Holycannoli wrote: »MEBengalsFan2001 wrote: »Making roles matter in PVP would get ride of this play style.
For instance capping resistance for DPS and Healer roles would allow others to kill these roles faster.
Reducing healing output for DPS and Tanks would make it so that these classes are easier to kill faster.
Reducing the damage of tanks and healer roles wouldn't allow them to produce as high damage as a DPS role.
Making roles matter more in this game would greatly improve PVE and PVP. I've seen it implemented well in other games and it is about time ESO makes roles matter more in PVP and PVE group content.
Yes they need to decouple the stats. DPS and healing should be based off completely separate stats.
If ESO was based on earlier Elder Scrolls titles we would have to choose what we specialized in (restoration, destruction, axes, bows, conjuration etc.) but it's based on Skyrim which dumbed-down everything and made the DPS stat the same as the healing stat. Fine for a single-player game where you're supposed to do it all but not so much for a MMORPG, as we can see every time we step into Cyrodiil.
Healing is the biggest problem. It's totally out of control. And not only that but damage has been nerfed, especially DoTs which used to give a considerable amount of pressure. If you don't build for the big burst you are gimping yourself. Damage every 2 seconds in a game where healing is out of control and purging is either easy or automated via sets? May as well be using a pea shooter.
Indeed, but that is exactly what an attacker would do once they'd breached a castle in the real world. Once you have access to a castle or, in ESO, a keep, you have access to the very same defensive features that were supposed to be used against you.
Isn't the OP describing the exact reason mediaeval castle defences were built the way they were? Why is this a problem?? Because a keep actually functions as a keep??
Because it's the attacker doing this, not the defender.
Regardless though OP's complaints will go nowhere, this has been a problem for years. Problem for some, fun gameplay for others. They get off on wasting your time, picking off their chasers one by one when they can, and if they see you turn to leave and ignore them, they'll chase after you and most likely put you down. It's a lose lose. Just try to remember, if they're trying to goad people into chasing them thru the walls, then they're not attacking the objective.
Ignore them. When they're not chased, they get bored and move themselves out into the open.
Line of sight is an important defense mech for some classes. Now that classes can be speedy, they really seem to like the towers. Trees are pretty good but they might overshoot the los protection because they are so fast. It's how the los people play. They also like the rocks next to Nickel.
if someone is too tanky or keeps doing LOS you don't have to chase them. If there were no towers, landforms and objects in the game, the side with the most numbers in the cyrodiil would always win. There are wars in history where smaller armies defeat large armies. I can't understand why it's considered something that shouldn't happen when it's adapted to the game.
RedFireDisco wrote: »The real problem is that they can still ult-cap combo and kill non-tanky players who have to run from them because it's not an even fight which is absolutely ridiculous.
Siege weapons should do at least double the current damage to players