Actually_Goku wrote: »Tanks and healers have ruined the PVP experience for a long time now. Nothing new. Play BG’s.
LOL effects of Wrobbler are in effect, and he was probably a templar, why?? because *** heals why, now they even reduced the debuffs on healing and hp recovery ofc you will find these kind of builds now, they were even like this pre heal debuff nerfs as well
mr_wazzabi wrote: »Tanks are OP in pvp.
My stam nb with spriggans and bone pirate has been unable to kill tanks for months. Last night i fought a tank for almost 10 minutes, throwing everything I could. The most I could do was take him to 10%, at which time he pops a heal and the cycle repeats itself. I walked away bored.
You do realise you survived for 10 mins also, so he couldn’t kill you either. If you gear for max survival, you kill nothing. The enemy are thick if they beat on you.
Surprised it took so long
Investigating such an exploit is not easy,
You should not call it exploit as you have no proof that it is actually an exploit
I don't really see the problem. One guy standing around absorbing damage isn't going to be taking resources or keeps, or killing enemy players. There's no "advantage" here, and the only exploit is exploiting the stubbornness of a bunch of players who would be better serving their alliance by moving on to something that earns AP.
Can't a tank use siege weapon to do damage (replacing its own lack for it)? Destroying tents and doing other stuff that you don't need to be able to do your own damage as long as you can survive?
LOL effects of Wrobbler are in effect, and he was probably a templar, why?? because *** heals why, now they even reduced the debuffs on healing and hp recovery ofc you will find these kind of builds now, they were even like this pre heal debuff nerfs as well
It's literally just the new Dark Cloak HoT + high max health, with stacked healing bonuses from multiple sources (CP, argonian, etc).
Dark Cloak into Meditate gives you Minor + Major Protection and if you have CC immunity it's uninterruptable because brilliant game developers. Stack that with high resistances in general to minimize incoming burst damage.
Why you keep suggesting theyre exploiting is beyond me. Seems to be the default response to anything in this game's community
mr_wazzabi wrote: »Tanks are OP in pvp.
My stam nb with spriggans and bone pirate has been unable to kill tanks for months. Last night i fought a tank for almost 10 minutes, throwing everything I could. The most I could do was take him to 10%, at which time he pops a heal and the cycle repeats itself. I walked away bored.
LOL effects of Wrobbler are in effect, and he was probably a templar, why?? because *** heals why, now they even reduced the debuffs on healing and hp recovery ofc you will find these kind of builds now, they were even like this pre heal debuff nerfs as well
Poor chap..
Wasn't long ago he was accused of playing NB
Patch before that he was a Sorc..
imredneckson wrote: »RaddlemanNumber7 wrote: »Malamar1229 wrote: »I bet he hit like a truck too...
They didn't kill anyone that I saw. Seemed satisfied to be getting everyone's attention.
That's pretty much it. Tanks love to get a ton of players to attack them and then its just a game to see who lasts longer the tanks HP or the enemy's want to kill them. If the players leave the tank, tank wins. If the tank dies then he just lasted a long time against overwhelming odds and wasted the time of the enemies that were fighting them. This can be used to occupy enemies while a keep is under attack and give the keep enough time to get some back up. Even just one player distracting enemies at a resources can give their faction enough time to attack a keep and take it before they kill the tank. Tanks can be useful and are fun to play.
Malamar1229 wrote: »imredneckson wrote: »RaddlemanNumber7 wrote: »Malamar1229 wrote: »I bet he hit like a truck too...
They didn't kill anyone that I saw. Seemed satisfied to be getting everyone's attention.
That's pretty much it. Tanks love to get a ton of players to attack them and then its just a game to see who lasts longer the tanks HP or the enemy's want to kill them. If the players leave the tank, tank wins. If the tank dies then he just lasted a long time against overwhelming odds and wasted the time of the enemies that were fighting them. This can be used to occupy enemies while a keep is under attack and give the keep enough time to get some back up. Even just one player distracting enemies at a resources can give their faction enough time to attack a keep and take it before they kill the tank. Tanks can be useful and are fun to play.
That was my point...super tanky players arent doing any dmg....so you saddle up and ignore them...not come to forums asking for nerfs.
ImO it's not issue until you have super tanks that are 1 shotting ppl
Waffennacht wrote: »There is a set that reduces incoming damage by 15% while you are casting or channelling - Light of Cyrodiil.
Add here Psijic passive, that reduces inc. damage by 30% while casting or channeling Psijic skills
So this is a rough 45% incoming damage reduction while meditating, not even counting armor, resists or other damage reduction passives (like Nord's 6% racial or Psijic ult 8% while slotted)
From other side, WHAT this troll-tank can do against you? Just ignore him
That's not how mitigation works.
It's multiplicative
Well, it's still a lot
Other option for unkillable tank is Health regen, I mean huge health regen, paired with huge mitigation
Orgnum's Scales + Armor Master (or Beekeeper's Gear or Green Pact or Warrior-Poet or Mark of the Pariah) + Troll King
Never tried this, but always want to
Malamar1229 wrote: »imredneckson wrote: »RaddlemanNumber7 wrote: »Malamar1229 wrote: »I bet he hit like a truck too...
They didn't kill anyone that I saw. Seemed satisfied to be getting everyone's attention.
That's pretty much it. Tanks love to get a ton of players to attack them and then its just a game to see who lasts longer the tanks HP or the enemy's want to kill them. If the players leave the tank, tank wins. If the tank dies then he just lasted a long time against overwhelming odds and wasted the time of the enemies that were fighting them. This can be used to occupy enemies while a keep is under attack and give the keep enough time to get some back up. Even just one player distracting enemies at a resources can give their faction enough time to attack a keep and take it before they kill the tank. Tanks can be useful and are fun to play.
That was my point...super tanky players arent doing any dmg....so you saddle up and ignore them...not come to forums asking for nerfs.
ImO it's not issue until you have super tanks that are 1 shotting ppl
I have a build that has 40k health, 40k stam, 2.3k crit resistance, 35k phy/spell resistance, and just over 2k weapon damage. The stam recovery is kind of low but it works. The build doesn’t one shot people but it can kill players while being tanky. The only problem is I don’t have one of the sets on the live server to run it. Hopefully the golden vendor brings me what I need some day.
mr_wazzabi wrote: »The most I could do was take him to 10%, at which time he pops a heal and the cycle repeats itself. I walked away bored.
Waffennacht wrote: »Sure it's not just the new heal is that good?
The new nightblade heal has little to do with it. The counter to the healing/health regen is what got drastically reduced. On the build I use I make so players are always doing normal damage. I pushed the crit reduction high. I am not going into the value and why because it’s lengthily. But there is a point where in pvp the only way to get past the crit reduction is to make a build that will get most players killed because it is a pve build. There is kind of two ways of doing this but again it’s lengthily one is high crit resistance or high block up time.
Because 99% of players will be doing normal damage all the burst damage can be thrown out the window so to speak. Once that is done all the dps calculations for just about every popular build are easy to do. Then just calculate how much damage reduction is need to put the incoming damage lower than the self healing rate. There is a point where it’s better to push more healing if increases skill or ultimate output values.
Defile while yes it was over preforming against builds that had little or no healing, the devs drastically reduced the uptime. People seem to not understand how much defile got nerfed, I called these situations in the pts forms, along with other people. And the devs did it anyway; so here we are.When the patch is deployed on live, players will be complaining about healers, tanks, and organized groups of players who will almost never die.
WaltherCarraway wrote: »this thread is already a nerf magicka dragonknight thread. how amazing!
WaltherCarraway wrote: »this thread is already a nerf magicka dragonknight thread. how amazing!
L2P issue
WaltherCarraway wrote: »this thread is already a nerf magicka dragonknight thread. how amazing!
No, magicka dragonknight can rejoice, this discussion is about near immortal tanksL2P issue
I wish it was.
Sadly, there is a balance issue and/or exploit and some tanking builds are over performing.
It is always easy to classify an issue as L2P, but it's not always right to do so