The bleed builds have now reached absurd levels. It's also unacceptable to take 2.5k every tick of bleed damage in heavy armor while blocking.
My main character is a magicka dk and there's an excessive disproportion between bleed and fire dots.
I'm not the only one to complain about it, I hope ZOS decides to do something about it!
The bleed builds have now reached absurd levels. It's also unacceptable to take 2.5k every tick of bleed damage in heavy armor while blocking.
My main character is a magicka dk and there's an excessive disproportion between bleed and fire dots.
I'm not the only one to complain about it, I hope ZOS decides to do something about it!
Well neither blocking nor heavy armor does reduce the bleed ticks....
The counter to bleeds is major protection, critical resistance and if you are in a champion point enabled zone champion points. Bleeds only ignore armor resistance. When those are ignored in non-champ zones the full protection of major protection comes into effect, giving 30% damage reduction to the bleeds. If your critical resistance can cancel out their critical damage it further reduces the incoming damage.
The counter to bleeds is major protection, critical resistance and if you are in a champion point enabled zone champion points. Bleeds only ignore armor resistance. When those are ignored in non-champ zones the full protection of major protection comes into effect, giving 30% damage reduction to the bleeds. If your critical resistance can cancel out their critical damage it further reduces the incoming damage.
Yes they are OP, I doubt that any competitive PvP player denies that.
On top of that they make DoT builds very effective and here is the funny part.
If you ask which class is the DoT class in ESO, most of the people will say DKs.
But the DoT build for DKs are not the best builds in PvP right now.
Anyway, the bleed mechanic is a legacy from the perma block builds before the block cost changes.
The counter to bleeds is major protection, critical resistance and if you are in a champion point enabled zone champion points. Bleeds only ignore armor resistance. When those are ignored in non-champ zones the full protection of major protection comes into effect, giving 30% damage reduction to the bleeds. If your critical resistance can cancel out their critical damage it further reduces the incoming damage.
Major Protection isn’t a counter. It’s too rare for that. You can get it via some ultimates, two monster set procs, and channeling a Psijic skill with the corresponding passive. Bleeds are everywhere in contrast and easy to apply. That’s part of the problem - the ease.
Bleeds specifically exist to counter heavy armor block builds. There’s an argument to be made that they’e somewhat over performing against non-tank builds, but in your specific case it sounds like they’re doing the job ZOS wants them to do.
Just keep practicing and tweaking your build and eventually you’ll find ways to deal with your spec’s natural counters. This is the path of the gitgud and we all must walk it.
Bleeds specifically exist to counter heavy armor block builds. There’s an argument to be made that they’e somewhat over performing against non-tank builds, but in your specific case it sounds like they’re doing the job ZOS wants them to do.
Just keep practicing and tweaking your build and eventually you’ll find ways to deal with your spec’s natural counters. This is the path of the gitgud and we all must walk it.
Yes they are OP, I doubt that any competitive PvP player denies that.
On top of that they make DoT builds very effective and here is the funny part.
If you ask which class is the DoT class in ESO, most of the people will say DKs.
But the DoT build for DKs are not the best builds in PvP right now.
Anyway, the bleed mechanic is a legacy from the perma block builds before the block cost changes.
Block mechanic has changed, bleed should change too.
Permablocking died a long time ago.
Now it’s possible to block only a few attacks.
It's also unacceptable to take 2.5k every tick of bleed damage in heavy armor while blocking.
BlackMadara wrote: »Bleeds alone aren't really overpowered. You can do the same or more damage with your dots as a mDK with burning embers in light armor than a stam toon stacking weapon damage with rending.
The problem is other modifiers to bleeds. Master axes instantly makes rending outperform all other dots in pvp. Add to that the free bleed you get from axe passives, and then bleeds become a tad bit overwhelming compared to other dots.
Master axes are difficult to get, so I understand their power. The axe passive though is ridiculous when you think about balance. Originally, axes lent towards sustained damage, with swords for burst, and maces for tanky targets. Now with bleeds ignoring resists, maces have lost their niche. I think the damage for the bleed procs should be lowered and proc chance increased to better orient them to the dps niche.
The counter to bleeds is major protection, critical resistance and if you are in a champion point enabled zone champion points. Bleeds only ignore armor resistance. When those are ignored in non-champ zones the full protection of major protection comes into effect, giving 30% damage reduction to the bleeds. If your critical resistance can cancel out their critical damage it further reduces the incoming damage.
Major protection and critical resistance are useful for any kind of damage.
The problem is the amount of exaggerated damage caused by every tick of bleed dot.
The counter to bleeds is major protection, critical resistance and if you are in a champion point enabled zone champion points. Bleeds only ignore armor resistance. When those are ignored in non-champ zones the full protection of major protection comes into effect, giving 30% damage reduction to the bleeds. If your critical resistance can cancel out their critical damage it further reduces the incoming damage.
Major protection and critical resistance are useful for any kind of damage.
The problem is the amount of exaggerated damage caused by every tick of bleed dot.
Well the equation changed a little, but not much to impact bleeds. There are still changes that help even it out a little:
- additional sources of major protection available, where before there was only pirate skeleton or ironblood with resto skill giving it to only one person (warden ultimate as well as nightblade/templar ultimates).
- shields are critted against, but also benefit from crit resists. No longer are bleeds dealing closer to true damage, unless their CHD modifer is higher than your puny resists (3300 is bare bones, 4000-4700 is the new minimum).
- healing is higher in CP due to the CP boosts and elfborn/percise strikes actually impacts healing. Much easier to deal with bleeds in CP than in a BG/nCP.
What doesn't help:
- speed got nerfed. The best counter for alot of stuff got reduced hard. I can't tell people to kite and heal now lol.
- weapons that give a bleed or increase the strength of bleeds. Dots in general ignore GCD as their primary benefit and the tooltips that show each tick per second instead of x over 10 seconds are generally terrible to reduce via percentage based mitigation (% sucks against small numbers if you are looking for a large gain). Having sets increase these by double, aren't helping.
- not alot of GCD ignoring hots in the game, at least for a solo build to stack together without heavy tradeoffs but there are 3 ways to stack bleeds per person.
Solution?:
-wyrd tree purge cooldown dropped to 10 second + add resists to the 5pc to make it a nice defensive set option,
- add life steal access to another set or two,
- resto siphon spirit skill to be instant cast,
- return speed to classes that need it, and
- add a few extra ways to cancel out crit hit damage (jewel traits).
1.7/1.8 modifier doesn't take much trade-off in CP (just stack CP on your free 50% base CHD and add a skill from your passive if you are templar/nb or minor force), but you have to waste an entire 5pc set+CP+Trait stack to fully counter it to zero. Life steal wants to be the counter to bleeds, but has no viable application outside groups nor AOE application. resto siphon spirit underperforms compared to ele drain, because of the cast time. purge isnt available cheaply, even for templars so wyrd tree can fill this void; especially for templars looking to swap out their required (but costly) skill to fit something more offensive or speed related. Speed needs to be looked at again.
As of right now, players do not have the tools to counter bleeds and that is why it's too prevalent.
The bleed builds have now reached absurd levels. It's also unacceptable to take 2.5k every tick of bleed damage in heavy armor while blocking.
My main character is a magicka dk and there's an excessive disproportion between bleed and fire dots.
I'm not the only one to complain about it, I hope ZOS decides to do something about it!
Well neither blocking nor heavy armor does reduce the bleed ticks....
Permablocking died a long time ago.
Now it’s possible to block only a few attacks.
There are no more magick builds that are able to permablocking and do good damage.