VaranisArano wrote: »ZOS generally doesn't like PVP players to be too tanky, especially not if they can also do damage. I mean, ZOS has been trying to dial in the balance on tanky PVPers ever since Morrowind.
Wait, Rune Cage is dodgeable?
How do you think ideally tanky playstles fit PvP gameplay? What do you wish was different?
How do you think ideally tanky playstles fit PvP gameplay? What do you wish was different?
Classes like Templar and Dragonknight are not very mobile, so we tend to try to out sustain the enemy by resisting stacked bursts and snares etc, which is difficult on its own. However, it doesnt matter how much health, recovery or mitigation you incorporate, because you will still melt as if you were wearing no armor, no snare removal, break free not working and/or not using any skills whatsoever, because you cant stop it from happening
How do you think ideally tanky playstles fit PvP gameplay? What do you wish was different?
VaranisArano wrote: »ZOS generally doesn't like PVP players to be too tanky, especially not if they can also do damage. I mean, ZOS has been trying to dial in the balance on tanky PVPers ever since Morrowind.
I've nothing against actual tanks, just the ones that also deal *** ton of damage (usually abusing sets like Sloads & Master DW bleeds) as well - which just happen to be the meta right now.
As long as those exist, I'm not too sad about Sload/Rune Cage still being a problem for them.
In my opinion ZOS should rework entirely how tanks function in PvP.
I don't think for instance that tank builds should have the same mobility as non-tanks by just having Forward Momentum on off bar (or wings next patch) - the tank playstyle should be more about "hold your ground" than "mitigate everything & delete opponents' health pools with DoTs & Dawnbreakers".
To this effect I hope ZOS significantly increases the power of static ground AoEs (e.g. Cinder Storm) & otherwise encourages defending an area rather than chasing after kills with 30k+ health & 30k mitigations.
Joy_Division wrote: »Personal opinion here, not speaking for anyone else:
It's not the devs who are biased against tanks. It's the players. The vast majority of whom invest a disproportionate amount of their scarce resources to kill other players
Devs have to cater to the desires of the customer base.
Mojomonkeyman wrote: »I've nothing against actual tanks, just the ones that also deal *** ton of damage (usually abusing sets like Sloads & Master DW bleeds) as well - which just happen to be the meta right now.
As long as those exist, I'm not too sad about Sload/Rune Cage still being a problem for them.
In my opinion ZOS should rework entirely how tanks function in PvP.
I don't think for instance that tank builds should have the same mobility as non-tanks by just having Forward Momentum on off bar (or wings next patch) - the tank playstyle should be more about "hold your ground" than "mitigate everything & delete opponents' health pools with DoTs & Dawnbreakers".
To this effect I hope ZOS significantly increases the power of static ground AoEs (e.g. Cinder Storm) & otherwise encourages defending an area rather than chasing after kills with 30k+ health & 30k mitigations.
Whats about non-mobile/non-cloak magicka classes?
Mojomonkeyman wrote: »I've nothing against actual tanks, just the ones that also deal *** ton of damage (usually abusing sets like Sloads & Master DW bleeds) as well - which just happen to be the meta right now.
As long as those exist, I'm not too sad about Sload/Rune Cage still being a problem for them.
In my opinion ZOS should rework entirely how tanks function in PvP.
I don't think for instance that tank builds should have the same mobility as non-tanks by just having Forward Momentum on off bar (or wings next patch) - the tank playstyle should be more about "hold your ground" than "mitigate everything & delete opponents' health pools with DoTs & Dawnbreakers".
To this effect I hope ZOS significantly increases the power of static ground AoEs (e.g. Cinder Storm) & otherwise encourages defending an area rather than chasing after kills with 30k+ health & 30k mitigations.
Whats about non-mobile/non-cloak magicka classes?
It's a complex issue for sure.
I want to be clear here: I do think the actual "tank" playstyle does need to be more powerful - but I don't think the "kill chasing" tanks with mobility skills slotted (magicka builds have access to strong ones as well: Race Against Time, Reflective Plate, Empowering Chains, Leap, Ritual, Toppling/Explosive Charge etc) need any help.
What I'd like to see are things like:
Ash Cloud
For every enemy within the Ash Cloud, you gain 2 ultimate per second.
Lightning Flood
Increased the radius to 10m, now applies Minor Magickasteal to everyone within the radius and drains their highest resource pool by 1000/second.
etc, things that reward you for actually tanking people within an area rather than just chasing kills with high mitigation/health pool & sometimes blocking after some fool tries to burst you through that mitigation/health pool.
Joy_Division wrote: »Personal opinion here, not speaking for anyone else:
It's not the devs who are biased against tanks. It's the players. The vast majority of whom invest a disproportionate amount of their scarce resources to kill other players
Devs have to cater to the desires of the customer base.
Mojomonkeyman wrote: »Mojomonkeyman wrote: »I've nothing against actual tanks, just the ones that also deal *** ton of damage (usually abusing sets like Sloads & Master DW bleeds) as well - which just happen to be the meta right now.
As long as those exist, I'm not too sad about Sload/Rune Cage still being a problem for them.
In my opinion ZOS should rework entirely how tanks function in PvP.
I don't think for instance that tank builds should have the same mobility as non-tanks by just having Forward Momentum on off bar (or wings next patch) - the tank playstyle should be more about "hold your ground" than "mitigate everything & delete opponents' health pools with DoTs & Dawnbreakers".
To this effect I hope ZOS significantly increases the power of static ground AoEs (e.g. Cinder Storm) & otherwise encourages defending an area rather than chasing after kills with 30k+ health & 30k mitigations.
Whats about non-mobile/non-cloak magicka classes?
It's a complex issue for sure.
I want to be clear here: I do think the actual "tank" playstyle does need to be more powerful - but I don't think the "kill chasing" tanks with mobility skills slotted (magicka builds have access to strong ones as well: Race Against Time, Reflective Plate, Empowering Chains, Leap, Ritual, Toppling/Explosive Charge etc) need any help.
What I'd like to see are things like:
Ash Cloud
For every enemy within the Ash Cloud, you gain 2 ultimate per second.
Lightning Flood
Increased the radius to 10m, now applies Minor Magickasteal to everyone within the radius and drains their highest resource pool by 1000/second.
etc, things that reward you for actually tanking people within an area rather than just chasing kills with high mitigation/health pool & sometimes blocking after some fool tries to burst you through that mitigation/health pool.
I agree on re-implementing scaling mechanics to the game, would make the game a lot healthier. Disagree with the whole sentiment about non-evasive/non-mobile magicka classes needing no help. They sacrifice a lot more for survival than any mobile/cloak build in the game.
You just can't put them in the same category as stamina based "tanks that can kill", they lack the offensive toolset for that.
This isn't at all a comment on how well the class specifically is/isn't doing, frankly if you go the light destro/resto style it is doing decent on the overall leaderboard. Its a comment on balance changes that to me appear hypocritical and illogical towards certain playstles and harmful to class identities. There was a focus on build diversity in this last ESO live, but in practice it doesn't seem true. Mainly a PvP perspective, and mainly a MagDK perspective.
ESO Live:
With the comments on ESO live, we get another look at balance changes that single out DKs and other tankier playstyles in that the sloads projectile is not reflectable, this is in the same PTS that has made sloads dodgable and not break cloak. (which I agree with) Their reasoning behind this is so that it is easier to kill targets that soak up a lot of damage, and that targets that do so are the same targets that run reflect.
Also, the rune prison change. Again, its specifically targetted towards hurting tanks. Its unblockable, but not dodgable. Why? In the dev teams illogical distain for tanks, they didn't fix the problem of a meteor combo with rune.
Please explain why you feel like tanks and DKs, which have already been repetitively nerfed, needs another hard counter?Cloak is a defense that suppresses all dots, stops all non pre applied single target attacks, makes you untargettable to any other ST attacks, and makes you invisible and so you can escape. This already strong skill got a better counter to sloads than reflect. 4 projectiles with caveats to it and a 2s snare removal, despite the point of reflect being to reflect a projectile.
- Heavy is in a worse state passively than pre buff since block cost and wrath were removed and constitution was nerfed. All of the mag classes have a meta in light, bar a few healbots. And only 2/5 of the stam classes are a guaranteed heavy, stamblade is always medium (heavy duel builds getting a nerf) and stamplar/sorc have equal footing in either depending on the player.
- Block is super expensive and sacrificial to run, limiting regen and costing a very large amount despite having so many exceptions, it scales awfully cost wise and due to limiting mobility which is needed for outnumbered play
- Tankier playstyles have counters in dots and other on target abilities like curse/POTL. Unblockables in certain AoEs, and then block breakers. They also have a double counter in bleeds (which is incredibly powerful in this meta.) As it is a dot that ignores resists.
- I could go on about the strengths of other tankier builds like wardens over DKs, like reflect. But this isn't a nerf everyone else thread.
I wouldn't mind as much if my class based passives and abilities didn't scream "tank!" and going for a non tank playstyle didn't feel like a worse version of another class. But seriously? Another thing not reflected "just because" feels like bias to me.
Now, off ESO live, and back to rune cage:
The existance of this skill is a travesty in itself. When petrify was changed to no longer be a disorient, it came with a ranged nerf, sort of fair I suppose and powerlash, a melee telegraphed ability with a 3gcd setup became dodgable.
Frags lost its CC, which I clearly disagree with, however within 2 patches, rune ended up as a 41m version that deals around 3x the damage of my fossilize and allowed all of sorcs burst to be unblockable and dodgable from range, whereas DK ended up weaker... What.
This is also one of many examples of DKs toolkit being spread out to others without receiving much back.
Wings:
This once great ability has had some serious abuse. In terms of defense it doesn't hold up at all compared to cloak, which doesn't have a limit? Its quite clear that 4 projectiles isn't enough.
Cliff racer, a clear projectile, but not reflectable... it is however absorbable by wardens shimmering shield.
Valkyn, can't be reflected since it is AoE.. but can be cloaked, wait, I thought cloak is broken by AoEs? Possible bias or just usual zos overlook?
Recently, wings was given a snare removal, it originally wasn't given an immunity because "they felt that it could be too strong." Yes. They felt it could be too strong of a mobility boost, so they decided to make it completely useless. Meanwhile they untethered shade into a teleport that could be used nearly anywhere. (I think this is a fair change) without any purposeful weakening.
Only in PTS did they add a whopping 2s to the removal, yep. A 4k cost, low reflect gets a snare removal of 2 seconds on a class that is quite slow and can't really avoid damage/snares naturally. This is less than shuffle, which can be unchained, is used on mobile classes, and still feels too low.
I'd understand if DK was some sort of tanky bastion, but not so much after the crusade the devs have had vs them. Giving a large functionality buff to an incredibly mobile class was fine, whereas giving a measly 2s immunity buff was such a hard decision. #4sforwings. #Falldmgimmunityforwings
Quickfire round:
Talons ~ Gripping shards
Old inferno ~ Hurricane
Shifting standard ~ Sleet storm
Chains ~ Frozen gate/leash
Basically all winters embrace ~ DK def/utility skills
So much shared from a DKs kit, but when they want buffs it's as if we are back in 1.5 and DK would suddenly be OP, completely ignoring the fact that the last 2 years have had stamnb and magsorc on top almost all of it.
I don't even want to be full top dog, just why can't you let the DKs be good at what the DKs are good at, a slower outsustain and pressure playstyle that for some reason. It has been nerfed to death, and is still being nerfed, yet when it comes to buffing them DK gets only partial unnerfs for the most part.
There also seems to be this strange stigma against DKs (or any other tanky build like templars, which are in the same boat completely) 1vXing by out tanking many opponents, but there is no such stigma against an NB out stealthing or out kiting the X opponents