PenguinInACan wrote: »I'm a little confused...are we back to block builds are OP again? It's been what...2 years since "block builds" were meta? When holding block didn't drain stam etc people found a way to kill things. Sure balance wasn't perfect and people complained (mostly about DK's and infinite bats), but I'm pretty sure people had a lot more fun PvP-ing in the original "blocking was OP" meta compared to the current "blocking is OP" meta.
People are pushing extremes because of the current state of the game. You have builds that can achieve things that are silly and absurd damage/healing and tank-wise and any combination of the three. If someone is doing obscene burst how can you counter? You heal or tank. If someone is outputting obscene healing how do you counter? You burst or sustain dps. If someone is obscenely tanky how do you counter? You patiently kill them...
ESO has pushed a meta of quick kills and burst for the last year and people have gotten used to it. Now when tanking in PvP is starting to become popular again people are confused as to why they cannot continue the high burst/low TTK meta ZOS pushed.
Tanks aren't really a problem right now...its the mindset of a lot of PvP-ers that has shifted from sustainable fights to quick kills.
IxSTALKERxI wrote: »PenguinInACan wrote: »I'm a little confused...are we back to block builds are OP again? It's been what...2 years since "block builds" were meta? When holding block didn't drain stam etc people found a way to kill things. Sure balance wasn't perfect and people complained (mostly about DK's and infinite bats), but I'm pretty sure people had a lot more fun PvP-ing in the original "blocking was OP" meta compared to the current "blocking is OP" meta.
People are pushing extremes because of the current state of the game. You have builds that can achieve things that are silly and absurd damage/healing and tank-wise and any combination of the three. If someone is doing obscene burst how can you counter? You heal or tank. If someone is outputting obscene healing how do you counter? You burst or sustain dps. If someone is obscenely tanky how do you counter? You patiently kill them...
ESO has pushed a meta of quick kills and burst for the last year and people have gotten used to it. Now when tanking in PvP is starting to become popular again people are confused as to why they cannot continue the high burst/low TTK meta ZOS pushed.
Tanks aren't really a problem right now...its the mindset of a lot of PvP-ers that has shifted from sustainable fights to quick kills.
Yeah.
Back in the day without CP players didn't have much sustain and the block builds generally wern't invincible 1v1, however their sustain increased the more players they fought at once (NB siphoning attacks, DK dynamic ult gen for sustain) which actually was a good thing balance wise as it countered zerging and made people stronger if they were outnumbered. The only 1v1 tank that comes to mind was that sheliza person who had malubeth, master sword and high stamina regen while blocking - but even they died to players 1v1 (even though they claimed to be unkillable).
Now days with CP and itemization, tanks have high sustain in 1v1 and don't benefit as much being beat on by more and more people (don't think it's worth the increase in incoming damage as you can sustain just fine with smaller amounts of people). Anyways the way tanky builds are right now just makes the game more zergy and less enjoyable in 1v1 senario's.
Why do people insist on being able to kill tanks?
PvP balance should not rely on the CP system. Some of us still play in Azuras.
PvP balance should not rely on the CP system. Some of us still play in Azuras.
Azura is fundamentally flawed and in my honest opinion was the wrong move to begin with. Azuras at this point should be scrapped and instead a system should be implemented where every player can spend the amount of the CP of the current cap (561 for now) when in a pvp campaign.
The flaw about having CP and non CP campaign is a devide in playerbase because both campaigntypes require fundamentally different gear/mundus and enchantment choices - making anyone not willing to pay (or farm) for two entire gear sets bound to one of the two campaign types.
I think at this point in time it´s a direct threat for continued "healthy" pvp to have the playerbase devided into two different types of campaigns - especially on off hours.
Furthermore azura directly complicates balancing and pvp development as your statement showcases. The devs ideally have to take into account three different scenarios when making balancing decisions: PvE, PvPcp, PvPnoncp.
I don´t think given the current state of the game that´s a good situation to be in.
PvP balance should not rely on the CP system. Some of us still play in Azuras.
Azura is fundamentally flawed and in my honest opinion was the wrong move to begin with. Azuras at this point should be scrapped and instead a system should be implemented where every player can spend the amount of the CP of the current cap (561 for now) when in a pvp campaign.
The flaw about having CP and non CP campaign is a devide in playerbase because both campaigntypes require fundamentally different gear/mundus and enchantment choices - making anyone not willing to pay (or farm) for two entire gear sets bound to one of the two campaign types.
I think at this point in time it´s a direct threat for continued "healthy" pvp to have the playerbase devided into two different types of campaigns - especially on off hours.
Furthermore azura directly complicates balancing and pvp development as your statement showcases. The devs ideally have to take into account three different scenarios when making balancing decisions: PvE, PvPcp, PvPnoncp.
I don´t think given the current state of the game that´s a good situation to be in.
Prior to the Proc sets, Azuras was a MUCH better balanced PvP experience. The lack of CP required resource management and more tactical combat. You actually run out of resources. You also had fewer broken builds (with the exception of a certain unkillable Templar Emp).
The issue atm is that the damage from the proc sets is much too high when you don't have the mitigation from CP. Literally every death recap includes significant proc damage.
While I agree that the divide between CP and non-CP campaigns makes balancing PvP harder, I think the actual CP system alone makes it almost as hard. If it was up to me I'd eliminate CP in PvP. Make the playing field more equal - obviously gear and consumables would still give an advantage, but I think the PvP would be more enjoyable.
Not that ZOS will ever do that after they have committed themselves to the CP system.
Or...here is a thought...and please..do listen
How about we...I don't know...Fix the burst ability of these tank builds by changing things like Viper/Tremor Scales into say Dots instead..
That way..we fix the actual problem...Not just nerf *** because you don't like beating on tanks.
Bandit1215 wrote: »
Or...here is a thought...and please..do listen
How about we...I don't know...Fix the burst ability of these tank builds by changing things like Viper/Tremor Scales into say Dots instead..
That way..we fix the actual problem...Not just nerf *** because you don't like beating on tanks.
The main problem on tremorscale is the snare for most builds and in grp gameplay - not even the dmg.
So every magicka build have boosted damage against blocking target without investments? Awesome idea, what tank should get in return then?I think the current tank meta that we see is a reposnse to the roflproc proctatotation community.
You used to be able to go through block with a resto. I am not sure if you still can, if not it should be restored and given a 8% damage buff to blocking targets. This makes tanks still useful and requires a coordinated effort from a few players with restos to take down. Or the channel could reduce block mitigation while being channeled.
If magplar spam purifying (extended actually) ritual, then its good idea to keep pressure, it isn't cheap at all.Bandit1215 wrote: »
"Dots counter block"
I´m gonna tell that to our grps DK the next time he´s standing in front of a permablocking templar spamming purifying ritual negating 90% of the incoming dmg in the process while getting tickled with noodlewhips.
Or to the sorc that has 75% projectile dmg while being able to curse every 3.5 seconds which gets outhealed by literally everything (and is also purgeable) while not having access to any class targetted damage over time.
Sugaroverdose wrote: »If magplar spam purifying (extended actually) ritual, then its good idea to keep pressure, it isn't cheap at all.
It's last templar defence skill which was almost removed in DB so it should be viable, but does we talk about nerftemplars or about tactics?Sugaroverdose wrote: »If magplar spam purifying (extended actually) ritual, then its good idea to keep pressure, it isn't cheap at all.
When thinking about the amount of dmg it prevents along with it´s other benefits (and taking into account that it´s only 10% more expensive than hardened ward) - i think spamming ritual is still a preeetty sweet deal.
Sugaroverdose wrote: »So every magicka build have boosted damage against blocking target without investments? Awesome idea, what tank should get in return then?I think the current tank meta that we see is a reposnse to the roflproc proctatotation community.
You used to be able to go through block with a resto. I am not sure if you still can, if not it should be restored and given a 8% damage buff to blocking targets. This makes tanks still useful and requires a coordinated effort from a few players with restos to take down. Or the channel could reduce block mitigation while being channeled.