Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.
Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Rumor has it Update 13 will focus on Class and Skill Balancing, ie. stat tweaking. If it means what I hope it means then I'll be very interested (depending which way the tweaks go), considering my experiences especially in PvP Land. I'm not "Meta" build, my characters are making do with the simple crafted sets I gave them and I just want to participate and play support in Cyrodiil, but at the same time, I'm getting really, really...REALLY, sick and tired of getting one hit wondered by Proc Sets and seeing my own damage get mitigated by 90% right before the enemy player smashes me into the ground. Then if I'm lucky they'll dance on my corpse.
What I hope these Balancing tweaks turn out to be,
- Mitigation, and how it works, gets either reworked to where the amount you can block tapers off the more hits you take, or at least gets HEAVILY nerfed. Considering my Venom Arrow can do 10k to a Mob but only 1k to another player, something is wrong there. Also how can Soul Assault tell me it's tooltip says 53k damage but in reality barely even leave a tickle?
- COMPLETELY nerf/revamp the Shuffle/Mist Form/Dodge Rollers and how many times they can dodge every little thing thrown their way. When I try to Incap a guy standing right in front of me, only to see the game say "MISS", or to fire off my Bow Ult and have the person dodge every single arrow for the whole channel, it gets upsetting.
- Change how Detection works. Make it rely on Line of Sight instead of what seems like a cooldown timer. I have been chased after, found, and subsequently murdered all because the game kept telling me I was Detected even though I had successfully broke contact around some boulders or a corner.
- Also not PvP related, but give Light Armor more similar passives that Medium Armor grants, like increasing Spell Damage per piece of Light Armor equipped.
MarrazzMist wrote: »What! Wasn't update 13 about housing? Or are they doing both?
Nyghthowler wrote: »I'm tired of hearing PvPers' whine 'balance the whole game around what we do'...
You know, not many people talk about stealth detection but I think it does deserve a looking at. Rather often have I seen an enemy in the distance (they didn't see me) who stealthed before I could get within gap closing range, so I stealth up too and approach. Being a magplar in only one piece medium armor, my detection radius is reduced by 5%. All of my "prey" are stamina characters with 25-35% detection radius reduction.
These players are incredibly hard to find after they've stealthed. I use my larger stealth detection radius as a sort of radar: when closed, I'm too far away. When half open, I'm close. I use this to create a perimeter that they are likely in and search it thoroughly. Unless I am lucky enough to step on them, I never find them, even when using a detection potion (to increase stealth detection by 20 meters). There have even been times where they have detected me without me detecting them (I suppose I walk in front of them without facing them) and only when they're dumb enough to shoot me with a poison injection do I find them.
MaxwellCrystal wrote: »Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.
Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti. Fear should have is range nerf'd too + ambush should have it's empower removed for a different buff
You know, not many people talk about stealth detection but I think it does deserve a looking at. Rather often have I seen an enemy in the distance (they didn't see me) who stealthed before I could get within gap closing range, so I stealth up too and approach. Being a magplar in only one piece medium armor, my detection radius is reduced by 5%. All of my "prey" are stamina characters with 25-35% detection radius reduction.
These players are incredibly hard to find after they've stealthed. I use my larger stealth detection radius as a sort of radar: when closed, I'm too far away. When half open, I'm close. I use this to create a perimeter that they are likely in and search it thoroughly. Unless I am lucky enough to step on them, I never find them, even when using a detection potion (to increase stealth detection by 20 meters). There have even been times where they have detected me without me detecting them (I suppose I walk in front of them without facing them) and only when they're dumb enough to shoot me with a poison injection do I find them.
MaxwellCrystal wrote: »Sure I'll give you all of those if you make it so shields cannot be stacked and you should also be able to crit shields too.
RD should have it's range changed (Shortened) & Soul assault needs to be interrupt-able again.
Also bow ulti should be line of sight-able just like any channeled attack, incap should have it's extra damage applied to you removed or another debuff it provides removed given the low cost it has as an ulti. Fear should have is range nerf'd too + ambush should have it's empower removed for a different buff