Maybe you should stop wanting to destroy someone's build but try to improve your gameplay. Everybody is "tanky"in a way in this game if you know how to and what to do. That being said even the squishest glass cannon guy can be "tanky" as hell by avoiding damage. You can't kill someone if you can't hit them, right?
If you gonna destroy in-your-face style tanking, then you gotta destroy line of sight, rollypollies, damage shields, cloak, streak etc. Which is a terrible idea to begin with. They are just different ways of playing "defensive" and most of them dont require stat investing at all. Line of sight for example.
A nb dodgerolling then going in cloak and attack from cloak with his high burst is basically the same thing in different color with a dk face tanking you until he stack his furry and then leap on you. See what im saying?
Or we can just get rid of cast times on skills and give back players stuns on abilities that used to have stuns on them......
If you still think heavy armor is the issue you're on the wrong track. Medium armor is more popular than ever.
An extremely one sided view that doesn't look at the bigger picture. Is cross healing a bit overtuned? Yes. But best way to deal with this imo would be:
(Read some of these from Thogard in another thread)
Reduce the tooltips of rapid/radiating regeneration (which is the biggest culprit) and vigor. Allow resolving vigor to heal allies again but for half the value of the self healing tooltip.
Add penalty for stacking HP. For every 10k HP over 25k HP it becomes 50% less effective.
Reduce the potency of minor maim down to 8% instead of the current 15%
Improve DoT damage by 20% (in thogards post he proposes 10%, which I personally think is a bit on the lower end).
These 4 changes together with removing cast times and reintroducing stuns to abilites like frags, shalks etc would be enough to counter the tankier meta we've now, without screwing everyone over.
Or we can just get rid of cast times on skills and give back players stuns on abilities that used to have stuns on them......
If you still think heavy armor is the issue you're on the wrong track. Medium armor is more popular than ever.
An extremely one sided view that doesn't look at the bigger picture. Is cross healing a bit overtuned? Yes. But best way to deal with this imo would be:
(Read some of these from Thogard in another thread)
Reduce the tooltips of rapid/radiating regeneration (which is the biggest culprit) and vigor. Allow resolving vigor to heal allies again but for half the value of the self healing tooltip.
Add penalty for stacking HP. For every 10k HP over 25k HP it becomes 50% less effective.
Reduce the potency of minor maim down to 8% instead of the current 15%
Improve DoT damage by 20% (in thogards post he proposes 10%, which I personally think is a bit on the lower end).
These 4 changes together with removing cast times and reintroducing stuns to abilites like frags, shalks etc would be enough to counter the tankier meta we've now, without screwing everyone over.
I agree with some of your premises, but these changes are way too heavy handed but have some good ideas.
I like the vigor and radiating regen ideas.
I don’t like the high health ideas. It’s not required, people running too high health are gimping themselves already
Adding stuns onto everything is a terrible idea, it would not be fun
Change battle spirit to reduce damage and healing to 40%.
Minor maim nerf is okay
I don’t see an issue with players being able to be tanky. The issue is tanky players can still kill inexperienced players with burst, or gang up to use gimped burst to kill players.
Glass canons only work as a sorc 1v1 because streak. If damage drops people who prefer high damage builds think it’ll effect them more but they’re wrong. It’ll effect tanky builds more. Higher damage makes investing into damage less important and investing into tankiness more important. Damage needs to be something you invest into to get.
Or we can just get rid of cast times on skills and give back players stuns on abilities that used to have stuns on them......
If you still think heavy armor is the issue you're on the wrong track. Medium armor is more popular than ever.
An extremely one sided view that doesn't look at the bigger picture. Is cross healing a bit overtuned? Yes. But best way to deal with this imo would be:
(Read some of these from Thogard in another thread)
Reduce the tooltips of rapid/radiating regeneration (which is the biggest culprit) and vigor. Allow resolving vigor to heal allies again but for half the value of the self healing tooltip.
Add penalty for stacking HP. For every 10k HP over 25k HP it becomes 50% less effective.
Reduce the potency of minor maim down to 8% instead of the current 15%
Improve DoT damage by 20% (in thogards post he proposes 10%, which I personally think is a bit on the lower end).
These 4 changes together with removing cast times and reintroducing stuns to abilites like frags, shalks etc would be enough to counter the tankier meta we've now, without screwing everyone over.
I'm sure a lot run heavy but I dont think it's as many as we might think. A lot use med for more mobility.
Is it heavy armor itself that needs looked at or specific sets that actually contribute to this "tank meta"?
ThePhantomThorn wrote: »So the tank meta has been plaguing eso pvp for a long time. And now they have ridiculous heals aswell.
So let’s throw some ideas around on how to fix it.
Going to make some quick points
-Increase damage. Rn it’s so hard to kill players.
-Make defensive stats harder to invest in. So getting a casual 28k hp while stacking 5k wd is not possible
-Add better med damage set options. Eg, a set similar to fury, but rather than taking damage procs of dealing damage. (therefore a reason to run med)
-Nerf heavy armour. Its just too strong.
-reduce group healing through battle spirit, this way players can’t just stack heals over their entire group, and stop the players from being immortal because their 30hp isn’t constantly being topped of by a nearby healer
-punish players for running heavy. Eg reduce wd/movement speed. Because rn there are no disadvantages
Alienoutlaw wrote: »blame the youtubers/streamers and theory crafters the sheep follow every patch telling everyone what the new "META" is this month, if ppl thought for themselves there would be more variety of builds in the game, literally EVERYONE is wearing the same gear thanks to a few ppl
irstarkey57 wrote: »Something blatantly obvious to me is to give medium armor a physical pen bonus like light armor has. The sneak bonus is worthless.
Guys can someone please explain to me why everyone is talking about a supposed tank meta? After the latest DoT nerf my MagDk is running light armor with like 16k physical resistance to make up for the dmg loss.
Edit: not to mention the lack of sustain with the increased cost on all my dots.
Nothing needs to be nerfed further. It's time for some un-nerfs.
Revert the various nerfs to DoT abilities, Bleed mechanics, and Defiles (dating back at least to Summerset).
Remove cast times on melee Ultimates (single worst change in game history).
Restore the stuns on abilities such as Dizzying Swing, Incap Strike, Spear Shards, and Crystal Fragments.
Restore the Major Defiles on abilities such as Reverb Bash, Incap Strike, and to Diseased status.
Restore the old Viper and Tremorscale proc mechanics, and the damage of Puncture.
I'd hardly shed a tear if PvP blocking and group healing were gutted, but again, nothing needs to be nerfed further.
I don't think that Tankiness and the ability to deal damage should be separated. Citing games like Team Fortress or Overwatch, (now i know that they are not only different genres but have controlled teams sizes as well just bear with me)
Tanks not only can deal damage, they can decide the game through skilled play, and well timed ultimates.
In those games tanks cannot really heal themselves actively in a fight and rely on their individualized mitigation techniques to soak up damage along with support from their team mates
.
In the context of ESO PVP healing is too readily available to everyone with high damage, everyone can do everything and there's no structure to limit the overwhelming of another faction by sheer numbers or build homogeny.
Removing the ability of high damage, high resist characters to self heal effectively would help with that. basically what i'm sayin is in my opinion you should be able to pick to be highly effective from 2 of the following: Damage, Resist, Support.
Unfortunately Freedom of build is the name of the game in ESO and to implement such restrictive structure into the gameplay this late is going to cause some riots. At this point it may be time to grudgingly accept that this will never be a competitive structured PVP environment.
Goregrinder wrote: »That's a loaded statement that implies there is a problem with the "tank" meta. There isn't....it's a L2P issue.
Goregrinder wrote: »That's a loaded statement that implies there is a problem with the "tank" meta. There isn't....it's a L2P issue.
Naw, it's really not. It's been a key talking point for many, many patches. It's a conversation about the overarching quality of competitive combat, about how excessive tanking makes it flat, it has nothing to do with learning about it.