I think every game has finished with 1 team less than 100 points. The balancing in this game is soooooo out of whack.
Ive been on both sides - neither is fun tbh.
ShadowPaladin wrote: »I think every game has finished with 1 team less than 100 points. The balancing in this game is soooooo out of whack.
Ive been on both sides - neither is fun tbh.
I think no one needs to ask now - why the hell won't players, especially casuals, play pvp?! - anymore.
That is the primary reason!
Why should someone waste his time with getting steam-rolled over and over again by the same folks. Its a complete waste of the little time people do have to play a game.
I don’t do PvP in this game because I just hate it. But anyway… how can you balance a game where PvE players like me only go into PvP when we have to? And I don’t even try to kill anyone, I just join PvP because I’m forced to. Then I run into others so they can kill me faster. The quicker they kill me, the quicker we move on. But tell me: how can you balance this?
You love PvP in ESO? Okay! I hate it. How can you have fun fighting against me? Where’s the balance in that?
I don’t do PvP in this game because I just hate it. But anyway… how can you balance a game where PvE players like me only go into PvP when we have to? And I don’t even try to kill anyone, I just join PvP because I’m forced to. Then I run into others so they can kill me faster. The quicker they kill me, the quicker we move on. But tell me: how can you balance this?
You love PvP in ESO? Okay! I hate it. How can you have fun fighting against me? Where’s the balance in that?
katanagirl1 wrote: »When I queued on a PvE toon before I had a PvP toon I did the best I could. You can stay with the group and benefit from heals and buffs. I know BGs can be really bad but at least give it a try before you give up.
Otherwise the rest of the team is handicapped and that is not fair to them.
I think every game has finished with 1 team less than 100 points. The balancing in this game is soooooo out of whack.
Ive been on both sides - neither is fun tbh.
katanagirl1 wrote: »When I queued on a PvE toon before I had a PvP toon I did the best I could. You can stay with the group and benefit from heals and buffs. I know BGs can be really bad but at least give it a try before you give up.
Otherwise the rest of the team is handicapped and that is not fair to them.
LOL! No, I will not. I won't do anything to help because I don't like PvP. And yet, I'm still forced to go there for a bunch of reasons. I'll do whatever I can to support the enemy team.
"Otherwise the rest of the team is handicapped and that is not fair to them."
Oh... I'm so sad. And do you think it's fair that I'm forced to play content I absolutely hate?
No. I don’t know what the Devs were thinking with this.
Ever since U47 PvP matchmaking has been worse than garbage and, honestly, IMO subclassing has opened the door to WAY too much healing in PvP.
I know there have been suggestions on how to balance PvP and I’ve even contributed a few … but …. There’s two things the Devs can do to really start to level the field:
1) Healing: this has gotten beyond ridiculous. First, self healing is a joke. Yes, players should have access to a self heal to help get out of a tight situation, however, whomever came to work and decided anyone in PvP should be able to heal to near full on a single burst is pretty bonkers.
With subclassing we’ve got build combinations that now avoid the “real” concept of diminishing returns by pairing abilities that were never designed to be utilized together, limiting counterplay, yes, I know Battle Spirit halves healing but relative to damage is still heavily imbalanced; especially when paired with the sky high mitigation potential out there.
IMO healing should be a small to moderate supplement to a player, again, to strategically use in a pinch but not as an all out crutch to persistently bypass damage.
2) Block Cost Reduction: This is another item I’m suggesting specifically due to subclassing. I’m all for a flat rate based cost for block, BUT, being able to reduce that cost down to dollar store rates is excessive now. Even though the block cost ticks per second now, players are still able to reduce their block cost per second down to values that are in line with their stamina regen, effectively enabling them to near perma block; but also while still having slot space to deal high damage.
I’d say block cost reduction should be capped to no more than 60%. We’ve got a hard cap on resistances for a reason and now with subclassing this makes sense. It’ll being block cost down aggressively but still leave it at a value which requires players to strategically use block rather than just as a catch all crutch.
We’ve always had high damage potential across the classes and it’s no surprise that we’re seeing players race to the NB & Templar skill lines because they’ve got some of the most advantageous abilities in the game. Pair that with broken self heals and broken block cost and you’ve got yourself a bad ol time.
We’re not going to see balanced matches, regardless of what they do with MRR, so long as these two aspects permeate PvP.
Turtle/burst is the worst of both worlds. Long tank meta stalemates of holding block and resetting the fight, over in 2 gcds of RNG crits. More RNG reliant than any proc meta I can recall, it's a weighted coin flip every unblocked burst.MincMincMinc wrote: »All it takes is to stun a block player and crit them in that gcd to kill them.
MincMincMinc wrote: »No. I don’t know what the Devs were thinking with this.
Ever since U47 PvP matchmaking has been worse than garbage and, honestly, IMO subclassing has opened the door to WAY too much healing in PvP.
I know there have been suggestions on how to balance PvP and I’ve even contributed a few … but …. There’s two things the Devs can do to really start to level the field:
1) Healing: this has gotten beyond ridiculous. First, self healing is a joke. Yes, players should have access to a self heal to help get out of a tight situation, however, whomever came to work and decided anyone in PvP should be able to heal to near full on a single burst is pretty bonkers.
With subclassing we’ve got build combinations that now avoid the “real” concept of diminishing returns by pairing abilities that were never designed to be utilized together, limiting counterplay, yes, I know Battle Spirit halves healing but relative to damage is still heavily imbalanced; especially when paired with the sky high mitigation potential out there.
IMO healing should be a small to moderate supplement to a player, again, to strategically use in a pinch but not as an all out crutch to persistently bypass damage.
2) Block Cost Reduction: This is another item I’m suggesting specifically due to subclassing. I’m all for a flat rate based cost for block, BUT, being able to reduce that cost down to dollar store rates is excessive now. Even though the block cost ticks per second now, players are still able to reduce their block cost per second down to values that are in line with their stamina regen, effectively enabling them to near perma block; but also while still having slot space to deal high damage.
I’d say block cost reduction should be capped to no more than 60%. We’ve got a hard cap on resistances for a reason and now with subclassing this makes sense. It’ll being block cost down aggressively but still leave it at a value which requires players to strategically use block rather than just as a catch all crutch.
We’ve always had high damage potential across the classes and it’s no surprise that we’re seeing players race to the NB & Templar skill lines because they’ve got some of the most advantageous abilities in the game. Pair that with broken self heals and broken block cost and you’ve got yourself a bad ol time.
We’re not going to see balanced matches, regardless of what they do with MRR, so long as these two aspects permeate PvP.
Well to start the battlespirit heal cut was really to just reign in the TTK window and Heal windows to be relatively similar. The big issue right now is that healing soul is too strong tooltip wise. It also gives the strongest healing buff on top of that which is major vitality. Then a step further it also does one of the strongest effects in the game which is on par with ultimates being a massive aoe charm effect that goes through counterplay. Go do a duel with and without healing soul and then try to say healing is broken. There will be a clear difference in combat.
For the block cost just remember that block CAN charge every 0.25s.....before it used to be able to charge every 0.125s so you used to be able to burn down permablock players easier. To top it off more dots and aoes used to hit block and trigger the cost so solo players could burn down permablock builds easier. Granted I am talking about changes made in the early 2014 or 2015 era as best as I can remember a decade ago. Also you cant regen while blocking and if you ever actually used a pvp permablock build for 1vX you simply cannot drop block for any millisecond without risking dying. At best the only way to get regen is to do a dual resource block build where you block with ice staff mag cost and then swap to s&b for the stam cost to regen mag, rinse and repeat.
Just being honest here, but block builds are hardly an issue. Now a days everyone has a stun that goes through block. Some builds have up to 3 or 4 stuns that go through counterplay mechanics. Considering there is no counter to crit damage it really doesn't matter how tanky you build. All it takes is to stun a block player and crit them in that gcd to kill them.