kendellking_chaosb14_ESO wrote: »People soft caps is not answer adding 100 points and getting 50 is not okay ever.
The fix is easy to me all attacks that cost stamina does Physical, Poison or disease. All magic attack deal Magic, or some elemental damage. All heals and shield should go off of Health.
How to build this for healers? Simple when they low max health allies the heal is weaker. Healers should have high recovery and the heal it self should be based on the person being healed.
It's War and health is pointless that statement should not make sense.
yeah no. they just need to re-work the battle spirit buff and make tanks viable in PvP
what you say is forcing people to put points in health for using abilities that should/did scale of magicka. that's not fixing anything just pissing people off. no, adding separate benefits to health would be the better option (like for example, investing in health also increases total armor rating by X amount and/or inceases poison resistance. things of that nature) but not fundamentally changing the way people play the game and have played for quite a while.
CatchMeTrolling wrote: »
CatchMeTrolling wrote: »
I know, just having fun with you. But, you brought up a good point, and tis another reason people go DPS route instead of healing support, you get targeted.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »
I know, just having fun with you. But, you brought up a good point, and tis another reason people go DPS route instead of healing support, you get targeted.
I currently play support , this is a big reason why I have 100 points into quick recovery because people will try to focus you down lol it's also up to your alliance to protect the healers. In my opinion Templars are the leaders on the battle field, they can very well change a battle because they can give you the chance to survive odds you're not suppose to. Especially during sieges
CatchMeTrolling wrote: »CatchMeTrolling wrote: »
I know, just having fun with you. But, you brought up a good point, and tis another reason people go DPS route instead of healing support, you get targeted.
I currently play support , this is a big reason why I have 100 points into quick recovery because people will try to focus you down lol it's also up to your alliance to protect the healers. In my opinion Templars are the leaders on the battle field, they can very well change a battle because they can give you the chance to survive odds you're not suppose to. Especially during sieges
I agree, I have a 16 Temp too. I haven't been playing in that big enough of a group lately though to really play the support role. I was dreaming up something today though, bit of a hybrid support/caster temp.. might have to log back in with him.
One thing I would say, I feel like Defensive Rune should have been a Templar ability.
kendellking_chaosb14_ESO wrote: »kendellking_chaosb14_ESO wrote: »People soft caps is not answer adding 100 points and getting 50 is not okay ever.
The fix is easy to me all attacks that cost stamina does Physical, Poison or disease. All magic attack deal Magic, or some elemental damage. All heals and shield should go off of Health.
How to build this for healers? Simple when they low max health allies the heal is weaker. Healers should have high recovery and the heal it self should be based on the person being healed.
It's War and health is pointless that statement should not make sense.
yeah no. they just need to re-work the battle spirit buff and make tanks viable in PvP
what you say is forcing people to put points in health for using abilities that should/did scale of magicka. that's not fixing anything just pissing people off. no, adding separate benefits to health would be the better option (like for example, investing in health also increases total armor rating by X amount and/or inceases poison resistance. things of that nature) but not fundamentally changing the way people play the game and have played for quite a while.
What's the point of more armor I have 59% armor pen plus can debuff 7k armor on top of that a little more armor wouldn't make a difference.
Heavy Armor deals less damage taking away that much armor with a CC every five seconds and no Tank can keep break free alone would kill your stamina. You wouldn't have enough spell or weapon damage to out heal my DPS or burst me to death. So tank dies.
kendellking_chaosb14_ESO wrote: »kendellking_chaosb14_ESO wrote: »People soft caps is not answer adding 100 points and getting 50 is not okay ever.
The fix is easy to me all attacks that cost stamina does Physical, Poison or disease. All magic attack deal Magic, or some elemental damage. All heals and shield should go off of Health.
How to build this for healers? Simple when they low max health allies the heal is weaker. Healers should have high recovery and the heal it self should be based on the person being healed.
It's War and health is pointless that statement should not make sense.
yeah no. they just need to re-work the battle spirit buff and make tanks viable in PvP
what you say is forcing people to put points in health for using abilities that should/did scale of magicka. that's not fixing anything just pissing people off. no, adding separate benefits to health would be the better option (like for example, investing in health also increases total armor rating by X amount and/or inceases poison resistance. things of that nature) but not fundamentally changing the way people play the game and have played for quite a while.
What's the point of more armor I have 59% armor pen plus can debuff 7k armor on top of that a little more armor wouldn't make a difference.
Heavy Armor deals less damage taking away that much armor with a CC every five seconds and no Tank can keep break free alone would kill your stamina. You wouldn't have enough spell or weapon damage to out heal my DPS or burst me to death. So tank dies.
kendellking_chaosb14_ESO wrote: »@lucky28 @toc de Malsvi but that "bonus" whatever it is will only make Heavy Armor better not make health more useful.
The meta would change to Heavy Armored Mages and Stamina builds using CP to make up the sustain loss. Once again not fixing the problem and having people calling for the change they wanted to be undone.
We need to have more then two player roles with the chance of a tank
Toc de Malsvi wrote: »
How is being able to one shot someone balanced? No build should ever be able to one shot anything, unless your target is a naked lowbie with battle leveling off.
Same way that using a sniper rifle works in other games, you sacrifice utility and overrall survivability to be able to burst down targets who are low health or not using defensive's or armor. There are easy mechanics to nullify being burst down and mostly it has to do with paying attention to your surroundings as well as your build. If you put all your points into being bursty you should be able to be bursted down rather easy.
This is not a first person shooter, if you want to one shot people like that, then go play that kind of game, this is an mmo, with many more mechanics and one shotting should not even be possible. It is bad game design at its finest.
No it's not. you can one shot people in multiple games. Demon's souls and Dark souls to name a few and PvP is really damn good in those games. oh, and they're not first person shoots.
At any rate. i had ran a sustain build at the start of this patch carried over from 1.6 and i couldn't kill anything, so i had to switch to pure damage if i wanted to be competitive. it's the changes ZoS made on 2.1 that gave rise to this meta. as people have said, can't blame the players for it.
Toc de Malsvi wrote: »
This is not a first person shooter, if you want to one shot people like that, then go play that kind of game, this is an mmo, with many more mechanics and one shotting should not even be possible. It is bad game design at its finest.
Just saying something is bad doesn't make it so. Being able to burst some one down quickly has been a part of many games and not just first person shooters. World of Warcraft for one had many builds with rogues/druids that were one shots or virtually one shots during certain periods of the game and it didn't ruin pvp. It only heightened the intensity of combat for fear that there was a rogue/druid sneaking about. Running around free of concern from gankers or snipers or the like is not what pvp is about, if you want to do so play a tank. You cannot one shot a tank build, people that are getting one shot are builds that do not set themselves up for defense.
They nerfed damage in half, this isn't a damage patch anymore. Defense is too high since 1.7, especially for groups.
Damage however is what kills your target, and people will always focus on it in some way shape or form.
Toc de Malsvi wrote: »
How is being able to one shot someone balanced? No build should ever be able to one shot anything, unless your target is a naked lowbie with battle leveling off.
Same way that using a sniper rifle works in other games, you sacrifice utility and overrall survivability to be able to burst down targets who are low health or not using defensive's or armor. There are easy mechanics to nullify being burst down and mostly it has to do with paying attention to your surroundings as well as your build. If you put all your points into being bursty you should be able to be bursted down rather easy.
This is not a first person shooter, if you want to one shot people like that, then go play that kind of game, this is an mmo, with many more mechanics and one shotting should not even be possible. It is bad game design at its finest.
No it's not. you can one shot people in multiple games. Demon's souls and Dark souls to name a few and PvP is really damn good in those games. oh, and they're not first person shoots.
At any rate. i had ran a sustain build at the start of this patch carried over from 1.6 and i couldn't kill anything, so i had to switch to pure damage if i wanted to be competitive. it's the changes ZoS made on 2.1 that gave rise to this meta. as people have said, can't blame the players for it.
Did you miss the part where I said mmo?
CatchMeTrolling wrote: »I've always focused more on sustain than most players, and yet my current build looks like a crazy damage stacking thing compared to earlier versions of the game.
Also pretty sure most players calling the current burst meta balanced haven't been playing in 1.5...
Lol it's not balanced at all or close to being balanced. If it was you might actually see more unique builds rather than the usual ones the average player is running.
Remember back in the days when people used to put points into health lol?
Actually, you had to put points into all different attributes in PvP. Now it's like 62 magicka/stamina + every single enchant magicka/stamina for max dmg, max heals and max shields. The end.
Wreuntzylla wrote: »The damage level in the current meta is right back to where it was, 50% damage reduction or not. Top primary stats of 30k have become over 40k. Top weapon damage has moved from 3500 to 5k. They may have nerfed overall damage but they made up for it with gear and CP. I land 14k crits on a regular basis.
The only difference is that defense mechanics have changed. I can no longer 1vX like before. Ttk is as low now as it has ever been. However, I used to have dodge roll fest fights for 20-45 minutes with good players, that is gone gone gone.
Wreuntzylla wrote: »The damage level in the current meta is right back to where it was, 50% damage reduction or not. Top primary stats of 30k have become over 40k. Top weapon damage has moved from 3500 to 5k. They may have nerfed overall damage but they made up for it with gear and CP. I land 14k crits on a regular basis.
The only difference is that defense mechanics have changed. I can no longer 1vX like before. Ttk is as low now as it has ever been. However, I used to have dodge roll fest fights for 20-45 minutes with good players, that is gone gone gone.
Waffennacht wrote: »As I play I've noted several different kinds of builds.
Now as for effectiveness usually its one kind of build per class, but not necessarily all dps.
DKs for example, are far different from my sorc, the more effective builds are inherently tankier than others.
Now if you are asking for diversity within each class, well that does seem to be lacking
Wreuntzylla wrote: »The damage level in the current meta is right back to where it was, 50% damage reduction or not. Top primary stats of 30k have become over 40k. Top weapon damage has moved from 3500 to 5k. They may have nerfed overall damage but they made up for it with gear and CP. I land 14k crits on a regular basis.
The only difference is that defense mechanics have changed. I can no longer 1vX like before. Ttk is as low now as it has ever been. However, I used to have dodge roll fest fights for 20-45 minutes with good players, that is gone gone gone.
Damage in 1.6 was way higher than it is now, with a sustain build even, wich arguably had the relatively largest increase in damage stats.
Wreuntzylla wrote: »Wreuntzylla wrote: »The damage level in the current meta is right back to where it was, 50% damage reduction or not. Top primary stats of 30k have become over 40k. Top weapon damage has moved from 3500 to 5k. They may have nerfed overall damage but they made up for it with gear and CP. I land 14k crits on a regular basis.
The only difference is that defense mechanics have changed. I can no longer 1vX like before. Ttk is as low now as it has ever been. However, I used to have dodge roll fest fights for 20-45 minutes with good players, that is gone gone gone.
Damage in 1.6 was way higher than it is now, with a sustain build even, wich arguably had the relatively largest increase in damage stats.
So what was hitting for way higher than 14k damage in 1.6?
Wreuntzylla wrote: »Wreuntzylla wrote: »The damage level in the current meta is right back to where it was, 50% damage reduction or not. Top primary stats of 30k have become over 40k. Top weapon damage has moved from 3500 to 5k. They may have nerfed overall damage but they made up for it with gear and CP. I land 14k crits on a regular basis.
The only difference is that defense mechanics have changed. I can no longer 1vX like before. Ttk is as low now as it has ever been. However, I used to have dodge roll fest fights for 20-45 minutes with good players, that is gone gone gone.
Damage in 1.6 was way higher than it is now, with a sustain build even, wich arguably had the relatively largest increase in damage stats.
So what was hitting for way higher than 14k damage in 1.6?