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Preemptive discussion to not "nerf" defensive ultimates

IAVITNI
IAVITNI
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As a solo/small scale PvP main, I have used and fought against both the resto and 1h/s ultimates. These ultimates are very powerful and are indeed over performing in some scenarios.

Now, hold on to your rage caps. Many will argue that these ultimates are 100% overperforming in every scenario. I would argue they really only over perform in 1v1 scenarios where you can go full offensive without having to worry about survivability for 7ish seconds. If I can use Dawnbreaker to burst down 20 potatoes at once I should also be able use a defensive ultimate to survive 20 potatoes.

I won't go into heavy detail as I am about to eat pizza, however I suggest that the base uptime for the 1h/s and resto ultimates be decreased to 1-2 seconds but be increased by 1.5 seconds for every unique enemy that hits them. So for all my mathematicians out there, when fighting 1 opponent the duration of the ultimate would be 2.5 seconds (1+1.5) [or 1 second vs a smart opponent], 4 against 2 opponents, 5.5 against 3 etc. Oh ya, and I suppose it should have a cap. I think 20 seconds sounds fair ^>^ (<-this one jokes)

I think this would be a fair change the allows counter play in all pvp scenarios and will still allow me to be a potato farmer.
  • GrumpyDuckling
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    IAVITNI wrote: »
    As a solo/small scale PvP main, I have used and fought against both the resto and 1h/s ultimates. These ultimates are very powerful and are indeed over performing in some scenarios.

    Now, hold on to your rage caps. Many will argue that these ultimates are 100% overperforming in every scenario. I would argue they really only over perform in 1v1 scenarios where you can go full offensive without having to worry about survivability for 7ish seconds. If I can use Dawnbreaker to burst down 20 potatoes at once I should also be able use a defensive ultimate to survive 20 potatoes.

    I won't go into heavy detail as I am about to eat pizza, however I suggest that the base uptime for the 1h/s and resto ultimates be decreased to 1-2 seconds but be increased by 1.5 seconds for every unique enemy that hits them. So for all my mathematicians out there, when fighting 1 opponent the duration of the ultimate would be 2.5 seconds (1+1.5) [or 1 second vs a smart opponent], 4 against 2 opponents, 5.5 against 3 etc. Oh ya, and I suppose it should have a cap. I think 20 seconds sounds fair ^>^ (<-this one jokes)

    I think this would be a fair change the allows counter play in all pvp scenarios and will still allow me to be a potato farmer.

    What kind of pizza?
  • SirDopey
    SirDopey
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    First I've heard of anyone complaining about them......
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  • kaithuzar
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    I've heard people complaining just not necessarily on forums, I'll even put myself in that bandwagon.
    Between sturdy block cost reduction & things like blood spawn & the decisive trait, in a one on one pvp scenario, maybe even a 2 or more on one scenario, the "pvp tank" as we'll call him, can swap between permablocking & resto/snb ult too frequently; all they need is to apply a slight healing reduction by poison or other means & there isn't much counter play.

    This "tank meta", in my opinion is causing DK's, templars, wardens, sorcs, & nightblades too be overpowered & nerfs need to happen.
    Cyrodiil is supposed to be for pvp yet no one is killing anyone because we're all too busy blocking & spamming defensive ults!
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  • Sleep724
    Sleep724
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    kaithuzar wrote: »
    I've heard people complaining just not necessarily on forums, I'll even put myself in that bandwagon.
    Between sturdy block cost reduction & things like blood spawn & the decisive trait, in a one on one pvp scenario, maybe even a 2 or more on one scenario, the "pvp tank" as we'll call him, can swap between permablocking & resto/snb ult too frequently; all they need is to apply a slight healing reduction by poison or other means & there isn't much counter play.

    This "tank meta", in my opinion is causing DK's, templars, wardens, sorcs, & nightblades too be overpowered & nerfs need to happen.
    Cyrodiil is supposed to be for pvp yet no one is killing anyone because we're all too busy blocking & spamming defensive ults!

    I've yet to run into a permablocker that can't be brought down, given a little bit of time. There's a lot more in this game that needs to be worked on than the constant nerfing of skills.
  • IAVITNI
    IAVITNI
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    What kind of pizza?

    Meat Lovers <3

    kaithuzar wrote: »
    I've heard people complaining just not necessarily on forums, I'll even put myself in that bandwagon.
    Between sturdy block cost reduction & things like blood spawn & the decisive trait, in a one on one pvp scenario, maybe even a 2 or more on one scenario, the "pvp tank" as we'll call him, can swap between permablocking & resto/snb ult too frequently; all they need is to apply a slight healing reduction by poison or other means & there isn't much counter play.

    It's not a major concern right now, but the tank meta isn't full blown yet. I play on PS4 NA, mainly Vivec and I am seeing more and more permablock DK's that spam these ultimates. I have also fought plenty of potatoes that use the resto and 1h/s ultimate off cooldown regardless of the situation across all classes. I've played enough to know when I have been outplayed or simply cheesed. Right now these ultimates have zero counterplay which equates to cheese imo. You can go full offensive or simply regen all your resources all while being unkillable to even an organized group thanks to an extremely cheap ultimate.
    kaithuzar wrote: »
    This "tank meta", in my opinion is causing DK's, templars, wardens, sorcs, & nightblades too be overpowered & nerfs need to happen.
    Cyrodiil is supposed to be for pvp yet no one is killing anyone because we're all too busy blocking & spamming defensive ults!

    This is 50% of my point. I am not a fan of the tank meta. It forces people to zerg since everyone is tanky and does 0 damage, translating to larger zergs winning due to ability to out tank/out heal.. Majority of the solo players I know are being forced to group up simply because the average zergling is just getting tankier and tankier (not more skilled). When the tank meta becomes too much I can almost guarantee these ultimates will be looked at. That being said, these ultimates are some of the few remaining tools that make solo viable as PvP has become a zerg fest due to the tank meta. My suggested changes create counterplay to these ultimates, but still let them retain their power against unorganized groups.

    *Disclaimer-this isn't me raging about not being able to 1vx. I don't care if I lose to a group of organized players or group builds. I expect to lose to 2 or more players who know what they are doing, regardless of it if they are in zerg builds or not.

    Like I said this is preemptive. It's not a major concern right now but most likely will be since many streamers/youtubers comment on these ultimates, as well as the Warden ultimate xD
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