. Mechanics and balance wise it was the best that we had in 2 years time considering balance between tank and glass cannon and healing.

    Tanks got rekt big time by well built glass cannons using MA which was very good balance. Hybrid brawlers that could avoid MA window rekt the glass cannons and healers could heal vs MA but couldnt do it forever, if they got caught under 100% in a MA window they died, good balance.

    Now is a joke compared to that. If your not a MagDK tank your playing to loose (might still have fun but if you play to win you play Magdk this patch).

    Regarding leap, anyone who played for a while KNOW for a fact leap operates outside of any of the standardized timers that for example dawnbreaker, incap, soul tether, ballista, other bow spam ability, necro colossus and so on have.

    Leap triggers so much faster now then pre they started tinkering with it. Leap invokes a hidden snare (similar to the BUGGED blast bones snare they fixed) that creates desynch lag for you.
    Whole DK community was crying endlessly about "boho our leap gets blocked all the time" so ZOS secretly (never mentioned in patch notes) fixed that and speeded up the animation to the point were you might reactionally block 0 leaps in 5 hours and the ones you do are pure luck because you are blocking something else.

    The server lag currently do not allow for a reactionary block, it is impossible. On a daily basis I start blocking a leap as soon as I see the wings. When the leap hits me I have been blocking the entire animation and still I take full damage and get knock back. I would say 99% of the leaps are this way when reactionally blocking it.

    Meteor a similar ability to leap in terms of its effect (damage and knockback) is blocked a lot and have counter play. Leap on the other hand lol, un-avoidable and it has also more damage then meteor gives limitesless sustain for DKs and so on.
    Average meteor TT on damage sorc/other class is around 19-21k TT. Leap is around 28-35k TT dmg and has 0 counter play.

    I am not gonna argue this any further, either you see it my way and agree or you don't.

    The knee jerk reaction is comming, the tank meta atm is higher then it has ever been. Waiting for a tank killer set next patch or revert of MA nerf. Either way burst is comming back.

  • Larcomar
    Larcomar
    ✭✭✭✭✭
    Sneakers wrote: »
    low brow game play.... [snip].... It is safe to say MagDK really is this patch in a nutshell [snip].... It is just the lowest of the low degenerate class of all time in any game ever. Hands down. But always hate the game not the player, if devs allow people to play with it then they will.... Looking forward to the next patch classic ZOS "knee jerk reaction" into a burst META.

    Wow. Thats some serious hyperbole... But I'll bite...

    - Healing - what are these mysterious heals that let all these other classes go "effortlessly from 1% hp to 100% hp in two heals?" Or one according to some people here. Most players are running min 30k health, often 35k health. And Battlespirit halves heals. So that's a heal with a tooltip of 30, 35k. Which heal is this exactly? Coag blood? Honor the dead? Artic? Malevolent? How on earth is someone getting a 30, 35k tooltip on those?

    - Sustain - you say there's "too much easily obtained sustain." I think that's debatable. I'm not sure I'm seeing huge changes in sustain across the board. It's magdks that got a buff here. The rest of my toons feel about where they were. But even if there was easily obtained sustain, do we all really want to be constantly running out of resources? That doesn't sound like much fun to me.

    - Turning to magdks, you say magdk's are getting "raised DPS from burning that now ticks every 500 ms instead of every 1000 ms." Errr, no. Where are you reading that they changed burning? That works like it always did. It's a nice dot, nothing more. Which ticks every couple of seconds last time I checked. What they changed was combustion. And to be precise, what they changed was, to quote the patch notes, "Added a cooldown of 500ms to each effect (which are separately tracked from one another) to make up for the above increase and the massive buff the Charged trait is getting." Yes. Added.

    - They did that ofc because they upped charged and improved the mag/stam restore combustion gave. That has improved dk sustain. But it's ridiculous to say that "This patch they completely removed any issue of sustain from MagDKs" You've still got to proc the effect which, even giving up your nirn or sharpened wep for charged, is far from guaranteed. And, once you've stuck it on a player, the status effect lasts for several seconds. You're not reapplying it to the same guy every 500ms. My sense is that DK sustain's is a lot better than it was. But it was horrible before. It now feels about the same as other characters I play. Stronger in a group setting, maybe a bit weaker one on one.

    - As to leap, I think other's have covered. Like Alchemiste said, "since when?"

    [snip]

    It just feels like there are two fundamentally different viewpoints on pvp here. Yes, a portion of the player base wants, as you say, a "burst META." Because they want to gank people and disappear into the shadows. The rest? I don't think so. Right now, combat is fun and tactical. Sure it's got it's problems, but fights actually feel like fights rather than one player just popping a pot and nuking another player down in two seconds.

    Classes actually feel more balanced than they have been for a long time. Sure, they all got strengths and weakness, but I'd actually take my dk or my temp into cyro now, rather than just default my stamcro or my stamden etc. Are NBs - or Sorcs - on a par when it comes to going toe to toe with those classes. Well, no. But I'm not sure they should be. NBs have two of the strongest abilities in the game and the ability to fight when they want and disengage at will. Sorcs have unrivalled mobility on the battlefield, along with an unblockable stun. I just don't think you can expect to have all that and the same kind of defensive options that classes like necros, wardens, dks and templar have. Those are your defensive options.

    [edited for baiting & to remove quote]
    Edited by Larcomar on 14 January 2022 12:47
  • divnyi
    divnyi
    ✭✭✭✭✭
    While agree with message in general, would argue on two points.
    Larcomar wrote: »
    I'm not sure I'm seeing huge changes in sustain across the board. It's magdks that got a buff here. The rest of my toons feel about where they were. But even if there was easily obtained sustain, do we all really want to be constantly running out of resources? That doesn't sound like much fun to me.

    Aside from double charged DK (which is pretty insane sustain boost btw, hitting 3 enemies with AoE is like ~66% to proc), there is Wretched Vitality. Which is fine I guess, it's only in combat and only if you cast something, but it's also backbar set.

    And yes, I want to be able to outsustain enemies. That means getting on the levels of sustain where you can spam each second nonstop shouldn't be easy.
    Larcomar wrote: »
    Right now, combat is fun and tactical. Sure it's got it's problems, but fights actually feel like fights rather than one player just popping a pot and nuking another player down in two seconds.

    While I do enjoy PvP now, it's far from tactical.
    I mean lol, I took my DK to IC a day ago.
    I haven't died once.
    I had plenty of 1vs1's on the boss. We stood there, fighting each other for 5 minutes, until the boss dies, and then just moving in different directions silently.

    IDK, I like when players die. That doesn't have to be burst.
    But look, DPS is LoS'able, and DPS chars are less tough and can often be bursted even by bruisers.

    Healthy meta would mean that abstract *fighter* archetype (min-max everything for ideal 1vs1) is about 27k with about 25k armors and some mitigations. We are currently tougher than that. Min-max ends up in 35k without any substantial damage or healing loss. This isn't right.
  • EmperorIl
    EmperorIl
    ✭✭✭✭
    @Alchimiste1 I think you are missing the point of the argument here.

    You are trying to demonstrate something that you and a select few others view as being a purely skill-based endeavor. So, I would ask you, what could these players have done to counter your group? If it is truly skill based there should be something that they can actively do to demonstrate that they are more skillful than you and win the engagement, yes?

    When this question is posed the response always seems to be "GIT GUD", which in this game simply translates to DO MORE DAMAGE, HIT HARDER. "Stun them and burst combo them", I saw them stun you and dump what they had, it was not effective, and even if it was, how would simply doing more damage be skillful? The damage you deal is a result of their stat sheet vs yours, it's purely a numbers game with no skill factor. If they do not have any mechanisms that are useful like defile debuffs that aren't complete garbage and useless, how are they supposed to overcome your healing power coupled with dodge roll and LoS breaking?

    Majority of the population is using these techniques because they are extremely effective, you'd be dumb not the use them, it is the simplest way to have super high survivability, that does not mean it's by any means difficult to do. I am included in this group, and I don't do it because it's hard, I am not god tier for dancing around trees smashing heals, I do it because it's the simplest easiest way to increase your survivability 10 fold, because there is basically no counter play.

    There is a lot of things they could have done better. I think the biggest mistake was tunnel visioning my friend while we were switching towers. I actually told him to run ahead because I was sure I was dead as I was lagging behind too far. However, they were so focused on him that I was largely left alone and managed to get to the next tower. The people who fell off and chased me in the end didn't keep their buffs up and allowed be to quickly ult them for some quick kills. we swapped towers in the first place because we were going to die, there was defile siege everywhere and our resource were straining more, so technically they were doing something right. I took a good stun and got hit by some ults in the first tower. That was good on their part I dropped really low (it was very effective) and survived because my friend leaped them off me.

    There is a lot of counters to LOS, you can root spam, you can snare, you can chain pull, you can slot dark convergence, you can dot people up (can't kite that)
    If I fought 4 of myself even if I had a tree or tower to run around, I would die 100% of the time.
    If you got rid of LOS its just be a numbers game, and that be very boring.

    @Alchimiste1

    A lot of counters that you can just counter by spamming Race Against Time which is exactly what you're doing. When all your buffs are rolling you are over 7k spell damage, I bet your rapid regen tooltip is ~25k or more over 5 seconds, couple this with your sap essence and cross healing, healing crits, what is defile going to do? basically nothing, which is evident by the fact that it did.... basically nothing.

    Good on you for having a strong build and good on you for exploiting the games broken mechanics, I'm not saying you're a bad player for doing so, I'm just saying the mechanics themselves that allow this are bad.

    I agree that roots/snares should be a counter, which means they can't just allow you to spam 1 ability like Race Against Time over and over again, things like this need a cooldown so you actually need to be selective about when you use them. It's a joke when people are throwing down all kinds of CC and you can just hit 1 ability over and over and not only does it not effect you, you are actually running faster than normal through it because it's also giving you a speed buff.

    Everything needs counter play or the mechanic is broken, and I shouldn't have to be running a specific set like Dark Convergence to do it. Realistically offensive counters should be more powerful than defensive in general, or you end up with the dumb tickle fights we have now where people can just smash each other for 10 straight minutes and basically nothing happens. I should be able to apply snares etc and actually have them stick because you cannot just spam one low cost ability over and over again that renders them useless and keep on going.

    Things like Roll Dodging 5 times in a row also needs a counter other than just spamming aoe damage, not all classes have access to strong aoe damage where they could run down a moving target that is rolling over and over. Again it basically has zero counterplay for some classes and builds. Why can't I bash somebody why they're rolling and at least have a % chance to interrupt them. It's great if I'm a templar, I can just keep spamming my jabs which is all you're doing anyway as a spammable. What do you do on a mag sorc? You can curse them, you can streak on them, what else can you really do? Streak doesn't do enough damage to kill anyone and curse is delayed. So what are they supposed to do against this?
    divnyi wrote: »

    They are min-maxed to have average defense, average healing and average damage. Just min-maxed really good.

    How are you min maxing your damage vs your healing when they are based off the same stat? When you max your damage you also max your healing output as well, it's that simple.

    This all of this. Don't forget all the "l33t" [snip] running snowtreaders as well.

    [edited for rude/insulting comment]
    Edited by ZOS_Icy on 14 January 2022 14:42
  • Sneakers
    Sneakers
    ✭✭✭
    I am not gonna get into never ending discussions on when Leap was changed (I would guess around U26-27 the tinkering started). If you have been active in pvp for the last two years you know I am right.

    People who have stuck with their DKs also for SURE have noticed that now all of a sudden 90% of the leaps hit people and they can even hit people 2-3 times after a leap lands - compared to one year ago when 50% of leaps were blocked that they popped off in "obvious situations".
    This is just there for everyone who actually pvps to see. Some patches ago ZOS also changed the way the game flows, animations and so on, this was around the time of the Cyro testing. Now we are used to this but the game flow was way different before that change. I bet 90% don't even know what I am talking about because you don't notice details in the game and or have gotten so used to it that you don't even remember that change anymore.

    Leap is completly out of control at the moment that its not even funny. It probably have been allowed to stay like that because DKs have been quite limited in the past due to their problems with sustain, now when that is gone (completely gone, I don't think a DK can run out of resources as it currently is) it isn't justified to let it circumvent the timers that apply for dawnbreaker and other abils.

    You don't even have to believe one word I say, just wait a cople of weeks when the broad mass has completed their MagDKs too and the whole game is only Magdks and Magtemplars, the occasional Magnecro will be around as well.

    When it comes to META, and what ZOS should use as a META for PvP. I am a firm believer that many differnt play styles should be viable, but the burst meta has to be the premier one for one simple reason:

    Burst is a meta that has the most "skill". Well not skill, but revolves around catching other people sleeping. Long stale fights can end quick because one party gets physically and mentally fatigued, or the other party goes outside of their rotation and traps the other into reacting in a way that basically kills themsevles.

    In a DPS or dot meta the classes with the most dots can load up on their enemy together with the highest burst healing capability will always win. It becomes a game revolving around dotting people up and then they either can outheal it indefinitely or they can't. This means Tanky AF players who will use dots and aoe dots and "the most cancerous forms of CC" to create desynchs and then ball zerg people with it since they also don't have enough BURST to kill anyone 1v1.

    I mean why have we not seen a real back blow of a tsunami of stamina necros using their "free purge" to bonk the "balanced Tank MagDKs"?

    I will say it, it is neanderthal gaming (mod you can change this: to bad game design). It is a mistake to tilt the game towards such a meta. All aspects should exist and be viable but dps dot meta cannot be premier, sorry it is a dead end even if its funny to run around on ur MagDK and spam:

    Engulfing flames, burning embers, eruption, volatile armor, Burning talons, burning talons synergry, burning effect, degenerate like a degenerate with a 6-7k combined dps and then lag leap people and spam molten whip ;)

    Regarding big heals, it is small potatoes for DKs to critical heal with coag for 15k in Cyro near a keep with heal % CP blue tree, powered on backbar and their self major healing buff.

    Mag necros can in Cyro heal for like 20k with a critical on their big heal, this is not even a controversial statement.

    See you in the burst meta, it is inevitable with a huge knee jerk swing at this point.

    Edited by Sneakers on 14 January 2022 15:06
  • Sneakers
    Sneakers
    ✭✭✭
    Larcomar wrote: »
    Classes actually feel more balanced than they have been for a long time. Sure, they all got strengths and weakness, but I'd actually take my dk or my temp into cyro now, rather than just default my stamcro or my stamden etc. Are NBs - or Sorcs - on a par when it comes to going toe to toe with those classes. Well, no. But I'm not sure they should be. NBs have two of the strongest abilities in the game and the ability to fight when they want and disengage at will. Sorcs have unrivalled mobility on the battlefield, along with an unblockable stun. I just don't think you can expect to have all that and the same kind of defensive options that classes like necros, wardens, dks and templar have. Those are your defensive options.

    [edited for baiting & to remove quote]

    The only thing I really agree with in your rebuttal to me is this. You are right, classes are quite balanced in the way nobody can kill anyone else except Magdks who can bonk on the glass cannon builds. But no Magdk can kill another above average magtemplar or magnecro completly impossible. You can't win an attrition pressure war vs someone who has 15-20k burst heals and infinite magicka to sustain that.

    MagNBs are also off the table for Magdks they cant touch their insane overhealing abilities this patch, all that is true.

    Stealth NBs (gonna include both stam and mag under this) can as you say chose to fight no-body and log on their "hold block and heal" class, just like everyone else already has ;)

    /edit

    Gonna add something here to my sly rant that is slightly more on the serious side.

    What happens to this game when the average joe realize they can make groups of 3-4-5 magdks with same builds and all go with the "crazy amount of dot aoe dot" and synergize eachothers burning talons and drop 4 leaps at the same time?

    I already see this happening on EU servers when I lurk about and spectate the absolute CLOBBERING these discord teams do on the "random pleb zerg". It is pure comedy to watch. It is. But is it healthy? You think the "immortal" stamdens 4-5 patches ago was bad when they were in groups of 3-4? You aint seen nothing yet. Just wait for it.
    Edited by Sneakers on 14 January 2022 15:37
  • KilianDermoth
    KilianDermoth
    ✭✭✭✭
    I'm just curious... When new players come to the game with squads of friends to bring more population to PvP and they proceed to get 1v7'd by a DK that seems to take no damage. Do you think they will be inclined to continue playing this game? Nope. I wonder why everyone says PvP is dying... wait a minute...
    Yeah, you are wrong here. When I was a new player, exactly this happend, several times. But we knew that we were new and that we didnt have proper equipment nor were totally leveled up or even understood the game totally.

    It is much worse in most other games than it was ever in ESO for us, because even we died, we could stand the enemy at least for a while and we knew that it is because of a lack of a proper build, experience, proper gear and so on. Also we knew that we could improve. Some of us have seen that even as challenge.

    But on the other hand what is really broken in PVP is ganking and cloak of nightblades. This truely drives away many new players. Just ask PVE players who ever set foot into PVP (for example during PVP events), especially Imperial City. One of the first things you will hear are nightblades and their invisibility and ganking bs.

    This drives new players away, because without knowing beforehand that you might be ganked and exactly knowing the counters there is no counterplay for new players than being tanky (what might be one of the root causes for tanky builds to get back to the topic).Even knowing the counters, you have to build specifically against nightblades - the only class that really makes something like this necessary and even then its not always reliable.

    Just look at low MMR (or even < CP) Battlegrounds where truely new players play or even try out PVP for the first time, what havok nightblades do there and no new player (maybe except of templars and rare stamsorcs) will even be able to deal with it or counter it. While they also have no chance against experienced players of others classes, they at least can fight them, improve, see whats happening and just dont die out of nowhere (one of the most discouraging thing that can happen for new players).

    If anyone is really serious about the experience of new players this is one of the things that needs to be fixed before anything else.
    Edited by KilianDermoth on 14 January 2022 15:31
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