@katorga With server performance like it is a high health/proc build is the only reliable build. If you can't count on active abilities working...you need a buffer. Raw health and armor, and to some extent health regen are not impacted by server performance and always work. I have never seen a proc set fail in lag. Personally, I think that is the main reason they are so popular.
Sucks when the gank fails, doesn't it?
Perhaps build for extended pressure, rather than burst with no resources to follow up?
NB damage is thru the roof so of course players are going to run high health builds. Who wants to play this game and not have a chance to fight back? I honestly don’t understand why that’s hard to understand. You keep ganking, players will keep stacking health. Simple as that.
oscarovegren wrote: »Nightblades and procs are the reason behind this tanky setups. No one want to be oneshooted or proced to death. Best way to survive this? High health/mitigation with purge (necro has cheap purge and warden has a free purge) and healthbased heals (also necro and warden).
I play 9 classes in PvP and I have built all classes to survive any NB burst and proc pressure. I wont change anything until the damage goes down significant
It seems every third person who is over dying in cyrodil plays a thews of the harbinger and 60k+ health with groups comprised of literally 6+ necros and wardens, which if you haven’t fought before good luck killing them and stopping them from taking keeps and resources . In the sewers nearly every person is some tank werewolf with 35-50k health, were healing changes supposed to reduce the sheer number of tank builds and move people towards speed and mobility oriented play, because proc set buffs and healing nerfs have done the polar opposite as exactly predicted by every decent PvPer on the forums.
I always predicted that this game was headed in this direction, the strategy to sell PvP players content is by providing gear that keeps creeping up the power level (Malacath and eternal vigor) of players has instead of creating instant burst kill builds (other than nightblades) has just let everyone else continue to drive health up further and further, with high 20K health being replaced by heavy armour builds sitting in the mid 30 to nearly 40k health range so that they run around burst proof. How much worse can it get? Nerfing CP crit only reinforces heavy armour malacath meta more so and the continued drop in usefulness of impen continues to push up the use of sturdy. So now everyones running around Cyrodil in 7 heavy, 7 sturdy and 35k health its no wonder you can’t activity finder a tank, they’re all in CP cyrodil. Health in CP PvP needs to be capped at 30k and no CP 25k, or cyrodil will once again turn in to a giant rolling tank stalemate.
oscarovegren wrote: »Nightblades and procs are the reason behind this tanky setups. No one want to be oneshooted or proced to death. Best way to survive this? High health/mitigation with purge (necro has cheap purge and warden has a free purge) and healthbased heals (also necro and warden).
I play 9 classes in PvP and I have built all classes to survive any NB burst and proc pressure. I wont change anything until the damage goes down significant
Wolf_Watching wrote: »It seems every third person who is over dying in cyrodil plays a thews of the harbinger and 60k+ health with groups comprised of literally 6+ necros and wardens, which if you haven’t fought before good luck killing them and stopping them from taking keeps and resources . In the sewers nearly every person is some tank werewolf with 35-50k health, were healing changes supposed to reduce the sheer number of tank builds and move people towards speed and mobility oriented play, because proc set buffs and healing nerfs have done the polar opposite as exactly predicted by every decent PvPer on the forums.
I always predicted that this game was headed in this direction, the strategy to sell PvP players content is by providing gear that keeps creeping up the power level (Malacath and eternal vigor) of players has instead of creating instant burst kill builds (other than nightblades) has just let everyone else continue to drive health up further and further, with high 20K health being replaced by heavy armour builds sitting in the mid 30 to nearly 40k health range so that they run around burst proof. How much worse can it get? Nerfing CP crit only reinforces heavy armour malacath meta more so and the continued drop in usefulness of impen continues to push up the use of sturdy. So now everyones running around Cyrodil in 7 heavy, 7 sturdy and 35k health its no wonder you can’t activity finder a tank, they’re all in CP cyrodil. Health in CP PvP needs to be capped at 30k and no CP 25k, or cyrodil will once again turn in to a giant rolling tank stalemate.
[snip]
Heavy armor is not the sole reason of the health and tankiness. The passives are actually pretty bad and most people are still running 30-35k health w/o that. I’m a just under 30k health nb, not even trying.
Second, people don’t just run sturdy, they run well-fitted.. notice how everyone roll spams now, even mag builds?
@Sleep724 NB damage is thru the roof so of course players are going to run high health builds. Who wants to play this game and not have a chance to fight back? I honestly don’t understand why that’s hard to understand. You keep ganking, players will keep stacking health. Simple as that.
invisiability is overpovered.
No one game let you use it unlimited in combat !
They take DKs wings, but why this is in game ?
30 second invisiability + 25 second calldown will be fine.
It is not normal that they blink permament.
Hide do not work like that, if you know that player will do it.
It is not like : i know that you hide now and you hide ! Hide is more like wow it was unexpected, where did he go ?
It is not unexpected - to unexpect hide each second is just strange.
JayKwellen wrote: »invisiability is overpovered.
No one game let you use it unlimited in combat !
They take DKs wings, but why this is in game ?
30 second invisiability + 25 second calldown will be fine.
It is not normal that they blink permament.
Hide do not work like that, if you know that player will do it.
It is not like : i know that you hide now and you hide ! Hide is more like wow it was unexpected, where did he go ?
It is not unexpected - to unexpect hide each second is just strange.
@AyaDark Okay then. So if you take away NB's biggest survivability tool what are you going to give them in return? More burst to make up for the loss in defense, an actual health based burst heal, or one of each?
Because if you're going to take away what is both one of the classes few defining abilities and one of it's few defensive (and offensive too, if you know how to use it) abilities, then I hope you're ready to accept compensating the class accordingly.
Dunning_Kruger wrote: »It’s ironic that all the real tanks sit in PvP while all the fake tanks sit in PvE*. I mean if they just wanted to avoid PvP they should just join the dungeon finder lol. But yes these 60k thews builds are honestly annoying . Just put a 4 second cooldown on thews. Easy fix.
JayKwellen wrote: »invisiability is overpovered.
No one game let you use it unlimited in combat !
They take DKs wings, but why this is in game ?
30 second invisiability + 25 second calldown will be fine.
It is not normal that they blink permament.
Hide do not work like that, if you know that player will do it.
It is not like : i know that you hide now and you hide ! Hide is more like wow it was unexpected, where did he go ?
It is not unexpected - to unexpect hide each second is just strange.
@AyaDark Okay then. So if you take away NB's biggest survivability tool what are you going to give them in return? More burst to make up for the loss in defense, an actual health based burst heal, or one of each?
Because if you're going to take away what is both one of the classes few defining abilities and one of it's few defensive (and offensive too, if you know how to use it) abilities, then I hope you're ready to accept compensating the class accordingly.
What did you give DK when take wings away ?
Nothing.
The same here.
JayKwellen wrote: »@katorga With server performance like it is a high health/proc build is the only reliable build. If you can't count on active abilities working...you need a buffer. Raw health and armor, and to some extent health regen are not impacted by server performance and always work. I have never seen a proc set fail in lag. Personally, I think that is the main reason they are so popular.
out-tank the lag.
invisiability is overpovered.
No one game let you use it unlimited in combat !
They take DKs wings, but why this is in game ?
30 second invisiability + 25 second calldown will be fine.
It is not normal that they blink permament.
Hide do not work like that, if you know that player will do it.
It is not like : i know that you hide now and you hide ! Hide is more like wow it was unexpected, where did he go ?
It is not unexpected - to unexpect hide each second is just strange.
2: massivly nerf procsets but also increase the scaling on them [i.e. zaan would have a base tick of 201, on a tank build would get ~500 starting tick, but on a mag damage build it's scale up to about 4K starting tick] this would remove the "teeth" from tanks without completely screwing over damage builds
Bring the Trinity back please.
Just fort starters,
- Remove all healing gains from WD & SD.
- Separate damage crit & healing crit in cp.
- Reduce damage by X if shield/resto staff is equipped on either bar-In PvP-
- Increase DOT damage.
- PvP/player Taunt reduces target's damage by X by X seconds, only one player can be taunted at a time.
- Increase defile.
- Bring healer role back
Healer/Support
Tank/Support
DD
my 2c~flame shield activated
2: massivly nerf procsets but also increase the scaling on them [i.e. zaan would have a base tick of 201, on a tank build would get ~500 starting tick, but on a mag damage build it's scale up to about 4K starting tick] this would remove the "teeth" from tanks without completely screwing over damage builds
Scaling proc sets with stats will be far worse, just in the other direction.Bring the Trinity back please.
Just fort starters,
- Remove all healing gains from WD & SD.
- Separate damage crit & healing crit in cp.
- Reduce damage by X if shield/resto staff is equipped on either bar-In PvP-
- Increase DOT damage.
- PvP/player Taunt reduces target's damage by X by X seconds, only one player can be taunted at a time.
- Increase defile.
- Bring healer role back
Healer/Support
Tank/Support
DD
my 2c~flame shield activated
Remove all healing gains from WD & SD, clever idea actually.
2: massivly nerf procsets but also increase the scaling on them [i.e. zaan would have a base tick of 201, on a tank build would get ~500 starting tick, but on a mag damage build it's scale up to about 4K starting tick] this would remove the "teeth" from tanks without completely screwing over damage builds
Scaling proc sets with stats will be far worse, just in the other direction.Bring the Trinity back please.
Just fort starters,
- Remove all healing gains from WD & SD.
- Separate damage crit & healing crit in cp.
- Reduce damage by X if shield/resto staff is equipped on either bar-In PvP-
- Increase DOT damage.
- PvP/player Taunt reduces target's damage by X by X seconds, only one player can be taunted at a time.
- Increase defile.
- Bring healer role back
Healer/Support
Tank/Support
DD
my 2c~flame shield activated
Remove all healing gains from WD & SD, clever idea actually.