I call that the turtle meta.
Meta is 1h&S build on magicka templar and dk and on stamina warden, Dragon knight, Templar and Sorcerer. This is super tanky build, based on block as defensive mechanic.
The 3 builds out of the meta and underperforming are stamina NB, magicka Sorc and magicka NB or any non 1&S block build based.
Thezes turtles are able to tank an absolute crazy amount of damage with infinite sustain while being able to put a huge burst able to kill non meta turtle build and noobs.
Tutles often stack thogever, and here is the paroxism of madness. You can't kill them. They stacks vigor between each others, the fights last forever, turtles will sustain and stay on defensive and then burst with 4 ultimates The team that have a magicka sorc/NB or stamblade will lost because the defensives mechanics aka shield and dodge aren't able to take simulate ultim burst.
There is nothing you can do as a non turtle to counter it. The only counter available is to have someone fully build around Major and Minor Defile, but that's mean you really need a group around you to make it work because it's not viable in solo/duo.
The problem of the meta is it will be very hard to balance it.
There tankiness come form multiple source like blocking, like heavy armor, like 1&S, the champion system, and overperforming sets like 7th Legion.
In fact, ZoS descrease the cost of block and reworked block glyph. But theze turtle don't use block glyphs, so they will receive a huge buff with Dragon Bones.
The best way to have this meta balanced is to finds how exactly it work.
Very true, and sad.In fact, ZoS descrease the cost of block and reworked block glyph. But theze turtle don't use block glyphs, so they will receive a huge buff with Dragon Bones
Currently, <50 pvp brings the most fun. Closely followed by anything no-cp.
I have been adamant in defending cp in pvp for a very long time. I have completely changed my mind. The only bit of separation between pvp and pve we need is applicability of champion points.
I agree that pvp is stale due to the extremes. And I mean both, burst damage and damage mitigation. The power creep must disappear in order to have a healthy pvp environment.
Instead of adjusting or nerfing or buffing every single set and ability and thereby make the chasm between pve players and pvp players unbridgeable, remove cp from pvp completely.
On the other hand, I opened a second account to have more options for baby pvp (just can't bring myself to delete any char on my main account), and let me tell you, I hate no-cp pve with a passion. So bothersome.
I call that the turtle meta.
Meta is 1h&S build on magicka templar and dk and on stamina warden, Dragon knight, Templar and Sorcerer. This is super tanky build, based on block as defensive mechanic.
The 3 builds out of the meta and underperforming are stamina NB, magicka Sorc and magicka NB or any non 1&S block build based.
Thezes turtles are able to tank an absolute crazy amount of damage with infinite sustain while being able to put a huge burst able to kill non meta turtle build and noobs.
Tutles often stack thogever, and here is the paroxism of madness. You can't kill them. They stacks vigor between each others, the fights last forever, turtles will sustain and stay on defensive and then burst with 4 ultimates The team that have a magicka sorc/NB or stamblade will lost because the defensives mechanics aka shield and dodge aren't able to take simulate ultim burst.
There is nothing you can do as a non turtle to counter it. The only counter available is to have someone fully build around Major and Minor Defile, but that's mean you really need a group around you to make it work because it's not viable in solo/duo.
The problem of the meta is it will be very hard to balance it.
There tankiness come form multiple source like blocking, like heavy armor, like 1&S, the champion system, and overperforming sets like 7th Legion.
In fact, ZoS descrease the cost of block and reworked block glyph. But theze turtle don't use block glyphs, so they will receive a huge buff with Dragon Bones.
The best way to have this meta balanced is to finds how exactly it work.
Magsorc, MagNB and stamNB underperforming... Kek. Sure, they have been replaced as meta by the warden builds, but they are FAR from underperforming and still in the top few classes.
It’s more of a cycle than anything. In the past there was burst damage builds everywhere. And it worked well because there wasn’t much in the way of defense to prevent it. Now burst damage can be countered. And more who do not want fights to come down to who can get their rotation off the quickest have started build more defensively. I find many people who can’t counter tanks are ones who absolutely refuse to change from a burst dps build to a build that can counter high defensive builds.
If other players can adapt to counter the burst era then the burst users can adapt to the high defense era. There are counters and they seldom used. I can’t begin to tell you how many people opening attack on my tank is some burst dps combo. And more than 95% of the time it fails. Instead of applying debuffs and using skills, weapons, sets that bypass most of the defenses.
It’s more of a cycle than anything. In the past there was burst damage builds everywhere. And it worked well because there wasn’t much in the way of defense to prevent it. Now burst damage can be countered. And more who do not want fights to come down to who can get their rotation off the quickest have started build more defensively. I find many people who can’t counter tanks are ones who absolutely refuse to change from a burst dps build to a build that can counter high defensive builds.
If other players can adapt to counter the burst era then the burst users can adapt to the high defense era. There are counters and they seldom used. I can’t begin to tell you how many people opening attack on my tank is some burst dps combo. And more than 95% of the time it fails. Instead of applying debuffs and using skills, weapons, sets that bypass most of the defenses.
There's still burst damage - the difference is that the burst damage comes from builds that also have insane mitigation and the way to "adapt" is to also play that build with insane mitigation.
For example, here's an Incap tooltip with 5x Truth 3x Agi 2x Troll King:
With Nirnhoned Asylum 2H: 17 206
With Nirnhoned Asylum S&B: 17 038
That's less than 100 dmg difference in PvP.
S&B is overperforming there's no way around it.
There's still burst damage - the difference is that the burst damage comes from builds that also have insane mitigation and the way to "adapt" is to also play that build with insane mitigation.
When all you lose is 100-200 tooltip damage, that really isn't enough of a tradeoff - S&B should deal significantly less dmg than 2H or DW, which would let those other builds actually pressure and kill S&B builds when they aren't constantly forced into defensive.
Troll King (and Bloodspawn to a lesser degree) is the 2nd biggest problem, especially when combined with S&B blocking.
Lastly, shield stacking is still way too strong.
It’s more of a cycle than anything. In the past there was burst damage builds everywhere. And it worked well because there wasn’t much in the way of defense to prevent it. Now burst damage can be countered. And more who do not want fights to come down to who can get their rotation off the quickest have started build more defensively. I find many people who can’t counter tanks are ones who absolutely refuse to change from a burst dps build to a build that can counter high defensive builds.
If other players can adapt to counter the burst era then the burst users can adapt to the high defense era. There are counters and they seldom used. I can’t begin to tell you how many people opening attack on my tank is some burst dps combo. And more than 95% of the time it fails. Instead of applying debuffs and using skills, weapons, sets that bypass most of the defenses.
There's still burst damage - the difference is that the burst damage comes from builds that also have insane mitigation and the way to "adapt" is to also play that build with insane mitigation.
For example, here's an Incap tooltip with 5x Truth 3x Agi 2x Troll King:
With Nirnhoned Asylum 2H: 17 206
With Nirnhoned Asylum S&B: 17 038
That's less than 100 dmg difference in PvP.
S&B is overperforming there's no way around it.
5% extra damage, and the 2h abilities?
Drakkdjinn wrote: »Remove CP from PvP - voila, sorted.
Drakkdjinn wrote: »Remove CP from PvP - voila, sorted.
Found the procctato.
Are proctatos even a problem anymore? Zaans and caluurion seems to be getting a nerf, and everything else has been.
Drakkdjinn wrote: »Remove CP from PvP - voila, sorted.
Found the procctato.
Are proctatos even a problem anymore? Zaans and caluurion seems to be getting a nerf, and everything else has been.
Proccs are still overperforming by the very nature of nonCP.
Everything that could benefit from CP + maxstats + crit is relatively less effective in nonCP than things that would only get affected by CP not by the additional stats + crit.
trollking, sheer venom + viper, selene, velidreth, ophidian venom all get used successfully in cp. In nonCP their effectiveness increases compared to using "normal" sets.
My stamblade is using trollking 5 viper 5 legion maelstrom 2h with stampede. It´s pretty beast in nonCP with 2 procced dots + free healing from trollking.
Drakkdjinn wrote: »Remove CP from PvP - voila, sorted.
Found the procctato.
Are proctatos even a problem anymore? Zaans and caluurion seems to be getting a nerf, and everything else has been.
Proccs are still overperforming by the very nature of nonCP.
Everything that could benefit from CP + maxstats + crit is relatively less effective in nonCP than things that would only get affected by CP not by the additional stats + crit.
trollking, sheer venom + viper, selene, velidreth, ophidian venom all get used successfully in cp. In nonCP their effectiveness increases compared to using "normal" sets.
My stamblade is using trollking 5 viper 5 legion maelstrom 2h with stampede. It´s pretty beast in nonCP with 2 procced dots + free healing from trollking.
It’s more of a cycle than anything. In the past there was burst damage builds everywhere. And it worked well because there wasn’t much in the way of defense to prevent it. Now burst damage can be countered. And more who do not want fights to come down to who can get their rotation off the quickest have started build more defensively. I find many people who can’t counter tanks are ones who absolutely refuse to change from a burst dps build to a build that can counter high defensive builds.
If other players can adapt to counter the burst era then the burst users can adapt to the high defense era. There are counters and they seldom used. I can’t begin to tell you how many people opening attack on my tank is some burst dps combo. And more than 95% of the time it fails. Instead of applying debuffs and using skills, weapons, sets that bypass most of the defenses.
Constitution, wrath, lingering health pots, major mending on some skills, heavy armor overall, defensive CP scaling and blocking have been nerfed to the ground already,
Defile, defile scaling from CP, blockable skills have been made unblockable (like mages wrath), unblockable CCs, master weapons with bleeds, have all been implemented and buffed.
The only players you can't kill now are either; total complete specced out tanks (which at that point they're most likely irrelevant in Cyrodiil's scenario), or players that are probably better than you.
Not saying it's your case, or anybody's case, but after such numerous changes to the defensive meta people need to start thinking about what they're doing wrong instead of blaming the game for every difficult encounter in open world. l2p issues are a lot more common than what might think.
OBS.: yes, there are unkillable tanks in BGs that guard people and are actually relevant due to their ability to take flags and what not BUT no-CP BGs are coming so that'll be fixed.