You sure shield spamming or cloak spamming players can’t “stand their ground”?
Highly skilled Sorcs and NBs have no problem taking on 4+ people at the same time.
Same goes for every class. Shields have awful scaling against multiple opponents.
Cloak is useless if you stand your ground since it literally relies on being outside of opponents AoEs to not get hard countered.
I'm pretty sure, that being tanky and deal tons of damage at the same time - a something, that ZOS trying to avoid at all cost.
And it even sounds like a nonsense.
You already mentioned some pretty cool heavy sets, that allows you to deal Damage. What else you want?
I actually don't think we're in a bad spot right now with tanking - it takes an appropriate amount of investment and you can still deal significant damage if you want.
Shield stacking is absolutely over-performing though and needs to be addressed. Sorc is a mobile class and should have to play to that strength, not face-tank damage with shields a mile thick. Instead of nerfing shields though, what we need is more soft counters to shields that make straight shield stacking redundant and not worthwhile. Maybe shock damage could interact with shields in some way, maybe dealing 20% of the absorbed damage to the shielders health like the electrical current is overloading the ward (just spit-balling).
Similarly, Cloak needs to be reworked. Invisibility and escape should be its function, not 100% DOT mitigation and empowering huge un-telegraphed bursts.
There are a multitude of other problems but those are definitely two of the most egregious.
Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Savos_Saren wrote: »IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Defile, you can survive through (heavy armor tanks naturally receive more healing). Bleed and Sload are the killers. They're both just bad mechanics in the first place. First- there is no magic-based equivalent of bleed. No magicka skills ignore all spell penetration. Sload is only bad because it stacks with other Sloads.
I still think that reduced movement speed with added defensive buffs (and one stacking offensive buff) would make PVP tanking more in line with what ZOS was striving to achieve. Classes shouldn't be "stand your ground". Tanking playstyle should be.
Tanks should draw aggro from enemies, be slow and survivable, and then be able to build pressure when assaulted by multiple opponents.
Remember the BlazePlars? That was a good style. They were slow, clunky, and couldn't do much damage alone... but if multiple people crowded them and started to assault... BOOM! They basically "drew aggro" (as much as you can in PVP) by pulling the aggression from uncoordinated PUGS.
VaranisArano wrote: »Savos_Saren wrote: »IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Defile, you can survive through (heavy armor tanks naturally receive more healing). Bleed and Sload are the killers. They're both just bad mechanics in the first place. First- there is no magic-based equivalent of bleed. No magicka skills ignore all spell penetration. Sload is only bad because it stacks with other Sloads.
I still think that reduced movement speed with added defensive buffs (and one stacking offensive buff) would make PVP tanking more in line with what ZOS was striving to achieve. Classes shouldn't be "stand your ground". Tanking playstyle should be.
Tanks should draw aggro from enemies, be slow and survivable, and then be able to build pressure when assaulted by multiple opponents.
Remember the BlazePlars? That was a good style. They were slow, clunky, and couldn't do much damage alone... but if multiple people crowded them and started to assault... BOOM! They basically "drew aggro" (as much as you can in PVP) by pulling the aggression from uncoordinated PUGS.
I do remember the hey-day of the Blazeplars. Right before the Morrowind nerfs, in fact. Its almost like Blazeplars were one of the tanky builds ZOS set out to nerf.
Somehow, I don't think the PVP Devs want Blazeplars and their like to return anytime soon.
GrumpyDuckling wrote: »VaranisArano wrote: »As you described, ZOS has been trying to deal with tanky 1vX builds that do high damage since Morrowind, when they decided that wasn't what they wanted to see in PVP. I doubt they'll let up until they feel they've succeeded.
It's harder to be tanky in medium or light armor. Why not just have heavy armor reduce the wearer's damage done by x% per piece of heavy armor worn? Always thought this would help reduce the "high damage" part of tanky 1vX builds.
That is like the exact opposite of my point. Its harder to be tanky, but mobile builds are much more survivable as is. Should we chop their damage because they can live longer and escape?
Heavy build's damage is already nearly too low. Only with fury/rav/7th it can get even near comparable.
Savos_Saren wrote: »VaranisArano wrote: »Savos_Saren wrote: »IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Defile, you can survive through (heavy armor tanks naturally receive more healing). Bleed and Sload are the killers. They're both just bad mechanics in the first place. First- there is no magic-based equivalent of bleed. No magicka skills ignore all spell penetration. Sload is only bad because it stacks with other Sloads.
I still think that reduced movement speed with added defensive buffs (and one stacking offensive buff) would make PVP tanking more in line with what ZOS was striving to achieve. Classes shouldn't be "stand your ground". Tanking playstyle should be.
Tanks should draw aggro from enemies, be slow and survivable, and then be able to build pressure when assaulted by multiple opponents.
Remember the BlazePlars? That was a good style. They were slow, clunky, and couldn't do much damage alone... but if multiple people crowded them and started to assault... BOOM! They basically "drew aggro" (as much as you can in PVP) by pulling the aggression from uncoordinated PUGS.
I do remember the hey-day of the Blazeplars. Right before the Morrowind nerfs, in fact. Its almost like Blazeplars were one of the tanky builds ZOS set out to nerf.
Somehow, I don't think the PVP Devs want Blazeplars and their like to return anytime soon.
Why not? That was actually kind of a perfect build? They were slow and clunky. They drew "aggro" of PUGs. They didn't do a lot of damage until surrounded by people. It sounds like a proper tank. ZOS should allow all classes to have perks... but if you REALLY want to benefit from a heavy armor tank style- you should be slow and gain a damage benefit when you draw aggro from multiple opponents.
Since you remember the days of BlazePlars- remember what we used to do as a coordinated group? The group lead would say "ignore that tank- move on to the resource/keep/objective." All the other try-hards that were foolish enough to engage got wiped by the tank. It sounds like a fair trade-off.
As it stands- I think most classes could benefit from that sort of stand-your-ground AOE against multiple enemy playstyle:
-Templars: Blazing Shield build (benefits from heavy armor and health)
-Warden: Gripping Shards/Artic Blast (benefits from heavy armor and health)
-DK: Obsidian Shield/Inhale (potentially benefits from heavy armor and health)
-NB: Dark Cloak/Sap Essence (potentially benefits from heavy armor and health)
-Sorc: I wish I had a good example. But it would be nice to see a non-shield meta build around heavy armor, health, and AOE damage. Perhaps on the stamina sorc side?
Savos_Saren wrote: »VaranisArano wrote: »Savos_Saren wrote: »IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Defile, you can survive through (heavy armor tanks naturally receive more healing). Bleed and Sload are the killers. They're both just bad mechanics in the first place. First- there is no magic-based equivalent of bleed. No magicka skills ignore all spell penetration. Sload is only bad because it stacks with other Sloads.
I still think that reduced movement speed with added defensive buffs (and one stacking offensive buff) would make PVP tanking more in line with what ZOS was striving to achieve. Classes shouldn't be "stand your ground". Tanking playstyle should be.
Tanks should draw aggro from enemies, be slow and survivable, and then be able to build pressure when assaulted by multiple opponents.
Remember the BlazePlars? That was a good style. They were slow, clunky, and couldn't do much damage alone... but if multiple people crowded them and started to assault... BOOM! They basically "drew aggro" (as much as you can in PVP) by pulling the aggression from uncoordinated PUGS.
I do remember the hey-day of the Blazeplars. Right before the Morrowind nerfs, in fact. Its almost like Blazeplars were one of the tanky builds ZOS set out to nerf.
Somehow, I don't think the PVP Devs want Blazeplars and their like to return anytime soon.
Why not? That was actually kind of a perfect build? They were slow and clunky. They drew "aggro" of PUGs. They didn't do a lot of damage until surrounded by people. It sounds like a proper tank. ZOS should allow all classes to have perks... but if you REALLY want to benefit from a heavy armor tank style- you should be slow and gain a damage benefit when you draw aggro from multiple opponents.
Since you remember the days of BlazePlars- remember what we used to do as a coordinated group? The group lead would say "ignore that tank- move on to the resource/keep/objective." All the other try-hards that were foolish enough to engage got wiped by the tank. It sounds like a fair trade-off.
As it stands- I think most classes could benefit from that sort of stand-your-ground AOE against multiple enemy playstyle:
-Templars: Blazing Shield build (benefits from heavy armor and health)
-Warden: Gripping Shards/Artic Blast (benefits from heavy armor and health)
-DK: Obsidian Shield/Inhale (potentially benefits from heavy armor and health)
-NB: Dark Cloak/Sap Essence (potentially benefits from heavy armor and health)
-Sorc: I wish I had a good example. But it would be nice to see a non-shield meta build around heavy armor, health, and AOE damage. Perhaps on the stamina sorc side?
Savos_Saren wrote: »IZZEFlameLash wrote: »Savos_Saren wrote: »Honestly, if they wanted to make "stand-your-ground" an actual, viable thing- they could:
-Return the 200 stacking weap/spell damage to heavy armor (was called "Wrath")
-Put a 50% movement reduction when wearing heavy armor
-Add a 10% break free reduction
That way, it forces heavy armor wearers to stand-their-ground, allows them to maintain their tankiness, and gives them the opportunity to fight back when dealing with multiple opponents (without being too aggressive to chase).
That still won't stop this Defile+Bleed+Sload's meta and won't really allow for stand your ground playstyle to come back at all. It probably will make heavy less desireable in this game of mobility.
Defile, you can survive through (heavy armor tanks naturally receive more healing). Bleed and Sload are the killers. They're both just bad mechanics in the first place. First- there is no magic-based equivalent of bleed. No magicka skills ignore all spell penetration. Sload is only bad because it stacks with other Sloads.
I still think that reduced movement speed with added defensive buffs (and one stacking offensive buff) would make PVP tanking more in line with what ZOS was striving to achieve. Classes shouldn't be "stand your ground". Tanking playstyle should be.
Tanks should draw aggro from enemies, be slow and survivable, and then be able to build pressure when assaulted by multiple opponents.
Remember the BlazePlars? That was a good style. They were slow, clunky, and couldn't do much damage alone... but if multiple people crowded them and started to assault... BOOM! They basically "drew aggro" (as much as you can in PVP) by pulling the aggression from uncoordinated PUGS.
Nightblade sustain got decimated right alongside DK. Leaching strike is now a shadow of its former glory. The only class to escape that travesty was Sorc, with Dark Deal remaining untouched.Ragnarock41 wrote: »I miss pre-morrowind a lot. The era between one tamriel and homestead was really enjoyable, All we needed was a nerf to proc sets(and a few other overperforming things like black rose,malubeth or whatever, constution etc), and the CP nerfs were also nice, BUUUT , the nerfs to class passives were absolutely overkill.
I'm still trying to understand why zenimax hates stamina DK soooooo damn much though.(also stamplars but thats another story) Its not like they're trying to rebalance it or something. They're trying their absolute best to make it the most boring thing in existance. Why would you balance a class based on CP and sets anyways? I don't recall nightblades getting nerfed because of selene-viper meta... Its just unfair is what it is.
Find an elite Sorc to fight against. Shield stacking for days and then counters with enough burst to blow you up in 3 seconds flat.
No one fights outnumbered without stringing out people and using some sort of line of sight. Streak + Cloak + Resto Ult + Crazy Burst DPS gets the kill. I see it all the time.
Ragnarock41 wrote: »Joy_Division wrote: »OP is right but it's just accepted that is how MMOs and fantasy RPGs in general work.
Think about it, the whole idea of having a role dubbed the "tank" that does little damage when actual historical tanks also have devastating firepower is silly.
How it's supposed to work is that "DPS" specs, when caught and subjected to strong attack, should not be able to withstand it, hence the idea of a "glass cannon." But the way ESO works, is while DPS specs can't resist such attacks, they can without too much trouble avoid them. So they can have it both ways: effective power and survivability, albeit through different means than the "tanks."
Unless the DPS specs are willing to accept a nerf to their ability to avoid incoming damage or the community in general is willing to accept that fantasy "tanks" should resemble historical tanks and combine resilience and firepower, the playstyle of "hold your ground" will remain cute and niche as opposed to efficient and versatile.
ESO is not a game where you can apply the holy trinity of heal-dd-tank though.( I mean sure in PvE it barely functions but even then we roll through most vet dungeons with 4 DDs) Especially not in PvP where everybody has the damage, heals, and the tankyness.
And besides, if real life is concerned, heavy armor is pretty realistic I would say. In a real medieval battle you would be suicidal to not take some proper plate armor, and a pretty big round helmet, supported by probably some mail armor inside.
Anyways, back to the topic and game meta, those ''DPS specs'' are dominant in numbers because people go where the grass is green.
The ''stand your whatever'' playstyle got soo many different nerfs that it has gotten to a ridicilous point where SnB Dks/templars are running 3 swift+ expedition so that they can be discount nightblades/sorcs.
If zenimax is afraid that their willy nilly dps players might Ragequit, I don't know what to say though. The best they could do is at least offer a class change token so the message can be clear.
Oreyn_Bearclaw wrote: »Actually, you shouldn’t be able to indiscriminately hold your ground without sacrificing a lot. You can easily stand your ground against 4++ players who are worse than you and even against 2 players of your skill level. It’s not ok to just be able to tank an unlimited number and then be able to get kills also, that’s not even remotely balanced and would then disqualify every single other playstyle available.
There just needs to be less incentive to dog pile on already outnumbered players.
So this counts for shield and cloak spamming too right?
Shield stacking is the absolute worse defensive tool to use when outnumbered.
Blocking and wings and self-healing are pretty lousy outnumbered too. The only thing that aren't are dodge and cloak, and stamblade gets to have both plus loads of upfront burst. And if nightblade wants to complain about sustain, my DK will trade you Battleroar for Refreshing Shadows in heartbeat.
If this game is to have a true roll for tank/heavy fighter/berserker style, then the pure dps classes need to get a LOT squishier so that they NEED tanks and healers to mitigate and cure damage in order to survive. But that is at odds with solo overland content, so we'll never see it.
The worst change ZoS did was to remove stam recovery while blocking... they could have perfectly reduced the recovery on a half while blocking. Anyway, no reason complaining about that at this point, it is what it is.
What is hard to understand is the philosophy in ZoS decisions regarding how classes should be played. Originally it was high risk, high reward for the so called glass cannons, and low risk, low reward for the so called tanks, and it made perfect sense at some point. The problem is that, in practice, that philosophy shifted to low risk, high reward for glass cannons (due mostly the tools they have to avoid damage) , and high risk, low reward for tanks (because they haven't change the "stay your ground" focus, but they have also nerfed all those "stay your ground" utilities, while adding some other utilities that directly affect that playing style, like resource poisons and oblivion dmg just to name two of them).
From that analysis, we can infere 2 things:
1- The glass cannon style requires perfect use of elements that depends mainly on class skills. Any Sorc or NB just need to slot streak-shields/shade-cloak to make use of the mitigation they are provided. Of course, it requieres practice and it is not 100% reliable, but it is enough to make the playing style... let say viable. Having that (which provides enough mitigation to the playing style) you can build towards sustain and dmg (yes, both). And of course, they need to learnd their class. At the end it is a L2P issue.
2- The tanky style requieres certain specific elements to work, which, sometimes, are not available or easy to get, such as immo pots, mitigation sets, self heals (in the case of stamDK the self heals are laughable) or in the worst case a pocket healer. Once they have got that, they can start building towards sustain or dmg, but no both, because you already had to invest into mitigation.
Comparing both playing styles, one which requires just skills asociated to the class (and the right management of it) and the other that requires a great deal of elements outside the class (and the right management of them) it's quite clear to point out which one will give you a larger % of success.
I want to point out that everyone of us makes that analysis when chosing a class to build or a class to chose on PvP. This is not something I've invented, it's just picture of what you see on cyro nowadays. If somebody says this is not true then s/he's blatantly liying