VaranisArano wrote: »As you described, ZOS has been trying to deal with tanky 1vX builds that do high damage since Morrowind, when they decided that wasn't what they wanted to see in PVP. I doubt they'll let up until they feel they've succeeded.
GrumpyDuckling wrote: »VaranisArano wrote: »As you described, ZOS has been trying to deal with tanky 1vX builds that do high damage since Morrowind, when they decided that wasn't what they wanted to see in PVP. I doubt they'll let up until they feel they've succeeded.
It's harder to be tanky in medium or light armor. Why not just have heavy armor reduce the wearer's damage done by x% per piece of heavy armor worn? Always thought this would help reduce the "high damage" part of tanky 1vX builds.
GrumpyDuckling wrote: »VaranisArano wrote: »As you described, ZOS has been trying to deal with tanky 1vX builds that do high damage since Morrowind, when they decided that wasn't what they wanted to see in PVP. I doubt they'll let up until they feel they've succeeded.
It's harder to be tanky in medium or light armor. Why not just have heavy armor reduce the wearer's damage done by x% per piece of heavy armor worn? Always thought this would help reduce the "high damage" part of tanky 1vX builds.
That is like the exact opposite of my point. Its harder to be tanky, but mobile builds are much more survivable as is. Should we chop their damage because they can live longer and escape?
Heavy build's damage is already nearly too low. Only with fury/rav/7th it can get even near comparable.
Toc de Malsvi wrote: »GrumpyDuckling wrote: »VaranisArano wrote: »As you described, ZOS has been trying to deal with tanky 1vX builds that do high damage since Morrowind, when they decided that wasn't what they wanted to see in PVP. I doubt they'll let up until they feel they've succeeded.
It's harder to be tanky in medium or light armor. Why not just have heavy armor reduce the wearer's damage done by x% per piece of heavy armor worn? Always thought this would help reduce the "high damage" part of tanky 1vX builds.
That is like the exact opposite of my point. Its harder to be tanky, but mobile builds are much more survivable as is. Should we chop their damage because they can live longer and escape?
Heavy build's damage is already nearly too low. Only with fury/rav/7th it can get even near comparable.
Increasing the "tanky" playstyles survival and damage would mean that NBs and Sorcs would be the only classes equipped to run non-tanky builds. Everyone else would get eaten alive, being tanky with comparable damage to characters built for damage isn't balanced. Already virtually every top PVP build for the past two years has had S&B on one bar.
I'm all for arguments that NB and Sorc escapability is over performing. However moving towards "tanky" playstyles having more damage and survivability doesn't equate to better game balance.
I liked the old "stand your ground" playstyle that was very present between One Tamriel ---> Homestead. Especially when taking DK´s into consideration. The only sad part was that the playstyle was mostly possible due to numerous bugs and exploits with certain sets and within the CP-system. Many of the bugs and exploits with sets and CP coincidently synergised very well with the DK class and the "stand your ground" theme.
Obviously many people didn´t like this, but made the wrong conclusion of the DK class being OP, when it was just certain sets that carried them. But it was quite obvious that when these sets and CP allocations got fixed, all these "immortal, high damage tanks" disappeared.
After that, block-cost got nerfed even further and the "stand your ground" playstyle almost died out, simple because of a meta that contains a lot more damage that can´t be mitigated (bleed and oblivion damage), paired with defiles.
At the same time we´ve these extremely survivable heal-bots that sometimes feel almost impossible to kill, and people use it as a reason why bleeds, defiles and oblivion damage is needed. I think that if you want to bring back the "stand your ground" playstyle, you need to lower the overall damage a player can make. But at the same time, lower a players individual healing potential.
I liked the old "stand your ground" playstyle that was very present between One Tamriel ---> Homestead. Especially when taking DK´s into consideration. The only sad part was that the playstyle was mostly possible due to numerous bugs and exploits with certain sets and within the CP-system. Many of the bugs and exploits with sets and CP coincidently synergised very well with the DK class and the "stand your ground" theme.
Obviously many people didn´t like this, but made the wrong conclusion of the DK class being OP, when it was just certain sets that carried them. But it was quite obvious that when these sets and CP allocations got fixed, all these "immortal, high damage tanks" disappeared.
After that, block-cost got nerfed even further and the "stand your ground" playstyle almost died out, simple because of a meta that contains a lot more damage that can´t be mitigated (bleed and oblivion damage), paired with defiles.
At the same time we´ve these extremely survivable heal-bots that sometimes feel almost impossible to kill, and people use it as a reason why bleeds, defiles and oblivion damage is needed. I think that if you want to bring back the "stand your ground" playstyle, you need to lower the overall damage a player can make. But at the same time, lower a players individual healing potential.
ESO started as a game with many different playstyles, but nowadays if you look to openworld and even BGs, there is really only one. Classes with the best mobility and burst are always on top, its why magsorc and stamblade are the most played classes. It wasn't always this way though. The other side of the coin, stand your ground playstyles which composed round about half the specs used to be just as strong.
The current state:
After subsequent direct and meta nerfs, it is almost impossible to run a stand your ground build without sacrificing everything else in the process. And this is terrible design. In ESO, high damage playstyles don't automatically equal instadeath glass cannons due to mechanics like shields, dodge and cloak allowing them to have equal or greater survivability than tanky builds. So why do tanky builds have to have no/low damage? Is this not rather hypocritical?
It has gotten to the point that tanky specc'd builds are having to build for non native mobility to be viable, but then end up as weaker versions of other classes since the "resources" (sets, CP, skills) put into mobility on one class have been amped into damage on others. Take for example my main, a MagDK, passives and abilities heavily built around tanking, known as a tank class. How do they play in this meta? With dresses and staves playing like a weaker magblade, despite having nothing that synergises well with it because being a stand your ground tanky build is near not viable. Then there are the other classes like StamDK, Magplar, Magden. Notice how they were all lower mobility and tankier builds? But they can't ride on the coat tails of meta as much as mdk.
Hypocrisy in balance:
There seems to be a stigma around tanks that has inspired a lot of nerfs. For some reason, kiting/hiding and killing groups of players is perfectly fine and valid, but tanking then killing them is a cardinal sin. Tanky players who absorb damage are yes harder to kill and won't die as easily to a direct mistake, however the same tanky player has more focus, so will make more mistakes being out in the open and away from escape. Instead of blanket gutting them because it was too strong, they should have adjusted it so it is similar strength 1v1 as it is XvX. One example is giving block a slightly higher base cost and making it less reducible but reducing its tick rate to 1/s so its not overwhelmed
It was a fair playstyle and had more than enough counters and sacrifices in; weaving and damage loss, mobility/escape, sustain andd had more than enough counters in dots, unblockable burst skills ground/specific AoEs, bleeds and unblockable CCs, and bar some classes it was an L2P issue if you couldn't kill them, or at the very least ignore them if they were truly unkillable because they sacrificed mobility and damage for that.
For some reason throughout all the counters and fair nerfs the devs continued their vendetta against it, doubling block cost block cost and constitution/wrath nerfs to the point that heavy is worse than it started out pre buff with no block cost reduction. Tanky builds are borderline unplayable in this defile/bleed/sload/cage meta. But cloak with a better mitigation and good scaling vs numbers becomes exempt to sloads breaking it. The only reason heavy is used on a few stam classes is because medium is bad too and they basically have to. The meta for mag is near all light if you look at a solo/small group build because no super heavy sets like fury exist.
Speaking of sload and rune cage, for some reason these two are going to be dodgable too, but not reflect/blockable, as if tanks weren't endangered outside of zergs as is. Showing their biases and unfair balance decisions quite obviously and the complete detachment from the actual state of the game.
Conclusion:
There seriously needs to be a massive change to this, killing an entire playstyle, limiting classes heavily and creating this awful meta is just plain incompetent. I know not whether its the balance team themselves or just listening to the tears of the majority players (Sorc/NB mainly, who don't run tanky builds and have escaped that specific nerf hammer) but you need to take into account the overall game.
Actually, you shouldn’t be able to indiscriminately hold your ground without sacrificing a lot. You can easily stand your ground against 4++ players who are worse than you and even against 2 players of your skill level. It’s not ok to just be able to tank an unlimited number and then be able to get kills also, that’s not even remotely balanced and would then disqualify every single other playstyle available.
There just needs to be less incentive to dog pile on already outnumbered players.
callen4492 wrote: »You make some interesting points. Especially the one about so many dk’s playing in light, as a weaker mageblade.
Question for you- On your magdk, do you use 5 light? Because I also main a magdk and I run 5 heavy. I seem to survive well and also but out good damage. I honestly don’t know why so many people run 5 light on magdk. It seems, like you mentioned, that by using 5 light, you can’t really take full advantage of all the dk passives.
Actually, you shouldn’t be able to indiscriminately hold your ground without sacrificing a lot. You can easily stand your ground against 4++ players who are worse than you and even against 2 players of your skill level. It’s not ok to just be able to tank an unlimited number and then be able to get kills also, that’s not even remotely balanced and would then disqualify every single other playstyle available.
There just needs to be less incentive to dog pile on already outnumbered players.
So this counts for shield and cloak spamming too right?
Actually, you shouldn’t be able to indiscriminately hold your ground without sacrificing a lot. You can easily stand your ground against 4++ players who are worse than you and even against 2 players of your skill level. It’s not ok to just be able to tank an unlimited number and then be able to get kills also, that’s not even remotely balanced and would then disqualify every single other playstyle available.
There just needs to be less incentive to dog pile on already outnumbered players.
So this counts for shield and cloak spamming too right?
but you need to take into account the overall game.
dwemer_paleologist wrote: »but you need to take into account the overall game.
you have that idea a little backwards.
there are alot of people who do not agree with you.
you are not and were not speaking for the entire community when you and your friends asked for nerfs.
there are alot more people playing this game that do not agree with what you are asking for.
Joy_Division wrote: »OP is right but it's just accepted that is how MMOs and fantasy RPGs in general work.
Think about it, the whole idea of having a role dubbed the "tank" that does little damage when actual historical tanks also have devastating firepower is silly.
How it's supposed to work is that "DPS" specs, when caught and subjected to strong attack, should not be able to withstand it, hence the idea of a "glass cannon." But the way ESO works, is while DPS specs can't resist such attacks, they can without too much trouble avoid them. So they can have it both ways: effective power and survivability, albeit through different means than the "tanks."
Unless the DPS specs are willing to accept a nerf to their ability to avoid incoming damage or the community in general is willing to accept that fantasy "tanks" should resemble historical tanks and combine resilience and firepower, the playstyle of "hold your ground" will remain cute and niche as opposed to efficient and versatile.
Nightblade sustain got decimated right alongside DK. Leaching strike is now a shadow of its former glory. The only class to escape that travesty was Sorc, with Dark Deal remaining untouched.Ragnarock41 wrote: »I miss pre-morrowind a lot. The era between one tamriel and homestead was really enjoyable, All we needed was a nerf to proc sets(and a few other overperforming things like black rose,malubeth or whatever, constution etc), and the CP nerfs were also nice, BUUUT , the nerfs to class passives were absolutely overkill.
I'm still trying to understand why zenimax hates stamina DK soooooo damn much though.(also stamplars but thats another story) Its not like they're trying to rebalance it or something. They're trying their absolute best to make it the most boring thing in existance. Why would you balance a class based on CP and sets anyways? I don't recall nightblades getting nerfed because of selene-viper meta... Its just unfair is what it is.
Nightblade sustain got decimated right alongside DK. Leaching strike is now a shadow of its former glory. The only class to escape that travesty was Sorc, with Dark Deal remaining untouched.Ragnarock41 wrote: »I miss pre-morrowind a lot. The era between one tamriel and homestead was really enjoyable, All we needed was a nerf to proc sets(and a few other overperforming things like black rose,malubeth or whatever, constution etc), and the CP nerfs were also nice, BUUUT , the nerfs to class passives were absolutely overkill.
I'm still trying to understand why zenimax hates stamina DK soooooo damn much though.(also stamplars but thats another story) Its not like they're trying to rebalance it or something. They're trying their absolute best to make it the most boring thing in existance. Why would you balance a class based on CP and sets anyways? I don't recall nightblades getting nerfed because of selene-viper meta... Its just unfair is what it is.
Oreyn_Bearclaw wrote: »Actually, you shouldn’t be able to indiscriminately hold your ground without sacrificing a lot. You can easily stand your ground against 4++ players who are worse than you and even against 2 players of your skill level. It’s not ok to just be able to tank an unlimited number and then be able to get kills also, that’s not even remotely balanced and would then disqualify every single other playstyle available.
There just needs to be less incentive to dog pile on already outnumbered players.
So this counts for shield and cloak spamming too right?
Shield stacking is the absolute worse defensive tool to use when outnumbered.
You sure shield spamming or cloak spamming players can’t “stand their ground”?
Highly skilled Sorcs and NBs have no problem taking on 4+ people at the same time.