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Transformation ultimates simply drive the tank and spank meta even more

Fawn4287
Fawn4287
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This update I have seen an over abundance of builds both mag and stam that are pure tank and spank builds, that is builds that are made to be nearly unkillable in a 1 ot 2v1 encounter, however once powered up by some transformation ult, pump out ridiculous damage for a build that essentially has the same stats as a PvE tank. Thews of the harbinger necros, werewolves and vampire lord ult drive this boring gameplay, however werewolves simply play this style with a near permanent uptime, with a bigger health pool giving a bigger heal.

After all the nerfs to healing, now AOEs and it looks likely group size, I cant believe that the devs (weather intentional or not) would allow and push for such terrible gameplay, empowering tanks is probably the absolute worst direction the game could head in considering the PvP in this game is about capturing Keeps, resources, flags etc. It is beyond annoying pulling up to and trying to cap a resource only to have some build running 35K+ HP, the block button glued down with absolute 0 damage output without some cheesy ultimate just stand there on their troll build and 1.wait for someone else to come and outnumber you so they can Xv1 you or 2. Stand there being able to easily tank 2-3 normal non heavy DOT focused builds, during which they of course pop their transformation ult just simply stay alive on the flag for as long as possible.

The best, most realistic, most convenient and fair change is to hard cap health in all PvP areas to 30k and make proc set healing and damage scale with stats. battlegrounds non death match modes will be infinitely better for it. Other PvP will stop having so many road bumps that hold up and slow down gameplay from groups getting hung up on builds purely built to not die and it will greatly hinder troll and pure ult dumping tanks, (which are the lowest skill required to highest reward build available) seem to be more popular now than ever. Stop changing the entire games mechanics because a handful of people want to roll around PvP effortlessly and treat all aspects of the game like its one giant normal trial, PvP cancer needs clear, direct and concise nerfs, not blanket nerfs that effect everyone except the people who are targeted.
  • Waffennacht
    Waffennacht
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    That'd straight up pwn so many abilities and sets.

    I see what you're saying, however this suggestion seems too extreme to me
    Edited by Waffennacht on September 14, 2020 2:07PM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Daffen
    Daffen
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    1. 30k hp cap doesnt prevent real tanks, and you made thews of harbinger a useless set once again.

    2. Making proc sets scale with stats will just make other builds utilizing them severely overpowered as they basically get way too much damage. Either that or completely useless.

    Basically you want nerfs to sets to make them useless instead of just ignoring these tanks. You dont have to be able to kill everything. My best tip to kill these fake tanks is to spam cc abilities while keeping pressure on them without letting yourself drop to low hp. Sooner or later they will run out of stamina to block and you can kill them.

    However a real unkillable tank wont be using harbinger set and wont deal any damage either making him a free ult gen target.
  • Recapitated
    Recapitated
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    Daffen wrote: »
    2. Making proc sets scale with stats will just make other builds utilizing them severely overpowered as they basically get way too much damage. Either that or completely useless.

    In principle you can calibrate the scaling coefficients on proc set damage so they do the same damage on DPS builds but less on tank builds. You'd still be able to overload one GCD with 3-6 DOTs (Merciless Charge, Unleashed Terror, Unfathomable, 2h axe bleed, potentially poisons) but not on a tank.
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