This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
In CP or noCP? Because in the former, it is very much possible to build such that even 2 good (or several bad) players will not be able to kill you for extended periods of time (ie. many minutes).The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
Ball groups would like to have a word with you.The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
There are already single-target heals in the game, which require aiming specifically at the target you want to heal.Issue with healing is that the game has "smart" healing that essentially took away the skill aspect from being a healer. Why aim and select who you want to heal when the game does it for you in an efficient automatic method? if healing was mechanically harder and more efficient when a player is mentally focused on doing heals, we wouldnt see things like every single mag player in PvP just running and stacking rapid regen automatically on the lowest health target. If a dps player can aim at a low health enemy running around to hit them, a healer could manage aiming at a low health ally to heal them.
I hugely disagree.
Solo, you're sort of right.
Having a support role in a group can make a huge difference. Wether that's a healer, a negate tank or a debuff/control tank that knows what they're doing absolutely changes fights. I've run plenty of builds for 4-8 man groups that make the group far more effective than just having another DPS.
I see a lot of 50k health tanks which stand there and block with yes, is pointless and does nothing. But there's plenty of ways to build a bulky tank that can make a difference though.
itscompton wrote: »If you play in a group healer is definitely an important role. A group with a couple of good healers can take on a group 3x as big if they don't have healers themselves.I hugely disagree.
Solo, you're sort of right.
Having a support role in a group can make a huge difference. Wether that's a healer, a negate tank or a debuff/control tank that knows what they're doing absolutely changes fights. I've run plenty of builds for 4-8 man groups that make the group far more effective than just having another DPS.
I see a lot of 50k health tanks which stand there and block with yes, is pointless and does nothing. But there's plenty of ways to build a bulky tank that can make a difference though.
I have a pretty effective blood mist tank that can float in one spot and take a beating from 5-6 people and I can LOS almost indefinitely until I get more than 10-15 focused on me at the same time. I actually kept a group of 15+ DC busy for 20 minutes chasing me around the wood stacks at Ales lumber mill the other day then when I had enough I popped a invisibility pot as I came around a corner and disappeared. Nearly a full group wasted enough time to take two keeps chasing me instead and didn't even get the satisfaction of killing me for the effort.
Things I do as a Tank in PvP:
Mist into the middle of large groups during a fight and cast Turn Evil. I can get 8-10 at a time and when 1/3 of a group all gets stunned at once it is often the beginning of the end for them. Thurkovun also procs when I come out of mist and debuffs their healing and damage done by 15%.
When I've got a group chasing and I'm using LOS I get around a corner, turn back into everyone and fear them, then go right back into mist. This absolutely drives people crazy and they almost never stop chasing till I disappear or they manage to finally get me.
Let smaller groups kill me sometimes after I've had my fun instead of always trying to get away with invisibility. If they start to think they'll never kill you you won't be able to entice them to chase you anymore.
Yank people away from the safety of their groups with silver leash so they get focused.
Use leash or turn evil to CC enemies just as they start to burst a friendly so they can't finish kills.
Pop an immovable and successfully do pick up's in the middle of a fight while I'm getting attacked by 5-6 enemies.
Burn enemy siege to slow them down if they are attacking. Mist through the breach to get on the walls and burn counter siege when they are defending. They have two choices, let me do it or chase me with at 10+ people cause they can't kill me with less.
Get into the back of enemy ball groups and use fear or snares (frost blockade) to slow down the back half of the group as they start an ulti push, splitting them up and making them way less effective.
Use siege often so they see you on death recaps and want revenge.
Give people the bags to increase salt levels. Getting them high enough makes killing you more important to people than whatever else they were doing next time they see you.
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
There are already single-target heals in the game, which require aiming specifically at the target you want to heal.Issue with healing is that the game has "smart" healing that essentially took away the skill aspect from being a healer. Why aim and select who you want to heal when the game does it for you in an efficient automatic method? if healing was mechanically harder and more efficient when a player is mentally focused on doing heals, we wouldnt see things like every single mag player in PvP just running and stacking rapid regen automatically on the lowest health target. If a dps player can aim at a low health enemy running around to hit them, a healer could manage aiming at a low health ally to heal them.
For example, Symbiosis and morphs, or the Warden vine.
Now, if you go into PvP, you will notice that noone ever uses these abilities, or that they are very occasionally used but only for their other effects (not for healing).
This is the case because these abilities suck - they are much less powerful than comparable multi-target heals - and that targeting the right ally to heal is an exercise in futility because the game always highlights the wrong targets at all time. (similar to how in PvE, single target ultimates tend to usually hit random rats, spiders and other critters with 1 HP for some reason)