PvP Damage Reduction is AMAZING

  • Cathexis
    Cathexis
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    Its nice that healing actually means something!!! After a ton of PvP in the IC, I'm convinced the changes are for the better.
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  • apostate9
    apostate9
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    SirJesto wrote: »
    Soulac wrote: »
    Yes, damage reduction is so awesome that it's basically impossible to kill any player who's just a bit tanky in a 1v1.
    Some people walk away from me, acting like nothing happened. Just walk and heal spam, thanks to endless ressources something every first day player could do. Why the hell do people get rewarded for that.

    :'(

    Here's a hanky.
  • Master_Kas
    Master_Kas
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    Amazing for zerging yeah.

    Defending something with a small group vs zerg with healers etc? Game over

    EU | PC
  • Starshadw
    Starshadw
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    Lucky28 wrote: »
    that's because of the damage reduction. How much time have you spent in actual PvP in this update?. the damage reduction pretty much killed PvP diversity, it now pretty much consists of Zerg stacking, Prox det and Steel tornado spam with little else in-between.

    You forgot the Caltrops and Ice Comet.

  • Farorin
    Farorin
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    Cathexis wrote: »
    Its nice that healing actually means something!!! After a ton of PvP in the IC, I'm convinced the changes are for the better.

    They could have made healing mean something without wrecking a whole host of other play styles as a result.
  • Farorin
    Farorin
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    I know it sounds like I am complaining but I don't hate the changes I feel somewhat neutral to many, but I know that there is a long way to go for balances and improvements, and I hope that they don't take too long to implement them, because as things are right now, zergs rule even more than they used to and many classes need even more re-adjustment than they did before the patch, and before the patch they needed a LOT of re-adjustment.
  • coryrenick_ESO
    Farorin wrote: »
    Cathexis wrote: »
    Its nice that healing actually means something!!! After a ton of PvP in the IC, I'm convinced the changes are for the better.

    They could have made healing mean something without wrecking a whole host of other play styles as a result.

    All of those wrecked "playstyles" consisted of wiping groups of noobs in seconds. Now noobs don't die instantly and you can't faceroll a group of ten. No big loss. If you ever had any skill at all, you're still getting kills and you're not dying any faster than anyone else.
  • ToRelax
    ToRelax
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    I might sound like a skillless noob for saying this, and I am a skillless noob. But if you guys hate zerging, stop crying for people to nerf builds meant to fight zergs, such as sap tanks, DragonKnight tanks, templar tanks, steel tornado (maces was the problem, its now fine), 1.5 negate, and Dynamic Ultimate Generation.

    Very much agree.
    DAGON - ALTADOON - CHIM - GHARTOK
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  • JDar
    JDar
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    I'm trying to think of an NFL analogy for the damage reduction. Let's say there was a x4 multiplier on yards gained. That's kind of what 1.6 was. It was horribly balance in favor of the offense. Teams who had nothing but a good passing game would win without ever having to punt. Or even face a 3rd and 7.

    That's what I think of the QQ'ers. They had their specialized burst damage builds and systems down pat. They never wanted a balanced four-quarter fight.
  • Poxheart
    Poxheart
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    Not true. Most/all of the people complaining would have been happy with fixes to double mundus stones, nirnhones, sharpened maces, etc and then see how that affected the game environment. I suspect that those changes alone would have increased time to kill to a point that would please everybody. However, if the time to kill was still to low, then ZoS should have addressed the specific skills rather than the blanket approach they took.
    Unsubbed and no longer playing, but still checking the Alliance War forum for the lulz.

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  • Farorin
    Farorin
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    Farorin wrote: »
    Cathexis wrote: »
    Its nice that healing actually means something!!! After a ton of PvP in the IC, I'm convinced the changes are for the better.

    They could have made healing mean something without wrecking a whole host of other play styles as a result.

    All of those wrecked "playstyles" consisted of wiping groups of noobs in seconds. Now noobs don't die instantly and you can't faceroll a group of ten. No big loss. If you ever had any skill at all, you're still getting kills and you're not dying any faster than anyone else.

    I'm talking about valid playstyles, such as burst DPS builds, or tanking in PVP. You can't honestly say that supporting healers, at the cost of tanks and half of the DPS population is a valid approach. That's like saying that healers are the only valid style and everyone else has to suffer for it.

    My point was and still is, they could have fixed healers, without breaking a large amount of other builds.
  • ToRelax
    ToRelax
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    Poxheart wrote: »
    Not true. Most/all of the people complaining would have been happy with fixes to double mundus stones, nirnhones, sharpened maces, etc and then see how that affected the game environment. I suspect that those changes alone would have increased time to kill to a point that would please everybody. However, if the time to kill was still to low, then ZoS should have addressed the specific skills rather than the blanket approach they took.

    Actually, nothing of that would please the crowd. I did very well without any exploits or unintended mechanics, and my build had actually no spell damage bonuses at all, so there was always a lot of room for more damage if need be.
    No, the actual problem was complex and usually described as "unlimited resources" on these forums. Resources are what was supposed to subsitute skill cooldowns in this game and it did pretty well until 1.6, imo. And when we now get resource problems, it is because defensive actions cost so much when you use them a lot, wich just favours the larger group and is actually detreminal to balance...
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Taonnor
    Taonnor
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    In my eyes BURST AoE is dead with 2.1. For example prox det base dmg was nerved by around 20% and the dmg boost at hitting many players is lowered from 50% to 25%. So effective a 45% dmg nerv to prox det. With the 50% dmg reduce overall prox det have not realy great burst.

    At the moment you can only do DPS to kill larger groups. And there is steeltornado >> all


    I think we will see 2 builds in groups.

    - Magicka Support / Heal
    - Stamina DPS

    I think there is no more valid magicka DPS build for groups.
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  • Taonnor
    Taonnor
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    Double post
    Edited by Taonnor on September 11, 2015 11:11AM
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