Lava_Croft wrote: »
I´d say it´s a tad to slow on pts - healing and resource builds will become insanely hard to kill bc you simply can´t burst them down at all.
Decrease the dmg reduction to like 40% and it would be fine most likely.
1 vs X is about killing scrubs.
If three really (i mean really really really) good players are not able to kill a single person within a reasonable timeframe, something is wrong.
Lava_Croft wrote: »
1 vs X is about killing scrubs.
If three really (i mean really really really) good players are not able to kill a single person within a reasonable timeframe, something is wrong.
That's how it's working from my experience. Had a group of 3-4 last night and nothing out there we couldn't really handle.Lava_Croft wrote: »
Sorcerers are the very definition of glass cannons, speccing entirely into damage and ignore health. The game just somehow rewards them for doing this by providing them the shield of god or something.
It will take time to adjust, just like 1.6 did. Everyone for the most part is still using what's worked mechanics/gear-wise over the last 6 months or so. In-fact if it didn't take some time to adjust to, it could be argued that the changes were not significant enough.I'll be honest,
It's a bit too slow. Both my Stam and Mag NB's can just cc break and heal through burst ( I use the term burst loosely)
I agree with the poster above that it needs to be backed up a bit. I'd say 10-15%.
I have had too many fights where people just don't die and both just give up and leave. That's not really fun if you ask me.
I suppose it's great for the people who don't have good reaction times and all.
Cyrodil PvP was also never meant to be balanced around solo play.
And they added armor sets specifically to destroy damage shield users. Just have one person in your group use that armor set, and any shield stacker your group encounters will get wrecked.
Combat feels tailored for newbies and those who prefer Blackwater Blade.
I can practically roll my face across the keyboard while fighting someone like Sunshine and not die. That is of course until he trains me into a mess of mobs and I get 2 shot by some named Lich...
Combat feels tailored for newbies and those who prefer Blackwater Blade.
I can practically roll my face across the keyboard while fighting someone like Sunshine and not die. That is of course until he trains me into a mess of mobs and I get 2 shot by some named Lich...
haha, cracked up reading this.
Something needed to be done with PvP. It was just too easy for organized groups to roll everyone. and it was getting to be no challenge. Longer sustained fights I think benefit PUGs, and I'm good with that, and I never run PUG
Combat feels tailored for newbies and those who prefer Blackwater Blade.
I can practically roll my face across the keyboard while fighting someone like Sunshine and not die. That is of course until he trains me into a mess of mobs and I get 2 shot by some named Lich...
haha, cracked up reading this.
Something needed to be done with PvP. It was just too easy for organized groups to roll everyone. and it was getting to be no challenge. Longer sustained fights I think benefit PUGs, and I'm good with that, and I never run PUG
But most pugs will follow a 24-man lagnado blob all over the map, like a tail. It's the case on most campaigns. So they definitely dont need help or extra "benefits" when it comes to killing smaller organized groups. They're already wiping them successfully by stacking with the zerg + emp, helping them lag everything to death spamming Meteor and ofc putting up a dozen siege weapon to wipe a handful of players, than teabagging and feeling really proud of that great achievement
I dont think reducing dmg 30% will make much of a difference, in either direction. The lagnado blob and their 50+ pug servants will still win most fights.