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.
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.
You're right, in the forum you're talking only with casual cyrodil players, running in a lfg group. The damage has never been so high and they want tankyness to be even lower.
Imagine all the players that beg for armor and hp cap getting oneshotted by a 10k db, shalk and an executioner. They should be very happy with their game, and the fact that they won't have a counterplay for the oneshoots. It seems that in the forum everyone want this to become a 100/0 game with no counterplay
TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
MEBengalsFan2001 wrote: »TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
Battle spirit should have hard caps in place by role. Below are two examples. I'm not saying these are perfect but it is a way to ensure players can focus on doing their role. What I don't like seeing is a damage dealer running around with 40K HP, 35k resistance, and around 6-8K damage. Having a hard cap of HP and resistance would make that DPS less of an issue for others.
Healers & Tanks: Spell & Weapon damage capped to 3K.
Healers and Damage Dealers: Spell & physical resistance capped to 25K
But I believe diminishing returns based on role is better as a player could get their stats higher than say what the hard cap is, but it just takes more to achieve that end and it would be at the cost of other stats.
So instead of hard caps we get soft caps. Than after you hit the soft cap those stats become harder to raise up based on your role. Using the examples of above, if I am a healer now and I have 6K spell damage, anything above 3K with a hard cap would be loss stats. Using a soft cap that applies a 50% reduction of stat after I hit the soft would make my 6K spell damage now 4.5K. Still better than 3K but not as strong as 6K.
If we take this logic and apply it to resistance, health, etc... it would greatly impact builds. Players running around with say 40K health would now have 35K and if said player had 35K resistance it would be 30K if the soft cap was 25K.
My concern with soft caps is calculating values, etc... hard caps are easier to implement and doing it by role is fair and can be clearly keyed into what battle spirit does for each role. Yeah it would stink at first but over time players would adjust.
I was playing last night on Xbox NA, and there was a group of very tanky players. Their health bars were 37k and up. How can a player having 37K health can hit you with 13k+ damage grave rober in pvp? This particular player had Dark Convergence and a vicious death. His health was +37k and was hitting like a truck with DK, Grave Rover, Ult and Vicious Death combo. My health was +29k with 21K resistances, and I was getting deleted with that combo half the time. How can this be? I assume that to get to 37k health one most invest attribute points in health. How can they still hit this hard? There is only one conclusion - necros are broken!
Not sure if it is tank meta or heal meta, this game is ***.
Sorc made 2.5 mil damage with 450k healing, second place was Warden with 2 mil damage with 350k healing and then there was templar who just spammed jabs and he was on third place with 1.9 mil damage with 400k healing and in their team was one NB with 1.6 mil damage and that was it. - This team here was immortal and their orange line was dominating the whole game. I'm mind blown about this game's design! Why the hell are some classes so OP, doing sooo much damage and same time burst healing so much?
So, is it tanking or healing?
And ofc some people come and say that everything is fine, for them, yes! It is fine!
" Self burst healing turtle that heals 40k hp full under the second while not losing any sustain + leaping 20k "
" Or the guy who flies around with indestructible shield and bombs like a thor, killing with one hit and healing like maniac "
Sorry, but this game is broken as hell!!!
TheEndBringer wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
Battle spirit should have hard caps in place by role. Below are two examples. I'm not saying these are perfect but it is a way to ensure players can focus on doing their role. What I don't like seeing is a damage dealer running around with 40K HP, 35k resistance, and around 6-8K damage. Having a hard cap of HP and resistance would make that DPS less of an issue for others.
Healers & Tanks: Spell & Weapon damage capped to 3K.
Healers and Damage Dealers: Spell & physical resistance capped to 25K
But I believe diminishing returns based on role is better as a player could get their stats higher than say what the hard cap is, but it just takes more to achieve that end and it would be at the cost of other stats.
So instead of hard caps we get soft caps. Than after you hit the soft cap those stats become harder to raise up based on your role. Using the examples of above, if I am a healer now and I have 6K spell damage, anything above 3K with a hard cap would be loss stats. Using a soft cap that applies a 50% reduction of stat after I hit the soft would make my 6K spell damage now 4.5K. Still better than 3K but not as strong as 6K.
If we take this logic and apply it to resistance, health, etc... it would greatly impact builds. Players running around with say 40K health would now have 35K and if said player had 35K resistance it would be 30K if the soft cap was 25K.
My concern with soft caps is calculating values, etc... hard caps are easier to implement and doing it by role is fair and can be clearly keyed into what battle spirit does for each role. Yeah it would stink at first but over time players would adjust.
There are no set roles in pvp. You build a character to do what you want. Your suggestions, while I think you're on the right path, wouldn't actually stop a character from being tanky AND dropping damage.
Not to mention the fact that there's nothing wrong with running a max health, max armor build. Actual tanks are rather useful in pvp. The problem is people can build for that and still wipe the opposition.
Every build should have drawbacks. A pure DD build does immense damage with little survivability. A tank can survive onslaughts but can't kill 1vx. Then there are builds somewhere in between. That's how it should work. Right now you can be a tank AND do big damage, which leads to high ttk and nullifies actual DD builds.
MEBengalsFan2001 wrote: »TheEndBringer wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
Battle spirit should have hard caps in place by role. Below are two examples. I'm not saying these are perfect but it is a way to ensure players can focus on doing their role. What I don't like seeing is a damage dealer running around with 40K HP, 35k resistance, and around 6-8K damage. Having a hard cap of HP and resistance would make that DPS less of an issue for others.
Healers & Tanks: Spell & Weapon damage capped to 3K.
Healers and Damage Dealers: Spell & physical resistance capped to 25K
But I believe diminishing returns based on role is better as a player could get their stats higher than say what the hard cap is, but it just takes more to achieve that end and it would be at the cost of other stats.
So instead of hard caps we get soft caps. Than after you hit the soft cap those stats become harder to raise up based on your role. Using the examples of above, if I am a healer now and I have 6K spell damage, anything above 3K with a hard cap would be loss stats. Using a soft cap that applies a 50% reduction of stat after I hit the soft would make my 6K spell damage now 4.5K. Still better than 3K but not as strong as 6K.
If we take this logic and apply it to resistance, health, etc... it would greatly impact builds. Players running around with say 40K health would now have 35K and if said player had 35K resistance it would be 30K if the soft cap was 25K.
My concern with soft caps is calculating values, etc... hard caps are easier to implement and doing it by role is fair and can be clearly keyed into what battle spirit does for each role. Yeah it would stink at first but over time players would adjust.
There are no set roles in pvp. You build a character to do what you want. Your suggestions, while I think you're on the right path, wouldn't actually stop a character from being tanky AND dropping damage.
Not to mention the fact that there's nothing wrong with running a max health, max armor build. Actual tanks are rather useful in pvp. The problem is people can build for that and still wipe the opposition.
Every build should have drawbacks. A pure DD build does immense damage with little survivability. A tank can survive onslaughts but can't kill 1vx. Then there are builds somewhere in between. That's how it should work. Right now you can be a tank AND do big damage, which leads to high ttk and nullifies actual DD builds.
My friend built a healer and he has 35k magika, 40k health and 38k resistance and 5k+ spell damage.
Why?
TheEndBringer wrote: »Because they tied healing to spell/weapon damage for some reason.
baselesschart wrote: »TheEndBringer wrote: »Because they tied healing to spell/weapon damage for some reason.
People that don't like that have suggested a dedicated healing stat that would determine your healing output, maybe it would work, maybe it wouldn't, who knows.
MEBengalsFan2001 wrote: »TheEndBringer wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
Battle spirit should have hard caps in place by role. Below are two examples. I'm not saying these are perfect but it is a way to ensure players can focus on doing their role. What I don't like seeing is a damage dealer running around with 40K HP, 35k resistance, and around 6-8K damage. Having a hard cap of HP and resistance would make that DPS less of an issue for others.
Healers & Tanks: Spell & Weapon damage capped to 3K.
Healers and Damage Dealers: Spell & physical resistance capped to 25K
But I believe diminishing returns based on role is better as a player could get their stats higher than say what the hard cap is, but it just takes more to achieve that end and it would be at the cost of other stats.
So instead of hard caps we get soft caps. Than after you hit the soft cap those stats become harder to raise up based on your role. Using the examples of above, if I am a healer now and I have 6K spell damage, anything above 3K with a hard cap would be loss stats. Using a soft cap that applies a 50% reduction of stat after I hit the soft would make my 6K spell damage now 4.5K. Still better than 3K but not as strong as 6K.
If we take this logic and apply it to resistance, health, etc... it would greatly impact builds. Players running around with say 40K health would now have 35K and if said player had 35K resistance it would be 30K if the soft cap was 25K.
My concern with soft caps is calculating values, etc... hard caps are easier to implement and doing it by role is fair and can be clearly keyed into what battle spirit does for each role. Yeah it would stink at first but over time players would adjust.
There are no set roles in pvp. You build a character to do what you want. Your suggestions, while I think you're on the right path, wouldn't actually stop a character from being tanky AND dropping damage.
Not to mention the fact that there's nothing wrong with running a max health, max armor build. Actual tanks are rather useful in pvp. The problem is people can build for that and still wipe the opposition.
Every build should have drawbacks. A pure DD build does immense damage with little survivability. A tank can survive onslaughts but can't kill 1vx. Then there are builds somewhere in between. That's how it should work. Right now you can be a tank AND do big damage, which leads to high ttk and nullifies actual DD builds.
My friend built a healer and he has 35k magika, 40k health and 38k resistance and 5k+ spell damage.
Why?
baselesschart wrote: »TheEndBringer wrote: »Because they tied healing to spell/weapon damage for some reason.
People that don't like that have suggested a dedicated healing stat that would determine your healing output, maybe it would work, maybe it wouldn't, who knows.
aslancik12 wrote: »you guys forgot something.THERE IS DIFFERENT BETWEEN A VET PLAYER AND NORMAL PLAYER.we are playin this game since 2015-16 so we know some tricks.thats not only about hp maxed build.ofc it helps us.but when we fight against experienced players we died quick if we did something wrong.ppl not understand this.even if we use light armor and 23k resist or 30k hp still we can kite long time and normal players only do small amount of damage.This is playstyle and ppl playing this game bcs of it.This is like ''NB hitting more so pls nerf them.''i know so many nb that 1 shot us and they are not even using proc or something.this is PURE SKILL.if you dont know how to bash and heavy between your skills you cant hit that much.Thats why we called them vet players.And trust me ı saw many 45-50k hp players and we killed them in 10 seconds.THAT is what you guys need to learn.When you hit when you not. SOrry guys but this is the truth.
TheEndBringer wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »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.
The issue with that is I think it would be difficult to put into battle spirit and if you made it game wide you'd really hurt PvE tanks.
A simple damage debuff for health+armor beginning at 60k total could be added to battle spirit.
Battle spirit should have hard caps in place by role. Below are two examples. I'm not saying these are perfect but it is a way to ensure players can focus on doing their role. What I don't like seeing is a damage dealer running around with 40K HP, 35k resistance, and around 6-8K damage. Having a hard cap of HP and resistance would make that DPS less of an issue for others.
Healers & Tanks: Spell & Weapon damage capped to 3K.
Healers and Damage Dealers: Spell & physical resistance capped to 25K
But I believe diminishing returns based on role is better as a player could get their stats higher than say what the hard cap is, but it just takes more to achieve that end and it would be at the cost of other stats.
So instead of hard caps we get soft caps. Than after you hit the soft cap those stats become harder to raise up based on your role. Using the examples of above, if I am a healer now and I have 6K spell damage, anything above 3K with a hard cap would be loss stats. Using a soft cap that applies a 50% reduction of stat after I hit the soft would make my 6K spell damage now 4.5K. Still better than 3K but not as strong as 6K.
If we take this logic and apply it to resistance, health, etc... it would greatly impact builds. Players running around with say 40K health would now have 35K and if said player had 35K resistance it would be 30K if the soft cap was 25K.
My concern with soft caps is calculating values, etc... hard caps are easier to implement and doing it by role is fair and can be clearly keyed into what battle spirit does for each role. Yeah it would stink at first but over time players would adjust.
There are no set roles in pvp. You build a character to do what you want. Your suggestions, while I think you're on the right path, wouldn't actually stop a character from being tanky AND dropping damage.
Not to mention the fact that there's nothing wrong with running a max health, max armor build. Actual tanks are rather useful in pvp. The problem is people can build for that and still wipe the opposition.
Every build should have drawbacks. A pure DD build does immense damage with little survivability. A tank can survive onslaughts but can't kill 1vx. Then there are builds somewhere in between. That's how it should work. Right now you can be a tank AND do big damage, which leads to high ttk and nullifies actual DD builds.
My friend built a healer and he has 35k magika, 40k health and 38k resistance and 5k+ spell damage.
Why?
Because they tied healing to spell/weapon damage for some reason.
People, you are commenting on half-year old thread. [snip]
The situation is nowhere near to what we had during proc meta.
[edited for rude comment]
People, you are commenting on half-year old thread. [snip]
The situation is nowhere near to what we had during proc meta.
[edited for rude comment]
Exactly this.
Right now the meta isn’t even about being tanky. At least on ps4 na everybody is in 3 damage set and full well fitted.(even on mag builds) If you think people are tanky it’s because you probably invested in some tankiness yourself and have very average damage because of that. This patch is the squishiest ive seen ppl run in a long time.
People, you are commenting on half-year old thread. [snip]
The situation is nowhere near to what we had during proc meta.
[edited for rude comment]
Exactly this.
Right now the meta isn’t even about being tanky. At least on ps4 na everybody is in 3 damage set and full well fitted.(even on mag builds) If you think people are tanky it’s because you probably invested in some tankiness yourself and have very average damage because of that. This patch is the squishiest ive seen ppl run in a long time.
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.
People, you are commenting on half-year old thread. [snip]
The situation is nowhere near to what we had during proc meta.
[edited for rude comment]
Exactly this.
Right now the meta isn’t even about being tanky. At least on ps4 na everybody is in 3 damage set and full well fitted.(even on mag builds) If you think people are tanky it’s because you probably invested in some tankiness yourself and have very average damage because of that. This patch is the squishiest ive seen ppl run in a long time.
I'm on PS4 na also and I don't see this tank meta everyone is complaining about. Once in a while we run into a real tanky guy. Light attack is your friend.
People are dropping pretty quickly for the most part.
People, you are commenting on half-year old thread. [snip]
The situation is nowhere near to what we had during proc meta.
[edited for rude comment]
Exactly this.
Right now the meta isn’t even about being tanky. At least on ps4 na everybody is in 3 damage set and full well fitted.(even on mag builds) If you think people are tanky it’s because you probably invested in some tankiness yourself and have very average damage because of that. This patch is the squishiest ive seen ppl run in a long time.
I'm on PS4 na also and I don't see this tank meta everyone is complaining about. Once in a while we run into a real tanky guy. Light attack is your friend.
People are dropping pretty quickly for the most part.
I'm on PS4 NA too and the tanky crap seems rampant to me. I may not be tops in dps, but I'm no slouch. Before the update, I was running MA and Carluurions and was able to do 70-100k in 1.1 seconds to a 6 mil dummy. One time, a necro just stood there while I was trying to take a resource (all guards were dead already). He didn't attack me because it seems like he knew I couldn't kill him. I would unload on him and he would maybe get to half life and heal to full right away. Total futility.
After the update, while running an experimental build that doesn't do nearly as much dps (only around 5k weapon damage and around 6k pen, 45% crit chance, but with Scavenging proc), I came across an afk S&B player during a keep siege. He didn't do anything. No heals, no blocking. Nothing. Which also means I didn't have to divert time to healing myself, dodging, running, etc. Took me about 15 seconds to kill him. Again, I know it wasn't a top dps build, but it's not complete [snip] either. What is complete [snip] is that someone can take that long to kill while afk. I would have absolutely no chance whatsoever 1v1 against them.
This game is broken.