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Perma block is back

Sarousse
Sarousse
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@ZOS_GinaBruno @ZOS_JessicaFolsom was it intended ?

This is a huge step back in terms of gameplay.

PS : sorry for haters, I won't argue, it has been done hundred of times on these forums.
Edited by Sarousse on August 12, 2016 11:54AM
  • Draxys
    Draxys
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    Yawn
    2013

    rip decibel
  • Sanct16
    Sanct16
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    Well even if you are not going to argue because you have no arguments, I would like to point out that the only way to permablock is by investing a lot into blockcost reduction. The only problem with permablock back in the days was that slotting 1h&shield was enough to sustain permablocking in light armor on dk and nightblade.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Valencer
    Valencer
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    Not even close
  • paulsimonps
    paulsimonps
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    Atm anyone that "perma blocks" in PvP can usually do f all damage. So why worry? You need serious cost reduction to keep it up for a sustained amount of time in PvP fighting multiple enemies.
    Edited by paulsimonps on August 12, 2016 12:26PM
  • Armitas
    Armitas
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    Build your ultimate, walk away, then thank him for his services.

    No one bothers when a nightblade walks away from an entire raid but hold block and not die and its "kill it ZOS kill it"
    Edited by Armitas on August 12, 2016 12:41PM
    Retired.
    Nord mDK
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    Armitas wrote: »
    Build your ultimate, walk away, then thank him for his services.

    Pretty much!
  • mtwiggz
    mtwiggz
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    Mmm, you mean those ultimate regen tools walking around Cyro? They're my favorite. Please don't nerf.
  • Asmael
    Asmael
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    Permablock? Do you even Fossilize / Fear / Shards / Bleed / Rune Prison / Siege / Magicka cost increase poison / Major Defile?
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Armitas
    Armitas
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    mtwiggz wrote: »
    Mmm, you mean those ultimate regen tools walking around Cyro? They're my favorite. Please don't nerf.

    Mobile Ultimate Dispenser Units. They are like little droids that follow your group around and help you blow up the enemy when you push.
    Edited by Armitas on August 12, 2016 1:55PM
    Retired.
    Nord mDK
  • Vaoh
    Vaoh
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    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.
  • Armitas
    Armitas
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    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.
    Retired.
    Nord mDK
  • Sugaroverdose
    Sugaroverdose
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    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.
    And how magplar can permablock?
    Willy%20Wonka.jpg
  • Vaoh
    Vaoh
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    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.
    And how magplar can permablock?
    Willy%20Wonka.jpg

    8491369603_6a184df4f9.jpg
  • Vaoh
    Vaoh
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    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
    Edited by Vaoh on August 12, 2016 2:20PM
  • CP5
    CP5
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    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.
  • Vaoh
    Vaoh
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    CP5 wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.

    We don't need a max damage burst meta. However, we also really don't need a tank meta.

    Tank meta. Ugh

    Doesn't that sound stupid to you? Everyone standing still and just soaking in damage but never dying and all?

    You know, I saw an interesting battle take place yesterday. Stood far away and watched because I thought it was really sad. An EP tank fended off three AD players, then another EP tank player showed up ~30 seconds later. Two more AD players showed up, one damage dealer typical build and a tank. All of the player kept throwing Ults and damage around for 5 minutes straight and they eventually all stopped moving, turned around, and walked away. This actually happened. If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now.
  • CP5
    CP5
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    Vaoh wrote: »
    CP5 wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.

    We don't need a max damage burst meta. However, we also really don't need a tank meta.

    Tank meta. Ugh

    Doesn't that sound stupid to you? Everyone standing still and just soaking in damage but never dying and all?

    You know, I saw an interesting battle take place yesterday. Stood far away and watched because I thought it was really sad. An EP tank fended off three AD players, then another EP tank player showed up ~30 seconds later. Two more AD players showed up, one damage dealer typical build and a tank. All of the player kept throwing Ults and damage around for 5 minutes straight and they eventually all stopped moving, turned around, and walked away. This actually happened. If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now.

    Sounds to me like the average pvp player has no idea how to deal with tanks then. Guess everyones used to the burst meta where everyones expected to kill or be killed in a matter of seconds. Sorry if that sounds boring to you, but having lengthened fights where more than one persons burst rotation matters sounds a lot more interesting to me.
  • Sandman929
    Sandman929
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    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
    Edited by Sandman929 on August 12, 2016 2:47PM
  • IxskullzxI
    IxskullzxI
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    You couldn't kill something in 3 seconds? Better nerf it, right?! Get real, pal.
    #HowDoYouLikeYourDK?
  • Vaoh
    Vaoh
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    CP5 wrote: »
    Vaoh wrote: »
    CP5 wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.

    We don't need a max damage burst meta. However, we also really don't need a tank meta.

    Tank meta. Ugh

    Doesn't that sound stupid to you? Everyone standing still and just soaking in damage but never dying and all?

    You know, I saw an interesting battle take place yesterday. Stood far away and watched because I thought it was really sad. An EP tank fended off three AD players, then another EP tank player showed up ~30 seconds later. Two more AD players showed up, one damage dealer typical build and a tank. All of the player kept throwing Ults and damage around for 5 minutes straight and they eventually all stopped moving, turned around, and walked away. This actually happened. If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now.

    Sounds to me like the average pvp player has no idea how to deal with tanks then. Guess everyones used to the burst meta where everyones expected to kill or be killed in a matter of seconds. Sorry if that sounds boring to you, but having lengthened fights where more than one persons burst rotation matters sounds a lot more interesting to me.

    You seem to have purposely not read the last sentence in my post. I said:

    "If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now."

    I don't like the "burst" meta where everyone dies in the first rotation. As it stands, that only happens to players who have no idea how to defend themselves though.

    The problem does not have to do with lengthened fights in particular.

    It has to do with builds that aren't killable by a single player unless they make a fatal mistake or are not killable by a single player at all. So many fights end in stalemates now until more numbers show up. If those extra numbers don't show up, it stays at a stalemate. That's extremely stupid.

    When this meta gets properly rebalanced, and it will, all of these tank players will drop left and right in Cyrodiil because they've gotten so used to living against the best players by holding block/spamming Breath of Life on their Magicka Templars.

    It shouldn't take longer for me to kill a bad Magicka Templar who isn't even a real tank than it does for me to solo Ra Kotu in Hel Ra Citadel -_-
  • Airyus
    Airyus
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    mtwiggz wrote: »
    Mmm, you mean those ultimate regen tools walking around Cyro? They're my favorite. Please don't nerf.

    I call them mobile ultimate refill stations... For free 99 at that
  • Vaoh
    Vaoh
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    Sandman929 wrote: »
    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.

    And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh
    Edited by Vaoh on August 12, 2016 2:57PM
  • IxskullzxI
    IxskullzxI
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    Vaoh wrote: »
    Sandman929 wrote: »
    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.

    And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh

    If he's full tank why is that a problem? Play how you want unless it's a tank? I don't get why people have such a problem with people being full on tanks. You have to invest a lot to be able to block for long periods of time. If they invest that heavily into it, why is it a problem?
    #HowDoYouLikeYourDK?
  • Vaoh
    Vaoh
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    IxskullzxI wrote: »
    Vaoh wrote: »
    Sandman929 wrote: »
    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.

    And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh

    If he's full tank why is that a problem? Play how you want unless it's a tank? I don't get why people have such a problem with people being full on tanks. You have to invest a lot to be able to block for long periods of time. If they invest that heavily into it, why is it a problem?

    cdn.lolwot.com_wp-content_uploads_2016_05_10-animals-that-just-cant-handle-life-anymore-2.jpg

  • Armitas
    Armitas
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    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    Anyone who has not died can make a claim to the flag.

    Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.

    They can't take the flag either because they can't kill you. Its a stalemate. Its a dumb build used stupidly for a single aspect of pvp. The whole point of IC is to kill players not stay alive on a flag. We don't need to nerf the entire game over some guy stalemating a flag which becomes irrelevant without death.
    Edited by Armitas on August 12, 2016 3:18PM
    Retired.
    Nord mDK
  • Sandman929
    Sandman929
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    Vaoh wrote: »
    Sandman929 wrote: »
    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.

    And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh

    Leave him be, he'll get bored.
  • Armitas
    Armitas
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    Vaoh wrote: »
    Sandman929 wrote: »
    There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
    All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.

    And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh

    The only way 15-20 players could possibly be required to kill one perma blocker is with reactive, and is a problem with reactive. Meaning block breakers like fear that should provide block penetration are replaced by raw damage mitigation.
    Edited by Armitas on August 12, 2016 3:23PM
    Retired.
    Nord mDK
  • Vaoh
    Vaoh
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    Armitas wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    Anyone who has not died can make a claim to the flag.

    Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.

    They can't take the flag either because they can't kill you. Its a stalemate.

    This is where you clearly didn't think through it. Heavy armor does have better sustain because (thread title) you can permablock. Black Rose helps tremedously as well which is why it is fotm on Heavy builds. With Sturdy and other smart sets, you don't have to die to any less than a coordinated small group of strong CP501 players.

    That tank fending off 10+ people, already owns the flag. Because it is owned by their alliance, allies can continue to spawn and fight off the players trying to take down the cancer tank and claim their flag. I've seen it happen and don't get involved.

    It's really dirty PvP, and stuff like that is why most PvP campaigns besides the central campaign (Scourge on PS4 NA) have emptied out so much. Use of dirty tactics. This is simply one of the newest ones. ZOS eliminated Stamina Regeneration while blocking in an effort to stop this exact scenario from happening. They just never thought about how Heavy Armor buffs and Sturdy could synergize with certain armor sets.
    Edited by Vaoh on August 12, 2016 3:27PM
  • Armitas
    Armitas
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    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    Anyone who has not died can make a claim to the flag.

    Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.

    They can't take the flag either because they can't kill you. Its a stalemate.

    This is where you clearly didn't think through it. Heavy armor does have better sustain because (thread title) you can permablock. Black Rose helps tremedously as well which is why it is fotm on Heavy builds. With Sturdy and other smart sets, you don't have to die to any less than a coordinated small group of strong CP501 players.

    That tank fending off 10+ people, already owns the flag. Because it is owned by their alliance, allies can continue to spawn and fight off the players trying to take down the cancer tank and claim their flag. I've seen it happen and don't get involved.

    It's really dirty PvP, and stuff like that is why most PvP campaigns besides the central campaign (Scourge on PS4 NA) have emptied out so much.

    This is where you didn't read it through I think, I mentioned that it surpass in block sustain. That is not why black rose is FOTM in PvP, see Sribes thread on it. PvE yeah.

    1 person holding a flag from 10 people without killing anyone is a meaningless endeavor, and if the group it at all competent could only be possible via reactive and is an issue with reactive. The point of ICP is to kill players not playing color guard. Broad mechanics can't be nerfed over niche obscurities with no advantages.
    Edited by Armitas on August 12, 2016 3:36PM
    Retired.
    Nord mDK
  • Vaoh
    Vaoh
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    Armitas wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.

    Well thought out for sure.

    That is true of anyone you are unable to kill for any reason.

    No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.

    And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.

    Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.

    Anyone who has not died can make a claim to the flag.

    Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.

    They can't take the flag either because they can't kill you. Its a stalemate.

    This is where you clearly didn't think through it. Heavy armor does have better sustain because (thread title) you can permablock. Black Rose helps tremedously as well which is why it is fotm on Heavy builds. With Sturdy and other smart sets, you don't have to die to any less than a coordinated small group of strong CP501 players.

    That tank fending off 10+ people, already owns the flag. Because it is owned by their alliance, allies can continue to spawn and fight off the players trying to take down the cancer tank and claim their flag. I've seen it happen and don't get involved.

    It's really dirty PvP, and stuff like that is why most PvP campaigns besides the central campaign (Scourge on PS4 NA) have emptied out so much.

    This is where you didn't read it through I think, I mentioned that it surpass in block sustain. That is not why black rose is FOTM in PvP, see Sribes thread on it. PvE yeah.

    1 person holding a flag from 10 people without killing anyone is a meaningless endeavor, and if the group it at all competent could only be possible via reactive and is an issue with reactive. The point of ICP is to kill players not playing color guard.

    Black Rose is a must on Heavy builds. Whether playing a tank, a DPS, a Healer.... it provides you with everything you need to have a ridiculously strong build.

    The endeavor is far from meaningless.

    It stops groups from taking flags because the synergy of everything you can use to be tanky by yourself is over the top right now.

    And the fact that you just said that the point is to KILL PLAYERS and not play colorguard shows you have a shred of hope in seeing the issue right now. Those tank builds (when used by competant players) cannot be taken down without a small group.
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