Iron Blood comes to mind and I believe there’s a way to get around its movement snare.
Seraphayel wrote: »It should always, always be a decision between a) high defense / tanking skills, b) high healing or c) high damage.
SkaraMinoc wrote: »ZOS just killed any prospect of competitive deathmatch unless there's a hidden feature in development we don't know about.
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.
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.
Alchimiste1 wrote: »YoureWrongImRight wrote: »@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.
They are min-maxed to have average defense, average healing and average damage. Just min-maxed really good.
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.
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.
Dem_kitkats1 wrote: »YoureWrongImRight 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.
Dem_kitkats1 wrote: »YoureWrongImRight 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.
YoureWrongImRight wrote: »Dem_kitkats1 wrote: »YoureWrongImRight 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
Iron_Warrior wrote: »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.
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.
Alchimiste1 wrote: »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.
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.
Alchimiste1 wrote: »
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.
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.
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.
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.
YoureWrongImRight wrote: »Alchimiste1 wrote: »YoureWrongImRight wrote: »@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?
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.
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]
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.schmistertyler wrote: »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...