I'm not sure where this talk of "forced stalemates" really comes from. A good player with a well-rounded build has always been able to 'force stalemates' since 2014 pvp era. No meta shift has ever prevented this. The only reason people are experiencing this 'shift' is because everyone is stacking 3 offensive lines and trying to kill each other. Once this initial excitement wears off, the meta is going to shift back into more well-rounded builds to counter once again, the ridiculous bursts... which is exactly how the 'tank meta' of the last two years was created... to counter bursts and being VD bait.
I personally feel the damage within the animal companion line is OK - its the sustain that needs to be looked at, and this is coming from someone who uses the skill line.
For example, having the following:
- Passive regen from Betty Netch
- 20% sustain from Flourish
- Shalks being able to trigger both buffs of Wretched Vitality from one skill
is way overloaded from a sustain perspective.
There's a reason why most of PvP players run the skill line ... and its mostly for the regen.
I've taken quite a few screenshots playing BGs with the majority of players having Netch tentacles attached to them; its quite amusing but on the other hand, kind of highlights the importance of the skill line within PvP and the overuse of it.
Essentially, I think the sustainability part of the skill line needs to be toned down, the rest of the skill line is fine, but this is just my opinion.
I'm not sure where this talk of "forced stalemates" really comes from. A good player with a well-rounded build has always been able to 'force stalemates' since 2014 pvp era. No meta shift has ever prevented this. The only reason people are experiencing this 'shift' is because everyone is stacking 3 offensive lines and trying to kill each other. Once this initial excitement wears off, the meta is going to shift back into more well-rounded builds to counter once again, the ridiculous bursts... which is exactly how the 'tank meta' of the last two years was created... to counter bursts and being VD bait.
I'm not sure exactly what point you're trying to make here? The damage is higher in subclassing because most of the damage options are stronger than the defensive ones. It's just like in blackwood where the damage was higher than the defense because of master at arms being added before ironclad. Sure, someone can still force a stalemate if they're building tanky and using the tankier options for skill lines, but in general the vast majority of players can be killed in ways they haven't been able to in years.
You can be as pessimistic as you'd like to be about where things will go, but subclassing is obviously not going anywhere. Better to offer input on how zenimax can make changes to better maintain an enjoyable "damage focused meta" than lament over the loss of the previous no-damage watered down post-hybridization pre-subclassing environment we had before.
I'm not sure where this talk of "forced stalemates" really comes from. A good player with a well-rounded build has always been able to 'force stalemates' since 2014 pvp era. No meta shift has ever prevented this. The only reason people are experiencing this 'shift' is because everyone is stacking 3 offensive lines and trying to kill each other. Once this initial excitement wears off, the meta is going to shift back into more well-rounded builds to counter once again, the ridiculous bursts... which is exactly how the 'tank meta' of the last two years was created... to counter bursts and being VD bait.
I'm not sure exactly what point you're trying to make here? The damage is higher in subclassing because most of the damage options are stronger than the defensive ones. It's just like in blackwood where the damage was higher than the defense because of master at arms being added before ironclad. Sure, someone can still force a stalemate if they're building tanky and using the tankier options for skill lines, but in general the vast majority of players can be killed in ways they haven't been able to in years.
You can be as pessimistic as you'd like to be about where things will go, but subclassing is obviously not going anywhere. Better to offer input on how zenimax can make changes to better maintain an enjoyable "damage focused meta" than lament over the loss of the previous no-damage watered down post-hybridization pre-subclassing environment we had before.
Was just commenting on all the posts I've seen talking about stalemates no longer occurring. It's still do-ble if the player isn't doing a 3 offensive skill-line and focuses on playing defensively. My point is that the meta -will- 'even out' as players who keep getting bursted get tired of trying to burst others and revert back to being 'tanky'. This is basic human behavior that has been demonstrated through eso pvp environment for years. The 'no-damage watered down environment' occurred primarily because of very high bursts from proc sets, for example when tarnished nightmare was being run by almost -everyone-. And the elephant in the room: bomb meta still going very strong. Maybe the rush of agony 'change' might alleviate some of it, but that remains to be seen imo. Dark convergence always had visible counterplay, but people still complained to no end about it until it got nerfed. And people still very regularly get bombed by it.
I'm not sure where this talk of "forced stalemates" really comes from. A good player with a well-rounded build has always been able to 'force stalemates' since 2014 pvp era. No meta shift has ever prevented this. The only reason people are experiencing this 'shift' is because everyone is stacking 3 offensive lines and trying to kill each other. Once this initial excitement wears off, the meta is going to shift back into more well-rounded builds to counter once again, the ridiculous bursts... which is exactly how the 'tank meta' of the last two years was created... to counter bursts and being VD bait.
I'm not sure exactly what point you're trying to make here? The damage is higher in subclassing because most of the damage options are stronger than the defensive ones. It's just like in blackwood where the damage was higher than the defense because of master at arms being added before ironclad. Sure, someone can still force a stalemate if they're building tanky and using the tankier options for skill lines, but in general the vast majority of players can be killed in ways they haven't been able to in years.
You can be as pessimistic as you'd like to be about where things will go, but subclassing is obviously not going anywhere. Better to offer input on how zenimax can make changes to better maintain an enjoyable "damage focused meta" than lament over the loss of the previous no-damage watered down post-hybridization pre-subclassing environment we had before.
Was just commenting on all the posts I've seen talking about stalemates no longer occurring. It's still do-ble if the player isn't doing a 3 offensive skill-line and focuses on playing defensively. My point is that the meta -will- 'even out' as players who keep getting bursted get tired of trying to burst others and revert back to being 'tanky'. This is basic human behavior that has been demonstrated through eso pvp environment for years. The 'no-damage watered down environment' occurred primarily because of very high bursts from proc sets, for example when tarnished nightmare was being run by almost -everyone-. And the elephant in the room: bomb meta still going very strong. Maybe the rush of agony 'change' might alleviate some of it, but that remains to be seen imo. Dark convergence always had visible counterplay, but people still complained to no end about it until it got nerfed. And people still very regularly get bombed by it.
Before Subclassing, you could run tanky and throw on a DoT build and still find results. Now you can’t build tanky enough to survive the burst while still having enough damage to eventually kill anyone, and on top of that… everyone has Extended Ritual and/or Netch.
You have two choices, easily obtained burst or Jeralls/Relequen to kill people with a DoT build now as they both count as a flood of negative effects, a problem in it’s own right, but those are your choices.
They are both “single target” so you’re not doing anything but duel on a build using those sets, or you’re stuck playing a Ranged build. Not exactly a healthy state of play.