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PvP is catered to DPS only

Rampeal
Rampeal
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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.
Edited by Rampeal on August 16, 2020 8:19AM
  • BigBragg
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    I don't know, I see healers being more impactful in all PvP situations than in most dungeons.

    Tanks are trickier. I see people think they just need to be a damage sponge and run into pvp with it. This is not the case, they just get ignored. However, if they come with a compliment of debuffs and disruptive skills to make the enemies job much harder, they can truly have an impact. More so for Cyrodiil than BGs.
  • Brrrofski
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    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.
    Edited by Brrrofski on August 16, 2020 8:32AM
  • notyuu
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    Here's the thing
    PvP is all about finding that sweetspot between tanky-ness, healing and dps, if you go with a pure version of any of the main three roles and you'll die and/or be unable to kill things due to a lack of healing, sustain, resistances, damage, flexibility depending on the particular role you decided to jump into

    where as on the PvE side of things...DPS is..a bit cantered too more so in the lower tier content than anything else, but that changes quickly as you push higher and higher until it ends up catering to classes more than particular role types.

    tl;dr
    PvP catering = Mr Damage Dealing Tanky Healpants
    PvE catering = varies based on tier of the content.
  • Pauwer
    Pauwer
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    In no-CP i find tankier builds to do better then full dps build. Opposite in CP campaings, personally i would never play a tank there. Healers in pvp are very much needed in both CP and no-CP. In guild groups and random groups you can really tell the difference between good pvp healers and the one's learning to be good. If you have like just two good healers in your group, you're good to go for the win :)
  • Beardimus
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    Rampeal wrote: »
    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.

    If you are talking solo, and expect to be ok just as a healer or tank, you partly have a point. Tho pure tanks can survive a huge amount of combined with LoS but why would you want to.


    Group play though healers play a huge part.

    In battlegrounds all 3 play a huge role. Rather oddly tho they have removed the ability to play as a team which is a huge mistake.

    Healers are a game changer in Cyrodiil
    Xbox One | EU | EP
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  • Major_Lag
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    Rampeal wrote: »
    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.
    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).

    In CP PvP, it's not too uncommon to see a tank being pounded on by 5-10 players in open field without taking any significant amount of damage. Fear is the hard counter... or not, if the tank is getting permanent CC immunity from Unstoppable.

    Although to be fair, the strategic utility of the tank role in PvP is inherently minimal, because it isn't possible to "taunt" enemy players in the same way that PvE mobs can be taunted.
    Especially since any decent player will immediately recognize and summarily ignore any enemy tanks, focusing primarily on the actually threatening targets first.
    Rampeal wrote: »
    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.
    Ball groups would like to have a word with you.
    The amount of healing in such groups is insanely high, which comes largely from stacking multiple healing abilities and procs from multiple players - some of whom are more or less dedicated healers, whereas others are DPS/support who also contribute some "off healing".

    It is extremely hard to kill any player in a well coordinated ballgroup, and next to impossible without coordinated burst from multiple players - normally that means AoE burst, because single target abilities are quite useless in this case due to ESO's broken targeting mechanics.


    Finally: in deathmatch, and also in other modes which effectively amount to deathmatch (ie. Cyrodiil keep/resource takes), ultimately the objective is to kill the enemy players.
    For that, damage output is required - and the smaller your group is, the more damage output per player you need.

    That's not to say that support roles are not useful in PvP, because they are - but only in at least minimally organized groups, where they can rely on getting sufficient support from the rest of the group in turn.
    In random groups with no real coordination beyond "follow the crown", you might as well forget about it.
  • deleted210809-001958
    you can't be a tank in pvp because there is no pvp taunt
  • Muizer
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    The OP puts a peculiar slant on their observation. What you get in PvP is the result of players facing intelligent and unpredictable opponents. You'd have something similar in PvE it ZoS tried to populate its world with intelligent and unpredictable opponents. Instead they pit you against more powerful, but predictable and often downright stupid opponents designed specifically for trinity play to make sense. That's where all the 'catering' is at.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • MincVinyl
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    Issue with tanks in pvp is that players are quick to go "this guy is just a stall tank, lets attck this other guy". Only a handful of players make good pvp tanks that are smart enough to be able to keep drawing aggro. Mainly methods like show yourself as a tank, but then artificially keep your hp bar low using things like expunge or drop block to take more damage so you go lower. Mechanically the only thing tanks can do is slightly support to enable a friendly dps, and potentially body block for them as a LoS source.

    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. Abilities like breath of life, which have issues with their ground conal checks, could easily be stronger/cost less if they worked like any other single target ranged ability. Self healing could just be based on if you are not aiming at a target, or they just ass in a self target key like the pet key.
  • catnamedwill
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    Tank meta just ended and we already have complaints. Smh....
  • Major_Lag
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    MincVinyl wrote: »
    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.
    There are already single-target heals in the game, which require aiming specifically at the target you want to heal.
    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)
  • itscompton
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    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.
    Brrrofski wrote: »
    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.

    Edited by itscompton on August 16, 2020 10:27AM
  • Ratzkifal
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    It's quite self-explanatory how healers are useful in PvP. If one group as a healer and their enemies don't then the damage dealers of the group with the healer can pressure the enemy without having to fear getting pressured themselves.

    Tanks are a bit trickier to understand. You cannot taunt an enemy player the same way you do with an NPC. What you can do however is being really really annoying so the enemies start attacking you voluntarily. In battlegrounds for example in capture point games you can just stand on top of the point which forces one enemy to stay with you at all times. If it is one of your points you are standing on then the enemy needs to send two players your way to take the point, putting them at a numbers disadvantage on all the other points.
    During castle sieges it happens quite often that the two armies just look at each other menacingly despite the walls being down. The defenders will try to kill any player tries to enter as a handful of players slipping through can already decide the battle. If you are a tank, you can be the first one to run through. The enemy attention will be on you making it safe for others to follow you and thus your side can overrun the keep.
    Generally tanks in PvP should slot the most annoying skills they can think of to mess with the enemy, disrupt their gameplay and make getting targeted fruitless.
    This Bosmer was tortured to death. There is nothing left to be done.
  • relentless_turnip
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    I agree with most others in this thread.
    You have to be combination of all 3 roles to succeed in PvP.

    Damage isn't even particularly important, when you make a build part of the thought process should be the question " how do I kill people". You can do this successfully with stats as the op suggests, but you can also do it with dots, procs etc...

    I tend to rather have high damage and know a combination of skills that will kill very fast or a build that puts enough pressure to only mean I only need to poke my enemy 😂

    Stam sorc, duel wield, bleed build:
    https://en.uesp.net/wiki/Special:EsoBuildData?id=262500

    Warden, bow bow, dot build:
    https://en.uesp.net/wiki/Special:EsoBuildData?id=266043

    Stamcro, double duel wield, burst build:
    https://en.uesp.net/wiki/Special:EsoBuildData?id=257189

    All tanky, all have great mobility, all have decent healing, all have a combination that kills people easily. I do parse with of these(I do this to check sustain), none reach 20k 😂

    I would also like to add I play mostly small scale with my guild and in it we have a healer and a tank. Both are really effective in their role, neither can be killed very easily and keep us all alive at the same time!
  • CMDR_Un1k0rn
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    PvP = Competent in all three roles

    I remember someone putting it like this:

    In PvE, you pick one role and aim for A-Grade performance in that role, whilst being rather poorer in the other two roles.

    In PvP, you aim for B-Grade in all three roles, as versatility is more important.
    In-game username: Un1korn | Happy member of the PCNA UESP guild (Resident Daggerfall Covenant enjoyer) | Main & basically only character: Crucian Vulpin, Imperial Dragonknight of the Daggerfall Covenant, and Undaunted Bulwark (I tank) | Mountain bike enjoyer and vulpine appreciator | If you know me from PCEU: No | To ZOS: THANK YOU FOR LETTING ME BRING MY HORSE INTO BATTLE!
  • madrab73
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    Kyatos wrote: »
    you can't be a tank in pvp because there is no pvp taunt

    There's no skill to use but most milk drinkers trigger quite easily
  • Aurielle
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    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.
    Brrrofski wrote: »
    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.

    That sounds like a lot of fun, WAY more fun than the “damage sponge for the LOLs” tanks I used to see in Cyro. The thought of slipping unseen into a group and fearing them just to annoy them and break up their push sounds hilarious. The salty whispers must be legendary.

    If game performance was not so garbage, I’d consider reinstalling and giving this a go.
  • Rungar
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    pvp, in terms of how you build your character, is much better balanced than pve and should be the goal of developers to develop content where pvp style builds can excel as opposed to overspecialized dps-centric pve builds
  • L_Nici
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    Tell that the Supertanks that push more DPS than a cloaked Nightblade while tanking 24 people at once.

    PvP was completely based around tanking till Greymoor finally put an end to the absolutely broken Tankmeta. Nothing better could have happened, before you could tank anything and reverse kill anything just because you used Onslaught or drain your enemy out of ressources to then kill them with no defense.

    Now you actually need to be skilled again to build tanky while still being able to kill someone, unless you are Necro then you kill anything anyway even with 3 defensive sets, or the other way around 3 offensive sets still unkillable.

    About Healers its pretty obvious that they are only impactful if they have at least 1 friend with them since they themselves you guessed it heal, and not many heals deal damage.

    And honestly thats how it should be. If you are a tank or healer you should not be able to kill people, thats the Job of the DDs, the tank has to draw people together on him, while being backed up by the healer for the DDs to have free hand to ultdrop or kill in other ways.

    Tank, Heal and deal high damage at once is just unbalanced and stupid, then you could delete these roles completely.
    Edited by L_Nici on August 16, 2020 12:32PM
    PC|EU
  • WastedJoker
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    Came across a tank in Chaosball that survived for absolutely ages while 3 of us were battering him. Was genuinely impressed because he also withstood the chaosball carry penalties too.

    Let me guess, someone stole your sweetroll!
  • Xologamer
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    Rampeal wrote: »
    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.

    healers are in fact pretty usefull for sure not alone but in a group they can heal a full zerg and get more AP than a dps player

    and tanks... they are useless anyway EVERY good player will just ignore them cause even if a dps will afk a tank doesnt have any dmg so he wouldnt ever be able to kill someone so its just useless to play tank
  • Kadoin
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    Tip: If rapid regen/radiating mutagen isn't healing 5K+ in pvp areas by itself then you are not really a healer...
  • out51d3r
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    You're making an unfair comparison. People, for the most part, aren't actually running "dps" builds in pvp. They are running generalist builds that can heal, survive, and do damage. There's a couple of glass cannon "dps" builds that work, but there's also a couple tank and healer builds that work.

    For the most part though, you don't see the extreme specialist pve builds in pvp(including dps).
  • Firstmep
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    You can build to be pretty much unkillable in pvp, plenty of sets out there for it, and quite a few are getting buffed next patch.
  • Malprave
    Malprave
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    Not at all. PvP groups with good healers can be extremely difficult to take down.

    Also, they have now made it possible to be a tank and do damage via Malacath’s Band working in conjunction with proc sets and community reaction so far is an avalanche of complaints.
  • HowlKimchi
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    there's no such thing as a dps in pvp.

    You have to balance your survival, susatin, and damage to be effective. Even in groups this is important. I'd argue that you can be a full healer or a full tank in group pvp but you can never go full dps because then you'll just die to a single burst and contribute nothing.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • technohic
    technohic
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    This is so wrong.

    If you mean killing other players? Shocker! DPS does it better.

    Talking about getting in a big fight? It is great to have a tanky player that also is throwing down roots, CC, and debuffs. Could even purge as it requires no offensive stats to work at full effect. And let's not even get started on radiating regen stacking from healers.

  • UGotBenched91
    UGotBenched91
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    Rampeal wrote: »
    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.

    Seems like the whole game is catered to DPS. That and this games extreme lack of diversity( not sure why people think it has so much diversity) is why I jumped ship.
  • MincVinyl
    MincVinyl
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    Major_Lag wrote: »
    MincVinyl wrote: »
    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.
    There are already single-target heals in the game, which require aiming specifically at the target you want to heal.
    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)

    I know, and there is half the issue there, there is no incentive to run an ability that requires aiming over an ability that automatically does it for you. Just poor game design Imo
  • Casul
    Casul
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    Years ago my warden was a PvP tank designed to annoy.

    Immobilizing effects. Check.
    Anti-stealth. Check.
    Stuns. Check.
    Percent based heal. Check
    3000 Magicka Regen. Check.
    PvP needs more love.
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