The_Brosteen wrote: »In a world of nerf bleed threads one soul had the courage to stand up to those cheesy s&b builds that deal 1-3k dps. Not all heros wear capes. Never change eso forums, never change.
LOL. Someone who does not have any idea of PvE tanking needs.
I agree that it is wrong someone can build for strong survival and still do decent damage, but OPs idea is short sighted and ill thought.
This is a pvp thread. I haven’t stated anything about pve, I know full well this type of change “COULD” affect pve; but that’s largely up to their implementation. I’m merely stating what I view as a problem from a pvp perspective.
LOL. Someone who does not have any idea of PvE tanking needs.
I agree that it is wrong someone can build for strong survival and still do decent damage, but OPs idea is short sighted and ill thought.
This is a pvp thread. I haven’t stated anything about pve, I know full well this type of change “COULD” affect pve; but that’s largely up to their implementation. I’m merely stating what I view as a problem from a pvp perspective.
Of course you said something about PvE. I just pointed that part out. You even admit it could affect PvE here. Especially since Zos implements changes to both, not to only one area.
LOL. Someone who does not have any idea of PvE tanking needs.
I agree that it is wrong someone can build for strong survival and still do decent damage, but OPs idea is short sighted and ill thought.
This is a pvp thread. I haven’t stated anything about pve, I know full well this type of change “COULD” affect pve; but that’s largely up to their implementation. I’m merely stating what I view as a problem from a pvp perspective.
Of course you said something about PvE. I just pointed that part out. You even admit it could affect PvE here. Especially since Zos implements changes to both, not to only one area.
ZOS has clearly implemented “in game sets” which specifically increase damage to pve monsters. Do you really think it’s so hard to change blocking to increase more damage mitigation from pve monsters & decrease it against players?
To take down a tank more than strait damage is needed, most tanks regain health using health recovery and/or healing. The damage has to exceed a tank's ability to regain health. Magblades do not have a high uptime defile and defile’s uptime got reduced.
What zos blanced in murkmire was damage mitigation via shields + damage output builds; what they didn’t balance is damage mitigation + damage output, damage mitigation + healing output, and damage output + healing output builds.
Magblade is basically damage output + healing output build vs damage mitigation + healing output; but here is the twist because healing output and damage output scale with the same stats damage mitigation can be combined with healing output and still have enough damage to take opponents down.
So you end up with tanky players who have good amount of healing and moderate amount damage vs class cannon builds who only have damage and healing, and if it’s a magblade not much in the way of defile uptime. If the tank is something like a warden with corrupting pollen vs damage output + healing output build well the healing gets reduced and because the build is a glass cannon it gets defeated.
If I can pump 4.5k fully buffed spell damage w/16k spell penetration & it still takes 3 others to kill you in game; that’s just ridiculous.
LOL. Someone who does not have any idea of PvE tanking needs.
I agree that it is wrong someone can build for strong survival and still do decent damage, but OPs idea is short sighted and ill thought.
This is a pvp thread. I haven’t stated anything about pve, I know full well this type of change “COULD” affect pve; but that’s largely up to their implementation. I’m merely stating what I view as a problem from a pvp perspective.
Of course you said something about PvE. I just pointed that part out. You even admit it could affect PvE here. Especially since Zos implements changes to both, not to only one area.
ZOS has clearly implemented “in game sets” which specifically increase damage to pve monsters. Do you really think it’s so hard to change blocking to increase more damage mitigation from pve monsters & decrease it against players?
CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
So blocking, despite bringing your stam recovery to 0, is OP?
CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
By that stance, “anyone fighting a very tank player is wasting their time”.
My problem with this is that good players that I’ve seen are able to build for survivability & damage to some extent.
When the community recognizes someone as a good player, I want to fight them.
I believe fighting good players is how you get better.
The game isn’t balanced around 1v1, but open world seems slightly better to me because you can’t (or shouldn’t be able to) build to counter everything that you may encounter.
My suggestion is that anyone blocking can mitigate 50% of damage is too much. S&b adding to that makes for a decent amount of mitigation. I would like to see it tuned so that blocking + s&b = 50%
Blocking without s&b should imo mitigate 25-30%.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
By that stance, “anyone fighting a very tank player is wasting their time”.
My problem with this is that good players that I’ve seen are able to build for survivability & damage to some extent.
When the community recognizes someone as a good player, I want to fight them.
I believe fighting good players is how you get better.
The game isn’t balanced around 1v1, but open world seems slightly better to me because you can’t (or shouldn’t be able to) build to counter everything that you may encounter.
My suggestion is that anyone blocking can mitigate 50% of damage is too much. S&b adding to that makes for a decent amount of mitigation. I would like to see it tuned so that blocking + s&b = 50%
Blocking without s&b should imo mitigate 25-30%.
The game isn’t balanced around 1v1 but you want to 1v1 good players or you want to try to kill them in any scenario, including xv1?
Anyways “good” is pretty subjective in this game. There’s good small scale players, duelers, solo players, battle ground players and even raid players but they’re not necessarily synonymous.
Your suggestion would’ve been more welcomed patches ago but as of right now blocking isn’t that much of a problem. In fact, a lot of players don’t even block at all.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
By that stance, “anyone fighting a very tank player is wasting their time”.
My problem with this is that good players that I’ve seen are able to build for survivability & damage to some extent.
When the community recognizes someone as a good player, I want to fight them.
I believe fighting good players is how you get better.
The game isn’t balanced around 1v1, but open world seems slightly better to me because you can’t (or shouldn’t be able to) build to counter everything that you may encounter.
My suggestion is that anyone blocking can mitigate 50% of damage is too much. S&b adding to that makes for a decent amount of mitigation. I would like to see it tuned so that blocking + s&b = 50%
Blocking without s&b should imo mitigate 25-30%.
The game isn’t balanced around 1v1 but you want to 1v1 good players or you want to try to kill them in any scenario, including xv1?
Anyways “good” is pretty subjective in this game. There’s good small scale players, duelers, solo players, battle ground players and even raid players but they’re not necessarily synonymous.
Your suggestion would’ve been more welcomed patches ago but as of right now blocking isn’t that much of a problem. In fact, a lot of players don’t even block at all.
You can think of it like this, open world, ad pushed past the alessia bridge. 4 players on an opposing faction bait 3 ad pugs away from the bridge, I’ll play along & even the odds...
Opposition takes some losses, ad loses a guy, & in the end the tanky player wins.
Xv1 happens as a product of the state of open world pvp; naturally people die.
But given this scenario, maybe I’m just really bad, or maybe there are some small adjustments that need to take place in game.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
By that stance, “anyone fighting a very tank player is wasting their time”.
My problem with this is that good players that I’ve seen are able to build for survivability & damage to some extent.
When the community recognizes someone as a good player, I want to fight them.
I believe fighting good players is how you get better.
The game isn’t balanced around 1v1, but open world seems slightly better to me because you can’t (or shouldn’t be able to) build to counter everything that you may encounter.
My suggestion is that anyone blocking can mitigate 50% of damage is too much. S&b adding to that makes for a decent amount of mitigation. I would like to see it tuned so that blocking + s&b = 50%
Blocking without s&b should imo mitigate 25-30%.
The game isn’t balanced around 1v1 but you want to 1v1 good players or you want to try to kill them in any scenario, including xv1?
Anyways “good” is pretty subjective in this game. There’s good small scale players, duelers, solo players, battle ground players and even raid players but they’re not necessarily synonymous.
Your suggestion would’ve been more welcomed patches ago but as of right now blocking isn’t that much of a problem. In fact, a lot of players don’t even block at all.
You can think of it like this, open world, ad pushed past the alessia bridge. 4 players on an opposing faction bait 3 ad pugs away from the bridge, I’ll play along & even the odds...
Opposition takes some losses, ad loses a guy, & in the end the tanky player wins.
Xv1 happens as a product of the state of open world pvp; naturally people die.
But given this scenario, maybe I’m just really bad, or maybe there are some small adjustments that need to take place in game.
This really says nothing about S&B though.
While I like “fair” fights, I’m not a fan of how unbalanced 1v1 is, I prefer 3v3 - 8vX
I’m not saying other situations don’t exist, I’ve definitely played, won, & lost in a variety; just saying what I prefer.
I believe “the better players” use block effectively. I believe “50%+ block mitigation” is pretty OP if you’re a player who understands how to use it.
You can think of it like a good driver properly understanding how to use ABS (anti-lock breaking system) when driving vs someone who doesn’t.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Well if someone is a magblade trying to take out a very tanky player right now then they’re wasting their time.
On another note sword and board is fine in its current state. Cp pvp is just a cluster *snip* but if any weapon line needs tweaking it’s dual wield.
By that stance, “anyone fighting a very tank player is wasting their time”.
My problem with this is that good players that I’ve seen are able to build for survivability & damage to some extent.
When the community recognizes someone as a good player, I want to fight them.
I believe fighting good players is how you get better.
The game isn’t balanced around 1v1, but open world seems slightly better to me because you can’t (or shouldn’t be able to) build to counter everything that you may encounter.
My suggestion is that anyone blocking can mitigate 50% of damage is too much. S&b adding to that makes for a decent amount of mitigation. I would like to see it tuned so that blocking + s&b = 50%
Blocking without s&b should imo mitigate 25-30%.
The game isn’t balanced around 1v1 but you want to 1v1 good players or you want to try to kill them in any scenario, including xv1?
Anyways “good” is pretty subjective in this game. There’s good small scale players, duelers, solo players, battle ground players and even raid players but they’re not necessarily synonymous.
Your suggestion would’ve been more welcomed patches ago but as of right now blocking isn’t that much of a problem. In fact, a lot of players don’t even block at all.
You can think of it like this, open world, ad pushed past the alessia bridge. 4 players on an opposing faction bait 3 ad pugs away from the bridge, I’ll play along & even the odds...
Opposition takes some losses, ad loses a guy, & in the end the tanky player wins.
Xv1 happens as a product of the state of open world pvp; naturally people die.
But given this scenario, maybe I’m just really bad, or maybe there are some small adjustments that need to take place in game.
This really says nothing about S&B though.
Dude was running double s&b build, I didn’t sit down & have coffe with the guy, or chat him up, I died & contemplated why.
The result of my thinking was what I posted earlier...blocking + s&b should equal 50% mitigation not more than that; which it currently does.
BlackMadara wrote: »People seem to dislike the rock paper scissors aspect of ESO pvp but it is a very efficient system. This is due to it being very similar to how real life combat works.
Example: some martial arts are distinctly better than others. Some are better in certain situations, depending on imposed restrictions in rules of competition. A wrestler can beat boxer if he gets him on the ground. That same wrestler will lose to a BJJ competitor on the ground however.
The beauty of this game, and MMA, is that you can build/train for a multitude of situations and reduce your available counters.
Blocking counters burst oriented DPS. I don't permablock, but I time blocks with big hits that I predict are coming.
OP, adapt to pressure block utilizing players. Then, as a mNB, time your cc with your ult and spec bow proc. With the slower projectile speed of bow proc, you could probably have it land as you gap close, fear, ult. If you have as much damage as you claim, you should be able to drop 20-30k even off high resistance targets. I can with my mDK with 1000 less SD than you.
BlackMadara wrote: »People seem to dislike the rock paper scissors aspect of ESO pvp but it is a very efficient system. This is due to it being very similar to how real life combat works.
Example: some martial arts are distinctly better than others. Some are better in certain situations, depending on imposed restrictions in rules of competition. A wrestler can beat boxer if he gets him on the ground. That same wrestler will lose to a BJJ competitor on the ground however.
The beauty of this game, and MMA, is that you can build/train for a multitude of situations and reduce your available counters.
Blocking counters burst oriented DPS. I don't permablock, but I time blocks with big hits that I predict are coming.
OP, adapt to pressure block utilizing players. Then, as a mNB, time your cc with your ult and spec bow proc. With the slower projectile speed of bow proc, you could probably have it land as you gap close, fear, ult. If you have as much damage as you claim, you should be able to drop 20-30k even off high resistance targets. I can with my mDK with 1000 less SD than you.
Hmm, after tonight, I gotta say that permablocking is a thing again.. not sure what the builds are - but just had 2 separate, long fights..
One with a DK - never stopped blocking for about 5 mins (interspersed with a ton of snb ulti's) 4 of us gave up in the end after failing to budge his health by more than 15%.
One with a magplar.. Constant jabs while blocking - for 2-3 mins. till I ran dry.. why? impossible to recov resources from heavies vs a permablocker...
Where have all the fear-spamming NB's gone this patch?