JerBearESO wrote: »They need to reduce the effectiveness of block mitigation through battle spirit. It really is unreasonable that someone can permanently block troll in a pvp setting, and forcing players to build a counter to troll gameplay is stupid.
Just have battle spirit cut block mitigation in half
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
Luckylancer wrote: »JerBearESO wrote: »They need to reduce the effectiveness of block mitigation through battle spirit. It really is unreasonable that someone can permanently block troll in a pvp setting, and forcing players to build a counter to troll gameplay is stupid.
Just have battle spirit cut block mitigation in half
Reducing block effectiveness to deal with perma blockers is stupid. Just fix the problem. The problem is perma blocking.
Blocking is a skill based reactive defence when it is not used on perma block build. Blocking itself should not be nerfed.
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
I think they have changed bleed damage long before that. Bleed used to be the same as oblivion damage; ignoring block, mitigation and resistances.
Luckylancer wrote: »JerBearESO wrote: »They need to reduce the effectiveness of block mitigation through battle spirit. It really is unreasonable that someone can permanently block troll in a pvp setting, and forcing players to build a counter to troll gameplay is stupid.
Just have battle spirit cut block mitigation in half
Reducing block effectiveness to deal with perma blockers is stupid. Just fix the problem. The problem is perma blocking.
Blocking is a skill based reactive defence when it is not used on perma block build. Blocking itself should not be nerfed.
The problem is not permablocking. The problem is block healing in execute range.
I am for nerfing block but if it is done then NBs and DKs damage should be toned down.
CameraBeardThePirate wrote: »Luckylancer wrote: »JerBearESO wrote: »They need to reduce the effectiveness of block mitigation through battle spirit. It really is unreasonable that someone can permanently block troll in a pvp setting, and forcing players to build a counter to troll gameplay is stupid.
Just have battle spirit cut block mitigation in half
Reducing block effectiveness to deal with perma blockers is stupid. Just fix the problem. The problem is perma blocking.
Blocking is a skill based reactive defence when it is not used on perma block build. Blocking itself should not be nerfed.
The problem is not permablocking. The problem is block healing in execute range.
I am for nerfing block but if it is done then NBs and DKs damage should be toned down.
Permablocking is a problem too though. You shouldn't be able to sustain block indefinitely against 10+ players wailing on you, but you can.
Mr_Jord_Joe wrote: »Add to battle spirit: The higher the HP, the less damage this player does
Don't give me that ''experienced players'' story, it's clear that some builds are insanely out of line...
I think an additional approach could be that Deadric- damage not only causes its normal unavoidable damage but also absorbs or negates healing points in the same amount (Or negate up to 150% of damage to healing).
We have this type of damage specifically for PvP and therefore the PVP balancing in the game is no longer adjusted using this slider?
I agree that there are better ideas than a health cap out there, but let's not pretend that 64 points in health is not the best value you can get for your 64 points. It's less than 10% of a Melee DD's damage/healing, and available resources is more about sustain and cost (armor, food, and to a degree weapon choice) than pool size. Then there's still a ton of damage to trade in for quality of life before you can't kill anyone with your stats. With base stats, a gold nirn one handed weapon and absolutely nothing else not even a passive, a spammable tool tip will be around 5k (not good, but still at least half of the average pvp damage build tooltip). It's only up from there, with about another 2k damage coming just from passives and cp with no/few trade offs.
I know I went overboard with it this time, but I really would like to see this suggestion quelled for good, before it gives the Devs any ideas...
tldr: HP cap bad, be accurate with the assesment of what needs to be adjusted
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
God no, please. The game's already bordering on unplayable with this current meta of Vate/MDW/Maarselok DoT overload cheese. Admittedly, a lot of it comes from status effects being overtuned into oblivion, but I can't even fathom how awful the game would be to play with old bleeds under current hybridization.
If anything, DK, DoTs, and status effects all need to get smacked with a heavy nerf and the game needs to shift back into a burst meta; increase the cost of block, nerf sustain across the board to force people to play intelligently again, remove cast times on ultimates, and we'll be well on our way. Won't happen, though, unfortunately.
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
God no, please. The game's already bordering on unplayable with this current meta of Vate/MDW/Maarselok DoT overload cheese. Admittedly, a lot of it comes from status effects being overtuned into oblivion, but I can't even fathom how awful the game would be to play with old bleeds under current hybridization.
If anything, DK, DoTs, and status effects all need to get smacked with a heavy nerf and the game needs to shift back into a burst meta; increase the cost of block, nerf sustain across the board to force people to play intelligently again, remove cast times on ultimates, and we'll be well on our way. Won't happen, though, unfortunately.
CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
LittlePinkDot wrote: »CameraBeardThePirate wrote: »Bring back bleeds. For those unaware, dual wield axes had a passive bleed that cut through resistances - great for countering tanks as they couldn't block the DoT, and having high resistances didn't help them.
They took this out when they changed axes to crit damage, but imo, there should still be sources of resistance-ignoring dots outside of Oblivion damage.
What about blood drinkers set with carve?
There must be a way to enhance bleeds without needing it on axes.
You counter a 50k PVP tank the same way you do a concrete parking block. By simply going around it.
You don't care about it because it does zero damage to you. Also, you expend zero energy and no effort in dealing with it, simply by not dealing with it.
Tackling a parking block is time wasted in my opinion, better to just ignore it and move on.
Personal perspective since I only play BG Tanks (all classes): I relish the moment when teams engage me and I begin trolling and mocking them as they flail to no avail. the pixelated head scratches, the moment they give up (some arent so quick to learn)...
What burns me up, what gets to me?? -- When people finally do what they should be doing.. simply moving on, ignoring me.
But, experience has shown me that there's no shortage of people who must enjoy tackling parking blocks.
You counter a 50k PVP tank the same way you do a concrete parking block. By simply going around it.
You don't care about it because it does zero damage to you. Also, you expend zero energy and no effort in dealing with it, simply by not dealing with it.
Tackling a parking block is time wasted in my opinion, better to just ignore it and move on.
Personal perspective since I only play BG Tanks (all classes): I relish the moment when teams engage me and I begin trolling and mocking them as they flail to no avail. the pixelated head scratches, the moment they give up (some arent so quick to learn)...
What burns me up, what gets to me?? -- When people finally do what they should be doing.. simply moving on, ignoring me.
But, experience has shown me that there's no shortage of people who must enjoy tackling parking blocks.