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+ More life and less resistance to be able to play in PVP !!! the solution ?

Khatou
Khatou
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Shouldn't we increase the basic life for the players and reduce the resistance in order to be able to play?

I don't know about you, but in BG the players no tank and see no heal, literally fall like flies, I never saw such a *** for the players except the FPS, ah but not actually it's a MORPG, ah good?

For me it is currently impossible to build something reliable for BG, so there is such a colossal difference that ZOS tries to deny it, except that the players see it very well!

So, I think it would take a lot more life to be able to enjoy a minimum of our character in pvp because there, a by going to the butcher for 12,99€ it is frankly expensive the subscription. I think that if more life, it would allow to play much more pleasantly, than at the current state of things and probably even allow to build builds for real !


It says that we can play DPS, TANK and HEAL in this game, for the moment in pvp and especially BG it's not really the impression that it gives, it encourages more to become a kind of tanks to have to use sets looking like tanks instead of being able to enjoy sets for heal and especially DPS they melt like ice cream in the sun and even more since Greymoor !!!
  • xXMeowMeowXx
    xXMeowMeowXx
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    Melting peeps is the point, make a better well rounded build.

    I find Greymoor PvP to be waaaay to easy but that’s what the devs made it.
  • redspecter23
    redspecter23
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    I see it the other way around. If you want to attract more players to pvp, reduce the time to kill to the point that even casuals will occasionally get some kills. Right now, a pvp specced tank will simply not die to an average skill pvp player or less. They will eventually counter attack and kill that person. From a skilled play point of view, there is nothing wrong with that. However, this creates a feeling that many more casual players have no chance (they are correct) so they stay away.

    The proc set meta we had a while back raised the floor and lowered the ceiling drastically. Casual players were coming in and actually starting to kill things (through the crutch of proc sets, but no matter). Skilled players obviously don't like this sort of metagame as it removes some of what makes them stronger opponents, but if you want to attract more players to pvp, this is the way to do it. Reduce resistances, reduce health, reduce time to kill across the board, not just against new players. I'm not saying this is great overall, but it would allow a majority of casual players to have more fun and might create a larger pvp scene... at the expense of the top tier skilled players that will likely not enjoy it at all.
  • Mik195
    Mik195
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    If you want more PVPers, I think they should offer a LTP mode where everyone has the same attributes and gear. I would like to try PVP, but don't want to bother getting the gear and moving all my points around just to get a sense if I'll like it. Give me training wheels to get used to fighting a human and if I decide to go real PVP, I'll do the work.
  • VaranisArano
    VaranisArano
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    So there's a couple points you've made here.

    1.Should ZOS give basic health and resistances to PVPers?
    Well, they do. It's called Battlespirit. And ZOS recently increased the base critical resistances for players.
    Thing is, all players get that, so there's no advantage relative to others. If you are new, you might want even more health and resistances to compensate for inexperience.

    2. Roles (tank, healer, DPS)
    Those roles are mostly a PVE construct for group content. They are possible in PVP, but look very different from their PVE counterparts.
    Tanks tend to do a lot of passive and active damage mitigation, while relying on burst damage from specific skills or ultimate.
    Healers used to be more useful back when there were premade groups. As someone who plays a PVP Healer, it's important to have a well-rounded build. In a 4v4v4, healers can't just heal. They've got to be able to contribute the objectives of the game mode too.
    Damage Dealers are a lot closer to the sort of build you take for your first time through VMA. Think tankier, more sustain, and more burst damage than your average PVE damage dealer.


    Finally, Battlegrounds is No CP. If PVE players (or CP PVPers like me) jump in without changing their build to compensate for the lack of stats, sustain, and resistances from their CP, it can be a really rough ride. I remember feeling super squishy until I adjusted.
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