Thank you!!StihlReign wrote: »On the schedule to be nerfed September 5.
oops - here ya go! https://forums.elderscrollsonline.com/en/discussion/comment/7695753/#Comment_7695753
I’m interested in how strong the nerf will be
ZOS seems binary. It will be nerfed to completely useless.
If they nerf the healing by 90% to 211, with current the proc conditions it still heals a ton. If they add a cooldown they can kill the set.
Good on the players who were listing it on guild traders for millions. Smart move.
xxslam48xxb14_ESO wrote: »Zos is just obsessed with making everyone tanky in pvp. To an extent it makes the game more skill based, but after a certain point defense carries undeserving players just as much, if not more then too much damage.
It's because every time we have a damage meta with low TTK the forums explode with people mad about dying.
Meanwhile when we're in a tanky high TTK meta the forums explode with people mad about players not dying.
TTK is too high. 1vXing is out of control. A 12 man tank group can own any keep with combined damage and massive survivability.
Until they make it a hard choice between damage, healing and armor, you'll continue to have this. As long as most classes can easily build for all three, you'll continue to have this issue.
I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
xxslam48xxb14_ESO wrote: »
I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
No...
Idk what game you have been playing, but this is outright wrong. No one has to choose anymore because our damage is so low your tanky by default. All the players who were previously 35k+ hp still are. No one is opting to go for more damage when you can just sit in a zerg and kill people with sheer numbers. This is the worst most imbalanced tank meta I have ever seen. Zergs of 40k hp brawlers smacking into each other relentlessly for hours until one side more or less gives up. Its not just a tank meta, its a stalemate meta.
xxslam48xxb14_ESO wrote: »
I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
No...
Idk what game you have been playing, but this is outright wrong. No one has to choose anymore because our damage is so low your tanky by default. All the players who were previously 35k+ hp still are. No one is opting to go for more damage when you can just sit in a zerg and kill people with sheer numbers. This is the worst most imbalanced tank meta I have ever seen. Zergs of 40k hp brawlers smacking into each other relentlessly for hours until one side more or less gives up. Its not just a tank meta, its a stalemate meta.
ThirdEye_PULSE wrote: »https://youtu.be/YSbR2-oWq-s
Just listen to the first minute lmao!
"Pvp tank stalemate meta, nd even when maras gets nerfed its still gonna be a tank meta."
Everything is shifting meta wise in pvp to as much direct damage as possible. Either be a NB or a stamina 2h/spin 2 win generic weapon type build and just playing a class for passives and defensive/heal abilities.
I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
Holycannoli wrote: »I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
There is nothing about this meta right now that is balanced. Hopefully the Mara's Balm nerf will curb the tankiness but any builds relying on DoTs got hit too hard.
And instead of choosing between kill potential and survivability we should be choosing between kill potential and healing. They should NOT be based on the same stats. That is the single largest issue with balance right now. I don't know how to decouple them but we should be choosing to either do damage, heal or tank. Choosing one should limit the others and that's not happening.
Holycannoli wrote: »I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
There is nothing about this meta right now that is balanced. Hopefully the Mara's Balm nerf will curb the tankiness but any builds relying on DoTs got hit too hard.
And instead of choosing between kill potential and survivability we should be choosing between kill potential and healing. They should NOT be based on the same stats. That is the single largest issue with balance right now. I don't know how to decouple them but we should be choosing to either do damage, heal or tank. Choosing one should limit the others and that's not happening.
Healing has always been tied to damage in ESO, and that is part of what makes the combat so enjoyable.
You are completely wrong about saying that this is the "single largest issue with balance right now". 90% of the "problem setups" people are having issues with killing aren't running high damage that is boosting their healing - they're running multiple mitigation/healing blue CPS or sets that proc and give them healing.
The "single largest issue with balance right now", excluding mara's balm, is that cross heals are still infinitely stacking. This is something that has been posted about numerous times over the past year, with plenty of examples demonstrating WHY this is an issue. If only 1-2 individual casts of a specific "sticky" hot, and if only one ground based hot of any specific morph could heal you at a time, these healing concerns would diminish rapidly. Alternatively they could just reduce the healing received from other players by a margin, such as 30-50%, and this would similarly solve the issue.
The only heal that seems to be comparatively overperforming is vigor, and that is because they placed the minor resolve on it.
I might also add that every single day, people seem to be getting less tanky on PC NA. I am standing by my opinion that people are still using a ton of mitigation/additonal healing from last patch when it was necessary, and over time they will drop that unneeded healing/mit in favor of damage.
ThirdEye_PULSE wrote: »Holycannoli wrote: »I know you're console and haven't experienced the patch yet.
What you're not understanding is that we ARE in a meta in u35 where you have to choose damage or tankiness - if you run a tank set, more than one mitigation blue CP, a full sustain set, etc - you will not kill any decent or properly geared player in U35.
The only way to be able to consistently kill every player you encounter is to run full damage. My NB has 6k WD, 20k pen, 111% crit damage, 3 offensive blue CP, minor berserk, 3 bloodthirsty jewelery and all damage glyphs/mundus, AND these stats are before my 2pc balorgh procs. I have the damage to kill just about anyone I come across.
I myself can die to players running similar damage builds very easily - but players who choose to NOT run full damage are no longer dealing any damage at all.
It's the first time the meta has been somewhat balanced in years. There are outliers that need to be reigned in for sure, but I'm extremely happy that we've finally reached a point in the game where you ARE required to choose between kill potential and survivability.
There is nothing about this meta right now that is balanced. Hopefully the Mara's Balm nerf will curb the tankiness but any builds relying on DoTs got hit too hard.
And instead of choosing between kill potential and survivability we should be choosing between kill potential and healing. They should NOT be based on the same stats. That is the single largest issue with balance right now. I don't know how to decouple them but we should be choosing to either do damage, heal or tank. Choosing one should limit the others and that's not happening.
Healing has always been tied to damage in ESO, and that is part of what makes the combat so enjoyable.
You are completely wrong about saying that this is the "single largest issue with balance right now". 90% of the "problem setups" people are having issues with killing aren't running high damage that is boosting their healing - they're running multiple mitigation/healing blue CPS or sets that proc and give them healing.
The "single largest issue with balance right now", excluding mara's balm, is that cross heals are still infinitely stacking. This is something that has been posted about numerous times over the past year, with plenty of examples demonstrating WHY this is an issue. If only 1-2 individual casts of a specific "sticky" hot, and if only one ground based hot of any specific morph could heal you at a time, these healing concerns would diminish rapidly. Alternatively they could just reduce the healing received from other players by a margin, such as 30-50%, and this would similarly solve the issue.
The only heal that seems to be comparatively overperforming is vigor, and that is because they placed the minor resolve on it.
I might also add that every single day, people seem to be getting less tanky on PC NA. I am standing by my opinion that people are still using a ton of mitigation/additonal healing from last patch when it was necessary, and over time they will drop that unneeded healing/mit in favor of damage.
This patch people are going to switch to more dmg based sets, and damage based combos like dizzy swing, ecexute, DB combo... and still be tanky. Why? Well Maras is part of the problem. But main problem is that sticky DoTs and damage in general is way down. You need to build for mostly direct damage now instead of pressure dmg like DK playstyle gives.
The general consensus is that even without maras we are currently in a tanky pvp meta.
MetallicMonk wrote: »Players build to do damage, but because you can have significant damage while also building significant tankiness with no drawback. The best thing they could do is soft enforce the role selection to give buffs and debuffs based on choice. Select tank? Higher survibility, low damage output. DPS? Opposite. Healer? Moderate armor, high healing output, moderate to low damage. Maybe that's not a great solution, but one of the biggest issues with PVP is the lack of drawbacks for the paths you choose. Currently only NB really suffers major drawbacks for going glass canon. Sorcs to a lesser degree. Every other class can be damage tanks. Just my two cents.
This has I only gank on nightblade written all over it lol. Sorcs are in a far worse position, they're 100% the worst class in the game currently with wardens surpassing them this update.
Currently on Nightblade I have near 30k resists, 3k crit resist, and am still able to have well over 7k wd/sd, over 100% crit damage, and 15-16k pen, hitting 15k incaps and 20k+ bows. Nightblades are even more powerful this patch, gank builds just aren't as free.
I don't play on pc regularly so I don't have the update yet.
I would be very interested in seeing your build because I have a feeling there's a lot of mojo going on to get yourself buffed that high across the board that would open you up to a lot of counterplay. Meaning those figures are not 100% up time.
MetallicMonk wrote: »I don't play on pc regularly so I don't have the update yet.
I would be very interested in seeing your build because I have a feeling there's a lot of mojo going on to get yourself buffed that high across the board that would open you up to a lot of counterplay. Meaning those figures are not 100% up time.
That's fair that you haven't played the new patch, but it is definitely up most of the time. Without balorghs I have over 7k SD, rallying cry+major sorcery+minor courage+wd/sd enchant on backbar+vamp passive coming out of stealth and even add some merciless stacks. Also vigor giving minor resolve+major resolve easily attained from your spammable and any other shadow ability+ defending back bar is 27-28k resistances all the time. 15k pen from sharpened on one hand+major breach+nightblade passives. 101% crit damage with shadow mundus, 5 medium, dual axe weapon passives, hemmorhage nightblade passive. Also with balorgh not even close to being 500 I can reach 8k sd and much heavier pen(18-20k) on top of this.
The class is just loaded up with free damage, some methods of ganking have been nerfed for sure but you have so many damage modifiers on nightblade currently. the 10% damage buff on everything from concealed in combination with incap 20% on your target with all the other modifiers leaves room for some absolutely ridiculous spectral bows.
MetallicMonk wrote: »Players build to do damage, but because you can have significant damage while also building significant tankiness with no drawback. The best thing they could do is soft enforce the role selection to give buffs and debuffs based on choice. Select tank? Higher survibility, low damage output. DPS? Opposite. Healer? Moderate armor, high healing output, moderate to low damage. Maybe that's not a great solution, but one of the biggest issues with PVP is the lack of drawbacks for the paths you choose. Currently only NB really suffers major drawbacks for going glass canon. Sorcs to a lesser degree. Every other class can be damage tanks. Just my two cents.
This has I only gank on nightblade written all over it lol. Sorcs are in a far worse position, they're 100% the worst class in the game currently with wardens surpassing them this update.
Currently on Nightblade I have near 30k resists, 3k crit resist, and am still able to have well over 7k wd/sd, over 100% crit damage, and 15-16k pen, hitting 15k incaps and 20k+ bows. Nightblades are even more powerful this patch, gank builds just aren't as free.
Apparently the change is going to nerf the heal 50%…
jcasini222ub17_ESO wrote: »Lmao you actually send that to people?
xxslam48xxb14_ESO wrote: »[snip]