Waffennacht wrote: »Waffennacht wrote: »Go into BGs.
First mobility is the true king here.
CP unbalancingly favors mitigation (all CP problems aren't in BGs)
The proc meta is Over
We do have Pets - this cannot be avoided
Bleeds not nearly as bad after the update
No bash spam here, occasional bashes but nothing compared to Cyrodiil
Tanks can exist but not like what was running around before
I just spent the last 2-3 hours doing bgs, 1st I did any PvP since Elsweyr came out. It's a completely different story in comparison to how it was before. The meta shifted mostly to super tanky builds, or glass cannons that kill you before you can react. The latter is forcing people to build into the former.
It is without a doubt the worst meta I've experienced since i started playing ESO regularly a year and a half ago.
It's shifted indeed!
But have you shifted to accommodate?
Tanky isn't resistance anymore but you stack major protection with maim
That alone should really open up how you are approaching BGs
Waffennacht wrote: »Waffennacht wrote: »Go into BGs.
First mobility is the true king here.
CP unbalancingly favors mitigation (all CP problems aren't in BGs)
The proc meta is Over
We do have Pets - this cannot be avoided
Bleeds not nearly as bad after the update
No bash spam here, occasional bashes but nothing compared to Cyrodiil
Tanks can exist but not like what was running around before
I just spent the last 2-3 hours doing bgs, 1st I did any PvP since Elsweyr came out. It's a completely different story in comparison to how it was before. The meta shifted mostly to super tanky builds, or glass cannons that kill you before you can react. The latter is forcing people to build into the former.
It is without a doubt the worst meta I've experienced since i started playing ESO regularly a year and a half ago.
It's shifted indeed!
But have you shifted to accommodate?
Tanky isn't resistance anymore but you stack major protection with maim
That alone should really open up how you are approaching BGs
thankyourat wrote: »Pvp in the most survive-to-win meta yet.
Everyone stays at +80% health until ult dumps happen. Pirate skelly, max protective... class mitigation. But hey when three of those tanks jump on you your pretty much dead.
In my opinion pvp this way is way better then the alternative.
If someone’s relatively easy to take out solo then they can be killed in one or two GCDs by 4 people. Tankiness means things like focus firing and group pvp tactics become more important, instead of the standard: ele drain - dot - stun - execute - kill... 3-4 GCDs per kill is silly.
Sounds to me like people aren’t used to playing pvp as a group and want to be a solo hero. If they remove tankiness they remove pvp group tactics, and that’s when pvp gets good.
Being tanky has nothing to do with group pvp. If I can wear all damage sets and still survive 4 or more players attacking me as a solo player there is no reason someone in a group needs to build tanky to survive when they have group support and healers. The reason players build tanky is they don’t have the skill to survive without equipping multiple defensive sets. It has nothing to do with group tactics at all.
Actually what happens is being tanky allows you to ignore certain group mechanics like good positioning and predicting when enemy groups are going to burst because you can just tank through it. The fact that a lot of people seem to think you can’t survive a few global cooldowns without building tanky lets me know that players are struggling to keep their defensive buffs up.
thankyourat wrote: »Pvp in the most survive-to-win meta yet.
Everyone stays at +80% health until ult dumps happen. Pirate skelly, max protective... class mitigation. But hey when three of those tanks jump on you your pretty much dead.
In my opinion pvp this way is way better then the alternative.
If someone’s relatively easy to take out solo then they can be killed in one or two GCDs by 4 people. Tankiness means things like focus firing and group pvp tactics become more important, instead of the standard: ele drain - dot - stun - execute - kill... 3-4 GCDs per kill is silly.
Sounds to me like people aren’t used to playing pvp as a group and want to be a solo hero. If they remove tankiness they remove pvp group tactics, and that’s when pvp gets good.
Being tanky has nothing to do with group pvp. If I can wear all damage sets and still survive 4 or more players attacking me as a solo player there is no reason someone in a group needs to build tanky to survive when they have group support and healers. The reason players build tanky is they don’t have the skill to survive without equipping multiple defensive sets. It has nothing to do with group tactics at all.
Actually what happens is being tanky allows you to ignore certain group mechanics like good positioning and predicting when enemy groups are going to burst because you can just tank through it. The fact that a lot of people seem to think you can’t survive a few global cooldowns without building tanky lets me know that players are struggling to keep their defensive buffs up.
That’s just not true, I think it’s a good example of what I mean.
So many PvPers seemed to have missed the PvP MMOs and started with world of wankers or ESO so group play tactics seem like it’s not even on most people’s radar.
It’s no one’s fault, but there hasn’t been a pvp MMO since maybe Warhammer? Most people when I bring up MMO pvp talk about this game and have no idea what I’m talking about.
Ragnaroek93 wrote: »The meta is absolutely disgusting. Even good players struggle to kill others, fights between good players often last forever (on proper builds ofc). An average player will pretty much never be able to kill a good one in this supertank meta and usually gets frustrated pretty fast. ZOS tries to make this game casual friendly but completely fails by doing so. A meta isn't casual friendly when average players have no chance to ever kill a proper meta build.
leepalmer95 wrote: »ShadowProc wrote: »
Not a lot usually lmao. Extra hp just makes it so much harder to burst people. Usually give up nothing to become unburstable/
I think its time for the extra 5k hp in pvp to be lowered.
Waffennacht wrote: »Waffennacht wrote: »Go into BGs.
CP unbalancingly favors mitigation (all CP problems aren't in BGs)
How you figure? Offensive and defensive CP basically cancel out.
Looking at the various builds, they all have essentially the same CP allocations. The only advantage is high CP vs low CP.
Ok, I thought about making a long thread however; to streamline it. Mitigation comes after amplification, they don't cancel each other. Say I have a 2k attack and +20% that's 2.4, then you mitigate 20% of that 2.4, that's 4.8 bringing it down to 1.8k (below the starting point). There's other logical reasoning behind it (such as CP BGs being never ending etc) but that's why I say that (the jist)Waffennacht wrote: »Go into BGs.
First mobility is the true king here.
CP unbalancingly favors mitigation (all CP problems aren't in BGs)
The proc meta is Over
We do have Pets - this cannot be avoided
Bleeds not nearly as bad after the update
No bash spam here, occasional bashes but nothing compared to Cyrodiil
Tanks can exist but not like what was running around before
High MMR BGs is just open world pvp just more concentrated and intensified.
In OW I'm always going 1v3+, in BGs I have teammates - that alone is a difference
In OW people can peace, in BGs you still gotta play
In OW you face zergs, or you hunt potatoes, you don't face equal competition
There's more to it than that obviously, but big difference is not being truly alone
thankyourat wrote: »Pvp in the most survive-to-win meta yet.
Everyone stays at +80% health until ult dumps happen. Pirate skelly, max protective... class mitigation. But hey when three of those tanks jump on you your pretty much dead.
In my opinion pvp this way is way better then the alternative.
If someone’s relatively easy to take out solo then they can be killed in one or two GCDs by 4 people. Tankiness means things like focus firing and group pvp tactics become more important, instead of the standard: ele drain - dot - stun - execute - kill... 3-4 GCDs per kill is silly.
Sounds to me like people aren’t used to playing pvp as a group and want to be a solo hero. If they remove tankiness they remove pvp group tactics, and that’s when pvp gets good.
Being tanky has nothing to do with group pvp. If I can wear all damage sets and still survive 4 or more players attacking me as a solo player there is no reason someone in a group needs to build tanky to survive when they have group support and healers. The reason players build tanky is they don’t have the skill to survive without equipping multiple defensive sets. It has nothing to do with group tactics at all.
Actually what happens is being tanky allows you to ignore certain group mechanics like good positioning and predicting when enemy groups are going to burst because you can just tank through it. The fact that a lot of people seem to think you can’t survive a few global cooldowns without building tanky lets me know that players are struggling to keep their defensive buffs up.
That’s just not true, I think it’s a good example of what I mean.
So many PvPers seemed to have missed the PvP MMOs and started with world of wankers or ESO so group play tactics seem like it’s not even on most people’s radar.
It’s no one’s fault, but there hasn’t been a pvp MMO since maybe Warhammer? Most people when I bring up MMO pvp talk about this game and have no idea what I’m talking about.
The way I see this current meta- it’s more about out sustaining the opponent. That’s always been a way to fight (a stall, boring method imo) and the current meta only highlights that even further.
What this means for solo players is you can’t kill quick enough to matter. If you get caught out by yourself vs even 2 of these types you are dead. They aren’t built to kill. They are built to survive 1 player ad nauseam.
Now add in group play to this... they can survive and widdle down players with combined efforts. If they go up against a team that has favorable dmg, they lose. If that team has built in support- the damage dealing members can effectively spec squishier to maximize dmg.
Squishy doesn’t mean die in 2 gcds. It’s the difference of running pirate skelly and say Balorgs. Or a bi food and forego Stam for more max stat knowing the team will allow for it. Or an extra dmg glyph.... so on so forth.
Extra tanky for group play is counterintuitive imho
thankyourat wrote: »Pvp in the most survive-to-win meta yet.
Everyone stays at +80% health until ult dumps happen. Pirate skelly, max protective... class mitigation. But hey when three of those tanks jump on you your pretty much dead.
In my opinion pvp this way is way better then the alternative.
If someone’s relatively easy to take out solo then they can be killed in one or two GCDs by 4 people. Tankiness means things like focus firing and group pvp tactics become more important, instead of the standard: ele drain - dot - stun - execute - kill... 3-4 GCDs per kill is silly.
Sounds to me like people aren’t used to playing pvp as a group and want to be a solo hero. If they remove tankiness they remove pvp group tactics, and that’s when pvp gets good.
Being tanky has nothing to do with group pvp. If I can wear all damage sets and still survive 4 or more players attacking me as a solo player there is no reason someone in a group needs to build tanky to survive when they have group support and healers. The reason players build tanky is they don’t have the skill to survive without equipping multiple defensive sets. It has nothing to do with group tactics at all.
Actually what happens is being tanky allows you to ignore certain group mechanics like good positioning and predicting when enemy groups are going to burst because you can just tank through it. The fact that a lot of people seem to think you can’t survive a few global cooldowns without building tanky lets me know that players are struggling to keep their defensive buffs up.
That’s just not true, I think it’s a good example of what I mean.
So many PvPers seemed to have missed the PvP MMOs and started with world of wankers or ESO so group play tactics seem like it’s not even on most people’s radar.
It’s no one’s fault, but there hasn’t been a pvp MMO since maybe Warhammer? Most people when I bring up MMO pvp talk about this game and have no idea what I’m talking about.
The way I see this current meta- it’s more about out sustaining the opponent. That’s always been a way to fight (a stall, boring method imo) and the current meta only highlights that even further.
What this means for solo players is you can’t kill quick enough to matter. If you get caught out by yourself vs even 2 of these types you are dead. They aren’t built to kill. They are built to survive 1 player ad nauseam.
Now add in group play to this... they can survive and widdle down players with combined efforts. If they go up against a team that has favorable dmg, they lose. If that team has built in support- the damage dealing members can effectively spec squishier to maximize dmg.
Squishy doesn’t mean die in 2 gcds. It’s the difference of running pirate skelly and say Balorgs. Or a bi food and forego Stam for more max stat knowing the team will allow for it. Or an extra dmg glyph.... so on so forth.
Extra tanky for group play is counterintuitive imho
I get what you’re saying, but in say a no defense pure stats spec your passive mitigation is low but your active mitigation (just made that term up) is high with shields and self healing, advantage is you can shift gears and turn offensive at the right opportunity to take someone down.
Higher passive mitigation just means you can be more aggressive and being cc’d once at a bad time doesn’t mean a death.
Even like maybe.... 4 months ago higher MMR BGs could get boring, everyone trying to be cagey and defensive, and too timid to push.
Despite people complaining about the current tanky meta I’m finding most death matches finish before the time limit. To me that’s more fun! Being tankier means you can take more risks.
I don’t play CP pvp, I can see it being an issue there, but for me I like doing dumb things all the time, and tankiness lets me get away with it.
I agree No Cp is better by far, but the problem I see in this game is not with the bone goliath morph, but with the Tank meta that can do massive Burst damage.
For example my build is 5pc impregnable, 5pc Fortified brass, 2pc chudan. I have 45k resist all around and 3800 crit resist. I am a "Tank" or what a tank is meant to be high def low damage. When I pop WW I go about 55k resist. Reason I run high resist is to negate penetration. And my guy was build to hold flags and run chaos ball.
In no CP Bg I am constantly hit with 13-14k snipes and uppercuts. So with me negating pen and crit they are still hitting me that hard in no cp. So let's say it is 13k snipe and I reduced 50% of that. That means the original damage was 26k, which also mean without battle spirit it is 52k. That is 52k un CP buffed damage off of one ability. This right here is the problem with BGs. Way to much damage and burst. On top of it you can run fury, ravager, 7th ect and bloodspawn and be just as tank as I am with no drawbacks. This is Tank Meta. And this is what needs to be addressed.
I agree No Cp is better by far, but the problem I see in this game is not with the bone goliath morph, but with the Tank meta that can do massive Burst damage.
For example my build is 5pc impregnable, 5pc Fortified brass, 2pc chudan. I have 45k resist all around and 3800 crit resist. I am a "Tank" or what a tank is meant to be high def low damage. When I pop WW I go about 55k resist. Reason I run high resist is to negate penetration. And my guy was build to hold flags and run chaos ball.
In no CP Bg I am constantly hit with 13-14k snipes and uppercuts. So with me negating pen and crit they are still hitting me that hard in no cp. So let's say it is 13k snipe and I reduced 50% of that. That means the original damage was 26k, which also mean without battle spirit it is 52k. That is 52k un CP buffed damage off of one ability. This right here is the problem with BGs. Way to much damage and burst. On top of it you can run fury, ravager, 7th ect and bloodspawn and be just as tank as I am with no drawbacks. This is Tank Meta. And this is what needs to be addressed.
I agree No Cp is better by far, but the problem I see in this game is not with the bone goliath morph, but with the Tank meta that can do massive Burst damage.
For example my build is 5pc impregnable, 5pc Fortified brass, 2pc chudan. I have 45k resist all around and 3800 crit resist. I am a "Tank" or what a tank is meant to be high def low damage. When I pop WW I go about 55k resist. Reason I run high resist is to negate penetration. And my guy was build to hold flags and run chaos ball.
In no CP Bg I am constantly hit with 13-14k snipes and uppercuts. So with me negating pen and crit they are still hitting me that hard in no cp. So let's say it is 13k snipe and I reduced 50% of that. That means the original damage was 26k, which also mean without battle spirit it is 52k. That is 52k un CP buffed damage off of one ability. This right here is the problem with BGs. Way to much damage and burst. On top of it you can run fury, ravager, 7th ect and bloodspawn and be just as tank as I am with no drawbacks. This is Tank Meta. And this is what needs to be addressed.
Your example assumes your opponent doesn't have any penetration or buffs up at all which is never the case. And you'll never be able to negate anyone's crit damage completely. 1,8k crit resistance (highest you can get in NO-CP with full impenetrable without running impregnable or having transmutation) doesn't even cover the base 1,5x crit damage modifier that everyone has.
55k resistance is insanely excessive and you're better of investing in other sources of defense.
I agree No Cp is better by far, but the problem I see in this game is not with the bone goliath morph, but with the Tank meta that can do massive Burst damage.
For example my build is 5pc impregnable, 5pc Fortified brass, 2pc chudan. I have 45k resist all around and 3800 crit resist. I am a "Tank" or what a tank is meant to be high def low damage. When I pop WW I go about 55k resist. Reason I run high resist is to negate penetration. And my guy was build to hold flags and run chaos ball.
In no CP Bg I am constantly hit with 13-14k snipes and uppercuts. So with me negating pen and crit they are still hitting me that hard in no cp. So let's say it is 13k snipe and I reduced 50% of that. That means the original damage was 26k, which also mean without battle spirit it is 52k. That is 52k un CP buffed damage off of one ability. This right here is the problem with BGs. Way to much damage and burst. On top of it you can run fury, ravager, 7th ect and bloodspawn and be just as tank as I am with no drawbacks. This is Tank Meta. And this is what needs to be addressed.
Your example assumes your opponent doesn't have any penetration or buffs up at all which is never the case. And you'll never be able to negate anyone's crit damage completely. 1,8k crit resistance (highest you can get in NO-CP with full impenetrable without running impregnable or having transmutation) doesn't even cover the base 1,5x crit damage modifier that everyone has.
55k resistance is insanely excessive and you're better of investing in other sources of defense.
Reason I did not figure in the penetration is because I am running 55k(in WW). Even if you were running with 20k pen you would not get me below resistance cap so I will Always negate 50%. I run impregnable set which gives me 2k and Inpen on all 7 pieces plus shield which gives me exactly 4064 crit resist. Way more than needed for 1.5x
Waffennacht wrote: »Heading to work...
To WW, remember you take 20% more poison damage in WW yes?
Edit: r u sure ur resistance is that high in no CP with impreg and chudan and brass? Btw 1.5k impen, 1750 or 2k impreg body, means 3.5k with SnB is absolutely max crit resistance in no CP right?
I normally play cp. but with how atrociously unbalanced CP has become especially this patch with twilight pet sorcs running armor master literally the most fingerless class to play in the game. and magblades with literally 50% damage mitigation, and Goliath bash builds. I recently began to play BG’s more even with the terrible MMR. I am now one to say that noncp is more balanced than cp is. This most recent patch has solidified that fact.
HEBREWHAMMERRR wrote: »Also y’all need to chill with overhyping magblades mitigation buffs. We have a weak ass dot heal, we need mitigation since they nerfed our ward and we don’t have a pet to give us line of sight and burst heals. Don’t forget what magblade has been the last couple patches and that’s at the bottom of the food chain.
HEBREWHAMMERRR wrote: »Also y’all need to chill with overhyping magblades mitigation buffs. We have a weak ass dot heal, we need mitigation since they nerfed our ward and we don’t have a pet to give us line of sight and burst heals. Don’t forget what magblade has been the last couple patches and that’s at the bottom of the food chain.
They need to lower the mitigation of bow stacks and just flat out nerf the duration of pirate skeleton. that set is all kinds of over performing.In return they need to make their heals stronger so their survivability can actually be countered.
Waffennacht wrote: »Heading to work...
To WW, remember you take 20% more poison damage in WW yes?
Edit: r u sure ur resistance is that high in no CP with impreg and chudan and brass? Btw 1.5k impen, 1750 or 2k impreg body, means 3.5k with SnB is absolutely max crit resistance in no CP right?
Resist is that high because chudan, fortified Brass, Nord passive, mundus, def weapon, def on 2 jewelry.
Impregnable gives 2k with legendary and inpen gives 258 with legendary 7gear+1 shield= 2064 for a total of 4064 in No Cp. In CP I sit at 5564.
Most people ....... have no idea what I’m talking about.
HEBREWHAMMERRR wrote: »Also y’all need to chill with overhyping magblades mitigation buffs. We have a weak ass dot heal, we need mitigation since they nerfed our ward and we don’t have a pet to give us line of sight and burst heals. Don’t forget what magblade has been the last couple patches and that’s at the bottom of the food chain.
Bow stacks-15%
Dark Cloak-8%
Shade-15%
Pirate skeleton-30%
Swallow soul X Dark cloak is more than enough healing for the sheer amount of raw mitigation nbs have.
I know this because I also play magnb and have friends who do so too.
Just because a class has been bad for a long time doesn’t mean they need to be broken. I want balance, mitigation that cant be countered shouldn’t stack this high.
They also hit really hard.
Was dueling a friend the other day,
mag Templar v Magblade, im the plar.
We start the fight he weaves on me twice with swallow soul light attack. “Damn Cali You squishy!”
Im like “what? how'd you figure? I got 27k spell resist 3k crit resist, 56 in Iron clad, 43 in Ele defender. Im not Squishy you just hit too hard.”
I proceeded to hit him with 900 crit jabs, Mind you my jab tooltip is like 1800,(4300 per?) , he didn’t have major evasion either.
They need to lower the mitigation of bow stacks and just flat out nerf the duration of pirate skeleton. that set is all kinds of over performing.In return they need to make their heals stronger so their survivability can actually be countered.
Mag blades and mag sorcs are really too much right now and need adjusting, mag dks are glass cannons, wardens are all of a sudden trash tier outside of rolling players in beetle zergs.
Stam dk and stam sorc is on life support. No, actually the plug was pulled awhile ago, we all know they get no support for their class skill lines.
Stamblade fights are nauseating. Now not only are they dodging every thing they also have a bunch of passive mitigation, (minor maim+bow stacks essentially means ~30% mitigation)
Necro toxic af with bash builds or Major Vulnerability, pick your poison.
I think both specs of templar are in an Incredible spot right now.
but yeah current state of the game is crap.
Waffennacht wrote: »Go into BGs.
First mobility is the true king here.
CP unbalancingly favors mitigation (all CP problems aren't in BGs)
The proc meta is Over
We do have Pets - this cannot be avoided
Bleeds not nearly as bad after the update
No bash spam here, occasional bashes but nothing compared to Cyrodiil
Tanks can exist but not like what was running around before
High MMR BGs is just open world pvp just more concentrated and intensified.
Waffennacht wrote: »Waffennacht wrote: »Heading to work...
To WW, remember you take 20% more poison damage in WW yes?
Edit: r u sure ur resistance is that high in no CP with impreg and chudan and brass? Btw 1.5k impen, 1750 or 2k impreg body, means 3.5k with SnB is absolutely max crit resistance in no CP right?
Resist is that high because chudan, fortified Brass, Nord passive, mundus, def weapon, def on 2 jewelry.
Impregnable gives 2k with legendary and inpen gives 258 with legendary 7gear+1 shield= 2064 for a total of 4064 in No Cp. In CP I sit at 5564.
Didn't impreg get nerfed lower than that? But let's just assume everything you said is right
I can see a 14k tooltip hitting you for at 6k so a tooltip of approximately can hit you for 9k
HEBREWHAMMERRR wrote: »Also yes, I’ve been saying this since BG release. NoCP is leaps and bounds the most competitive and balance pvp platform there is. Good players will excel in both, but CP training wheels being taken off in BGs really shows players true colors. Actually having to manage resources and not just button smash, picking when to fight and your positioning. There’s just so much more thought involved with NonCP. It’s great.