Forestd16b14_ESO wrote: »The problem was gankers able to one shot kill players even with 24K+ armor and spell res and 10K+ crit res while holding block and if they didn't one shot you they just stun you with frags, crit charge, or shield charge one of those skills that just spam what ever OP skill that had be Wrecking Blow, Bolt Escape, Flame lash, Radient Destruction, and so on melting you in less than 3 second an only those who are really good at PvP would have been able to counter act but thing is not every singe player are ganking divines that can counter act stealth and spam gankers.
And bursting someone maybe fun to you but not fun tot he low levels or new players to PvP who are trying to find reasons to PvP. Cause I'm sure no one wants to PvP if it means always getting ganked out side a keep or having to change your entire play style just to get from one keep to another.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
I hate the 30% reduction ideal as a whole they should of just buffed hp to where 30k was the norm or adjust hard hitting skills individually
Because not every likes burst damage. The live environment encourages very few actual build options:
1) Pure Glass cannon
2) Pure Tank (to survive said burst)
3) Healer, in large groups only.
4) Sorcs, which due to shield mechanics are able to have a strong offense AND defense.
Players such as myself that like to play balanced builds, utility based builds, or attrition/regen based sustained damage builds are essentially left out in the cold. To be fair, half of the problem is base regen rates being too high for burst builds. This really isn't fixed in 2.1, but at least half the problem of burst is gone. Now we can wait for Zeni to nerf based regen rates so players actually have to choose between throughput or sustain...
Because not every likes burst damage. The live environment encourages very few actual build options:
1) Pure Glass cannon
2) Pure Tank (to survive said burst)
3) Healer, in large groups only.
4) Sorcs, which due to shield mechanics are able to have a strong offense AND defense.
Players such as myself that like to play balanced builds, utility based builds, or attrition/regen based sustained damage builds are essentially left out in the cold. To be fair, half of the problem is base regen rates being too high for burst builds. This really isn't fixed in 2.1, but at least half the problem of burst is gone. Now we can wait for Zeni to nerf based regen rates so players actually have to choose between throughput or sustain...
On live burst damage is only so popular because it allows to "circumvent" the unlimited resources in many cases.
Just making it harder to burst people down doesn't mean they die to any other approach.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
You can say that overall damage on live Server is high:that's why they're going to reduce damage by 50%.
However you can't just "Remove the ability to crit from stealth" , otherwise you are going to ruin
NB playstyle.
(I usually play Templar and DK)
Because not every likes burst damage. The live environment encourages very few actual build options:
1) Pure Glass cannon
2) Pure Tank (to survive said burst)
3) Healer, in large groups only.
4) Sorcs, which due to shield mechanics are able to have a strong offense AND defense.
Players such as myself that like to play balanced builds, utility based builds, or attrition/regen based sustained damage builds are essentially left out in the cold. To be fair, half of the problem is base regen rates being too high for burst builds. This really isn't fixed in 2.1, but at least half the problem of burst is gone. Now we can wait for Zeni to nerf based regen rates so players actually have to choose between throughput or sustain...
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
You can say that overall damage on live Server is high:that's why they're going to reduce damage by 50%.
However you can't just "Remove the ability to crit from stealth" , otherwise you are going to ruin
NB playstyle.
(I usually play Templar and DK)
Well 50% is too much. I agree damage is a little high, but not completely out of control.
And IMO, stealth is way overpowered. Stealth provides you the initiative and extra damage. I like stealth as a tactic, but it provides too much of an advantage. I play with a lot of top PvPers and we agree that the extra damage out of stealth is silly. It would not ruin NBs - they are powerful as is and will continue to be powerful in the next patch. If this change would hurt NB too much, then adjust NB base damage accordingly.
sixuponthelot wrote: »Whatever patch it was where they changed the stats by increasing them by 10x, but they only increased HP by 5x or something. They should have just kept the scaling of stats consistent. We would be in a better place now if they would have kept HP up.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
You can say that overall damage on live Server is high:that's why they're going to reduce damage by 50%.
However you can't just "Remove the ability to crit from stealth" , otherwise you are going to ruin
NB playstyle.
(I usually play Templar and DK)
Well 50% is too much. I agree damage is a little high, but not completely out of control.
And IMO, stealth is way overpowered. Stealth provides you the initiative and extra damage. I like stealth as a tactic, but it provides too much of an advantage. I play with a lot of top PvPers and we agree that the extra damage out of stealth is silly. It would not ruin NBs - they are powerful as is and will continue to be powerful in the next patch. If this change would hurt NB too much, then adjust NB base damage accordingly.
This post is total bullsh^t.
What top pvpers do you play with? And which top PvPers agree with you? I find this claim to be total bs.
I find it strange you and your top pvpers don't know about Radiant Magelight.
Whining about Stealth damage is hilarious when there is 1 skill that completely shuts it down for you and your group.
Mentioning NB only confirms this ignorance as they are not the only class that can do damage from stealth, let alone an empowered/minor berserk/major savagery sneak attack. I can do more damage from stealth with a dragon knight than any NB currently in game. Yet if my target is using Radiant Magelight or anyone near him is, it's moot.
Learn how the game works before you ask for a nerf. I have no idea wtf you people come from, it's like a cockroach infestation or a kicked over anthill.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
You can say that overall damage on live Server is high:that's why they're going to reduce damage by 50%.
However you can't just "Remove the ability to crit from stealth" , otherwise you are going to ruin
NB playstyle.
(I usually play Templar and DK)
Well 50% is too much. I agree damage is a little high, but not completely out of control.
And IMO, stealth is way overpowered. Stealth provides you the initiative and extra damage. I like stealth as a tactic, but it provides too much of an advantage. I play with a lot of top PvPers and we agree that the extra damage out of stealth is silly. It would not ruin NBs - they are powerful as is and will continue to be powerful in the next patch. If this change would hurt NB too much, then adjust NB base damage accordingly.
This post is total bullsh^t.
What top pvpers do you play with? And which top PvPers agree with you? I find this claim to be total bs.
I find it strange you and your top pvpers don't know about Radiant Magelight.
Whining about Stealth damage is hilarious when there is 1 skill that completely shuts it down for you and your group.
Mentioning NB only confirms this ignorance as they are not the only class that can do damage from stealth, let alone an empowered/minor berserk/major savagery sneak attack. I can do more damage from stealth with a dragon knight than any NB currently in game. Yet if my target is using Radiant Magelight or anyone near him is, it's moot.
Learn how the game works before you ask for a nerf. I have no idea wtf you people come from, it's like a cockroach infestation or a kicked over anthill.
Please message me in game tonight @Mystikkal so that we can setup a match. What numbers do you prefer? 4v4, 5v5,6v6, 7v7, 8v8? You name it. I hope you are not DC so we can make this happen - talk to you tonight. What is your @ name?
Put your money where your mouth is sir.
P.s. Let's also be clear here - I am fully aware of the counters to stealth in this game, including radiant magelight. That doesn't mean I agree with the mechanics. The radius on that skill is not that great (to help teammates) and the skill isn't viable on a lot of bars (including all stam bars). Sure the zergs you may run with have that, along with 8 barriers - congrats. See you tonight bud.
~Myst
but yet in your opening post you say:Let's also be clear here - I am fully aware of the counters to stealth in this game, including radiant magelight
You could not be more contradictory. Considering RML counters this very thing your statement is antithetical.The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount...
is another false and misleading statement. Most gankers that are known throughout Cyrodiil as Apex Predators ALL use RML. Not only is it viable, it is mandatory for maximum damage potential. For not only do they use this for MotG, they also use it to hunt."Mystikkal wrote:the skill isn't viable on a lot of bars (including all stam bars)
This post is total bullsh^t.
... Pointing such things out is neither breach in conduct or aggressive. It's simply a matter of pointing out the obvious.
Couldn't stealth damage bonus just get nerfed, more hp?.. Instead we have players swacking at each other for 10 minutes until one gives up.
Stealth attacks should not get bonus damage. The ability to be INVISIBLE, choice of engagement, and alpha strike are advantage enough.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.
Stealth was a factor, but it wasn't the factor. Damage was too high in general and our health pools were too little. ZOS could have just increased our base health so we were no longer in 1 shot range, but instead they chose to flat out nerf everything across the board, which only lead to more issues.