rfennell_ESO wrote: »jasonthorpeb14_ESO wrote: »Sypher, the answer to all our issues are soft caps. If they are done right it would make it so we could get ride of battle spirit.
I liked the soft cap system, I still really don't get why it was scrapped.
"By popular demand from the players."
The high damage in PvP is balanced by how tanky some builds are capable of being atm. I don't think you can directly nerf damage without making certain builds truly unkillable.
how tanky some builds are...
Its like building a NB burst around how well a templar can heal, then nerf the heal.
Make armor midigate dmg. Currently about 10-14k armor pen is standard because of breech and rend (10k low end non mace, 14k high end of HA)
This makes for real easy gameplay because you CP all damage into mighty or elemental expert for the biggest gains in dmg. If you raise armor to a point where investing in penetration as a choice to combat heavy armor builds.( The amount per point would have to be raised. )
thankyourat wrote: »The high damage in PvP is balanced by how tanky some builds are capable of being atm. I don't think you can directly nerf damage without making certain builds truly unkillable.
how tanky some builds are...
Its like building a NB burst around how well a templar can heal, then nerf the heal.
Make armor midigate dmg. Currently about 10-14k armor pen is standard because of breech and rend (10k low end non mace, 14k high end of HA)
This makes for real easy gameplay because you CP all damage into mighty or elemental expert for the biggest gains in dmg. If you raise armor to a point where investing in penetration as a choice to combat heavy armor builds.( The amount per point would have to be raised. )
Some builds are incredibly tanky though. I have 43k magic and 3800 sd buffed and there are still players I can't burst through or take upwards of 6 or 7 minutes to beat. Healing is too strong and mitigation is also really strong as is. And if you nerf damage you would also have to nerf healing and mitigation to balance the game out
The idea is good, but lowering the max possible damage will make people that is already unkilleable, even more unkileable. With the new fortress passive and the strudy trait, is very easy to make a permablock builds that is unkilleable with less than 4-5 people hitting him (and i'm talking about 4-5 top pvp players hitting him, those builds can tank entire raids of "normal" players), even magika builds can pull permablock builds now...And malubeth makes them even more unkilleable, because even if you use hard CC's like fear to break the block, they get healed by malubeth.
The idea of the video is good imo, but they should also rebalance damage mitigation in order to make it viable. We are in a weird spot, in one hand, sharpened and other forms of penetration are pushing damage really high, but in order hand, tank builds with permablock and malubeth are capable of taking insane amounts of damage making them unkilleable (and with the new guard mechanics, ignoring them is no longer an option, they are no longer useless zombies, they can make a glass cannon DD extremly hard to kill while guard is up)
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A legend says, if you say something 40 times in less than a minute, it will come true in 40 days.
anks do extremely well in pvp this patch, and with this i see a lot more build diversity now conpared to anytime afyer they removed soft caps. I think the availability of a variety of difgirent build reviews is what hurts build diversity currently (more so than the way damage is calculated, although i still see room for improvement).
But fengrush keeps saying damage is too low. I sense a disturbance in the streamer force.
Damage isn't low this patch. Also, no one factor can be commented on in isolation.
If you ever came to a real discussion on these issues you'd get torn be peices. Instead you bury yourself with your misery on these forums. You achieve nothing but record setting threads for templars.
I dont have 2+ hours of my life to waste hearing you finish a thought on a video, sorry. Youve said TTK is too low, and you conplain about damage being too low when you cant take on excessive numbers and kill them before theyre healed. Shall i quote you later when i get home?
As to the OP, ive been saying damage is too high multiple times, every patch, probably since around IC.
But fengrush keeps saying damage is too low. I sense a disturbance in the streamer force.
Damage isn't low this patch. Also, no one factor can be commented on in isolation.
If you ever came to a real discussion on these issues you'd get torn be peices. Instead you bury yourself with your misery on these forums. You achieve nothing but record setting threads for templars.
I dont have 2+ hours of my life to waste hearing you finish a thought on a video, sorry. Youve said TTK is too low, and you conplain about damage being too low when you cant take on excessive numbers and kill them before theyre healed. Shall i quote you later when i get home?
As to the OP, ive been saying damage is too high multiple times, every patch, probably since around IC.
But you have 2+ hours every day to write paragraphs of nonsense on here?
But fengrush keeps saying damage is too low. I sense a disturbance in the streamer force.
Damage isn't low this patch. Also, no one factor can be commented on in isolation.
If you ever came to a real discussion on these issues you'd get torn be peices. Instead you bury yourself with your misery on these forums. You achieve nothing but record setting threads for templars.
I dont have 2+ hours of my life to waste hearing you finish a thought on a video, sorry. Youve said TTK is too low, and you conplain about damage being too low when you cant take on excessive numbers and kill them before theyre healed. Shall i quote you later when i get home?
As to the OP, ive been saying damage is too high multiple times, every patch, probably since around IC.
But you have 2+ hours every day to write paragraphs of nonsense on here?
Yes, i can do that when work is slow. Ive made the mistake of looking at a video someone posted of the deep fengrush insight, and saw it was a deep 2 hours long. No thank you. We had plenty of discussions in ts among experienced and good pvpers, we dont all agree all the time, we just dont need to broadcast it to the general playerbase because we dont need to fish for more stream viewers.
Yolokin_Swagonborn wrote: »Remove the damage multiplier for resource pools. If you stack magicka to the roof, then you should have more magicka. It shouldn't make you hit harder too. Then you could remove the battle spirit nerf to damage and to shields. This will make using lesser damage shields and lesser damage skills viable again.
Its like softcaps without actually re-instating soft caps. So ZOS doesn't have to actually admit their removal was a mistake.
Yolokin_Swagonborn wrote: »Remove the damage multiplier for resource pools. If you stack magicka to the roof, then you should have more magicka. It shouldn't make you hit harder too. Then you could remove the battle spirit nerf to damage and to shields. This will make using lesser damage shields and lesser damage skills viable again.
Its like softcaps without actually re-instating soft caps. So ZOS doesn't have to actually admit their removal was a mistake.
Yolokin_Swagonborn wrote: »Remove the damage multiplier for resource pools. If you stack magicka to the roof, then you should have more magicka. It shouldn't make you hit harder too. Then you could remove the battle spirit nerf to damage and to shields. This will make using lesser damage shields and lesser damage skills viable again.
Its like softcaps without actually re-instating soft caps. So ZOS doesn't have to actually admit their removal was a mistake.
I like to look at it as admitting you were right the first time.
Roehamad_Ali wrote: »Yolokin_Swagonborn wrote: »Remove the damage multiplier for resource pools. If you stack magicka to the roof, then you should have more magicka. It shouldn't make you hit harder too. Then you could remove the battle spirit nerf to damage and to shields. This will make using lesser damage shields and lesser damage skills viable again.
Its like softcaps without actually re-instating soft caps. So ZOS doesn't have to actually admit their removal was a mistake.
Yes ^
Yolokin_Swagonborn wrote: »Roehamad_Ali wrote: »Yolokin_Swagonborn wrote: »Remove the damage multiplier for resource pools. If you stack magicka to the roof, then you should have more magicka. It shouldn't make you hit harder too. Then you could remove the battle spirit nerf to damage and to shields. This will make using lesser damage shields and lesser damage skills viable again.
Its like softcaps without actually re-instating soft caps. So ZOS doesn't have to actually admit their removal was a mistake.
Yes ^
Removing resource pool damage multiplier would also give hybrid builds a boost and make sets like Pelenials Aptitude really fun.
RinaldoGandolphi wrote: »My pvp time was waned considerably the last few months to the point I have hardly any interest in it anymore. The CP system really ruined pvp. Anyone who was around in the early days remembers the Bowplar it was a Templar who used both bow and arrow and magic abilities equally without being gimped, 1.6 killed that Templar spec all together, 1.6 killed every hybrid interesting build we ever had for pvp.
Yolokin_Swagonborn wrote: »RinaldoGandolphi wrote: »My pvp time was waned considerably the last few months to the point I have hardly any interest in it anymore. The CP system really ruined pvp. Anyone who was around in the early days remembers the Bowplar it was a Templar who used both bow and arrow and magic abilities equally without being gimped, 1.6 killed that Templar spec all together, 1.6 killed every hybrid interesting build we ever had for pvp.
QFT. RIP Hybrids. The Crapeon system is responsible for almost every nerf to skills and gear making everything more bland and boring because 25% boost to damage, healing, regen or mitigation makes almost anything OP. We need to go back to classic PvP. back when it worked and didn't lag.