I have no idea what u are trying to say
Low score matches are usually alot of fun
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
Mister_DMC wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
Wow having to endure an entire 6 second cc would be a death sentence. It sounds like you are much more comfortable playing a slower paced tab targeting type game.
Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
Mister_DMC wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
Wow having to endure an entire 6 second cc would be a death sentence. It sounds like you are much more comfortable playing a slower paced tab targeting type game.
Drakkdjinn wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
The difference is in those other games you'd be hard pressed to take a target from 100% to 0hp during the duration of the stun, and casting the stun itself has an internal cooldown; those mechanics do not exist in ESO.
Drakkdjinn wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
The difference is in those other games you'd be hard pressed to take a target from 100% to 0hp during the duration of the stun, and casting the stun itself has an internal cooldown; those mechanics do not exist in ESO.
Exactly. You get it!
Drakkdjinn wrote: »Drakkdjinn wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
The difference is in those other games you'd be hard pressed to take a target from 100% to 0hp during the duration of the stun, and casting the stun itself has an internal cooldown; those mechanics do not exist in ESO.
Exactly. You get it!
Glad we agree that what's considered a proper CC mechanic in another game has no place in ESO; the only proper CC mechanic missing on live currently is that immunity is not working at all how it's designed/balanced/has worked in the past.
Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
Drakkdjinn wrote: »Drakkdjinn wrote: »Apache_Kid wrote: »Healing is way overtuned in PvP. If you ever have been in a deathmatch where each of the three teams has a dedicated healer then you know what I am talking about. Have had quite a few matches end where no team even had half the points to win the match and it went the time limit.
This game lacks proper CC mechanics. In most pvp mmos, you can't just break free from a cc. A cc will last like 6 seconds and you have to eat the full duration and the person that used their cc now has that skill on cooldown for 10 to 15 seconds. A player can be cc'd 3 times in a row, each cc having a half life duration. Meaning the first is 6 seconds, the second is 3 secs, the third is 1.5 seconds.
In ESO, you have multiple cc's; stun lasting x seconds, snare lasting x seconds, and root lasting x seconds. The issue with eso pvp, is you can't CC someone long enough without them breaking free to kill them when a healer is involved. They can potentially have enough stamina to always break free... that's a huge issue. You want balance? Fix the cc mechanics. They are crap in this game. Too easy to get out of cc, to easy to be immune to cc, damage is too high, healing is too high, skills cost too many resources.... it's just a mess
The difference is in those other games you'd be hard pressed to take a target from 100% to 0hp during the duration of the stun, and casting the stun itself has an internal cooldown; those mechanics do not exist in ESO.
Exactly. You get it!
Glad we agree that what's considered a proper CC mechanic in another game has no place in ESO; the only proper CC mechanic missing on live currently is that immunity is not working at all how it's designed/balanced/has worked in the past.
CC breaking upon being attacked is another key element of long duration CCs.
Daoc has minute-long mezzes followed by minute long CC immunity.. But the mezzes broke whenever the victim took damage, which lead to a general aversion to dot builds in that game.
Crowd control wasn’t meant to lock someone down and prevent them fighting back, it was meant to turn. 8v20 into an 8v4 by locking the other zerglings out of the fight. It made target focus an absolute requirement.
DarkJester1 wrote: »https://imgur.com/a/PfVsJ6h
and this one was even worse:
https://imgur.com/a/pV5Nb17
(Check total scores).
Why they felt the need to reduce the heal debuff length, beats the hell out of me. I felt heals were pretty balanced in PvP (except for how much points it gives people; I'm glad they upped that), now though, now it's just awful.