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Eso is a very unique mmo pvp wise, should there be more like it?

  • WhiteMage
    WhiteMage
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    WhiteMage wrote: »
    Frankly I consider the ability to 1vX in ESO a flaw in the combat system. The TTK is far too low and the power gap is quite large. I prefer a combat system where a fight is the sum of its parts as opposed to the capitalization on a moment of weakness. I want the whole battle to showcase your skill from start to finish. In ESO, you win because the other person tripped or just plain isn't up to the challenge in terms of power, and the only thing you can be concerned about is the now: I need to dodge that frag NOW; I need to blockcast a heal NOW; I need to LoS them NOW; his health is low, I need to ult him NOW. In games with lower TTK and less OP healing, you can mind how the battle will progress and prepare for it. Ok, that healer has a strong heal with a long CD. Let's all attack this other guy suddenly to make the healer blow his CD and then switch and use our CDs on him to kill him. That mage has a very damaging AoE with a long cast time that can wreck our group, so let's have one of our guys go harass him so he can't fire it off. Etc. Etc.

    Often, in these games 1 player = 1 player. This type of thing is important to facilitate better gameplay in general.

    I have seen a couple people recently complaining that TTK (time to kill) is too short.

    I find the opposite to be true. Any 2 skilled players 1v1 can keep fighting for a really long time, sometimes forever and then they just agree to walk away. TTK is too long in my view.

    TTK is very short if someone without a lot of experience in PVP gets ganked, but once they spend time practicing and develop PVP build, learn how to manage resources etc, they can last a long time in most fights.

    TTK is more of an average metric as opposed to one that varies widely from player to player. In terms of the sheer amount of damage that players can deal, ESO is a very low TTK game. Remember not too long ago when proctards would instagib players? That's a death in less than a second. I have a build centered around open world 1vX scenarios that nukes players that don't immediately break free in 6 seconds or less, which includes the travel time from the gap closer. On most targets (i.e. Not HA tanks) I can lay down 17k damage is less than 1.5s, or more in less time. Yes, often times this requires a bit of set up, perhaps 20 or 30 seconds depending on the skill of the target, but that shouldn't be counted when measuring the TTK. Why? Because I am not actively trying to kill my opponent as I am building up backlash. When I finally am trying to kill them, if I do it right, it is over in an instant. That's the exact same way I lose fights as well. I don't slowly lose 1v1s, prolonging my inevitable death: I trip, make one miscalculation, or overextend myself for an instant and it's over. That brief window right there is when I get killed--by burst. If they fail to kill me, I cast BoL and heal up slightly faster then they can deal damage and with cc immunity. We're back to square one.

    These long 1v1s are not a slugfest won by attrition, they are old-western duels decided by the quick-draw. Here's how you can tell there is a low TTK: watch a duel. Try to test yourself to see how far in advance you can call the fight. I'll tell you when you'll be able to call the fight: right at the moment one player makes a mistake, the same instant both of the duelists know it, and the duel will end within seconds. I'd bet on 2 seconds or less.

    Do not mistake this high-powered healing that everyone has access to as an increase in TTK. Just as fast as you can heal yourself to full, someone can be killed.
    Edited by WhiteMage on August 21, 2017 5:11AM
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
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