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The tank meta: cause, effect, and solutions

Woodenplank
Woodenplank
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So in all my hubris here's my take on the Tank meta: why it's here, what it does, and how to 'fix it'.
Cause
Naturally the 'tank meta' did not pop out of nowhere, but stems from a long series of changes - on the part of the developers through game patches and content, but also as a product of Player mentality.
In the interest of time, I'll summarize what I think are the 3 main causes:
  1. Time to kill - Dying in a video game sucks. Plain and simple. And dying with the feeling that there was nothing you could do, is the worst.
    A few years ago, people in fact complained of too short a time to kill. Back when proc sets were (A) Flat bonuses that required no scaling, and (B) Could crit.
    This created the most infamous of metas; damage procs that quite litterally killed Players before they had time to react, from just being hit with a simple ranged ability.
    People naturally hated this, and called for it to change; to be able to survive longer in PVP! - so ZOS initially disabled crits from proc sets (and monster sets were pretty much discarded from PVE for several patches), and also began to root out the worst offenders, taking away a lot of damage and defensive options in the process.
  2. Availability of Damage - I know that sounds backwards, but hear me out.
    It used to be that the best way to build damage in PVP was 5/5 Hunding's Rage or Julianos, for a total of 300 Weapon/Spell Damage and some crit. And wearing those five pieces meant that you weren't wearing something else: you were not wearing Torug's Pact or Trial by Fire, etc. You sacrificed a lot of durability to get that 300 Weapon/Spell Damage and some crit...
    But now wearing 1/1 Sea-Serpent's Coil guarantees you 430 Weapon/Spell Damage from Major Courage, and a 10% general damage buff to boot. With just the one item slot.
    People now wear setups like Sea-serpent's+Mara's Balm+Rallying Cry+Zaan's or other dmg monster set. Sometimes mixed up with Perfected Stinging Slashes or Vateshran's Ice Staff. And while RC provides as much offense as old Hunding's Rage, it also boosts your Critical Resistance like 5/5 Impregnable Armor.
    Building good damage is simply too easy on your build.
  3. Burst vs. DoT damage - With Update 35 ZOS halved the tick frequency of almost every dot in the game (from per second, to every 2 seconds), without upscaling damage. At the time some speculated it was a case of "please stop putting so much strain on the servers, our hamster is dying!" on ZOS's behalf, but either way it reduced the potency of DoTs across the board.
    Now I'm not calling for a return to Scalebreaker meta, which pretty much came down to who has the most DoTs, but the shift from DoT-->Burst has contributed to the tank meta, I think. Less consistent damage to fight the consistent healing. It also ties in with problem [1], since people will typically be at one of two stages: +90% health, stamina to block, or 0% health, finally out of stamina and hit by unblocked burst. And people are doing fine one second, and dead the next with virtually no in-between. Perhaps a moderate shift from burst damage to consistent "pressure" would help alleviate the oppresiveness of healing and tankyness.
Effect
Nigh-unkillable Players in PVP, and 1v1s that end not because either combatant dies, but because both grow too bored to continue.
Wardens and Dragonknights with resistances topping 25k, well over 30k hit points, and still 'crutched' by Sea-Serpent's Coil and/or Corrosive Armor to score kills.

Actually most people have over 30k hit points. Point of fact, when I spot someone in a BG with below ~29k or so, I automatically assume that they're new to PVP, and they typically are.
Solutions
Now I won't pretend to have all the answers, so this will mostly be my POW, with a bunch of popular suggestions sprinkled in.

Nerf Healing (inherently)
So this one is problematic, because you don't want PVP balance issues spilling over into PVE (or vice versa).
One of the main problems with unkillable people is how healing effects stack, however, such as a bazillion Echoing Vigors outhealing anything short of gigantic siege busts. I think ZOS can and should implement diminishing returns for stacks. E.g. 1 Vigor = 100% effect, 2 Vigors = 175% effect, 3 Vigors = 231% effect, 4th only adds up to 279%, and so on.
This would have virtually no PVE impact, since you typically only run 1-2 healers.

Adjust Battle Spirit
Certainly the most straightforward way. Nerf healing harder, and/or reduce the Damage Resistance.

Buff the counters!
Things like Major and Minor Defile, which serve to counter healing. Issue being that they can be purged (Mara's Balm, anyone? No? Forgot about it already?). ZOS tried to counter that whole idea with Plaguebreak, which was a tad... or very hamfisted. Personally I'd love to see Cleansing effects see a "fatigue" effect, where they cost increasingly more with spammed casts (like Roll Dodging or Streaks already do).

More dots, more dots, more dots
Give some of the lost power back to the Damage over time effects, and let people counteract the constancy of healing with constancy of DotS. Right now the meta feels very topped-off and safe or zero health and confused about how quickly you died. Death recaps in Cyrodiil are typically just like so and so Vicious Death, somesuch Plaguebreak, X amount Liquid Lightning Synergy, Y amount Dragonknight Standard synergy, etc. etc.

Make more damage sets
Not Damage Mythics, not 2-pieces on front bar for free power, but actual 5/5 damage sets that require you to sacrifice durability to equip them.
And no... I don't mean another "(5)-if you kill someone everything next to them also explodes, lol", but just an actual solid damage set without fancy side effects for innocent bystanders.
Controversial....
Separate Weapon/Spell Damage from Healing Power. Since hybridization the difference between Weapon and Spell Damage is essentially nill any way, except for like two exceptions or so in the whole game. By splitting healing power and damage power we might see people forced to sacrifice healing to be able to score kills, or make the über tanky players sort of... harmless.
This being the most controversial suggestion, I'm sure it'll never happen. I'm not even sure it would alleviate the issue as intended.
And more, I'm certain! I'd love to hear more suggestions, or for you to shoot down the holes I've missed in the suggestions made here!
I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • OBJnoob
    OBJnoob
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    More dots more dots more dots! Please tell me this is a reference to the old WoW Onyxia video. Love it.

    I think you've got a pretty good handle on the situation I'm not sure what to add.

    Most of the proposed fixes are controversial, as you say, so that's where things get tricky. Personally I've always wanted healing to scale off something other than spell damage. But most of the vet PvPers seem to enjoy running solo or very small scale so this idea never gets much traction. It is essential to their playstyle that one build be able to do everything. And while, I won't lie, this is a very fun aspect of the game-- it really goes hand in hand with half of what you outlined as being reasons for how we got to this state. Sea serpent, rallying cry, 1v1s being boring, all that. Ironically this is the best solution but the last one most people would want. Because it would be advantageous for groups. And for some reason players of this MMO really look down on grouping.

    Which leads me to the second thing: limiting HoT stacks. I'm firmly against this, because honestly I just feel like people in a group should be allowed to heal eachother. I'd rather the morph get nerfed than stacks be limited. I'm not against trying to balance groups or healing but I think rendering certain skills situationally useless is probably not a healthy road to go down. BUT. I find your proposal to more or less give it diminishing returns... Acceptable.

    Next, an idea you had that I agree very much with. Buff defiles. Absolutely. Nuff said. Now I think it should maybe remain purgeable but I do think making certain things not purgeable would be a good way to go. Siege, for one thing. People hate siege about as much as they hate groups-- but I've stood on enough rams totally ignoring the 4 oils pouring on my head over and over again enough times to be of the opinion that it's actually kinda underpowered. And don't get me wrong it does plenty of damage the problem is that you can just make it go away. Also, maybe give each class some kind of DoT or debuff that can't be purged. Like some classes have stuns that can't be blocked. I think it'd be a nice addition for some abilities to not be purged. Curse, fetcherflies, crippling Grasp, I dunno, crap like that. Also maybe some snares shouldn't be cleansable either. Caltrops. Crap like that.

    Aaaand... That's all I have to say :)
  • Woodenplank
    Woodenplank
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    OBJnoob wrote: »
    More dots more dots more dots! Please tell me this is a reference to the old WoW Onyxia video. Love it.
    Of course :D

    I think you've got a pretty good handle on the situation I'm not sure what to add.
    OBJnoob wrote: »
    Most of the proposed fixes are controversial, as you say, so that's where things get tricky. Personally I've always wanted healing to scale off something other than spell damage. But most of the vet PvPers seem to enjoy running solo or very small scale so this idea never gets much traction. It is essential to their playstyle that one build be able to do everything. And while, I won't lie, this is a very fun aspect of the game-- it really goes hand in hand with half of what you outlined as being reasons for how we got to this state. Sea serpent, rallying cry, 1v1s being boring, all that. Ironically this is the best solution but the last one most people would want. Because it would be advantageous for groups. And for some reason players of this MMO really look down on grouping.

    It would indeed take a lot of reworking left right and center if Damage and Healing power were split. Which is why I don't think it'll ever happen.
    OBJnoob wrote: »
    Next, an idea you had that I agree very much with. Buff defiles. Absolutely. Nuff said. Now I think it should maybe remain purgeable but I do think making certain things not purgeable would be a good way to go. Siege, for one thing. People hate siege about as much as they hate groups-- but I've stood on enough rams totally ignoring the 4 oils pouring on my head over and over again enough times to be of the opinion that it's actually kinda underpowered. And don't get me wrong it does plenty of damage the problem is that you can just make it go away. Also, maybe give each class some kind of DoT or debuff that can't be purged. Like some classes have stuns that can't be blocked. I think it'd be a nice addition for some abilities to not be purged. Curse, fetcherflies, crippling Grasp, I dunno, crap like that.

    This, I feel, is what Plaguebreak should've been. An un-purgeable DoT; probably one that grew stronger and lasted longer the more times you tried to purge it. Because that's what ZOS claimed they wanted: force players to not "recklessly spam Purge", but to do it more carefully.
    In its current iteration, Plaguebreak just punishes you for Purging even once. It in fact punishes you for standing next to someone who purges even once. And for standing next to someone who dies... Just because.

    I definitely feel like more "counter-tools" could be added. Right now Negate from Sorcerers is the only really impactful ability when it comes to e.g. taking down organized, heal-stacking groups.
    Necromancers have been crying for a buff (with good reason) for some time. And I feel like a sort of heal-absorption, plague-dot type thing would fit the bill for the Necromancer class. Food for thought.
    OBJnoob wrote: »
    Also maybe some snares shouldn't be cleansable either. Caltrops. Crap like that.
    Effectively Caltrops aren't cleansable. Just like Eruption or Wall of Frost, the snare is continuously applied as long as you're within the area (if you cleanse it, it's back the next milisecond).
    The issue here is that a lot of (and by that I mean all) organized groups will just run Snow Treaders mythic, and no care about any snare or root whatsoever.
    On that subject, while I generally dislike the idea of "nerfing" particular items or sets, because it just makes people bitter, I feel like Snow Treaders are overperforming. With how abundant Expedition and other Movement Speed increases are, being unable to Sprint is pretty irrelevant. I feel like wearing them should at least reduce how much bonus movement speed you can build, or something to that effect.
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • i11ionward
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    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
  • OBJnoob
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    @Woodenplank About caltrops and snaring. I guess I misspoke I didn't really mean 'purge' it. But have immunity to it. Cuz sure if you purge caltrops it gets almost instantly reapplied. But if you click Race Against Time then you're off to the races. Against Time, apparently. In addition to some things being made unpurgable I was trying to suggest some snares become unavoidable as well.
    i11ionward wrote: »
    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.

    Yes this is a good idea too. It's good that there are counters to things. But some of the counters-- purging and being immune to snares-- has really gotten out of hand and there is no counter to THEM. It's a problem.
  • Udrath
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    UPDATE 29:
    Characters now also take 10% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system.
    Characters now also start with 1000 Weapon and Spell Damage regardless of your level.

    I think this is when everything changed in my opinion.
  • StaticWave
    StaticWave
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    As a stamsorc player who struggles to survive DoTs without crutching on certain sets, no, I don't think buffing DoTs is the answer. If anything, it should be nerfing just healing. Players should only be able to have at most 3 HoTs ticking. Most classes have at least 3 sources of HoTs or pseudo HoTs, countering the majority of DoT pressure, leaving their powerful class burst heal to be block casted.

    Limit the amount of HoTs on a player will solve this issue by a significant amount.
    Edited by StaticWave on 1 July 2023 06:06
  • Bushido2513
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    There isn't really a fix for this type of thing. There's a lot of ways to say it and points to make but overall people just don't want to die but want others to die.

    The best actually fix that isn't really viable would be to just balance the game towards skill.

    This is not viable because while it's a better measure of combat it's just not great for mass appeal.

    The game has to appeal to new players and having higher ttk being available is just a part of that.

    I do think the group heals and buffs need to be looked at. People are more ok with dying in a group but this isn't really always working out because of the stacked healing and buffs situation.
  • Stamicka
    Stamicka
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    Solutions
    Now I won't pretend to have all the answers, so this will mostly be my POW, with a bunch of popular suggestions sprinkled in.

    Nerf Healing (inherently)
    So this one is problematic, because you don't want PVP balance issues spilling over into PVE (or vice versa).
    One of the main problems with unkillable people is how healing effects stack, however, such as a bazillion Echoing Vigors outhealing anything short of gigantic siege busts. I think ZOS can and should implement diminishing returns for stacks. E.g. 1 Vigor = 100% effect, 2 Vigors = 175% effect, 3 Vigors = 231% effect, 4th only adds up to 279%, and so on.
    This would have virtually no PVE impact, since you typically only run 1-2 healers.

    I agree that heal stacking should be nerfed, I don't think healing itself should be nerfed though. I would be fine with no heal stacking of the same morphs altogether. I think it should only be different morphs that stack. The most recently applied HOT is the one that overrides the others and when grouped you can only heal and be healed by your group members.


    Adjust Battle Spirit
    Certainly the most straightforward way. Nerf healing harder, and/or reduce the Damage Resistance.

    No, don't touch healing through battle spirit or reduce damage resistance. Blanket nerfs like this aren't a good idea because not all builds and playstyles are broken like this.

    Buff the counters!
    Things like Major and Minor Defile, which serve to counter healing. Issue being that they can be purged (Mara's Balm, anyone? No? Forgot about it already?). ZOS tried to counter that whole idea with Plaguebreak, which was a tad... or very hamfisted. Personally I'd love to see Cleansing effects see a "fatigue" effect, where they cost increasingly more with spammed casts (like Roll Dodging or Streaks already do).

    No, defiles are actually the best tools for the overly tanky builds that you are describing. Not long ago you could run Duroks Bane, Fasallas Guile, and Befoul CP (a CP that made defiles stronger). It was the tanks that built like this, they would actually be able to get kills because their target simply couldn't heal. It was a playstyle that was very bad for PvP. I am glad its gone. This is not the answer.


    More dots, more dots, more dots
    Give some of the lost power back to the Damage over time effects, and let people counteract the constancy of healing with constancy of DotS. Right now the meta feels very topped-off and safe or zero health and confused about how quickly you died. Death recaps in Cyrodiil are typically just like so and so Vicious Death, somesuch Plaguebreak, X amount Liquid Lightning Synergy, Y amount Dragonknight Standard synergy, etc. etc.

    No, DOT metas don't solve anything and once again are tools of the tanks. The use of DOTS + Defiles is a way to kill people without having to invest in damage. Burst is better.

    Make more damage sets
    Not Damage Mythics, not 2-pieces on front bar for free power, but actual 5/5 damage sets that require you to sacrifice durability to equip them.
    And no... I don't mean another "(5)-if you kill someone everything next to them also explodes, lol", but just an actual solid damage set without fancy side effects for innocent bystanders.
    Controversial....
    Separate Weapon/Spell Damage from Healing Power. Since hybridization the difference between Weapon and Spell Damage is essentially nill any way, except for like two exceptions or so in the whole game. By splitting healing power and damage power we might see people forced to sacrifice healing to be able to score kills, or make the über tanky players sort of... harmless.
    This being the most controversial suggestion, I'm sure it'll never happen. I'm not even sure it would alleviate the issue as intended.
    And more, I'm certain! I'd love to hear more suggestions, or for you to shoot down the holes I've missed in the suggestions made here!

    More damage sets are not the solution. You can wear double damage sets and still be tanky.

    Overall, I don't think most of these suggestions would do much to solve the tank meta. There's a few main things that I think will solve the tank meta:

    - Vampirism: A big issue right now is Vampire. Undeath passive is really the only thing vampire has going for it, but it's just too strong and it gives a crazy amount of mitigation that starts scaling immediately. It needs to be adjusted.

    - Max Health: Max Health pools are too high. 30k+ is too much and the average should be brought down to 25k and below. This could happen in a variety of ways, but I think it needs to be done.

    - Certain Sets Need to Go: Sets like Pariah, Maras, and even Rallying Cry give too much defensive power.

    - Heal Stacking: This is more of a problem with ball groups, same morph heals shouldn't stack.

    - Core Combat Costs/ Sustain: This one is only somewhat of a problem. The game should encourage timed blocks and timed rolls. Right now people can roll and block SO much for a variety of reasons (there's red CP thats partially responsible). You don't have to think about when to block or roll, you can constantly do those things with very little penalty. This needs adjustment.

    If these things are adjusted, healing strength won't even matter. We need to get back to a place where not blocking/rolling/shielding at the right time means you get bursted. Back in the day it didn't matter if you had amazing healing, a curse + frag + endless fury would 100-0 your health bar. Damage right now is high enough to do this if vampirism and high health pools weren't a thing. The game was designed around burst killing. It needs to come back.
    Edited by Stamicka on 1 July 2023 15:43
    PC NA and Xbox NA
  • Woodenplank
    Woodenplank
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    i11ionward wrote: »
    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
    This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?
    On that subject, I think ZOS needs to clarify the difference between purging and other forms of removal. On of the reasons for the strength of the Mara's Balm set was that is heal applied on any type of removal for negative effects. Purge it yourself? Heal. The timer runs out naturally? Heal. The enemy re-applies the effect with another cast? Heal; because the old debuff was removed as the refresh was applied.
    Stamicka wrote: »
    I agree that heal stacking should be nerfed, I don't think healing itself should be nerfed though. I would be fine with no heal stacking of the same morphs altogether. I think it should only be different morphs that stack. The most recently applied HOT is the one that overrides the others and when grouped you can only heal and be healed by your group members.
    Yes, heal stacking was my main concern, as that turns to the most ridiculous results.

    However, you go to the Bergana wayshrine in Alik'r and watch duels, you'll find that a bunch of 1v1s also take ages. And it's not that rare to see duels end by people getting bored, and calling a draw
    i11ionward wrote: »
    [quote="Woodenplank;d-637242"

    More dots, more dots, more dots
    Give some of the lost power back to the Damage over time effects, and let people counteract the constancy of healing with constancy of DotS. Right now the meta feels very topped-off and safe or zero health and confused about how quickly you died. Death recaps in Cyrodiil are typically just like so and so Vicious Death, somesuch Plaguebreak, X amount Liquid Lightning Synergy, Y amount Dragonknight Standard synergy, etc. etc.

    No, DOT metas don't solve anything and once again are tools of the tanks. The use of DOTS + Defiles is a way to kill people without having to invest in damage. Burst is better.[/quote]
    Why can't DOTs be the tools of non-tanks? And what makes burst inherently better?
    I'd say right now, burst is superior because doesn't allow your target's HOTs to out-perform you. I'd also argue that this is why Nightblades are so strong right now (part of it, any way).

    I don't want to be misconstrued here, I'm not saying "burst is trashy gameplay; nerf it to the ground and make everything about DOTs!!!!" - I want DOTs to see a moderate little buff; perhaps just increased SD/WD scalings without changing base values.
    ... I want ZOS to be bold in experimenting with mechanics, but conservative with the values. I don't mean to bash, but the devs have been somewhat 'hamfisted' in their approaches to nerfs and buffs in the past. Such as halving all DoT DPS from one update to the next...


    Stamicka wrote: »
    - Vampirism: A big issue right now is Vampire. Undeath passive is really the only thing vampire has going for it, but it's just too strong and it gives a crazy amount of mitigation that starts scaling immediately. It needs to be adjusted.
    I agree to some extent. Vampirism went from being auto-include in PVE (pre-Greymoor) to auto-include in PVP for the Undeath passive.
    However, I'm not sure if Undeath should be nerfed, or the penalties should increase. Force vampires to actually invest more in vampiric abilities (since using only non-vamp skills would be too hard to sustain)? This is more about flavour... that being a vampire should actually require some... vampirism.
    Stamicka wrote: »
    - Max Health: Max Health pools are too high. 30k+ is too much and the average should be brought down to 25k and below. This could happen in a variety of ways, but I think it needs to be done.
    I don't think max health is the problem. You look at the strongest defensive sets for the past several cycles (you mention the most infamous trio in your own next point) have not been about stacking health. Rallying Cry and Mara's Balm? Not a single line of max health. Pariah does have 1 line of max health, but it's about the armor.

    Of course, reducing all sources of max health would bring tankiness down, but I don't think it's the best way to go about it.
    Stamicka wrote: »
    - Certain Sets Need to Go: Sets like Pariah, Maras, and even Rallying Cry give too much defensive power.

    "Need to Go" is a spooky sentence. I realize that some sets do get out of line, but I'm always hesitant to call nerfs. For one thing, the meta-defensive sets are soon replaced with 2nd tier stuff; or the devs feel the need to just release new strong defensive options any way, so we don't run into the Pariah-is-the-only-viable-option-left meta of yore.

    But most importantly... it makes Players incredibly b***hurt. The bitterness of having spent millions on golding out jewelry, armor, and weapons of your strongest sets only to have them blasted into the D-tier of gear makes for very unhappy customers.

    Stamicka wrote: »
    - Core Combat Costs/ Sustain: This one is only somewhat of a problem. The game should encourage timed blocks and timed rolls. Right now people can roll and block SO much for a variety of reasons (there's red CP thats partially responsible). You don't have to think about when to block or roll, you can constantly do those things with very little penalty. This needs adjustment.

    If these things are adjusted, healing strength won't even matter. We need to get back to a place where not blocking/rolling/shielding at the right time means you get bursted. Back in the day it didn't matter if you had amazing healing, a curse + frag + endless fury would 100-0 your health bar. Damage right now is high enough to do this if vampirism and high health pools weren't a thing. The game was designed around burst killing. It needs to come back.

    I think Timed blocking is a good mechanic for slower, melee-oriented combat games that function on small scales, like For Honor, Dark Souls (okay Dark Souls has Parry instead of timed block, but close enough), and such. But I don't think it'd work in ESO.
    The ESO attack that lends itself best to a timed-block style counter would be fully-charged Heavy attacks. However, for the past six years Fully-Charged Heavy attacks haven't been about landing damage, but just this underutilized resource sustain thing, or awkward proc-set condition.

    In ESO there's simply too much random **** ticking, proc'ing, or coming in from off-screen all the time. Very few abilities are telegraphed long enough to make a difference for regular-block vs. timed - In my opinion any way.

    With that being said; I agree that ZOS should look to such core sustain issues first.
    Instead of blanket-nerfing any purging effect by introducing Plaguebreak, they could've added a Purge-fatigue to increase the cost of spamming. Instead of buffing durability across the board, make block a little better but costlier, so you have to think of when you can afford to trade stamina for survivability, and when you'll just have to take the unblocked hit.
    People roll-dodging with impunity? Well maybe nerf the Roll-Dodge cost reduction on Medium armor.

    There's a lot of things they can tweak to push meta in one direction or the other, but sadly their strategy for the longest time has been to throw another proc set or two at the issue...


    Edited by Woodenplank on 1 July 2023 18:04
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • i11ionward
    i11ionward
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    i11ionward wrote: »
    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
    This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?

    Not really. The enemy usually does not apply one dot, you usually get 5-10 debuffs from him. And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge. And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.
  • Woodenplank
    Woodenplank
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    i11ionward wrote: »
    The enemy usually does not apply one dot, you usually get 5-10 debuffs from him.
    Do you mean that some DOTs also apply a lot of other debuffs? Or are you saying there's no need to "be careful" about the Purge-effects of DOTs, because people often have a lot of other debuffs any way?
    i11ionward wrote: »
    And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge.
    It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.

    My point was that, for e.g. Dragonknight Venomous Claw dealing "its remaining damage on being removed" would just make Purging it useless. Its only effect would be to make you take damage faster, and let your enemy reapply it.
    If we're buffing DOTs to have this effect, Purges might get dropped from PVP altogether; it'd be like everyone wearing Plaguebreak.
    i11ionward wrote: »
    And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.

    Ah, now that's more like it. And I agree this could be pretty cool.

    A fundamental issue is that the game only has randomized cleanses. It's always 2-5 effects removed (or ALL effects), and no way to choose which. Purging with a bunch of different effects on because a wierd dice-roll mechanic. You might Purge all the instant-effect ones, and get screwed, or you're succesfully removing a bunch of harmless ones. And Players can't influence which.
    Edited by Woodenplank on 1 July 2023 21:19
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • OBJnoob
    OBJnoob
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    i11ionward wrote: »
    i11ionward wrote: »
    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
    This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?

    Not really. The enemy usually does not apply one dot, you usually get 5-10 debuffs from him. And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge. And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.

    Yeah, I'm still thinking this is a good idea. Not that I want many abilities to operate like this but if a few were sprinkled in here and there you could use it as an excuse to increase class diversity. Which would spice up balance and the meta from a class standpoint if not a gear one. Like okay DKs are the strongest and maybe that stays the same. But if templars really had their number. If DoTs were more the DK identity like it used to be, and templars could purge most of the pressure, then you'd see an influx of templars to combat the influx of DKs. But then maybe say, Curse stops being purgeable. In fact maybe not only can it not be purged but if you try to purge it then you get both explosions at once. Now too many templars are met with certain players hopping on their sorcs. But those same sorcs tend to lose to DKs because of all the DoTs. Imagine newly highlighted identities for the other classes as well and now we have a meta that self-balances like an ecosystem. An ecosystem like that can handle occasional imbalances of power better than what we currently have.

    Some random thoughts on ideas to help implement this, whether it be adjustments to skills or passives added to classes. Because some of this already exists but is overshadowed by mass availability of things through guild skills or abilities placed on classes that don't need them.

    First example: Don't wardens have a passive making snares weaker against them? But why? If for some reason you don't have RaT then honestly the ONLY snare removal ability worth slotting is Swift Predator, which belongs to warden. They really don't need that passive.

    Solution: Remove snare immunity from Race Against Time. Give it something else, small, as compensation. Remove the aforementioned passive from Wardens, strengthen it, and give it to Sorcs. Sorcs are 50%... Naw, screw it, 75% resistant to snares AND they last 25% as long. Now you have a class that can really kite, but is still countered by DoTs and gap closers, and it is perhaps more appropriate for them not to have a great burst heal.

    Make Crippling Grasp bypass snare immunity. Well, no, snare immunity is already more rare now that it isn't on RaT so here's a more unique idea. If you try to become immune to snares while effected by crippling Grasp you become "wounded" and can not sprint for 5 seconds. Why crippling Grasp? Because NBs are the assassin class and because the skill name is just super fitting.

    Make it so if you try to purge curse you get both explosions immediately. Why? Because, again, the skill name just seems super appropriate.

    Gotta remove some of DKs burstyness and strengthen their DoTs back up. Let them stay tanky, blocky, and healy. Let them keep their unique fiery, poisonous, and battle roary sustain. Let them be the class that wins battles of attrition. Gotta take away some of their burst though. Remove the direct damage penetration from Corrosive and make it double your DoTs while active instead. Remove major savagery from FoO. Nerf whip a little-- or at least make it lose stacks when you miss.

    Make necros the defile class. I don't play necros so for all I know they already are-- but if not, do it. They are apparently supposed to be a DoT class but I hear most people say that's dumb cuz they have no DoTs. Okay, that's fine, cuz we already have a DoT class. Most of their damage should be disease for high chance to proc minor defile, and one stam and one mag skill (an important one that they actually use,) should give major defile. This defile (just the major,) can't be purged. Because. Remove their +15% DoT damage and make it -15% DoT taken instead.

    Okay I'm done. But stuff like that. Make things more thematic. More unique.

  • i11ionward
    i11ionward
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    It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.

    Yes, it's quite fair (I knew that someone would cite this situation as an example).
    But if you "wasted" three GCDs on dots and the opponent "wasted" only one on purge, it's not so fair anymore, is it?
    Edited by i11ionward on 2 July 2023 08:40
  • Supershutze
    Supershutze
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    Tank meta is just heal meta wearing armour.

    The problem ultimately stems from the fact that healing is, by far, the greatest defensive ability in the game, and unlike all the others, there is no way to counter it. Whatsoever.

    Fixing tank meta is really as simple as introducing hard counters to every build.

    Too much healing? Introduce a set that block healing. i.e standard tank 1-4pc, 5pc is "reduce your healing done by 25% for each enemy within 18m. Each enemy within 18m has their healing received reduced by the same amount.

    This set also nukes ball groups.

    Too much damage? Introduce a set that reflects damage or something.

    Too much armour? Well, that's what penetration is for. We have counters for that already.

    Too many vampires or werewolves? Fighters guild abilities deal double damage to vampires and werewolves and ignore the undeath passive.

    Too much stealth? Buff all the anti-stealth sets; i.e have the sentry set automatically rip players within 30m out of stealth. Player wearing the set would have a detection ring around them like those dudes in stealth missions. Think this is too powerful? The set does basically nothing if there are no stealthy enemies, so you're only really ever going too see it if players think there are too many gankers; hard countering the gankers is the whole point.

    Hard counters prevent a meta from forming, because whatever build someone comes up with, someone else can hard counter.
    Edited by Supershutze on 2 July 2023 09:26
  • Woodenplank
    Woodenplank
    ✭✭✭✭
    OBJnoob wrote: »
    i11ionward wrote: »
    i11ionward wrote: »
    Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
    This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?

    Not really. The enemy usually does not apply one dot, you usually get 5-10 debuffs from him. And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge. And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.

    Yeah, I'm still thinking this is a good idea. Not that I want many abilities to operate like this but if a few were sprinkled in here and there you could use it as an excuse to increase class diversity. Which would spice up balance and the meta from a class standpoint if not a gear one. Like okay DKs are the strongest and maybe that stays the same. But if templars really had their number. If DoTs were more the DK identity like it used to be, and templars could purge most of the pressure, then you'd see an influx of templars to combat the influx of DKs. But then maybe say, Curse stops being purgeable. In fact maybe not only can it not be purged but if you try to purge it then you get both explosions at once. Now too many templars are met with certain players hopping on their sorcs. But those same sorcs tend to lose to DKs because of all the DoTs. Imagine newly highlighted identities for the other classes as well and now we have a meta that self-balances like an ecosystem. An ecosystem like that can handle occasional imbalances of power better than what we currently have.

    As long as it doesn't degrade into "oh I'm facing class X? Auto-lose. Or I'm facing class Y? Izi-auto-win."
    But yeah! I very much agree that certain Classes could be better tailored to deal with certain playstyles. Right now I'm mostly thinking Sorcs have Negate to counter big ulti-dump groups, but that's about it for real counterplay IMO.
    OBJnoob wrote: »
    First example: Don't wardens have a passive making snares weaker against them? But why? If for some reason you don't have RaT then honestly the ONLY snare removal ability worth slotting is Swift Predator, which belongs to warden. They really don't need that passive.

    Solution: Remove snare immunity from Race Against Time. Give it something else, small, as compensation. Remove the aforementioned passive from Wardens, strengthen it, and give it to Sorcs. Sorcs are 50%... Naw, screw it, 75% resistant to snares AND they last 25% as long. Now you have a class that can really kite, but is still countered by DoTs and gap closers, and it is perhaps more appropriate for them not to have a great burst heal.

    I'd argue that Nightblades Phantasmal Escape is another snare removal worth slotting. Forward Momentum also sees a bit of use, but admittedly not much.
    OBJnoob wrote: »
    Make Crippling Grasp bypass snare immunity. Well, no, snare immunity is already more rare now that it isn't on RaT so here's a more unique idea. If you try to become immune to snares while effected by crippling Grasp you become "wounded" and can not sprint for 5 seconds. Why crippling Grasp? Because NBs are the assassin class and because the skill name is just super fitting.
    How does this interact with all the people wearing Snow Treaders though?
    OBJnoob wrote: »
    Make necros the defile class. I don't play necros so for all I know they already are-- but if not, do it. They are apparently supposed to be a DoT class but I hear most people say that's dumb cuz they have no DoTs. Okay, that's fine, cuz we already have a DoT class. Most of their damage should be disease for high chance to proc minor defile, and one stam and one mag skill (an important one that they actually use,) should give major defile. This defile (just the major,) can't be purged. Because. Remove their +15% DoT damage and make it -15% DoT taken instead.

    Okay I'm done. But stuff like that. Make things more thematic. More unique.

    I agree that things could be more unique - with all the hybridzation these last several patches, Class indentities have degraded. A lot.
    And since the meta, both PVE and PVP, has singled just a handful of sets and weapon combos.
    If I wanted to be a MagBlade DPS instead of StamDK, well I'd replace the 5-6 DK abilities with Nightblade equivalents, and transfer my gear over. Bam, done. Similar rotation, similar output. Exact same gear, except for popping max mag instead of max stam enchants.

    For PVP, a lot of the same setups also show up with every class. Stinging Slashes frontbar, Vateshran Ice Staff back, or Rallying Cry + Mara's Balm (not so much the latter any more...) Way of Fire, etc. It's all very formulaic.
    Ah; and the ubiquitous Resolving Vigor. Mag, Stam, DK or Necro, whatever.

    As for Necromancers... they're desperately in need of reworks, I feel. Their Class identity right now pretty much boils down to Blastbones, imo, and the occasional Goliath transform. +15% DOT damage hurray! On a Class that has... two DOTs? Big whoop.
    (although shout-out to the Harmony+Avid Boneyard+Colossus Dark Convergence bombers. You shined so bright, you burnt out too fast)

    And the idea of defiling, disease theme makes a lot of sense. In the interest of countering Purges, maybe something like "Accelerating Plague" dot, that refreshes duration and applies e.g. Major Defile or some Heal Absorption whenever you *attempt* to remove it. Never gets purged. If you're desperate to remove some other debuffs, you'll have to take the risk/hit, otherwise it forces you to hold off on purging for X amount of seconds.

    Incidentally... this is what I wish the Plaguebreak set had always been.

    i11ionward wrote: »
    It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.

    Yes, it's quite fair (I knew that someone would cite this situation as an example).
    But if you "wasted" three GCDs on dots and the opponent "wasted" only one on purge, it's not so fair anymore, is it?

    Counterpoint; everyone and their grandmother using Elemental Susceptibility from an Ice Staff, which adds five debuffs on one GCD and zero mana cost. Most purges in the game would actually need two casts to gaurantee getting rid of a single Elemental Susceptibility cast.

    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • xFocused
    xFocused
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    Personally, I just ignore them. Majority of these tanks I run into are doing nothing but standing still holding block. They aren't capping a flag, they aren't burning siege, distracting large groups of players so a friendly player can bomb them...they just do nothing, lol. I don't understand the point or even the meta of it. If you were being a useful tank then sure, that would make sense but anymore we just run past them and move on
    PS5 - NA
    Necro Main
  • VinnyGambini
    VinnyGambini
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    In my opinion this "tank meta" is working a bit different:

    1. Heals have no cooldown - so you have to stun and time your burst to kill oponent.
    2. You can archieve huge bursts of dmg - for example nightblade can ult+assasin will for 20-25k, then execute, dead.
    3. To counter above, ppl stack resistances, and health. You need 35k health to survive this huge burst. And opponent can attack from invisibility, so timed block is impossible.
    4. To counter above ppl try various proc sets, like way of fire + vate staff + masters DW, sometimes even relequen. All this gives crazy DPS, so you can actually kill a tank.
    5. Going for max dps like above, makes you vulnerable to burst.

    And we have a loop that never ends, which is actually quite good, because it works as rock-paper-scissors.

    So why ppl go tanky? Nobody likes to be deleted.

    If you want to swich meta towards less tankiness you have to reduce burst, and boost sustained damage. Increasing burst will only make ppl use more tanky builds.
  • Woodenplank
    Woodenplank
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    If you want to swich meta towards less tankiness you have to reduce burst, and boost sustained damage. Increasing burst will only make ppl use more tanky builds.

    Exactly my point/wish
    Perhaps a moderate shift from burst damage to consistent "pressure" would help alleviate the oppresiveness of healing and tankyness.

    I believe the reasons you stated are also why e.g. Nightblade are top-tier right now (IMO).
    I've played several Classes these last couple of patches, and it feels very heavily weighed for NBs and DKs (I don't play Warden, so can't really speak to that). Sorc feels like it lacks the healing and staying power of others, Necromancer feels... well they feel sort of redundant because I only use Blastbones, Spirit Guardian, and this-is-your-class's-way-of-getting-major-resolve-and-if-you-don't-use-it-you-will-die-Summoner's Armor. Everything else I have to go looking through Weapon Skill lines or Guild abilities.
    Templar felt pretty alright, but I ultimately didn't play it that much, so I'd rather not comment in detail.

    Of course, there's pretty much always going to be one Class or build or somesuch that comes out on top, but the rock-paper-scissors mechanic of some classes having a vulnerability to particular other classes, as suggested above, could help alleviate this somewhat, I believe.

    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Alchimiste1
    Alchimiste1
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    I would argue and say we are not in a tank meta. In fact I think damage rn is very high. There are so many dots and procs going around. I think the real offender here is cross healing, which I do think needs to be toned down or reworked.
  • StaticWave
    StaticWave
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    Yea I also agree with @Alchimiste1. Damage is way too high right now and that forces people to build tankier. I can't really run around in 3 damage builds anymore, I'd get 1 shotted or pressured to death from all the DoTs and procs. Used to be able to do that a few years ago though.

    Of course there are outliers but that's mostly due to class imbalance and mythics adding to the problem. I think damage needs to be toned down a bit, then max HP reduced through Battle Spirit. People sitting at 23-25k HP are much easier to kill than people sitting at 30k-35k HP, imo.
  • AndreNoir
    AndreNoir
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    So why ppl go tanky?
    Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competition
  • VinnyGambini
    VinnyGambini
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    AndreNoir wrote: »
    So why ppl go tanky?
    Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competition

    This may do the trick:

    1. Increase scaling on dmg abilities.
    2. Decrease scaling on armor (or just rework undead passive).
    3. Give some flat dmg reduction (just to compensate dmg scaling)

    By following above:

    1. Dmg builds will be less squishy.
    2. Dmg builds will deal more dmg.
    3. Tank builds will lose some dmg.

    It will be more worthy to invest in dmg than tankiness.
    To be honest I agree with this.
  • Anti_Virus
    Anti_Virus
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    Just make healing scale from your highest max resource and damage scale from WD/SD
    Edited by Anti_Virus on 4 July 2023 21:45
    Power Wealth And Influence.
  • Woodenplank
    Woodenplank
    ✭✭✭✭
    AndreNoir wrote: »
    So why ppl go tanky?
    Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competition

    This is sort of what I meant with more dedicated damage sets. Or rather, I agree more with what you're saying, than with my own suggestion :|

    Lowered base damage and healing, coupled with a stronger scaling could help push towards sacrificing durability for damage, while gimping builds that go for pure defensive sets; crutched by a mythic or arena set combo (Stinging Slashes adding a flat 1635 damage to every tick of Dual Slash comes to mind).
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Glantir
    Glantir
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    In my opinion Heavy Armor should have the negative Perk to reduce outgoing Damage to Players by x% per piece. To not affect PvE. And maybe a mitigation cap for PvP…
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Lucifer9th
    Lucifer9th
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    1/ cap health to 30k in pvp area (and change the bonus hp of emperor faction to a bonus max mag or max stam)
    2/ nerf resolving vigor to be equal to rapid regeneration
    3/ having a banlist of set which make pvp worst in all aspect
  • TechMaybeHic
    TechMaybeHic
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    ✭✭
    Udrath wrote: »
    UPDATE 29:
    Characters now also take 10% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system.
    Characters now also start with 1000 Weapon and Spell Damage regardless of your level.

    I think this is when everything changed in my opinion.

    I agree with this being an issue for a lot of the removal of needing to account for a lot of things in a build; but outside of that, I find blanket changes across the board leads to the same sort of meta, just different numbers. IE battle spirit reducing healing may lower overall TTK by itself, but the overall balance is the same. Maybe that's the only goal, and I'd be better with that over trying to change the entire mechanics of the game to a trinity requirement.

    Really id prefer more targeted adjustments a step at a time. We haven't had that and in stead, have gone from massive adjustments to silence causing large uproar then leaving metas go stale. Somethings are long overdue. They've been debated multiple times so I won't go into it here. Pretty sure people know, even the defenders.


    Then mechanically; I'd where we find the issues with HOTs. Smart healing in general, causes an imbalance in landing needed heals vs landing needed damage. Part of the issue with the ball groups people complain about is it is nearly impossible to focus a target as we have no target lock for damage that is going to require a target and they LOS each other. Meanwhile; heals just go where needed automatically and stack where needed. Since collision detection is obviously out given the game performance; I think they could at least make tab targeting not an auto fire no matter where you are pointing, but if you are on the hitbox of a tabbed target, you hit them rather than something in front or behind.

    Id also leave heals on self unchanged with how they scale, but healing others could use a required stat to get to current levels. Maybe even a base requirement for the heal to go to others as well. So solos can keep their heals, but if you want to play the actual role of a group healer, you need to build for it. Not have 12 players all having that group role with 0 sacrifice elsewhere

  • edward_frigidhands
    edward_frigidhands
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    Effect
    and 1v1s that end not because either combatant dies, but because both grow too bored to continue.

    I disagree with any kind of balancing act around 1v1 or very small scale PvP encounters. The primary bulk of PvP action in this game happens in Cyro and Battlegrounds. There is a high frequency of encounters involving several players in a single location.

    This is what the game's focus needs to be on.

    Not 1v1, 2v2, 3v3 or 1vX.

    My personal suggestion to address the other things you have mentioned is to steer clear of an all encompassing bandaid fix involving battle-spirit and instead taking a look at the potency of pure damage/healing/defensive sets in the game right now.

    If someone is sacrificing massive durability for damage, the sets they are wearing should give them the ability to dent and/or dust players.

    On the flip side, when it comes to people then not being able to survive or act due to damage being too high or the time to kill too low, we can ensure defensive sets are complementing those damage sets just as well and doing their job in offering players the option to balance their builds better or make them more defensive.

    We don't want a game that just routinely cuts down sets and sources of exceptional damage, survivability and healing for the sake of "balance" that just ends up creating homogenous sets or character planning options that lack impact or stifle creativity.

    The game needs to continue to find new ways to allow players to experiment with impactful choices that can result in both horrible mistakes and "happy accidents".
    Edited by edward_frigidhands on 7 July 2023 03:13
  • Jsmalls
    Jsmalls
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    Come to No CP, a lot harder to deal ANY damage is built as a tank. Plays smoothly too.
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