MurkyWetWolf198 wrote: »it’d be nice if y’all could drop an explanation on what’s wrong and what could change.
On Playstation EU we have to deal with a lot of performance issues in Cyrodiil. The moment an enemy shows up you can kiss your 1 second global cooldowns goodbye, because you have to spam your abilities, ultis and pots a couple of times and pray for them to work. You get sucked in by invisible dark convergence, time delayed, in block, and will not be able to break free for a couple of seconds. Enough time for an enemy bomber to use his combo (if he is lucky) and one of your "allies" to blow you up with occult overload, plaguebreak or vicious death. At the moment it is just zerging, bombing, ganking/sniping and tanking. 1v1 is no fun when abilities do not work when you need them. Sometimes you have to break free 3 or 4 times. Only a few chosen ones can play with no lag, and nobody knows why. That's why a lot of players are building to survive the lag. Doors do not work. Sometimes siegeweapons just do not work, you can not even put them away again. They are there, but you just can not use them. For a few weeks now our controllers sometimes just stop working for no reason and we have to restart the console. There are so many more bugs and performance issues in the game, and just thinking about it makes me angry, so i will stop here and go for a walk.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
MurkyWetWolf198 wrote: »it’d be nice if y’all could drop an explanation on what’s wrong and what could change.
first, let's take out CP of a pvp discussion because no balance (no-cp is hardly balanced either but better).
"tank" meta is not what it's commonly thought it is. You can wear hist sap, mara balm, any combination of tank sets. A character can normally heal 1.5x of damage (with occasional bursts but then it's sustain race), so nobody dies 1v1 just by default if one of those opponents wants to. When you hear complains "u can't kill me 1v1" or "yeah only 2v1 u can" yeah by game's default, that's the actual point.
If a good player stands still like a target dummy he can outheal the damage of another good player (if he wants to and builds in such way). But he can not outheal, just by simple numbers war, the damage of another two good players. It will take a lot for full tanks build but it's a sustain race that nobody wants to bother with.
so out of the way with sets that people think they bring the tank meta, the real problem with "tanks" is line of sight. This game has a global ~1 sec delay of your position (and any action in general). You will often cast your animation and then it cancels because target is out of sight. It shouldn't have casted in the first place if target was out of sight, right? This makes running around a pillar impossible to get hit because the game desyncs your position against your enemy's attacks. Good players do this by anticipating enemy's movement on the pillar and going there ahead of enemy, to keep the "real" time in same place while in game the desync is tricked.
So just properly using the broken targeting with line of sight you can become "unkillable" even against 2-3 targets even in full damage build, hence the "he can't die but he one shots me", because u r not even taking the damage in the first place, but u r dealing it because your enemy is not behind a line of sight blocker. It's not about sets, these just set the time required for kill and not the possibility of it.
as of what could change, fixing the proper targeting and line of sighting would be hard work and maybe past the engine's capabilities, definitely not worth for a corporation that solves problems as it does now. So for now, band-aid fixes like it's commonly done.
Maybe narrow the corners of target sight blocking terrain and enlarge the players hitboxes, if spell is launched with enemy in sight then fire that spell even if meanwhile target had its position updated to be out of sight.
Just for the healing and survivability itself issue, Defile could be reworked to be like the Relic debuff, some more theory belowinstead of having 8/16 % healing reduced, dealing direct damage with disease damage , applies to the target the Diseased and hence the Defiled debuffs.inside spoiler is a buff magsorc theory
These are not cleansable, Diseased lasts for 8 seconds, and while active it applies Defiled effect that grows every second by 1% to reduce target's healing received (capped 99%, to keep "healing received" effects).
So if you don't take direct disease damage for 8 seconds, you lose the Diseased debuff, and Defiled debuff is removed any time Diseased expires or is removed in any way. Getting hit by direct disease damage refreshes the duration of Diseased, so this makes Defiled not lose the growing stacks.
Let's say: i am getting hit, debuff starts, during 8 seconds of Diseased i reach 8% Defiled. I get hit again after 6 seconds instead, so for the next 8 seconds of Diseased i reach 14% Defiled. Now again i get hit after 6 seconds instead going towards 12%, so for the next 8 seconds i will reach a total of 20% Defiled. And so on if i fight constantly for 50 seconds eventually i reach 50% Defiled, and can go on.
I know what this looks like, defile sources op now and necros become meta. Well necros in pvp do need something right now but in this case Blastbones should become dodgeable because it would be full uptime dooming someone to death without choice, and Defile could be reworked to be accessible better than some niche debuff. Also sets that apply the Defile debuff would need rework to not grant full uptime without player direct implication, at least for pvp.
Applied by direct damage means no dots or procs, but enchants should work here, also work effects that specifically apply Defile should work to apply Diseased as if being applied as direct damage. This makes absorb shield more valuable, hence magsorcs gain some needed defensive advantage (offensively they are at max limit of power, shouldn't get any more).
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
This, but I would also add that self healing in general is a little bit too strong atm.
But really it's all the above issues and more compounding on themselves that are creating the issue.
A well built character can take advantage of all the strong or overturned defenses without sacrificing too much in other areas.
Morwe_Haldkan wrote: »The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
I agree with all the lines here minus the Major Evasion. Definitely should remain at 20% because without it AoE damage would be far too strong in group fights, where AoE damage already is insanely high through evasion. The only class that has ocassionaly struggled with this is Templar, because most of its damage comes from jabs. Last patches even against targets with Evsaion Templar was doing insane damage. Currently Templars with jabs tickle you, but that isn't because of Evasion, but because the current damage of jabs is awful.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
The tank meta is being caused primarily by a few specific things. It's not so much an issue of class, despite some being sturdier than others.
I'll outline what the main offenders are, from my experience.
1) Vampire Undeath - This is probably the worst offender in the game in terms of mitigation right now. Up to 30% mitigation at maximum, this is by far the strongest mitigation buff. Undeath constantly prevents people from actually dying in scenarios where they should have, and lowers the burst damage people take significantly. The trade off of the 8% ability cost is not even close to being a reasonable penalty for this level of mitigation.
Solution - Nerf vampire undeath down to a reasonable level (10-15%), or just replace it with a different passive that isn't as absurd as this one is. This passive has been an issue for SO long now.
2) Cross healing - The numbers achievable with healing are generally much higher than those achievable with damage. When heals are stacked between multiple people, they often become so overpowering that you cannot overcome them with damage. This is especially noticeable in cases where there is a dedicated healer, or in the case of ball groups. Ball groups are especially egregious, as they stack 5-6 radiating regens and 5-6 echoing vigors, as well as many heals & healing sets which make them nigh unkillable. Additionally, while every offensive ult in the game has a cast time so that people can "better react" to them, not a single defensive ult has a cast time.
Solution - I think the easiest solution is two fold, and is to simply add a debuff to battle spirit that days "Reduces the healing received from other players by 30%". This would bring scenarios where healing is being shared amongst people more in line with the amount of damage similar numbers of people could deal to them. The second part of this solution is to limit the number of same morph heal over times that can affect any player at any given time. You should not be able to have more than two casts of any specific heal over time on you at once (echoing vigor, radiating regen, etc). Additionally, ground heal over times should have this same restriction.
Finally, if offensive ults are going to have cast times, defensive ults should have them too. Or better yet, just remove the cast times from offensive ults.
3) Major Evasion - Major evasion is too high of a mitigation modifier. It needs to be cut signifcantly. This buff completely nukes the damage potential of many ultimates, and severely harms the damage output of classes like templar and warden.
4) 20% healing Support Passive - This passive is the single strongest healing modifier in the game, currentley. It's a relic of a different time when you actually needed the additional healing to survive, especially when things like siege were involved. With players being able to easily survive on their own now, and even more so with help from others, this passive really should be reconsidered.
nokturnihs wrote: »[...] it's almost always the PvP crowd that gets heard.
nokturnihs wrote: »[...] it's almost always the PvP crowd that gets heard.
I disagree. The always shrinking "PvP crowd" has been screaming and kicking for years, because we got left alone in the woods, like a little child that nobody wants anymore. They wait for us to starve to death or get eaten by the wolves. Everyone blames us for everything. Nobody likes us. They call us toxic, useless and a waste of resources. You remember the "Wahh wahh wahh... i have no sympathy for PvP..." twitch stream? Nobody, i repeat, NOBODY listens to the "PvP crowd"...
I am sick of all the stories about balance issues in PvE because of PvP. Nothing gets balanced, nothing happens, nothing improves in PvP. Same with the constant bullying and blaming of console players. Same with PvE endgame. You are just looking for some easy target to blame because you can not imagine that maybe the company you are paying is responsible for your problems.
Please do not misunderstand, i have nothing against you personally. But i am sick of the constant war between players, and the boring uniformed "i have a fix for everything"-posts, when the real problem is something else.
nokturnihs wrote: »[...] it's almost always the PvP crowd that gets heard.
I disagree. The always shrinking "PvP crowd" has been screaming and kicking for years, because we got left alone in the woods, like a little child that nobody wants anymore. They wait for us to starve to death or get eaten by the wolves. Everyone blames us for everything. Nobody likes us. They call us toxic, useless and a waste of resources. You remember the "Wahh wahh wahh... i have no sympathy for PvP..." twitch stream? Nobody, i repeat, NOBODY listens to the "PvP crowd"...
I am sick of all the stories about balance issues in PvE because of PvP. Nothing gets balanced, nothing happens, nothing improves in PvP. Same with the constant bullying and blaming of console players. Same with PvE endgame. You are just looking for some easy target to blame because you can not imagine that maybe the company you are paying is responsible for your problems.
Please do not misunderstand, i have nothing against you personally. But i am sick of the constant war between players, and the boring uniformed "i have a fix for everything"-posts, when the real problem is something else.
Well put. I’m not sure how anyone who steps foot in a PVP zone or PVPs regularly or spends a lot of time PVPing in ESO thinking this way. It’s solely PVE players who don’t PVP or know anything about PVP that make these outrageous claims