prototypefb wrote: »with new health scaling ratio it would be wise to add 'debuff' 50% damage done instead of full, versus players in Cyrodiil.
Many games have 30-33% pvp damage vs pve(100%), ensuring fights last longer and are more entertaining, each death means more, less crying of 1shooted people, more zerging tho( one of few drawbacks).
This could be as testing pre 1.6 to check pvp battles to get some feedback maybe.
SleepyTroll wrote: »I Think If they just reverted the HP change, none of this would be happening.
SleepyTroll wrote: »I Think If they just reverted the HP change, none of this would be happening.
SleepyTroll wrote: »I Think If they just reverted the HP change, none of this would be happening.
That would be one step in the right direction atleast.
SleepyTroll wrote: »I Think If they just reverted the HP change, none of this would be happening.
That would be one step in the right direction atleast.
All that would do is create even more shield stacking meta as templars and dks with their class shields based on health would be able to spam bigger shields.
SleepyTroll wrote: »I Think If they just reverted the HP change, none of this would be happening.
That would be one step in the right direction atleast.
All that would do is create even more shield stacking meta as templars and dks with their class shields based on health would be able to spam bigger shields.
True, but Id prefer that over how it is now. But a better solution would be to scale down dps in player vs player. Give time to react in combat not just spam shields and dps like theres no tomorrow. Light armor defence for instance is nonexistant.