On the topic of "Thews of the Harbringer" tanks.OP mentions groups of tanks capturing resources and keeps. First off, i have not faced any one person or group of tanks that have not been defeated within minutes, but to suggest that they can openly bypass all mechanics to pvp such as; Negates or meat bags.is outrageous. Although, i do feel that since the healing nerf with battle spirit. their has been more players attempting to build even more resilient but more often failing.However.. Id like to run into this tank group.
I play Xbox NA GreyHost Gt: Ai Yokeda
On the topic of "Thews of the Harbringer" tanks.OP mentions groups of tanks capturing resources and keeps. First off, i have not faced any one person or group of tanks that have not been defeated within minutes, but to suggest that they can openly bypass all mechanics to pvp such as; Negates or meat bags.is outrageous. Although, i do feel that since the healing nerf with battle spirit. their has been more players attempting to build even more resilient but more often failing.However.. Id like to run into this tank group.
I play Xbox NA GreyHost Gt: Ai Yokeda
Wolf_Watching wrote: »On the topic of "Thews of the Harbringer" tanks.OP mentions groups of tanks capturing resources and keeps. First off, i have not faced any one person or group of tanks that have not been defeated within minutes, but to suggest that they can openly bypass all mechanics to pvp such as; Negates or meat bags.is outrageous. Although, i do feel that since the healing nerf with battle spirit. their has been more players attempting to build even more resilient but more often failing.However.. Id like to run into this tank group.
I play Xbox NA GreyHost Gt: Ai Yokeda
What up buddy! It’s Wolfy3777 here and I promise you I see it all the time. I just ignore them and they do no damage but the fact they can dispense of less skilled players on 60k+ health tanks with ease is honestly a big problem. And the worst part is when they throw themselves on a resource or on the way to something in which you HAVE to fight them, it does become a game breaking issue.
Wolf_Watching wrote: »On the topic of "Thews of the Harbringer" tanks.OP mentions groups of tanks capturing resources and keeps. First off, i have not faced any one person or group of tanks that have not been defeated within minutes, but to suggest that they can openly bypass all mechanics to pvp such as; Negates or meat bags.is outrageous. Although, i do feel that since the healing nerf with battle spirit. their has been more players attempting to build even more resilient but more often failing.However.. Id like to run into this tank group.
I play Xbox NA GreyHost Gt: Ai Yokeda
What up buddy! It’s Wolfy3777 here and I promise you I see it all the time. I just ignore them and they do no damage but the fact they can dispense of less skilled players on 60k+ health tanks with ease is honestly a big problem. And the worst part is when they throw themselves on a resource or on the way to something in which you HAVE to fight them, it does become a game breaking issue.
do you play Xbox NA? if so which campaign. I havent ran into any tank groups.. except for black marsh legion... and more often then not, we get through them quite quickly..
Wolf_Watching wrote: »Wolf_Watching wrote: »On the topic of "Thews of the Harbringer" tanks.OP mentions groups of tanks capturing resources and keeps. First off, i have not faced any one person or group of tanks that have not been defeated within minutes, but to suggest that they can openly bypass all mechanics to pvp such as; Negates or meat bags.is outrageous. Although, i do feel that since the healing nerf with battle spirit. their has been more players attempting to build even more resilient but more often failing.However.. Id like to run into this tank group.
I play Xbox NA GreyHost Gt: Ai Yokeda
What up buddy! It’s Wolfy3777 here and I promise you I see it all the time. I just ignore them and they do no damage but the fact they can dispense of less skilled players on 60k+ health tanks with ease is honestly a big problem. And the worst part is when they throw themselves on a resource or on the way to something in which you HAVE to fight them, it does become a game breaking issue.
do you play Xbox NA? if so which campaign. I havent ran into any tank groups.. except for black marsh legion... and more often then not, we get through them quite quickly..
IC and any campaign, literally
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.
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.
So what would determine healing power other than max stats? Does a 60k health warden heavy armour thews of the harbinger tank deserve more healing power through passives and CP than a 20k health light armour magica build?
YandereGirlfriend wrote: »I don't think that Nightblades are to blame for the meta.
In the current testing environment they are OP since they've received implicit buffs versus basically every other class (since they are unaffected by the testing changes by and large) and everyone is playing stamBlades which compounds the perceived problem. But any class can use the most oppressive proc sets and that (plus the lag) is the main driver of building beefy.
@Wolfpaw I would love to see Healing strength de-coupled from Spell/Weapon Damage. Make it scale on Max Stats only and %Healing Done mods only. That would mean that %Healing Done done would have to be buffed in order for dedicated Healers to make up the difference, but it would be a fantastic change that would separate the ability to damage from the ability to recover from damage. Also love your idea to separate completely Offensive Critical% and Healing Critical% for the same reason. And I agree that heals that scale with heal out to be abolished... that is, after all, what your actual Healer is meant for.
YandereGirlfriend wrote: »@Recapitated I've always thought it was nonsensical for heals to scale with Weapon/Spell Damage simply from an RPG perspective. Like, what is this attempting to simulate? The very word "damage" connotes that it has nothing to do with restoration yet the connection is still made (likely due to ZOS being too lazy to include other stats that would make more sense).
But setting that aside, most builds in PvP stack Damage over Max Stats due to its superior scaling and healing double-dip efficacy. That's true for basically all Stamina builds and it is true for most Magicka builds. Only Magicka (and then, only a small subset of classes and builds within Magicka - magSorc, magBlade, and magWarden) has the ability to realistically stack Max Stats due to the combination of class skills/passives and Inner Light (with an extra assist from CP-enabled campaigns). So it's for sure true that such a change would disadvantage the most popular damage-oriented specs but I personally think that's desirable since those specs were already overpowered compared to Max Stats builds due to their superior scaling potential and their double-dip into both damage and healing.
But you could go even further and simply sever the connection between offensive stats and healing entirely. Make healing entirely dependent upon Healing Done mods and perhaps Critical Healing (as distinct from offensive Critical Chance). That would require changing healing sets and strongly buffing the Healing Done bonus but it would 100% force the choice between damage and healing that is present in most other RPG combat systems.
And none of that is to say that you couldn't have healing built into class abilities in order to have a backdoor means of healing via offensive stats. Something like Critical Surge or Swallow Soul is (IMO) fine and makes classes interesting in a way that they largely aren't when everyone is using Vigor, Rally, and Radiating Regen. Having skills that simply heal for a fixed amount (such as Dark Deal) regardless of your offensive stats are also fine and are also much easier to balance for the Combat Team.
I definitely agree though that Health-based heals are highly suspect in both PvP and PvE and that clearly overpowered skills such as Arctic Blast make strong contributions to the desirability of health-stacking.
hexentb16_ESO wrote: »When it comes to tanks using Thews I tell them to wait till the ultimate is done, focus on one thews tank at a time, spam CCs and debuffs. They die pretty quickly.