Over the last few weeks my friends and I are running into this build more and more often. I bet all of you have seen the tank that takes 10+ people over 5 mins to kill. How can this be right. You know you are about to face one, when they sprint into a tower as its been flipped by another alliance or rush into a keep and again head for a corner tower even though their alliance is not involved in the fight. You then end up chasing them in a boring game of ring a ring of roses, immune to stuns or damage. God help you if you become the target of their "macro" burst (Dizzying Swing - Heavy Attack - Onslaught - Executioner) - that all seam to hit at the same time). Look at your death reports, I bet the majority look similar to this.
@ZOS_GinaBruno, @ZOS_JessicaFolsom , Anyone in the combat team, please go to a museum and try on some heavy Armour and pick up a 2H weaapon and try to swing it. Yes it does huge damage but is slow, and the weight of the armor makes you slow.
These are the changes I suggest:
For Heavy Armour
1: Make the resistances act like CP - Deminishing returns from the more you stack
2: Remove all offensive passives from heavy armor. You wear it for protection, At the moment there is no downside for wearing heavy armor.
3: Add a speed penalty for wearing heavy (You try running and in heavy) and/or disallow any gap closers.
For 2H Weapons
1: Yes keep the damage, but make the channel times much longer (In real life, swinging a 2H weapon will take seconds).
2: If hit in channel you become off balanced.
General changes
1: Nerf the healing - You nerfed most of the damage.
Also ZOS please implement a macro detection system, how can some of these people get their burst ((Dizzying Swing - Heavy Attack - Onslaught - Executioner) all to hit at the same time. In PC EU there is a group of them from the yellows and reds running around together (And yes there will be blues too) - But my friends and I keep running into this group and they all are running the same macro.
What offensive passives? That passive was removed long time ago.
10 people for over 10 mins - If that is good PvP obviously you are one of those tanky builds playing "catch me if you can" in towersBomblePants wrote: »/facepalm.... Tank takes longer than 10 seconds to kill, call for nerfs and tag Zos team due to extreme seriousness of issue.....
Quoted post has been removed.
What offensive passives? That passive was removed long time ago.
Lets pick a set - Affliction
2 items: Adds 129 Weapon Damage
3 items: Adds 1096 Maximum Stamina
4 items: Adds 129 Stamina Recovery
5 items: When you deal damage, you have a 50% chance to deal an additional 1830 Disease Damage and apply Minor Defile to the target, reducing their healing received and Health Recovery by 15% for 4 seconds. This effect can occur once every 4 seconds seconds.
1st one on the list10 people for over 10 mins - If that is good PvP obviously you are one of those tanky builds playing "catch me if you can" in towersBomblePants wrote: »/facepalm.... Tank takes longer than 10 seconds to kill, call for nerfs and tag Zos team due to extreme seriousness of issue.....Quoted post has been removed.
See previous comment
How can it be healthy for PvP if a single meta is so outperforming every other one.
Over the last few weeks my friends and I are running into this build more and more often. I bet all of you have seen the tank that takes 10+ people over 5 mins to kill. How can this be right. You know you are about to face one, when they sprint into a tower as its been flipped by another alliance or rush into a keep and again head for a corner tower even though their alliance is not involved in the fight. You then end up chasing them in a boring game of ring a ring of roses, immune to stuns or damage. God help you if you become the target of their "macro" burst (Dizzying Swing - Heavy Attack - Onslaught - Executioner) - that all seam to hit at the same time). Look at your death reports, I bet the majority look similar to this.
@ZOS_GinaBruno, @ZOS_JessicaFolsom , Anyone in the combat team, please go to a museum and try on some heavy Armour and pick up a 2H weaapon and try to swing it. Yes it does huge damage but is slow, and the weight of the armor makes you slow.
These are the changes I suggest:
For Heavy Armour
1: Make the resistances act like CP - Deminishing returns from the more you stack
2: Remove all offensive passives from heavy armor. You wear it for protection, At the moment there is no downside for wearing heavy armor.
3: Add a speed penalty for wearing heavy (You try running and in heavy) and/or disallow any gap closers.
For 2H Weapons
1: Yes keep the damage, but make the channel times much longer (In real life, swinging a 2H weapon will take seconds).
2: If hit in channel you become off balanced.
General changes
1: Nerf the healing - You nerfed most of the damage.
Also ZOS please implement a macro detection system, how can some of these people get their burst ((Dizzying Swing - Heavy Attack - Onslaught - Executioner) all to hit at the same time. In PC EU there is a group of them from the yellows and reds running around together (And yes there will be blues too) - But my friends and I keep running into this group and they all are running the same macro.
Tommy_The_Gun wrote: »People were dying to bleed dmg, oblivion dmg and defiles... So forums were like: NERF THOSE BECOUSE THEY KILL ME...
Well it just so happens that bleed dmg, WW, oblivion dmg, defile... were direct counter to tanks...
To me this is hilarious. Becouse people complain now that they dont have caunters to tanks...
Well maybe, just maybe if you (you as if the forum nerf-callers) did not "call for nerfs" this much you could still use those ?
Anyway, this is how short-sighted aproach and blindly calling for nerfs ends. With a broken combat-ecosystem...
Tommy_The_Gun wrote: »People were dying to bleed dmg, oblivion dmg and defiles... So forums were like: NERF THOSE BECOUSE THEY KILL ME...
Well it just so happens that bleed dmg, WW, oblivion dmg, defile... were direct counter to tanks...
To me this is hilarious. Becouse people complain now that they dont have caunters to tanks...
Well maybe, just maybe if you (you as if the forum nerf-callers) did not "call for nerfs" this much you could still use those ?
Anyway, this is how short-sighted aproach and blindly calling for nerfs ends. With a broken combat-ecosystem...
Tommy_The_Gun wrote: »People were dying to bleed dmg, oblivion dmg and defiles... So forums were like: NERF THOSE BECOUSE THEY KILL ME...
Well it just so happens that bleed dmg, WW, oblivion dmg, defile... were direct counter to tanks...
To me this is hilarious. Becouse people complain now that they dont have caunters to tanks...
Well maybe, just maybe if you (you as if the forum nerf-callers) did not "call for nerfs" this much you could still use those ?
Anyway, this is how short-sighted aproach and blindly calling for nerfs ends. With a broken combat-ecosystem...
You really need more agrees, because you're spot on. Nobody who cries for nerfs actually cares about balance, and anybody who says they do is lying. Everybody crying for nerfs only care about two things -- who they can kill, and who kills them. Ideally, they want the first as high as possible, the second as low as possible, and won't stop crying for nerfs until both conditions are satisfied.
TequilaFire wrote: »You would be surprised how much faster those tanky builds go down if someone interrupts and bashes said tank while others do damage.
TequilaFire wrote: »You would be surprised how much faster those tanky builds go down if someone interrupts and bashes said tank while others do damage.
These builds literally can ignore stuns.
TequilaFire wrote: »TequilaFire wrote: »You would be surprised how much faster those tanky builds go down if someone interrupts and bashes said tank while others do damage.
These builds literally can ignore stuns.
Interrupting their healing is not a stun.