Have you done some keep capture and group PvP recently ?
It's all about zerg balls running around with insane damage shields, devouring swarm + standard of might and stupid mages spamming PBAOEs.
Add the DK Talons ability in the mix, and you have the perfect recipe for a fun and tactical PvP...or not :-/
Seriously, not only does it kill framerate (the more together the better :-/) but it's NOT fun.
By the way, this is what happens when you balance a game for PVE and hope it will magically work in PVP Some games patched this with different spell values in PVP and PVE...I'm not a big fan, but at least, it helps.
My 2 cents :
- All AOE should have their dmg values reduced or costs raised in PVP
- Ultimate trigger should be time based (i.e. 5 mins) so they would be "this extra boost you pull out in case of emergency situation" and not something you can spam around every 30s thanks to AOE abilites replenishing your ultimate pool.
- You do some PvP for the fun of interacting with human opponent. Crowd Control does the opposite of that and I suggest a general pass should be done to limit CC in this game.
- Magicka / Stamina regen should be reduced (or spell cost raised) so you can't have Sorcerers spamming Bolt Escape until they've crossed half of cyrodiil or stacking shield like crazy, Archers spamming snipes until death (although, at least, everyone in game can have access to snipe), etc. (PvP balancing only)
I know you can counter some of those (i.e. "turn undead" fighters guild ability against vampire or Negate Magic) but truth is too much is too much ^^
Fragmented shield was a terrible anti-bomb skill, did you really already forget how it was used? Whichever clump had more DKs would win. It didn't prevent clumps its just made clumps with more people and more DKs win.Fragmented shield was a great anti bomb but it was completely removed rather than balanced.
Fragmented shield was a terrible anti-bomb skill, did you really already forget how it was used? Whichever clump had more DKs would win. It didn't prevent clumps its just made clumps with more people and more DKs win.
An example of an anti bomb skill would be pre nerfed fragmented shield.
It's all about zerg balls running around with insane damage shields, devouring swarm + standard of might and stupid mages spamming PBAOEs.
You make the bolded change, you actually buff zergs.... thorough thinking
Fragmented shield was a great anti bomb but it was completely removed rather than balanced.
Frag shield was broken. I dread the day when a group of 16 templars all blazing shield spam.
it also wasn't removed it was balance imo.
I think it would be better to add variety in tactics to PvP rather than nerf this stuff again.
TL/DR rather than nerf a valid tactical option, lets make other tactical options. Change it so Group A has to make a tactical decision to bomb or surround. Bomb if there are no anti bombs in Group B, or surround if there are.
I despise all of these ideas.
Everything you're suggesting would just encourage more zerg balls.
L2P and understand the mechanics. Lifting AoE caps and buffing AoEs would be the best thing to discourage zerging.
Seems like every body agrees to think that AOE and CC are anti zerg weapons.
I'm still not convinced.
From what I usually see, it's more : the more people you stack, the more heal and dmg shield benefits, and the more mindless AOE dmg output.
Actually, a good ability against zergs would be something that propagates from player to player like disease or a lightning attack jumping from people to people when they are less than X m away with increased dmg on every jump
Well...maybe it's just me who does prefer something a little more subtle, but hey, if everyone likes it AOE...I'll just give up on PVP in this game.
Now about ultimates, I was in cyrodiil just 5 minutes ago, and while defending a keep, a DK rushed me. He managed to pull out 2 standards of might in...I don't know...maybe 15s ? I would be dead if it wasn't for the 5 or 6 other players who jumped down the wall to help me.
At this rate, it's no longer an ultimate, it's a regular attack
On a side note : were were 5 or 6 and it took us probably a minute to put him down while he almost killed half of us...tell me about balancing ) (and no...I wasn't standing into the red area despite the nasty talon AOE root :-P )
So that they can start spamming steel tornado for higher dmg?ferzalrwb17_ESO wrote: »Nerf/Disable Impulse in PvP
You can always roll dodge no matter how bad the lag gets, just set dodge to a button. It's not hard to have situational awareness of where the lag train is, nor have I ever seen pulse spam from 30m away in lag, and I've been in all of the worst lag there's been in lagblade.ferzalrwb17_ESO wrote: »Currently most of us, when facing these lagbombers, cannot react in any meaningful way because the bomb groups lag everything around them too much. You can be pulse-spammed to death instantly from what appears to be 30 metres away due to lag.
Fragmented shield was a terrible anti-bomb skill, did you really already forget how it was used? Whichever clump had more DKs would win. It didn't prevent clumps its just made clumps with more people and more DKs win.