45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.
45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.
these are mostly or only warden players tho. no other class can pull that [snip] off like they do
45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.
these are mostly or only warden players tho. no other class can pull that [snip] off like they do
I agree. It’s not as bad now. With the exception of p2w wardens most classes can’t achieve what you described.
However, I’d be strongly in favour of placing a hard cap on health stacking.
Never been a fan of tank builds especially during the proc meta - high health, high armour, high damage?!?!?!?! It was truly ridiculous.
45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.
these are mostly or only warden players tho. no other class can pull that [snip] off like they do
I agree. It’s not as bad now. With the exception of p2w wardens most classes can’t achieve what you described.
However, I’d be strongly in favour of placing a hard cap on health stacking.
Never been a fan of tank builds especially during the proc meta - high health, high armour, high damage?!?!?!?! It was truly ridiculous.
im rly not in favor for capping things just becouse one class is out of line. i rather have that class nerfed to the point where its equally strong. right now i can run 20 k pen, minor beserk etc. and still dont leave a dent in their hp while they can heal up their 40 k hp with one skill and deal damage with their vateshran and harbinger/zaan or wait for their ult.
it is unfair ur basically getting punished for not playing that class and that style becouse there is no way for ur own playstyle to take that player down and if u would copy that playstyle then u both would end up with no kill.
thats basically the dilema. u join them u cant win and if u dont u cant win either.
45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.
these are mostly or only warden players tho. no other class can pull that [snip] off like they do
I agree. It’s not as bad now. With the exception of p2w wardens most classes can’t achieve what you described.
However, I’d be strongly in favour of placing a hard cap on health stacking.
Never been a fan of tank builds especially during the proc meta - high health, high armour, high damage?!?!?!?! It was truly ridiculous.
im rly not in favor for capping things just becouse one class is out of line. i rather have that class nerfed to the point where its equally strong. right now i can run 20 k pen, minor beserk etc. and still dont leave a dent in their hp while they can heal up their 40 k hp with one skill and deal damage with their vateshran and harbinger/zaan or wait for their ult.
it is unfair ur basically getting punished for not playing that class and that style becouse there is no way for ur own playstyle to take that player down and if u would copy that playstyle then u both would end up with no kill.
thats basically the dilema. u join them u cant win and if u dont u cant win either.
Also, even though I play mag sorc mostly in pvp, I'd be fine with dampen magic and hardened ward being major wards so they cannot stack. You can still survive with one shield fine, just need to put a bit more defence in your build.
Also, even though I play mag sorc mostly in pvp, I'd be fine with dampen magic and hardened ward being major wards so they cannot stack. You can still survive with one shield fine, just need to put a bit more defence in your build.
I would not mind bringing softcaps for max hp and hpregen back. And I also main a magsorc and wouldnt mind making hardened ward and dampen magicka not stack with each other...they would just overlap/replace each other if cast simultaneously.
Araneae6537 wrote: »I see no logic or fairness in capping health and ZOS just increased our base health too. As I see it, the only problem is when there’s no trade-off — if you make a high health build, you’re sacrificing offensive stats so you should not be able to do as much damage. And that is a major problems with some proc sets, that they do free and significant damage independent of a player’s stats.
And calling wardens P2W is absurd. Morrowind has been part of the base game for a while now and if you’ve been around longer than that, the cost in Crowns or gold for Crowns to upgrade is negligible.
Araneae6537 wrote: »I see no logic or fairness in capping health and ZOS just increased our base health too. As I see it, the only problem is when there’s no trade-off — if you make a high health build, you’re sacrificing offensive stats so you should not be able to do as much damage. And that is a major problems with some proc sets, that they do free and significant damage independent of a player’s stats.
And calling wardens P2W is absurd. Morrowind has been part of the base game for a while now and if you’ve been around longer than that, the cost in Crowns or gold for Crowns to upgrade is negligible.
Araneae6537 wrote: »" if you make a high health build, you’re sacrificing offensive stats so you should not be able to do as much damage. And that is a major problems with some proc sets, that they do free and significant damage independent of a player’s stats."
You don't need to build for a lot of damage in ball groups. Each player added is a 100% increase. So plenty of slack to stack health or other non-offense stats. Cap health, and their damage/healing will go up.
UntouchableHunter wrote: »Sorry but what you want? Everybody running the same sets with 19k health?
This is a joke, let players build what they want and have fun with the build they want. You guys are complain about everything you can't kill.
UntouchableHunter wrote: »Sorry but what you want? Everybody running the same sets with 19k health?
This is a joke, let players build what they want and have fun with the build they want. You guys are complain about everything you can't kill.
I said something like 30k yet somehow you’ve determined you would play at 19? I find it funny how people will play COD and pubs and die 30 times a game, come on to ESO PvP and are doing everything they can to die once
UntouchableHunter wrote: »UntouchableHunter wrote: »Sorry but what you want? Everybody running the same sets with 19k health?
This is a joke, let players build what they want and have fun with the build they want. You guys are complain about everything you can't kill.
I said something like 30k yet somehow you’ve determined you would play at 19? I find it funny how people will play COD and pubs and die 30 times a game, come on to ESO PvP and are doing everything they can to die once
Yeh you said 30k other in the forum are asking for 25k, when we get your 30 someone will fight for 25 and soon we will be in 19.
We must stop to force people play the way we wana. This game is amazing because the diversity of build, [snip]
silky_soft wrote: »Some things are just over tuned. Always have. Hp regen is too strong. Block is too cheap. Bring back uncapped infused oblivion damage enchant I say.
KurtAngle2 wrote: »silky_soft wrote: »Some things are just over tuned. Always have. Hp regen is too strong. Block is too cheap. Bring back uncapped infused oblivion damage enchant I say.
Are you stuck in prepatch meta? The BGs PvP is literally one shot fiesta or almost there where:
- HP regen doesn't solve survivability issues
- Clowns go full damage builds and gang up on you whilst you can't do anything aside from running away since 1vsX is impossible now
- Nobody blocks aside from troll tanks, roll dodge is the safest best now
UntouchableHunter wrote: »Sorry but what do you want? Everybody running the same sets with 19k health?
This is a joke, let players build what they want and have fun with the build they want. You guys are complain about everything you can't kill.
You don't need to build for a lot of damage in ball groups. Each player added is a 100% increase. So plenty of slack to stack health or other non-offense stats. Cap health, and their damage/healing will go up.
Their damage and sustain is irrelevant, a mass of players dumping AOE ults coupled with unblockable and undodgable CCs will always work incredibly effectively much like stacking plenty of cross heals, at least lowering their health leaves them with less ability to cushion the blows they do take.
Araneae6537 wrote: »" if you make a high health build, you’re sacrificing offensive stats so you should not be able to do as much damage. And that is a major problems with some proc sets, that they do free and significant damage independent of a player’s stats."
this exactly this. thats why im saying that procsets have to depend on stats like skills do.
but there is a problem in what ur saying. the tradeoff is not as significant as the tradeoff someone does for offense. by for example going newmoon and spinners in pvp all light armor penetration mundus u wont leave even a dent on a person with heavy armor using tankier sets.
why tho ? why cant someone who sacrifices regeneration armor pretty much anything that can keep him alive for that hard dmg cant leave a dent on someone in heavy armor defensive/regen set up ? there is the imbalance .... the imbalance of values in the game. (the procsets which dps used to kill tankier players created an illusion of balance)
we also have another problem here. sorcs.... they are the only class that can go into glasscannon without sacrificing survivability becouse of streak and massive shields.
the next problem is stamblade becouse they can use the dodgeroll AND shadowy disguise AND teleport
streak needs cast time or range nerf + cost more magicka+ nerf the morph that absorbs range attacks.
shadowy disguise should give stamina debuf so that if used dodgerolls cost 100 % more. the nb teleport should only work within line of sight. to even out the nerf shadowy disguise should give speedbuff.
the other classes are allright it seems.
i know many nb wont agree on the nerfs but im nb myself if i want to survive every fight i can if i use teleport and there is the problem if this game should get balanced damage where ppl can kill anything pretty fast if they sacrifice armor and survivability then there shouldnt be classes that can avoid death by such skills. it would become unfair.
45k health on everyone in ball groups, 35k+ is the standard, you made the game less tanky and people just keep upping health, causing what seems like the polar opposite of the desired effect, If there was ever a need for health cap reintroductions, its now. 30k health should be the absolute hard cap, any more just stops reasonable burst as an option as most people get hit hard once, then hold block for dear life. Magsorc max shield stacking is also in the same boat as this problem.