I definitely agree with the Tanks being useless. I like being a Tanky guy in Heavy Armour. However, even if I do spec into doing some damage through dots and such, because it is not Burst Damage I basically can't do anything. Especially against anyone who has a half decent self heal.
I mean, they take a while to kill me and some fights I do win by using knockdowns followed by Ferocious Leaps while my Dots keep poking them a bit. Quite a few times where I have found another tank we would start fighting each other and literally nothing would happen. Continuously going at each other for what would be forever as PvP is 95% about the damage you can do.
So all Tank v Tank fights I'm in usually end up stopping when they realize they can't kill me and vice versa so we just end up emoting at each other instead.
Brittany_Joy wrote: »Stamina is not FOTM, it was just made viable. The problem are the abilities themselves and their damage multipliers. Destro staff has no true range or bursty abilities. Classes that are weak are the ones with no shield, spell reflect, and damage abilities they can just spam.
PvP is unbalanced because it is balanced around mass PvP and not small scale PvP like it should be. When you have PvP balanced around the masses you get classes that become unkillable with high damage because skills are made to withstand the might of many. Ultimately having mass PvP just creates a huge problem that the PvP balance team has to face, its a problem that cant be fixed in a timely manner. The main feature of this game which is AvA is the main problem with it, mass pvp creates subliminal problems on a mass scale when it comes to balance.
Certain game features require major thought. A simple mechanic such as blocking requires the whole game to be made around it; for example the abilities with the highest animation will always surpass strong but slow attacks (Which are made impractical with a blocking mechanic). Adding first person mode requires the game to be made around it as well, you need better sound with pinpoint accuracy and abilities that give hints on what it does and where its going or who its gonna effect.
Just adding in simple features create huge underlying problems which is why you should plan and prepare for any feature. They never planned for small scale PvP, what you seem to base balance off, or first person or blocking. Which is why there are so many problems.
Brittany_Joy wrote: »Stamina is not FOTM, it was just made viable. The problem are the abilities themselves and their damage multipliers. Destro staff has no true range or bursty abilities. Classes that are weak are the ones with no shield, spell reflect, and damage abilities they can just spam.
PvP is unbalanced because it is balanced around mass PvP and not small scale PvP like it should be. When you have PvP balanced around the masses you get classes that become unkillable with high damage because skills are made to withstand the might of many. Ultimately having mass PvP just creates a huge problem that the PvP balance team has to face, its a problem that cant be fixed in a timely manner. The main feature of this game which is AvA is the main problem with it, mass pvp creates subliminal problems on a mass scale when it comes to balance.
Certain game features require major thought. A simple mechanic such as blocking requires the whole game to be made around it; for example the abilities with the highest animation will always surpass strong but slow attacks (Which are made impractical with a blocking mechanic). Adding first person mode requires the game to be made around it as well, you need better sound with pinpoint accuracy and abilities that give hints on what it does and where its going or who its gonna effect.
Just adding in simple features create huge underlying problems which is why you should plan and prepare for any feature. They never planned for small scale PvP, what you seem to base balance off, or first person or blocking. Which is why there are so many problems.
Tonnopesce wrote: »Your thread...
Reading it makes me feel like you have never ever step a foot in pvp in this game .
BTW what's this is about?
Tonnopesce wrote: »Your thread...
Reading it makes me feel like you have never ever step a foot in pvp in this game .
BTW what's this is about?
Lol....
I agree with almost everything. Tanks are the meta as it seems, so I disagree here, Tanks are the top at the moment.
But the supremacy of stamina is getting sickening, it's no longer fun. They have it so easy.
Tonnopesce wrote: »I agree with almost everything. Tanks are the meta as it seems, so I disagree here, Tanks are the top at the moment.
But the supremacy of stamina is getting sickening, it's no longer fun. They have it so easy.
Ahem and this is coming from an UNKILLABLE magika sorcerer... i feel like you are trolling.
Magicka Classes don't have the Stamina pool to really do well in a core combat PVP requirement (Dodge, CC break, Sprint), and if a Magicka player buffs their Stam resource pool to support these, its at the expense of their Magicka pool and they lose a ton of damage.
Stamina users can rely on simply just 1 main resource pool and not get bogged down micromanaging resources:
Damage
Dodge
CC break
Block
Sprint
Heal
"Most" Magicka users typically spec just in 1 main pool supporting their damage and healing abilities, and this leaves them highly free AP in open world PVP.
Damage
Heal
CCbreak- highly limited
Sprint - highly limited
Dodge - highly limited
Tonnopesce wrote: »I agree with almost everything. Tanks are the meta as it seems, so I disagree here, Tanks are the top at the moment.
But the supremacy of stamina is getting sickening, it's no longer fun. They have it so easy.
Ahem and this is coming from an UNKILLABLE magika sorcerer... i feel like you are trolling.
Molag_Crow wrote: »One of the main problems with PvP is resources. I'll quote a comment from a topic of mine:
[Edited quote to fit this topic]
Magicka Classes don't have the Stamina pool to really do well in a core combat PVP requirement (Dodge, CC break, Sprint), and if a Magicka player buffs their Stam resource pool to support these, its at the expense of their Magicka pool and they lose a ton of damage.
Stamina users can rely on simply just 1 main resource pool and not get bogged down micromanaging resources:
Damage
Dodge
CC break
Block
Sprint
Heal
"Most" Magicka users typically spec just in 1 main pool supporting their damage and healing abilities, and this leaves them highly free AP in open world PVP.
Damage
Heal
CCbreak- highly limited
Sprint - highly limited
Dodge - highly limited
I agree with almost everything. Tanks are the meta as it seems, so I disagree here, Tanks are the top at the moment.
But the supremacy of stamina is getting sickening, it's no longer fun. They have it so easy.
I agree with almost everything. Tanks are the meta as it seems, so I disagree here, Tanks are the top at the moment.
But the supremacy of stamina is getting sickening, it's no longer fun. They have it so easy.
I find this is only true when you have a couple friends to back you up with damage.
Tanks are only really good at being a distraction and/or nuisance to buy a little time for burst DPS to do their thing. Maybe a tank can toss some heals or snares, use debuff gear, etc. But with vigor, Rally, and decent CP, medium armor players are already plenty "tanky" without sacrificing massive burst that true tanks just cannot have.
A tank will never stand a chance against a decent stamina burst player. I don't care how much the forum wants to hype Malubeth "bugs" and heavy armor heal builds as the "meta," it's just bunk.
A Kena proc with an Alchemist proc with a weapon enchant proc for over 6k weapon damage and I don't care how many Malubeth bugs you stack, you don't stand a chance.
Ask @FENGRUSH how that tank/heal meta is working out for him as he closes on Grand Warlord with his stamina burst build.
Pretty darn well I'd imagine. XD
(I respect this guy BTW, but he is well aware how OP the current stam burst meta is.)
I found PVP mildly enjoyable in other games, mainly because they had some semblance of balance. Either that or you could queue for a battleground and do some quick small group skirmishes without having to play Horse Simulator 9000 for 10 minutes or deal with losing all your progress to gankers in IC.
PVP in this game is an unbalanced, tedious joke. Everything is built around burst damage. Stamina users can easily stack burst melee, range, and CC abilities with shuffle/roll spam and poison/CC to drain resources and win 9 times out of 10 even if they totally suck.
Tanks are worthless. No stamina regen on block and not possible to stack skills to effectively counter melee AND range AND cleanse resource drain poison spam. Just stamina poison/CC them to prevent heals for 3 seconds while you crit rush/execute spam the rest.
Solo survival builds are worthless. Poisons have completely destroyed what little remained of build diversity. Now it is no longer possible to even the score through resource management and sustain. Stam spammers can just slot poisons to drain your resources and go to town.
Even magicka burst is at a disadvantage. To be effective as magicka you need at least 5 pieces of light armor. So, your defenses will always be low. You need to stack into magicka to have abilities hit hard enough for burst. So not only are you in light armor that is weak against 90% of FoTM stamina (physical) builds but your health is low, and YOUR stamina is low. So, you can't roll dodge, you can't block, and if you get hit with poisons and CC'd you are basically done.
Stamina has all reward with very little risk.
Every time I try to come back and give this game's PVP a chance I am left with a feeling of disappointment. It is really awful that needed abilities like Warhorn and Vigor force you to endure this mind numbing tedium at all.
Forestd16b14_ESO wrote: »So.... nerf stamina thread ? Great like the forums needed another one of those threads.
Also it's no secret tanks are bad in PvP it's been fact since 1.6 and real tanks been screaming for buffs it's t hat Wrobel hates tanks.