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Perma block is back

  • Sandman929
    Sandman929
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    Vaoh wrote: »
    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.

    You're right. Tanks can't be taken down by small groups. And the creator of the tank rests happily in his grave.
  • Armitas
    Armitas
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    Vaoh wrote: »
    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.

    You are conflating two separate purposes for Black Rose, Stamina dps builds and Blocking builds. 0 dps is not a strong build. Doing nothing but blocking and not dying is not a "strong build" it's a crutch that bad players use to feel relevant.

    Competent players don't use those builds to keep a flag 1 color and not earn any TV or AP. It's literally meaningless. The only way a competent group is going to fail to kill a tank is with reactive and is a problem with reactive. And I consider that a possibility, not a certainty.
    Retired.
    Nord mDK
  • Asmael
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    Actually, tanking is pretty relevant with boss districts. Baron Thursk is my new best bro, sending hundreds of exploding scamps to me, while I hug my opponents :p

    It has some pretty nice entertaining value, using bosses to kill your opponents. Not much beats this "oh cr*p" feeling when your enemies see you lead a 12 meters tall giant toward them and blow 'em up all at once.
    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
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    Asmael wrote: »
    Actually, tanking is pretty relevant with boss districts. Baron Thursk is my new best bro, sending hundreds of exploding scamps to me, while I hug my opponents :p

    It has some pretty nice entertaining value, using bosses to kill your opponents. Not much beats this "oh cr*p" feeling when your enemies see you lead a 12 meters tall giant toward them and blow 'em up all at once.

    In that case it is relevant but the mechanics that cause it to be relevant are counterable by a competent group.
    Edited by Armitas on August 12, 2016 3:57PM
    Retired.
    Nord mDK
  • Sandman929
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    Asmael wrote: »
    Actually, tanking is pretty relevant with boss districts. Baron Thursk is my new best bro, sending hundreds of exploding scamps to me, while I hug my opponents :p

    It has some pretty nice entertaining value, using bosses to kill your opponents. Not much beats this "oh cr*p" feeling when your enemies see you lead a 12 meters tall giant toward them and blow 'em up all at once.

    That is pretty hilarious, even when I'm on the receiving end of the OH-**** moment.
  • Vaoh
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    Armitas wrote: »
    Vaoh wrote: »
    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.

    You are conflating two separate purposes for Black Rose, Stamina dps builds and Blocking builds. 0 dps is not a strong build. Doing nothing but blocking and not dying is not a "strong build" it's a crutch that bad players use to feel relevant.

    Competent players don't use those builds to keep a flag 1 color and not earn any TV or AP. It's literally meaningless. The only way a competent group is going to fail to kill a tank is with reactive and is a problem with reactive. And I consider that a possibility, not a certainty.

    YES! EXACTLY! Read you own post! :lol:

    There are a ton of bad players in ESO. I couldn't 1vX groups of players if they weren't so consistently weak and mindless in their zerging.

    It is a crutch, and when ZOS rebalances this tank meta (aka gonna get nerfed) then those bad players will get screwed.

    This is why something becomes the "Meta". It is easy to play and must be taken advantage of before it is balanced to better match up with other class specs.

    Since console launch:

    • Magicka Sorcs were the meta. After nerfs, 90% of them rerolled. Of the Magicka Sorcs still roaming around, 95% of them suck

    • Magicka NB were the meta. Proxy Det got nerfed, and they just couldn't pull the same mad burst they used to. 99% of them rerolled to Stamina NB.

    • Templar was highly unpopular. Recently every single character you find being grinded up is a Magicka Templar and they are roaming all over PvP. Templar has it all and are OP atm. They are the current Meta and the only Magicka class you really see in PvP anymore.

    • Stamina NB is easy to play and Incap has a bugged CC. Stamina NB is fantastic and also the Meta this patch. Stamina in general is fotm, but this Class spec is most common by a longshot.

    Back in the early days of ESO, I'm sure Magicka DKs and Magicka builds in general were the meta as well.

    That's just how it works.
  • Armitas
    Armitas
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    Vaoh wrote: »
    Armitas wrote: »
    Vaoh wrote: »
    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.

    You are conflating two separate purposes for Black Rose, Stamina dps builds and Blocking builds. 0 dps is not a strong build. Doing nothing but blocking and not dying is not a "strong build" it's a crutch that bad players use to feel relevant.

    Competent players don't use those builds to keep a flag 1 color and not earn any TV or AP. It's literally meaningless. The only way a competent group is going to fail to kill a tank is with reactive and is a problem with reactive. And I consider that a possibility, not a certainty.

    YES! EXACTLY! Read you own post! :lol:

    There are a ton of bad players in ESO. I couldn't 1vX groups of players if they weren't so consistently weak and mindless in their zerging.

    It is a crutch, and when ZOS rebalances this tank meta (aka gonna get nerfed) then those bad players will get screwed.

    But bad players having a crutch in which they feel relevant and accomplish nothing is not a justifiable reason to consequently nerf every aspect of the game that involves the same mechanic.
    Edited by Armitas on August 12, 2016 4:15PM
    Retired.
    Nord mDK
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Problem is ? What that tanks are a thing in ESO now ? That you DPS players can't burst them ? Is that it you DPS players are gonna cry till tanks get a year of nerfeds again ?

    In the words of Dark Souls..... Get Gud..... Cause in case you don't know which I won't doubt cause DPS don't know anything about tanking as it is clearly seen here you have to invest pretty much everything into block cost reduction to "perma-block" thanks to Wrobel and even then that isn't enough. Plus really wanna drop the block use oh IDK a CC skill or maybe some penetration effects cause tanks can reduce damage they can't reduce penetration cause Wrobel logic.
  • Joy_Division
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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.

    I don't see the problem here.

    There have been "tank" and "perma-block" builds since pretty much forever. Perma-block never went away. What did go away was the ability for these "perma-block" builds to do high burst damage. Now most of them are just walking bags of health that players should simply avoid targeting.

    So 5 AD players can't kill 2 EP tanks? How is that a problem? If two tanks are incapable of holding off 5 enemy players (1 from your own admission a tank), then there is absolutely zero point of even having, let alone being, a "tank."

    If I am fighting someone with with Reactive and Malubeth, I quickly just walk away and find another fight or target. It's fine because even though I don't want to be bothered trying to kill them (your "problem"), they can't kill me. It's only a "problem" if you and other players bang their head against the wall for 15 minutes and claim the game is broken because DPS builds, which already have ridiculously high damage and heals and damage avoidance, supposedly take too long to kill someone that just stands there holding block.

    Damage in this game has never been nerfed (relatively that is, 50% battle spirit also affected damage prevention). But just about every ability to survive has been. It's a joke. Game is full of players who do nothing but max their weapon damage and complain on these forums when they feel it takes too long to kill something.

    As far as tanks messing up the IC capture system, has it ever occurred to you the real problem is the half-assed and ill-thought out overly simplified manner in which an alliance has to capture the district in the first place? A single flag completely unconnected to the AvA structure that has no consequence on said AvA structure, that requires zero strategy except zerg the flag.
    Edited by Joy_Division on August 12, 2016 5:15PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Minalan
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    Drop a Stam poison on them?

    I know that doesn't affect block cost, but it does affect healing.
  • DHale
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    No one can perma block in pvp. Fear, fossilize, etc... You are not putting out enough damage. But make sure ZOS can make you... well everyone else be "better".
    Edited by DHale on August 12, 2016 5:42PM
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Erock25
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    ITT: A 1vX'er complains because he can't quickly kill tanks. Stay tuned for more nonsense.
    You earned the 500 LOLs badge.
    You received 500 LOLs. It ain't no fluke, you post great stuff and we're lucky to have you here. +50 points
  • samytheslayer
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    This kid talks about perms blocking being back but you get 0 Stam reg while blocking. I find it funny that ppl are still complaining about tanks when medium armor builds with evasion vigor and rally can survive a lot longer in 1vX situations.
  • samytheslayer
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    I just want to point out that there is a resistance cap but not a damage cap.
  • IxskullzxI
    IxskullzxI
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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.

    I don't see the problem here.

    There have been "tank" and "perma-block" builds since pretty much forever. Perma-block never went away. What did go away was the ability for these "perma-block" builds to do high burst damage. Now most of them are just walking bags of health that players should simply avoid targeting.

    So 5 AD players can't kill 2 EP tanks? How is that a problem? If two tanks are incapable of holding off 5 enemy players (1 from your own admission a tank), then there is absolutely zero point of even having, let alone being, a "tank."

    If I am fighting someone with with Reactive and Malubeth, I quickly just walk away and find another fight or target. It's fine because even though I don't want to be bothered trying to kill them (your "problem"), they can't kill me. It's only a "problem" if you and other players bang their head against the wall for 15 minutes and claim the game is broken because DPS builds, which already have ridiculously high damage and heals and damage avoidance, supposedly take too long to kill someone that just stands there holding block.

    Damage in this game has never been nerfed (relatively that is, 50% battle spirit also affected damage prevention). But just about every ability to survive has been. It's a joke. Game is full of players who do nothing but max their weapon damage and complain on these forums when they feel it takes too long to kill something.

    As far as tanks messing up the IC capture system, has it ever occurred to you the real problem is the half-assed and ill-thought out overly simplified manner in which an alliance has to capture the district in the first place? A single flag completely unconnected to the AvA structure that has no consequence on said AvA structure, that requires zero strategy except zerg the flag.

    100% this.
    #HowDoYouLikeYourDK?
  • Magus
    Magus
    ✭✭✭✭✭
    Heavy armor allows for stamina return now from getting hit from constitution passive. Black Rose makes it easier for you to play this way but there are other ways to return stamina while blocking like using siphoning strikes on a NB, earthen heart abilities on a DK, engine guardian monster set, potions, redguard passive, battle roar passive, repentance on templar, etc.

    Black rose and reactive come in impen if they purchase them outright. They open containers for chance at sturdy trait. With impen, perma-blocking is slightly harder than if they had sturdy. If they run sturdy, then when you disorientate or fear them, then they are more susceptible to crit bursts since they have low impen. This also requires them to build with block cost reduction glyphs on jewelry and invest heavily in the green tree in block cost reduction. Both of those things lower their damage.

    To be honest, the only annoying tank in this game is magicka DK because they are hard to kill and will spam talons on you and get in your way. There is very little other risk posed by them. Magicka templar tank also has horrible sustain and are annoying because they will heal allies and be hard to kill. Stamina tanks of any variety have some danger to them only because dawnbreaker is ridiculously overperforming at the moment.

    The only time I have any issues killing people is if they run a escapist type build using shadow image, eternal hunt (cancer) set and roll dodge spam around trees. 1v1 a tank can be difficult to kill but they aren't going to kill you, you can choose to disengage or you two can waste potions going at it for a bit before allies come to either side, effectively ending the fight when one of you gets zerged down.
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.
    Edited by frozywozy on August 12, 2016 6:45PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Magus
    Magus
    ✭✭✭✭✭
    frozywozy wrote: »
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.

    That example is only relevant to the IC capture mechanics.

    There is actually an EP group that does exactly what you are describing in the IC, multiple reactive templars taking turns spamming remembrance. They are unable to kill anything until a handful of them go werewolf and single target focus down. My group has wiped them repeatedly with less numbers than they have. The best part of this fight is that this particular EP group will only fight in the district where their base is right next to the flag so they can jump right back down after you kill them. It took a ridiculously long time but we were able to take the flag and wipe the group several times with less numbers but yes it took a long time only because of the respawn.

    Next strawman please.

    Edit: I will add this occurred prior the malubeth adjustment, which they were all running. Unsurprisingly I have only seen this group once or twice since then.
    Edited by Magus on August 12, 2016 6:52PM
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Magus wrote: »
    frozywozy wrote: »
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.

    That example is only relevant to the IC capture mechanics.

    There is actually an EP group that does exactly what you are describing in the IC, multiple reactive templars taking turns spamming remembrance. They are unable to kill anything until a handful of them go werewolf and single target focus down. My group has wiped them repeatedly with less numbers than they have. The best part of this fight is that this particular EP group will only fight in the district where their base is right next to the flag so they can jump right back down after you kill them. It took a ridiculously long time but we were able to take the flag and wipe the group several times with less numbers but yes it took a long time only because of the respawn.

    Next strawman please.

    Sounds like alot of fun. Too bad they nerfed Malubeth, would have been even better. There is nothing more rewarding than bashing on tanks 15 minutes straight to finally kill one and see him respawn 10seconds after next to you and have him back into the fights. Tanks are life, tanks are love. Especially the ones who can deal damage too.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Magus
    Magus
    ✭✭✭✭✭
    frozywozy wrote: »
    Magus wrote: »
    frozywozy wrote: »
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.

    That example is only relevant to the IC capture mechanics.

    There is actually an EP group that does exactly what you are describing in the IC, multiple reactive templars taking turns spamming remembrance. They are unable to kill anything until a handful of them go werewolf and single target focus down. My group has wiped them repeatedly with less numbers than they have. The best part of this fight is that this particular EP group will only fight in the district where their base is right next to the flag so they can jump right back down after you kill them. It took a ridiculously long time but we were able to take the flag and wipe the group several times with less numbers but yes it took a long time only because of the respawn.

    Next strawman please.

    Sounds like alot of fun. Too bad they nerfed Malubeth, would have been even better. There is nothing more rewarding than bashing on tanks 15 minutes straight to finally kill one and see him respawn 10seconds after next to you and have him back into the fights. Tanks are life, tanks are love. Especially the ones who can deal damage too.

    I actually edited that it occurred before the malubeth nerf. I rarely see that group now in IC. Maybe once or twice since then. I would say it's more of an IC mechanic and spawn location issue. Open world this type of build isn't an issue because zergs everywhere anyway. Keep takes/defenses they can be effective if they lock you down in siege or you DPS them instead of priority targets but not seeing a big issue here.
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Magus wrote: »
    frozywozy wrote: »
    Magus wrote: »
    frozywozy wrote: »
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.

    That example is only relevant to the IC capture mechanics.

    There is actually an EP group that does exactly what you are describing in the IC, multiple reactive templars taking turns spamming remembrance. They are unable to kill anything until a handful of them go werewolf and single target focus down. My group has wiped them repeatedly with less numbers than they have. The best part of this fight is that this particular EP group will only fight in the district where their base is right next to the flag so they can jump right back down after you kill them. It took a ridiculously long time but we were able to take the flag and wipe the group several times with less numbers but yes it took a long time only because of the respawn.

    Next strawman please.

    Sounds like alot of fun. Too bad they nerfed Malubeth, would have been even better. There is nothing more rewarding than bashing on tanks 15 minutes straight to finally kill one and see him respawn 10seconds after next to you and have him back into the fights. Tanks are life, tanks are love. Especially the ones who can deal damage too.

    I actually edited that it occurred before the malubeth nerf. I rarely see that group now in IC. Maybe once or twice since then. I would say it's more of an IC mechanic and spawn location issue. Open world this type of build isn't an issue because zergs everywhere anyway. Keep takes/defenses they can be effective if they lock you down in siege or you DPS them instead of priority targets but not seeing a big issue here.

    You should try and play EP. One tank can keep 15 EP players busy forever. Now imagine 12 of them together.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Baconlad
    Baconlad
    ✭✭✭✭✭
    Well, dude up top is complaining about a 5 minute fight against a tank in IC? On my blazing tank I could manage 10 players beating on me indefinetly on a flag in IC. Using reactive and bloodspawn, now these are ten bad players mind you but still...not line of sighting on a flag and tanking ten players is legit I think, could be more if using malubeth I think. One lested over twenty minutes continuously with multiple group cycling through, no block here. Don't need it in this self healing meta
  • KisoValley
    KisoValley
    ✭✭✭✭✭
    L2P issue imo. Serious btw.
  • Magus
    Magus
    ✭✭✭✭✭
    frozywozy wrote: »
    Magus wrote: »
    frozywozy wrote: »
    Magus wrote: »
    frozywozy wrote: »
    I don't see any problem with 12 reactive / malubeth 30k health magplars magdks stacking on flags spamming heals and talons. This just just working as intended. About time Brandon healing spring spam evolved into something more pure.

    That example is only relevant to the IC capture mechanics.

    There is actually an EP group that does exactly what you are describing in the IC, multiple reactive templars taking turns spamming remembrance. They are unable to kill anything until a handful of them go werewolf and single target focus down. My group has wiped them repeatedly with less numbers than they have. The best part of this fight is that this particular EP group will only fight in the district where their base is right next to the flag so they can jump right back down after you kill them. It took a ridiculously long time but we were able to take the flag and wipe the group several times with less numbers but yes it took a long time only because of the respawn.

    Next strawman please.

    Sounds like alot of fun. Too bad they nerfed Malubeth, would have been even better. There is nothing more rewarding than bashing on tanks 15 minutes straight to finally kill one and see him respawn 10seconds after next to you and have him back into the fights. Tanks are life, tanks are love. Especially the ones who can deal damage too.

    I actually edited that it occurred before the malubeth nerf. I rarely see that group now in IC. Maybe once or twice since then. I would say it's more of an IC mechanic and spawn location issue. Open world this type of build isn't an issue because zergs everywhere anyway. Keep takes/defenses they can be effective if they lock you down in siege or you DPS them instead of priority targets but not seeing a big issue here.

    You should try and play EP. One tank can keep 15 EP players busy forever. Now imagine 12 of them together.

    That's because for the most part, those 15 EP players never play in small groups and have not improved in skill. I farmed a guild of EP in 1.5 on their EP buff server (Azura's at the time), and they have not improved in over a year of playing. I surmise this is because they rely on overwhelming numbers. One EP tank can keep 15 AD players busy too if they have no clue what they are doing (AD has that lack of small man groups too that EP does). I do play all 3 factions but my time spent on EP has been the least. Every time I think about playing my EP characters, I see a 50 man EP blob and change my mind lol. I will note AD seems to have the most of those small to medium sized heal blob hard to kill groups though. DC is mostly small man groups that hilariously run next to each other uncoordinated and say they are small-manning (very few DC heal blob groups running around that I've seen).
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • Magus
    Magus
    ✭✭✭✭✭
    Baconlad wrote: »
    Well, dude up top is complaining about a 5 minute fight against a tank in IC? On my blazing tank I could manage 10 players beating on me indefinetly on a flag in IC. Using reactive and bloodspawn, now these are ten bad players mind you but still...not line of sighting on a flag and tanking ten players is legit I think, could be more if using malubeth I think. One lested over twenty minutes continuously with multiple group cycling through, no block here. Don't need it in this self healing meta

    Yes but you sound like a blazing shield high health build and they didn't know how to counter that playstyle. 10 good players have no issue killing that playstyle.

    Edit: 10 "good" players
    Edited by Magus on August 12, 2016 7:10PM
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    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.

    The thing is there's CCs that go through block for exactly this reason, in addition to heal debuffs (and poisons, but those are insanely cheesy, shame on you if you run them) If a tank is the reason you're not having success in the Imperial City, then it's on you, not them.


    Grand Overlord 25/8/17
  • Magus
    Magus
    ✭✭✭✭✭
    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.

    The thing is there's CCs that go through block for exactly this reason, in addition to heal debuffs (and poisons, but those are insanely cheesy, shame on you if you run them) If a tank is the reason you're not having success in the Imperial City, then it's on you, not them.

    This. There was a time long ago when you could block fear and fossilize wasn't a thing. They used to allow stamina regen while blocking. This was the height of blockcasting. Then they introduced CC that went through block. There was now a counter to blockcasting on 90% of players except actual tanks spec'd that way.

    The criticism was all the light armor users blockcasted everything. Once those CC that bypassed block entered the game, it was fine and a L2P issue to get around (this was before CP, or before people had 100s of CP unlocked - can't remember but it was resolved and balanced). It was still a resource management game. Then ZOS went crazy and did the no stam regen while blocking - this was perhaps the low point of blockcasting. It was an unneeded change since the CC through block worked fine to counter it. This also around the time most players switched to stamina builds and using dodge rolling as their damage mitigation instead of blocking. Others moved to heavy armor for the old bracing passive.

    Constitution and black rose are a counter balance to the stam regen while blocking nerf correct, people have figured that out. They can't however roll dodge like crazy ninjas everywhere nor cast shuffle to get themselves out of snares. If you wanted to troll them, don't hit them and then just fear or fossilize them every 6 seconds and have a sorc spam encase on them when they have cc immunity or a stamblade spam bombard and basically laugh in their face or chase them into a small room behind a box so they can dawnbreaker you. Choice is up to you.
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    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.

    I would prefer the max damage burst meta over the tank Meta.

    just sayin'
    Invictus
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    Lucky28 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.

    I would prefer the max damage burst meta over the tank Meta.

    just sayin'
    play CoD then.
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    Lucky28 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.

    I would prefer the max damage burst meta over the tank Meta.

    just sayin'
    play CoD then.

    have you ever fought a 25 man group all with sword/board and all holding block and healing?. i've done this last night, it was boring as *** if this becomes more prevalent, i might just take you up on that.
    Invictus
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