I’ve seen it over and over again. A so-called “tanky” build running around a rock being chased by a handful of players, and all I have to do is hit them with one reverb and they drop in 2 seconds. I think there are just so many pvpers that have zero clue how to put together a decent build, and this makes a lot of players with more than 15k mitigations look tanky.
Then again, I’ve also seen the tanky bleed build that can endlessly spam vigor/blood craze and still hurt you bad with leap/DB, so they exist, but I don’t think they’re as common as people claim. There are just so many people that can’t build for decent damage/pen/defiling.
HEBREWHAMMERRR wrote: »The tank meta is bad and the flexibility of jewelry crafting has allowed people to make light / medium extremely tanky without sacrificing much in regards to raw stats. See : 60k max mag on my magblade with very high resistances.
https://imgur.com/gallery/egYZ1pd
and that isnt even high. thats less than 10% after major pen/maul/CP, which is just as easy to stack.
The real culprit here is the 60K mag pool and double stacked shields in addition to the resist and likely 3300 crit resist with 50% block on demand.
They need to adjust how shields/block change the mitigation values. PVE needs to take one for the team here.
That’d be too drastic I think.
Someone mentioned in another thread that defile doesn’t effect shields, is that correct?
If so change it so defile effects shields - problem solved.
There are lots of mechanics that are only applicable in pvp that they could play with to correct any imbalance like crit resists and defile. Devs just need to tweak the values to correct any imbalance, and if it isn’t enough add a new stat like block penetration.
Defile doesn't effect shields and status effects are not applied to anyone with a shield if the shield absorbs the damage that would cause the status effect. For example, if the disease damage from your enchant is absorbed entirely by a shield, it cannot apply major defile. Shields are much better than heals for this reason.
Sorcs get to ignore a lot of the minor vulnerability or major defile status effects that everyone else has to deal with.
Jeez, I didn’t know that. No freaken wonder everyone plays Wardens and Sorcs, DKs used to be popular too but now you don’t see as many despite getting a big damage buff.
With all the cc flying around pvp will always be about two things: those that can negate cc with abilities and those who can’t. Everything else is almost irrelevant.
someone needs to test again because in murkmire they changed to allow the dmg of the enchants to hit the shield. If the enchant hits, it should allow the status effect to rip through.
Otherwise its kinda like running the specific resistance that is immune to that status effect. I think its great because it adds flavour to shields. What isn't great, is that its subtractive after crit/percentage/armor mitigation and certain shields can reach 10k for under 2500 cost.
But this is one aspect of the defensive nature of the game that is overperforming. If I had to give priority, id say block needs to come first, then shields, then as a super low priority, look into all resist bonuses to adjust them so its a little harder to reach cap.
Anyone else seeing an exponential increase in battlegrounds of these really tanky builds? Lately it seems like every other player I run into is just this indestructible damage sponge no matter the class. In response I've adapted my build to do more and more damage, but now I've reached a point where my survivability is crap, my damage vs 'normal' players is insane, and sustain is decent. However the tankier target's I still just can't really harm despite having invested significantly in armor penetration (maul, sharpened bow, spriggans, Onslaught ultimate that ignores resistance).
HEBREWHAMMERRR wrote: »The tank meta is bad and the flexibility of jewelry crafting has allowed people to make light / medium extremely tanky without sacrificing much in regards to raw stats. See : 60k max mag on my magblade with very high resistances.
https://imgur.com/gallery/egYZ1pd
and that isnt even high. thats less than 10% after major pen/maul/CP, which is just as easy to stack.
The real culprit here is the 60K mag pool and double stacked shields in addition to the resist and likely 3300 crit resist with 50% block on demand.
They need to adjust how shields/block change the mitigation values. PVE needs to take one for the team here.
usmguy1234 wrote: »As someone else already said Why is it not seen as a problem that you can build full damage spec and be insta gibbed by tanky players whom when you try to burst them dont even break a sweat .... how is this balance?
Totally agree. However, I have watched these same builds run around a tree or popping shields and blink with 5-6 good players trying to kill them for 15 - 20 minutes. I end the fight with a 3 hit combo from my glass cannon and then get hate mail from the guy I killed saying im ruining pvp. I honestly dont think a tanky build is a problem. I think too many people dont understand or learn how to play a survivable glass cannon type so there are less out there. If there were more, the meta wouldn't work as well and the world would be more balanced.
I think dude is right. It's a what came first, the chicken or the egg scenario. People use to not build super tanky until the proc meta came with one tamriel. If you are a die hard pvp player, getting one shot by someone stacking camo hunter, viper/veli, tremor snb wombo combo, empowered crystal frag, heavy attack one shot builds, snipe spammers a couple dozen times, you start to build around the burst of glass cannon types or you become the glass cannon. It's a natural cycle. As long as you have one the other will exist.
Toc de Malsvi wrote: »There are times when I cannot get my instant cast skills to even cast on guys who are tree humping.
They come out from running and I can blow them up. But quite often the game gets stuck trying to decide if I can cast something.
CatchMeTrolling wrote: »Today I ran into a group of DC tanks at brindle , the minimum health was 30k and multiple had 40-50k. I actually think @Toc de Malsvi was there.
It’s not just tank and spank builds, those are mostly used by small scalers. It’s about everyone else going really tanky or full tank and they group up with it.
HEBREWHAMMERRR wrote: »usmguy1234 wrote: »As someone else already said Why is it not seen as a problem that you can build full damage spec and be insta gibbed by tanky players whom when you try to burst them dont even break a sweat .... how is this balance?
Totally agree. However, I have watched these same builds run around a tree or popping shields and blink with 5-6 good players trying to kill them for 15 - 20 minutes. I end the fight with a 3 hit combo from my glass cannon and then get hate mail from the guy I killed saying im ruining pvp. I honestly dont think a tanky build is a problem. I think too many people dont understand or learn how to play a survivable glass cannon type so there are less out there. If there were more, the meta wouldn't work as well and the world would be more balanced.
I think dude is right. It's a what came first, the chicken or the egg scenario. People use to not build super tanky until the proc meta came with one tamriel. If you are a die hard pvp player, getting one shot by someone stacking camo hunter, viper/veli, tremor snb wombo combo, empowered crystal frag, heavy attack one shot builds, snipe spammers a couple dozen times, you start to build around the burst of glass cannon types or you become the glass cannon. It's a natural cycle. As long as you have one the other will exist.
True. I must say this most recent patch after being a week in feels good. Damage is high while everyone is also tanky. It makes the fights a tad more frustrating when you’re outnumbered though and has put a large dampen on vX scenarios which is unfortunate. That’s my one gripe with the current tanky meta.
usmguy1234 wrote: »HEBREWHAMMERRR wrote: »usmguy1234 wrote: »As someone else already said Why is it not seen as a problem that you can build full damage spec and be insta gibbed by tanky players whom when you try to burst them dont even break a sweat .... how is this balance?
Totally agree. However, I have watched these same builds run around a tree or popping shields and blink with 5-6 good players trying to kill them for 15 - 20 minutes. I end the fight with a 3 hit combo from my glass cannon and then get hate mail from the guy I killed saying im ruining pvp. I honestly dont think a tanky build is a problem. I think too many people dont understand or learn how to play a survivable glass cannon type so there are less out there. If there were more, the meta wouldn't work as well and the world would be more balanced.
I think dude is right. It's a what came first, the chicken or the egg scenario. People use to not build super tanky until the proc meta came with one tamriel. If you are a die hard pvp player, getting one shot by someone stacking camo hunter, viper/veli, tremor snb wombo combo, empowered crystal frag, heavy attack one shot builds, snipe spammers a couple dozen times, you start to build around the burst of glass cannon types or you become the glass cannon. It's a natural cycle. As long as you have one the other will exist.
True. I must say this most recent patch after being a week in feels good. Damage is high while everyone is also tanky. It makes the fights a tad more frustrating when you’re outnumbered though and has put a large dampen on vX scenarios which is unfortunate. That’s my one gripe with the current tanky meta.
AD definitely has some tough coordinated groups though and I don't even think zos can handicap coordination enough to make it not viable. Heck even pugs that mesh well/are experienced pvpers can take on groups much larger than them. The biggest threat imo is game performance issues like not being able to bar swap, abilities not firing, stun lock, etc. which only compounds the issues when facing opponents with increased survivability.
It has been like this for ages. On PC EU Bahlokdaan for example you've got the EP factionstack zerg, which has been dominating the campaign for years and consists almost exclusively of builds like the ones you describe.Toc de Malsvi wrote: »CatchMeTrolling wrote: »Today I ran into a group of DC tanks at brindle , the minimum health was 30k and multiple had 40-50k. I actually think @Toc de Malsvi was there.
It’s not just tank and spank builds, those are mostly used by small scalers. It’s about everyone else going really tanky or full tank and they group up with it.
I was at brindle yesterday
several times so its entirely possible. And yes its not just the tanky ball groups anymore. Half the zergs are all 30k+ health S&B bots that just stack in siege and spam heals.
In high lag pvp tank builds are the way to go, just saying.
It boils down to healing being the most powerful thing in this game.
In high lag pvp tank builds are the way to go, just saying.
can always go the way of the necro yolo-tank. took DC in upper IC a few tries to realize an AD necro tank was spaming its melee spamable to heal from 0-100. Once they ranged the spec, it died lol.
outside of block/shield though, the mitigation numbers are subject to heavy soft caps due to battlespirit and the multiplicative nature of mitigation.
They build purely to not die and overwhelm the opposition by sheer force of numbers, mostly spamming light attacks, cc and gap closers.
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
20000 - (3450 + 2752) = 13798. 20% ignored from maul = 11038 resistance left. Or am I missing something? Anyway I suppose its a combination of defensive PvP sets, self healing, damage shields and defensive class buffs and not only of resistances.
20k start
5k major fracture = 15k
20% maul = 12k
Spriggan’s plus sharpened = 6k
Isn’t that the right order of operations? I haven’t tested this stuff myself, I just went off what someone else said.
@Minno That heal really is amazing in melee. I'm leveling stam necro in cyrodiil with mismatched unoptimized garbage gear and it is very effective
@Minno That heal really is amazing in melee. I'm leveling stam necro in cyrodiil with mismatched unoptimized garbage gear and it is very effective
yea its broken under certain specs lol. It should operate like templar sweeps/Nb siphoning heal, if they care about their "class audit" they recently performed lol.
Waffennacht wrote: »@Minno That heal really is amazing in melee. I'm leveling stam necro in cyrodiil with mismatched unoptimized garbage gear and it is very effective
yea its broken under certain specs lol. It should operate like templar sweeps/Nb siphoning heal, if they care about their "class audit" they recently performed lol.
It's like... Alright, in BGs you typically hit a group once before they figure you out and kite you azz down.
All the necro tools are more or less countered by using one's brain
Waffennacht wrote: »@Minno That heal really is amazing in melee. I'm leveling stam necro in cyrodiil with mismatched unoptimized garbage gear and it is very effective
yea its broken under certain specs lol. It should operate like templar sweeps/Nb siphoning heal, if they care about their "class audit" they recently performed lol.
It's like... Alright, in BGs you typically hit a group once before they figure you out and kite you azz down.
All the necro tools are more or less countered by using one's brain
As long as a 4man team can deal with it in a BG, then im fine with it. It does make CP flag based objectives hard. In IC, if you own the flag, and don't die, you can stop the flipping of a flag entirely unless you have a team with you(hence why I bring it up ). Took 10 of us to kill this player in CP
Toc de Malsvi wrote: »usmguy1234 wrote: »HEBREWHAMMERRR wrote: »usmguy1234 wrote: »As someone else already said Why is it not seen as a problem that you can build full damage spec and be insta gibbed by tanky players whom when you try to burst them dont even break a sweat .... how is this balance?
Totally agree. However, I have watched these same builds run around a tree or popping shields and blink with 5-6 good players trying to kill them for 15 - 20 minutes. I end the fight with a 3 hit combo from my glass cannon and then get hate mail from the guy I killed saying im ruining pvp. I honestly dont think a tanky build is a problem. I think too many people dont understand or learn how to play a survivable glass cannon type so there are less out there. If there were more, the meta wouldn't work as well and the world would be more balanced.
I think dude is right. It's a what came first, the chicken or the egg scenario. People use to not build super tanky until the proc meta came with one tamriel. If you are a die hard pvp player, getting one shot by someone stacking camo hunter, viper/veli, tremor snb wombo combo, empowered crystal frag, heavy attack one shot builds, snipe spammers a couple dozen times, you start to build around the burst of glass cannon types or you become the glass cannon. It's a natural cycle. As long as you have one the other will exist.
True. I must say this most recent patch after being a week in feels good. Damage is high while everyone is also tanky. It makes the fights a tad more frustrating when you’re outnumbered though and has put a large dampen on vX scenarios which is unfortunate. That’s my one gripe with the current tanky meta.
AD definitely has some tough coordinated groups though and I don't even think zos can handicap coordination enough to make it not viable. Heck even pugs that mesh well/are experienced pvpers can take on groups much larger than them. The biggest threat imo is game performance issues like not being able to bar swap, abilities not firing, stun lock, etc. which only compounds the issues when facing opponents with increased survivability.
Yes, the groups stack which reduces performance. Building tanky means they are less likely to die in the lag. Builds that are less tanky die often more so from being unable to use abilities than from the build itself being unable to handle the incoming damage.