🤨 give easier access to potions/poisons? What is difficult about crafting your own?
It's not difficult, it's time consuming. Farm, sell, buy ingredient, craft
Looking at it alone is fine but it's unlikely you just do this in the game, so many just skip this
Sell more kind of potions in cyro would be fine
fxeconomisteb17_ESO wrote: »PVP should not just reward aggresivity. Because that's how it seems to me. It shouldn't be about how fast you can press the buttons. It should be about the tactical use of skills and equipment.
A damager shouldn't be able to alone kill a tank that's tanking 90% of the damage, just because the tank is used to tank and the damager is just using his aggression to pummel the tank even if he wouldn't have the resistance to withstand. It's only about who starts first to CC and damage.
fxeconomisteb17_ESO wrote: »PVP should not just reward aggresivity. Because that's how it seems to me. It shouldn't be about how fast you can press the buttons. It should be about the tactical use of skills and equipment.
Ok, I'm listening. Go on.A damager shouldn't be able to alone kill a tank that's tanking 90% of the damage, just because the tank is used to tank and the damager is just using his aggression to pummel the tank even if he wouldn't have the resistance to withstand. It's only about who starts first to CC and damage.
....isn't getting the drop on a tank and pummeling them with CC and damage a tactical use of one's skills and equipment? I'm lost again.
What, specifically, are you wanting to see changed?
fxeconomisteb17_ESO wrote: »
There's nothing tactical in that. Tactical is slow use. Not every half second. I think I would like to see an experiment, where skills no longer CC. That would level the playing field and give a reason to tanks to become aggressive as well.
fxeconomisteb17_ESO wrote: »
There's nothing tactical in that. Tactical is slow use. Not every half second. I think I would like to see an experiment, where skills no longer CC. That would level the playing field and give a reason to tanks to become aggressive as well.
Maybe you're looking for a different word than "tactical".
Definition of tactical
1: of or relating to combat tactics: such as
(1) : of or occurring at the battlefront a tactical defense a tactical first strike
(2) : using or being weapons or forces employed at the battlefront tactical missiles
2a : of or relating to tactics: such as
(1) : of or relating to small-scale actions serving a larger purpose
(2) : made or carried out with only a limited or immediate end in view
b : adroit in planning or maneuvering to accomplish a purpose
The situation described above perfectly matches definition 1, 2a, and 2b.
At no point does "slow" equal "tactical".
Sadly, I'm at a loss for the word you actually intend to use here, because I don't know of a word that means "slow steady combat".
fxeconomisteb17_ESO wrote: »
Perhaps it's a different word, why not ? As I said, it should focus on skills, not on aggresivity. Not on who pummels first. More of a chess, more of a balance. Not just bang-bang-bang you're dead. It should take a team of damagers to down a tank, not just one. Because if a damager with 15k healtk dishes out 100K a second (before Battle Spirit), that's still about 3-4K a second final damage. It only takes a few seconds and that's it. It's abnormal.
pvp still requires a heavy amount of dedication and research. Not much information is given during and after the combat. You must have addons or check external sources like eso-sets. High unbalance aside, you don't even have a place where you can learn what you are doing. Either chaotic open world in which you become a zerger or free prey, either 4v4v4 where you might learn something but only visually.
fxeconomisteb17_ESO wrote: »
Perhaps it's a different word, why not ? As I said, it should focus on skills, not on aggresivity. Not on who pummels first. More of a chess, more of a balance. Not just bang-bang-bang you're dead. It should take a team of damagers to down a tank, not just one. Because if a damager with 15k healtk dishes out 100K a second (before Battle Spirit), that's still about 3-4K a second final damage. It only takes a few seconds and that's it. It's abnormal.
So, once again, what's your solution?
A three-second GCD in PvP instead of the one-second one we have now? Change all DD skills to DoT in PvP? Buff everyone's resistances? More HP?
The problem you're going to have to overcome here is the root reason as to why burst damage is so prevalent in PvP: burst healing is prevalent in PvP. A target that doesn't die immediately is back to full health immediately.
fxeconomisteb17_ESO wrote: »PVP should not just reward aggresivity. Because that's how it seems to me. It shouldn't be about how fast you can press the buttons. It should be about the tactical use of skills and equipment. A damager shouldn't be able to alone kill a tank that's tanking 90% of the damage, just because the tank is used to tank and the damager is just using his aggression to pummel the tank even if he wouldn't have the resistance to withstand. It's only about who starts first to CC and damage.
itscompton wrote: »Most fights in Cyrodiil are currently decided not by player skill or gear setup but are determined based on who has less lag/microfreezes on their end.
Performance shrinks the skill gap even further. I don’t think it takes all that much to improve either. Sets and classes do carry some players too.