AvalonRanger wrote: »...
OH, by the way....
Today I saw almost cheat mode player in the Cylodiil. We keep attacking with more than 6 player including me
against just one player. But couldn't grind out opponent health at all.
Maybe it was not cheat player, but too much over powered healing or armor will destroy good game tension.
It's a just nonsense game. Before doing nerf or buff patch frequently, prohibit those balance breaking PVP build.
AvalonRanger wrote: »I love story quest and beautiful environment design of ESO. And It's a only reason paying money for this game for me.
But every combat of this game is too much outdated and just stressful, I really hate combat of this game.
A PvEer in trial gear chancing his/her arm. Or trying to rely on you to do your tanking.AvalonRanger wrote: »One day I saw strange player who has over 1800CP. That player can't survive Skyrim Dolman just 10 second. It looks like attacking power is very powerful, but extremely glass canon.
This is incorrect. PvPers may have high penetration, but they often do not have the high sustained damage needed for PvE. PvPers typically build for short bursts of high damage, which they achieve by understanding the timing of skills and by combining those skills into a damage combo. Most cannot output sustained high damage, because they are actually not glass cannons. Quite the contrary. Many PvPers are tanky or they have high self defense via healing, blocking, dodge rolling and so on. A typical PvE DD dedicates both bars to damage. A typical PvPer does not. The back bar is for defense.I know most of powerful PVP style player have insane damage and penetration.
Well, no. Because you do build differently for PvP and PvE and for the tank, healer and DD roles within those environments. That said, a typical PvP build is balanced and is closer to a PvE solo build than the person you observed, who was likely a glass cannon PvEer.But other hand, It will not work most of PVE world-boss or dungeon boss.
That just means you played with an inexperienced group. The skill difference between players is huge. I'll grant you that there may be a tendency for new DDs to unnecessarily adopt glass cannon builds that are not totally suitable for pugging dungeons.When I suffer *tragedy which everyone die except me at the dungeon boss, that became trauma. (* I've seen several times though...)
Of course not. PvE tanking is about surviving big hits from bosses that are generally few and far between. PvP tanking is about surviving constant pressure. Smaller hits than a PvE boss will do, but that will test your self healing and blocking sustain constantly. Gear, skills and rotations are quite different.And, my PVE tank character also doesn't work in Cylodiil.
Honestly, not at all. This is an RPG. There are different roles. There are a lot of things to learn. The game is deliberately complex. That's the whole point.I still can't understand why developer build completely different game rule in the same title.It looks like they put two completely different game title at the one package.
I grant you that Impen gear has no real use in PvE. NPCs don't hit you with critical damage.For example, impen trait vs reinforce trait. They're similar naming impression, but not same actually. Impen trait is very PVP style and reinforce is for the PVE. Why don't you unite these ambiguous parameter to the one "defense" parameter? Critical or damage are also ambiguous for me.
Well. How about: No. The whole idea is that different situations require different skills and different approaches. ZOS aren't in the business of simplifying stuff. They're in the business of providing you options, different playstyles, different tradeoffs between tankiness and damage.Just defense power or attacking power is good enough.
I will grant you that many things are obscure for no reason. What does it mean to have 600 crit? Why does 50% damage reduction equal 33K armor? Why are we told that the Charged trait increases the chance of status effects, but the base values of those proc chances are nowhere explained by ZOS?Is there any good reason make the game too much complicate and ambiguous system?
Many players think quite the opposite, you know. ZOS, in fact, do very little to separate PvE combat from PvP combat. The main reason why it feels totally different is that NPCs have really high health, but most have no healing. It's just a question of grinding them down. Nice and predictable. Players, on the other hand, have low health, but they can heal themselves. This results in the aforementioned burst meta in PvP. To kill a player you usually have to generate and stack a lot of damage within a short period of time, e.g. one to two seconds. You should also stun them, so they can't heal or block. But you don't need high sustained damage to grind them down, like NPCs.Please re-think about this. I think there're no reason separate game system between PVE and PVP.
Well, like Tranquilizer said, it could be the bug ZOS are fixing this morning. On the other hand that's not so unusual. If you play a PvE tank and you're new to PvP, you probably don't know how to PvP. How to generate burst damage or how to defend in PvP for that matter. Your skills, your gear, your CP, your playstyle, everything is different in PvP. Many players don't know how to do it properly and, yes, they won't be able to kill a good PvPer, not even 6 of them. That's pretty normal and that is most likely your group's fault. Do some duels. Start by fighting players 1v1 and take it from there.Today I saw almost cheat mode player in the Cylodiil. We keep attacking with more than 6 player including me
against just one player. But couldn't grind out opponent health at all. Maybe it was not cheat player, but too much over powered healing or armor will destroy good game tension. It's a just nonsense game. Before doing nerf or buff patch frequently, prohibit those balance breaking PVP build.
BXR_Lonestar wrote: »PVP = emphasis on burst damage over a short period of time to be able to kill your opponent.
PVE = emphasis on sustained damage output over a long period of time.
Seems pretty simple to me to see why PVE/PVP builds are so different.
The major difference between PVP and PVE is in the brain of the enemy you are fighting. No human is going to just sit in your AOE for the entire duration while you stand there parsing on them. If the AI was capable of reacting like a human with intelligent positioning, self healing, and could hit critically, builds for both worlds would be more similar, or the same. It’s like the difference between a hard mode trials tank and an overland PVE questing setup. You can build well for one specific thing, but don’t expect it to be great at everything.