The only problem with tank builds is that you can build them so they heal & do damage the same or better than others. There is no sacrifice to some builds/classes.
The norm should be 2 out of 3, but some classes/builds are a full 3/3.
(Each of the 3 things: 1) tank, 2) heal, 3) damage )
Just doing any 2 “should” be ok, as there would be mathematical method for victory. So if they are a tank damage dealer you focus on debuffing their heals since you know that’s their weakest point.
You could make an argument about a specific team composition being the strongest, but outside of maybe BG’s there isn’t much reward for good players to fight good players in Cyrodiil.
“Lions don’t eat other lions, they eat gazelles.”
The only problem with tank builds is that you can build them so they heal & do damage the same or better than others. There is no sacrifice to some builds/classes.
The norm should be 2 out of 3, but some classes/builds are a full 3/3.
(Each of the 3 things: 1) tank, 2) heal, 3) damage )
Just doing any 2 “should” be ok, as there would be mathematical method for victory. So if they are a tank damage dealer you focus on debuffing their heals since you know that’s their weakest point.
You could make an argument about a specific team composition being the strongest, but outside of maybe BG’s there isn’t much reward for good players to fight good players in Cyrodiil.
“Lions don’t eat other lions, they eat gazelles.”
Actually, I always thought that no one build should excel in more than 1 category. The way I see it, all skill effects fall into one of three categories; sustainment, damage, and support. Skills can have multiple effects that fall under different categories, but the effectiveness of those effects should be determined by the stats invested in them. Ideally, a build could maximize its damage potential, but only by completely sacrificing sustainment and support potential. If that build wanted more sustainment, then it would need to sacrifice its damage. Using this method, you could balance a skill by simply adjusting how a skill effect scales with its related stat.
xxslam48xxb14_ESO wrote: »Passive defense should be easier to counter, not harder! Got plenty of counters to active defenses(rolling, blocking, shield spells, stealth, staying at range), but passive defense(armor and hp) for some reason is ok. Defense that requires zero input > defense that requires reflexes and action. Tank metas are stinky and they belong in pve.
You just summed up the problem with ESO's PvP.exeeter702 wrote: »An oblivion damage focused build would be great if the source of the damage forced players to hard commit to it with perhaps a negative effect on the user to make up the compromise so it doesnt become a one size fits all solution like nearly everything else in the game.