The only overpowered thing in PvP is the strength and uptime of snare's and root's compared to Major Expedition and immunity. It's completely biased to the former and is destroying the game.
"Thing that kills me needs nerfed.
I should be able to heal through all damage, even though I got hit by 5 players ultimates. I shouldn't be able to die in PvP...."
Honestly *** like this is why this forum is a damn joke.
Shocking as this may be to some, but you aren't supposed to be immortal in PvP. I know, I know...everyone is so terrified to take an L like a big boy, so they cry about anything that can touch them.
Get over it. Some stuff will kill you. No one should be able to live through multiple
dawnbreakers.
FFS
LoveForElderScrolls wrote: »"Thing that kills me needs nerfed.
I should be able to heal through all damage, even though I got hit by 5 players ultimates. I shouldn't be able to die in PvP...."
Honestly *** like this is why this forum is a damn joke.
Shocking as this may be to some, but you aren't supposed to be immortal in PvP. I know, I know...everyone is so terrified to take an L like a big boy, so they cry about anything that can touch them.
Get over it. Some stuff will kill you. No one should be able to live through multiple
dawnbreakers.
FFS
So you are saying if I or my group are outnumbered in a fight and get hit by multiple dawnbreakers we should not live through it just because they have more numbers than us and can hit us with more overpowered ultimates? You mean there should be no strategy to overcome the outnumbered situation?
Fixed that for you ;-)LoveForElderScrolls wrote: »Siege
Dawnbreaker
Steel Tornado
Uppercut
Werewolves
Siege
Radiant Destruction
Negate Magic
Piercing Javelin
Soul Strike
Siege
Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things. Example: All members of a PvP group running the dawnbreaker ultimate. No one can survive getting hit by multiple dawnbreakers without enough healing. There's not enough time to react to incoming damage from getting hit by multiple ultimates.
LoveForElderScrolls wrote: »Siege
Dawnbreaker
Steel Tornado
Uppercut
Werewolves
Siege
Radiant Destruction
Negate Magic
Piercing Javelin
Soul Strike
Siege
Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things. Example: All members of a PvP group running the dawnbreaker ultimate. No one can survive getting hit by multiple dawnbreakers without enough healing. There's not enough time to react to incoming damage from getting hit by multiple ultimates.
LoveForElderScrolls wrote: »Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things. Example: All members of a PvP group running the dawnbreaker ultimate. No one can survive getting hit by multiple dawnbreakers without enough healing. There's not enough time to react to incoming damage from getting hit by multiple ultimates.
Must be no CP for the Siege because I still think Siege could use more power in CP lol.
As for Steel Tornado who thought a cheap spammable non-dodgeable AOE skill should have an execute mechanic built into it? Take a shot at any one of those variables for the ability. I'd say the execute portion needs to go. You can run AOE redux abilities now.
Steel tornado is still dodgeable. When you dodge any damage glyphe, you also dodge steel tornado. Most of the players run infused weapons now, so you actually have a good chance to avoid the damage of steel tornado.
Steel tornado is still dodgeable. When you dodge any damage glyphe, you also dodge steel tornado. Most of the players run infused weapons now, so you actually have a good chance to avoid the damage of steel tornado.
Bleeds are totally necessary against heavy armour turtles! But i can understand, that other players are angry about it.
Soul Strike?
1 vs. 1? No!
X vs. 1? Yes, it's ridiculous! Just 100 Ulti, a range of 41 meters and cc immunity while casting....congrats ZOS!
Rest is ok.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
LoveForElderScrolls wrote: »Siege
Dawnbreaker
Steel Tornado
Uppercut
Werewolves
Siege
Radiant Destruction
Negate Magic
Piercing Javelin
Soul Strike
Siege
Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things. Example: All members of a PvP group running the dawnbreaker ultimate. No one can survive getting hit by multiple dawnbreakers without enough healing. There's not enough time to react to incoming damage from getting hit by multiple ultimates.
I wish people would stop saying bleeds are OP, because outside of Master DW they’re really not.The only overpowered thing in PvP is the strength and uptime of snare's and root's compared to Major Expedition and immunity. It's completely biased to the former and is destroying the game.
So much so that I’m considering going FM over rally even for medium builds. It’s mental.
jediodyn_ESO wrote: »
I’d love to know what build your buddy is running, because in hundreds of BGs on PS4 I have yet to come across a WW in no-cp that can solo any other decent player.
In no-cp WW can have either burst OR survivabilty and lack any utility. CC breaks and snare breaks drain WW harshly. Not to mention that just about every Stam class who isn’t a DK runs Dawnbreaker, and one sniper means the party is over.
WW in non-cp is too weak without a pocket healer to allow a full dps build. I rarely, if ever see anyone go WW and rack up a bunch of kills or damage compared to what can be done with the same amount of ultimate put into a couple dawnbreakers instead.
Honestly WW is still way behind Vamp in terms of utility. A suggested solution would be if players could be allowed to toggle it on/off while they still have ultimate. This would also make “WW” ultimate gen sets actually useful to WW builds.
How do you apply this to Negate Magic?LoveForElderScrolls wrote: »Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things.
And youve really made wonder how someone getting massjavelined to death would look like. Or mass uppercutted for that matter. Hahaha the images in my head!!!
If you have 10 negate magicka placed on you it would become so obvious.
The new measurement of OP is if 10 players use the same skill against you at the same time and you die it is clearly due to the skill being OP.
Illuvatarr wrote: »I wish people would stop saying bleeds are OP, because outside of Master DW they’re really not.The only overpowered thing in PvP is the strength and uptime of snare's and root's compared to Major Expedition and immunity. It's completely biased to the former and is destroying the game.
So much so that I’m considering going FM over rally even for medium builds. It’s mental.
This is a silly comment. Bleeds are yet another overpowered advantage stamina toons have. Dude you are an apologist to the end and your comments show you care little about game balance.
elfantasmo wrote: »LoveForElderScrolls wrote: »Siege
Dawnbreaker
Steel Tornado
Uppercut
Werewolves
Siege
Radiant Destruction
Negate Magic
Piercing Javelin
Soul Strike
Siege
Note: overpowered doesn't mean it should be nerfed but healing could be on par with these things. Example: All members of a PvP group running the dawnbreaker ultimate. No one can survive getting hit by multiple dawnbreakers without enough healing. There's not enough time to react to incoming damage from getting hit by multiple ultimates.
You propose that one should be able to outheal everything? How do you propose one dies?