Dilemma of the day in the BG world....how on earth would a non proc set DD hope to stand a chance against a 45k health Warden equipped with any 2H Vateshran, Malacath and 2 other proc sets?
Tanks per se are not the issue.
The problem is when tanks use combinations like the one I’ve outlined above!
Dilemma of the day in the BG world....how on earth would a non proc set DD hope to stand a chance against a 45k health Warden equipped with any 2H Vateshran, Malacath and 2 other proc sets?
Tanks per se are not the issue.
The problem is when tanks use combinations like the one I’ve outlined above!
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.
TheEndBringer wrote: »1. Get rid of over heal. If you hit radiant and it targets someone at 100%, the hot is not applied.
2. Put a significant nerf to all damage, including procs, that scales with armor. Why not health? If you cap health at 33k, you just forced them to invest more into damage while still being tanks.
3. Rework Hrothgar to do the job it was meant to. Scale the damage to the targets armor + health rather than just armor.
4. Reverse the change to mechanical because that was the only reliable way to burst down a 45k health 33k armor tank that is still dropping 18k leaps. You removed NB bombers while allowing a ball group to run 5 Necro DC bombers who are all spamming radiant regen. I thought MA made it too easy to NB but it swung in the compete opposite direction.
5. Actually NERF DC because that's how these tank ball groups are running around with a 20 minutes TTK.
AuraNebula wrote: »TheEndBringer wrote: »1. Get rid of over heal. If you hit radiant and it targets someone at 100%, the hot is not applied.
2. Put a significant nerf to all damage, including procs, that scales with armor. Why not health? If you cap health at 33k, you just forced them to invest more into damage while still being tanks.
3. Rework Hrothgar to do the job it was meant to. Scale the damage to the targets armor + health rather than just armor.
4. Reverse the change to mechanical because that was the only reliable way to burst down a 45k health 33k armor tank that is still dropping 18k leaps. You removed NB bombers while allowing a ball group to run 5 Necro DC bombers who are all spamming radiant regen. I thought MA made it too easy to NB but it swung in the compete opposite direction.
5. Actually NERF DC because that's how these tank ball groups are running around with a 20 minutes TTK.
They buffed bombers to an extreme and now they nerfed them to an extreme. They should have left acuity alone. After the nerf to proxy the nerfs should have stopped there. If we had acuity atm we would not have rampant zergs with hundreds of unkillable dks.
MEBengalsFan2001 wrote: »How about diminishing returns on health after 30k and resistance above 20K. To get another 1K health the player has to basically put 2K into health. Same with resistance.
Instead of a player having 40K health it would be 35k. Instead of a player with 31K resistance it would 25.5K. This may help reduce some of the tank meta in PVP.
Most people build high health chars because some classes like mag dk have 0 mobility compared to say a sorc can build for full damage and still have mobility streak away. I've been running mist but it's like a slow death form.
Most people that I know personally that complain about tanky character s are nightblades and sorcs because they can't blow somebody up in 2 seconds.
edward_frigidhands wrote: »Hard caps are poor game design and indicative of worsening gameplay.
The answer lies in adequately addressing how procs react with specific stats.
Hard caps will not fix what you are looking to fix and worsen the gameplay experience for the little PvP population left in this game.
I am honestly confused at how people want classes to be even more killable with burst the way it is right now.
I am tempted to say it might be a user issue but I want to hear people out.
TheEndBringer wrote: »Most people build high health chars because some classes like mag dk have 0 mobility compared to say a sorc can build for full damage and still have mobility streak away. I've been running mist but it's like a slow death form.
Most people that I know personally that complain about tanky character s are nightblades and sorcs because they can't blow somebody up in 2 seconds.
No it's because I'm tired of a group of 8+ spending 10 minutes chasing the same two players around every resource tower because they have exceptional survivability while still outputting tons of damage.
A DK and Necro right now can be tanky with big damage even without running major resolve.
You don't need streak to be mobile. There's swift. There's mist. Or, you know, you can just eat everything and kill them with one leap.
TheEndBringer wrote: »Most people build high health chars because some classes like mag dk have 0 mobility compared to say a sorc can build for full damage and still have mobility streak away. I've been running mist but it's like a slow death form.
Most people that I know personally that complain about tanky character s are nightblades and sorcs because they can't blow somebody up in 2 seconds.
No it's because I'm tired of a group of 8+ spending 10 minutes chasing the same two players around every resource tower because they have exceptional survivability while still outputting tons of damage.
A DK and Necro right now can be tanky with big damage even without running major resolve.
You don't need streak to be mobile. There's swift. There's mist. Or, you know, you can just eat everything and kill them with one leap.
Most tower humpers and rock hugers are using balrogh and just building ult and are built for that 1 trick kill. But those guys aren't the same as say the 45k health tanky character s who take damage and it's a battle of attrition. The tower humpers are avoiding damage and just building ult.
I for the most part don't waste my time chasing them anymore it's a waste of my time and frustrating. Who cares let them take a resource. Don't play into there game they want you to waste time chasing them. That's all those guys do I've ran into guys like that in the open feild and blow them up if they have no Los to hide behind.
AuraNebula wrote: »edward_frigidhands wrote: »Hard caps are poor game design and indicative of worsening gameplay.
The answer lies in adequately addressing how procs react with specific stats.
Hard caps will not fix what you are looking to fix and worsen the gameplay experience for the little PvP population left in this game.
I am honestly confused at how people want classes to be even more killable with burst the way it is right now.
I am tempted to say it might be a user issue but I want to hear people out.
If you sacrifice all of your health and armor to run a glass cannon build why is it fair that people can run incredibly tanky sets with fat heals and still be able to burst? Something has got to give. How is pvp fun if the majority of the player base is unkillable? Just have everyone run dks, necrosis, and templars and call it a day? Sounds balanced.