I don't know about big zergs in cyrodiil, but in battlegrounds and open world random encounters there is a crazy high burst meta.
Many people running Snipe morphs and hit for 7-8k even if you have decent resistances and then switch to 2H and finish you off if you come in melee somehow.
I don't have a problem with thanks being unkillable, but at the same time doing zero damage. I have a problem with nasty 5-6k weapon damage builds with 30k resists or more able to tank all your damage and at the same time shot you in 3 or 4 skills.
Goregrinder wrote: »Goregrinder wrote: »lmao I run resto staff back bar.
Bonus points! So how are you killing tanky players?
Here's the first clue: PVP in ESO is not a solo game.
Those aren’t usually high resists builds. They just have high stats leading to high healing through vigor and hots. Major defile works well against, especially DKs.
StaticWave wrote: »Moreover, defensive maneuvers such as rolling/blocking/line of sighting, are always more effective than just face tanking people.
StaticWave wrote: »Moreover, defensive maneuvers such as rolling/blocking/line of sighting, are always more effective than just face tanking people.
For solo damage builds trying to fight outnumbered, yea, but it's not unusual for tanky healbots to stall 2-3 guys focusing them while also healing their group.
MartiniDaniels wrote: »Maybe ZOS could introduce non-linear healing scaling, at least for "healing done". Then to be able to notably heal others, players will be forced to run full glass cannon builds and it will be job of organized PVP groups to protect healers and tank for them. As for the solo players, they can go with "healing received" which won't require to be glass cannon to be healed properly.
MartiniDaniels wrote: »Nerf "healing done" on battle spirit level. This will solve whole ton of problems and this easy tweak without ruining classes/item sets.
EtTuBrutus wrote: »MartiniDaniels wrote: »Nerf "healing done" on battle spirit level. This will solve whole ton of problems and this easy tweak without ruining classes/item sets.
There are huge holes in that.
MartiniDaniels wrote: »EtTuBrutus wrote: »MartiniDaniels wrote: »Nerf "healing done" on battle spirit level. This will solve whole ton of problems and this easy tweak without ruining classes/item sets.
There are huge holes in that.
What holes? This will remove tanky builds with good self-healing as well as reduce group healing. So there will be 4 types of builds:
- tank - you can tank but you can't outheal damage from dps/balanced builds
- dps - you can do a lot of damage, but you can't tank damage with healing
- healer - if you want to heal effectively, all your sets must be healing sets
- balanced/solo - you can do everything, but less effectively then specialized builds
NEVER NERF ANYTHING!!! SCREW BALANCE!!! POWER CREEP RULES!!!STOP👏
ASKING👏
FOR👏
NERFS👏
NEVER NERF ANYTHING!!! SCREW BALANCE!!! POWER CREEP RULES!!!STOP👏
ASKING👏
FOR👏
NERFS👏
Nerfs aren't inherently a bad thing. Badly implemented nerfs for bad reasons are the problem. Nobody in this thread is asking for the sort of badly implemented blanket nerfs to blocking and healing that would make PvP solos and pugs unable to self heal or PvE tanks unable to function. We just want PvP combat to not be the garbage you yourself described.
Un-nerfing DoTs/Bleeds/Defiles would be a good start, but that alone wouldn't address how disgusting PvP group healing is. A proper nerf to PvP group healing would only actually nerf zerging. Solos and skilled groups would be fine. Bad groups relying on stacking healbots and outnumbering the enemy on the flags would rightfully wipe to outnumbered pugs.
It’d be a large buff to organized groups. Nerf cross healing and it’ll nerf Zergs, but mainly the casual players and Zerg surfers.
MartiniDaniels wrote: »EtTuBrutus wrote: »MartiniDaniels wrote: »Nerf "healing done" on battle spirit level. This will solve whole ton of problems and this easy tweak without ruining classes/item sets.
There are huge holes in that.
What holes? This will remove tanky builds with good self-healing as well as reduce group healing. So there will be 4 types of builds:
- tank - you can tank but you can't outheal damage from dps/balanced builds
- dps - you can do a lot of damage, but you can't tank damage with healing
- healer - if you want to heal effectively, all your sets must be healing sets
- balanced/solo - you can do everything, but less effectively then specialized builds
It's already like that for the most part. Nerfing healing done would just reduce that 1 part across the board.
It’d be a large buff to organized groups. Nerf cross healing and it’ll nerf Zergs, but mainly the casual players and Zerg surfers.
Yes, it will be a buff to skilled outnumbered players, and a nerf to zerging.
Strong organized groups will be rewarded more for taking risks to quickly kill the enemy, and less for stalling.
Weak organized groups would no longer be able to force flip keeps by avoiding PvP and heal blobbing the flags.
the tankmeta punishes newcommers and only rewards people that are in premade teams and pub stomping. someone who wanna enjoy pvp wont care if he dies alot aslong as he can do also some kills.
tankmeta destroys skillplay. blockhealing is not skillfull but rolldodging in the right moment and timed blocking evading ground effects is. currently u can just ignore everything aslong as u cuddle up with ur 3 other healbuddys.
someone who plays a glasscannon has to actively evade and deflect everything with his timing and also need good timing to kill anyone its the most skillfull way to play so why the *** are tankbuilds facerolling everyone.
u gotta realize dmg mitigation + heal it goes hand in hand ur not just dpsing against the heals ur also dpsing against their 40 k resistances. now imagine u meet a group of 4 ppl that has such builds .
the biggest problem currently seems snb blocking on templars sorcs and wardens.
no matter how skillfull u are u wont kill 1 of those guys if they run in a group they will outheal ur dmg ur better of attacking one in their group that doesnt run heavy armor and is a dps which is against any logic i know from other games usually u first go for the healer but in this game..... its weird. idk what the devs were thinking.
they took away tactical teamplay that way. there is no need to protect the healer a dedicated tank is useless the way they designed it thats why some sets will never be used like the pvp set that reduces the dmg towards ur team and increases the dmg towards you when u taunt a player.
finally i wanna talk about ttk. low ttk rewards fast reactions and decisionmaking high ttk rewards teamfocusing. the lower the ttk the more skillfull play will be rewarded. this is the logic that every long time shooter player noticed especially in destiny 2 it became obvious even for younger generations. destiny 2 pvp when it was high ttk was atrocious ppl tickled each other from across the map and formed a "deathball" lowering the ttk rly opened up tactical play.
im comparing here apples to bananas but u get the idea.
i think eso would be far better of with more limited resources of stamina and magicka. so u rly gotta think about how to use it best and not waste it. at the moment some classes can just rolldodge forever and healtanks have *** of resources to burn through.
It's already like that for the most part. Nerfing healing done would just reduce that 1 part across the board.
Tank and Healer are the same thing in PvP now. The days of useless 50k HP troll tank DKs are long gone. You can be just as tanky on a Heavy SnB/Resto build, get 35k HP without even trying, and heal your whole group while also endlessly stalling the 2-3 guys focusing you just by rotating block healing, defensive ult, and tripots. It's easiest on Templar, but really any class can be set up this way, ironically except DK who can't reliably burst heal allies while SnB blocking.
TL;DR tanky healbots make PvP bad. If you don't want nerfs then give us Oblivion Siege like that one patch.
Ok but you're talking healing done. That hurts the more than just a tank healbot. Unless you guys are talking healing done to others, but that still impacts more than just a heal tank.