ResidentContrarian wrote: »Doing damage is not just about stats you know...and neither is tankiness.
As far as I can tell, PvP is mostly about out-sustaining your opponent. So you can CC them and they can not break free or they don't have resources to sprint away, heal or purge.Merciful17 wrote: »ResidentContrarian wrote: »Doing damage is not just about stats you know...and neither is tankiness.
Then what is it about?
Merciful17 wrote: »It's a real shame because like I was saying, I created my stamblade to get quick, easy kills and get out.
The biggest issue is that the penalties for each armor type aren't enough.
Heavy armor should have heal or damage output penalties, but should increase buffs and TAKE damage and increase healing received. To prevent people using heavy armor beyond means of tanking.
Magicka pools shouldn't dictate magic strength. Stamina pools shouldn't dictate physical strength. Only healing.
Choose between GREAT heals AND GREAT damage. Can't have both, only mediocre if you split between the two.
[snip]
Zenimax is going the right direction with recent changes, but it's not enough tbh.
[Edited for Baiting]
The biggest issue is that the penalties for each armor type aren't enough.
Heavy armor should have heal or damage output penalties, but should increase buffs and TAKE damage and increase healing received. To prevent people using heavy armor beyond means of tanking.
Magicka pools shouldn't dictate magic strength. Stamina pools shouldn't dictate physical strength. Only healing.
Choose between GREAT heals AND GREAT damage. Can't have both, only mediocre if you split between the two.
[snip]
Zenimax is going the right direction with recent changes, but it's not enough tbh.
[Edited for Baiting]
That is not necessary by any means. I have seen games handle healing and damage using the same stats and they did it just fine.
Merciful17 wrote: »ResidentContrarian wrote: »Doing damage is not just about stats you know...and neither is tankiness.
Then what is it about? My surprise attack unbuffed has about 10k damage, with major brutality it has about 12k, and with minor beserk it and major brutality it has about 13k. These are the stats with cp so it will obviously deal less damage in no CP battlegrounds but the numbers in BG are still really high and should be able to burst through almost any damage dealer. Not to mention the fact that I run the master's bow and witch-knight's, and together they add about 600+ weapon damage. My build isn't very tanky and neither should it be. Tankiness should come at a cost, and that cost is very minimal to both warden and sorc, which makes it quite unfair when one person can deal a lot of damage while being almost unkillable. It makes pvp quite boring since no one will play anything beside warden and sorc. I sometimes come across other classes like DK and they mostly end up with like 10 deaths and two kills.
The biggest issue is that the penalties for each armor type aren't enough.
Heavy armor should have heal or damage output penalties, but should increase buffs and TAKE damage and increase healing received. To prevent people using heavy armor beyond means of tanking.
Magicka pools shouldn't dictate magic strength. Stamina pools shouldn't dictate physical strength. Only healing.
Choose between GREAT heals AND GREAT damage. Can't have both, only mediocre if you split between the two.
[snip]
Zenimax is going the right direction with recent changes, but it's not enough tbh.
[Edited for Baiting]
That is not necessary by any means. I have seen games handle healing and damage using the same stats and they did it just fine.
Yes, but they were designed this way. ESO was not. Syrpynt's suggestion is the quickest and most reliable way to create a gap between damage and tanking if that's what people truly want. It's also something I mentioned years ago.
By using a healing and shielding sets instead of usual Alkosh ?lElendir2am wrote: »Tanks need do healing in veteran trials a lot. How should we survive in vCR in portal (Zmaja) with reduced healing.
Rock! Paper! Scissors!
Rocks have low damage, high resistances and health, low resources.
Rocks weakness is against papers, as rocks chip damage is not enough to kill papers infinite healing and shielding, thus papers eventually beat rocks.
Papers have low damage, low resistances and health, high resources.
Papers, you know the ones, the archer spamming snipe in the background, or the healer hiding in the middle of their group... Yeah scissors love them. At the press of a single button, papers get shredded.
Scissors have high damage, low resistances and health, low resources.
Scissors become enraged at the sight of a rock, as rocks can tank scissors burst damage... So unless scissors can get away, rocks will chip away at their health until they die. Thus, scissors take to the forums to spread the word.
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If you choose to build in-between, you are not efficient in any one of the three types, thus you decrease your chance to win at 2 of the categories as a cost to limiting your exploitability/weakness to 1 category.
The best strategy is to go all in on one category, and then have plans for dealing with and avoiding those who can exploit you, unless an opportunity presents itself (an ally backs you up, they're low on health, you can knock them into a lava pit, they're out of resources, etc).
Rock! Paper! Scissors!
Rocks have low damage, high resistances and health, low resources.
Rocks weakness is against papers, as rocks chip damage is not enough to kill papers infinite healing and shielding, thus papers eventually beat rocks.
Papers have low damage, low resistances and health, high resources.
Papers, you know the ones, the archer spamming snipe in the background, or the healer hiding in the middle of their group... Yeah scissors love them. At the press of a single button, papers get shredded.
Scissors have high damage, low resistances and health, low resources.
Scissors become enraged at the sight of a rock, as rocks can tank scissors burst damage... So unless scissors can get away, rocks will chip away at their health until they die. Thus, scissors take to the forums to spread the word.
_______________________________________________________________________________________________________________________
If you choose to build in-between, you are not efficient in any one of the three types, thus you decrease your chance to win at 2 of the categories as a cost to limiting your exploitability/weakness to 1 category.
The best strategy is to go all in on one category, and then have plans for dealing with and avoiding those who can exploit you, unless an opportunity presents itself (an ally backs you up, they're low on health, you can knock them into a lava pit, they're out of resources, etc).
Andre_Noir wrote: »By using a healing and shielding sets instead of usual Alkosh ?lElendir2am wrote: »Tanks need do healing in veteran trials a lot. How should we survive in vCR in portal (Zmaja) with reduced healing.
Elendir2am wrote: »
And do you know that I reacted to idea "decrease healing done for heavy armour builds". This idea would decrease all healing done by tank including healing done with sets.
Andre_Noir wrote: »Meh it's the same design fail as in other games. I remember first seasons in League of legends that were "bruiser meta" = tanks with damage.
It's always a fail from the beginning if you let have high base damage number and any scaling from defensive stats.
The next usual gamedesign fail it's "melee should deal more damage and they are more fun" that bring next typical view: every melee has a gapcloser and almost every range tactic/character/weapon is obsolete because of that.
The only way to solve that at least partly - it's a % (around 50%) penetration
Elendir2am wrote: »
And do you know that I reacted to idea "decrease healing done for heavy armour builds". This idea would decrease all healing done by tank including healing done with sets.
Yes, the tank sets are "increased healing received", but the penalty should be "decreased healing done" so you can't get a double bonus for healing yourself. That's the role of a healer.
This whole "tanks need to heal themselves overland" is a lie. I have tanks, they heal themselves plenty without "healing received" slots even. The problem WOULD be that tanks can't do sufficient damage to get through overland content fast enough--to which I say: Get dps gear then for whatever (stamina/magicka) type character you're playing. If you don't have enough damage abilities, then you need to hunt skyshards or finish main questlines and get some points!! Yeah, the grind sucks. Yeah we all have 8+ characters and unfinished builds. But we deal with it, because we want a balanced game in the end.
I don't farm and grind for gear just to find out that it's useless because the meta is that "everyone can be any and every role at once because having weaknesses is too hard." I get gear so that it fits a theorybuild. And those theorybuilds SHOULD work, but the healer+dps and tank+dps meta keep wrecking those dreams. Why even create the sets then? To look like Zenimax was doing something at all?
Elendir2am wrote: »Elendir2am wrote: »
And do you know that I reacted to idea "decrease healing done for heavy armour builds". This idea would decrease all healing done by tank including healing done with sets.
Yes, the tank sets are "increased healing received", but the penalty should be "decreased healing done" so you can't get a double bonus for healing yourself. That's the role of a healer.
This whole "tanks need to heal themselves overland" is a lie. I have tanks, they heal themselves plenty without "healing received" slots even. The problem WOULD be that tanks can't do sufficient damage to get through overland content fast enough--to which I say: Get dps gear then for whatever (stamina/magicka) type character you're playing. If you don't have enough damage abilities, then you need to hunt skyshards or finish main questlines and get some points!! Yeah, the grind sucks. Yeah we all have 8+ characters and unfinished builds. But we deal with it, because we want a balanced game in the end.
I don't farm and grind for gear just to find out that it's useless because the meta is that "everyone can be any and every role at once because having weaknesses is too hard." I get gear so that it fits a theorybuild. And those theorybuilds SHOULD work, but the healer+dps and tank+dps meta keep wrecking those dreams. Why even create the sets then? To look like Zenimax was doing something at all?
Nobody wrote about overland. I wrote about veteran trial Cloudrest, where tanks go in portal without healer support and they tank Zmaja shadow there, who do a lot of damage.
So, ESO has content, where tanks need heal themselves a lot. Decreasing tank healing done (no matter if from skills, sets or both), because they wear heavy armour, is absurd therfore.
Merciful17 wrote: »So I had a few interesting BG games on my Stamblade today, for refrence, my stamblade fully buffed has 7k+ weapon damage and 17k+ penetration and slightly more than 30k stam
There were two players playing the two very high skilled classes warden and sorc. They were litteraly unkillable despite my high af damage stats and managed to deal an insane amount of damage. The sorc (No clue what kind of build it was, seemed like some weird form of a hybrid build?) ended up with 0 deaths, and the magden ended up with 3. Both of them had the least amount of deaths and the most amount of kills in the whole lobby.
Honestly this is somewhat of a trend in PvP at this point. Stack a bunch of health, resistances, super strong heals and end up dealing insane damage. Honestly the only classes I see in pvp at this point are wardens and sorcs. A few days ago I decided to try my magden again, who has very basic, easy to get sets. I'm running crafty Alfiq, necropotence and Grothdarr. That BG game, I had 52 kills, 1 death and 16 assisted kills. As soon as I get in trouble, I just go on my backbar sword and board and refresh a few abilities and I'm fully healed ready to deal an insane amount of damage again.
Same seems to be the case with sorc. I recently created a magsorc and while she's not currently CP level, I still find her so incredibly easy to play. As soon as I get in trouble I can just swap to my backbar and apply shields and streak away. Honestly I've killed multiple 4 man teams solo with her and that's something I've never been able to do on anything else than my magden.
It's a real shame because like I was saying, I created my stamblade to get quick, easy kills and get out. Honestly at this point it's literally impossible to play her since people are way too tanky. Please nerf the tankiness in PvP...