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let's talk about sustain in bg and how it's imbalanced

heavier
heavier
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it's a big map.
you gotta run places if you die. sprint sustain is awful because of 0 sprinter cp
regular is sustain is hampered because 0 healthy, arcanist, mooncalf cp

throw on top of all this root, snare, stun metas and how all that stacks + lag and sustain just isn't viable
my build can practically be described as a sustain build and I'm good at it, but unless I'm in a situation where I am 100% determined not to be "focused" my sustain vanishes. it disappears completely under pressure. the obvious solution that the devs intended for me would be to buy or craft tri restoration pots, this is exactly what they had in mind when they hardlinked all potion CD. WTF is pot CD doing so high in a game where skill CD isn't a thing? I can't even rotate stamina/hp pots because using a stamina pot would completely eliminate any chances of using an HP pot.

now let's talk about focus meta briefly because that's uh a sort of naturally occurring mechanic in pvp. the way the damage model completely explodes once someone is around 40% HP means that in a group of 3 teams and 12 players if someone goes below 75% HP and they're not using damage sponge meta, suddenly they are focused by 2 teams and 8 players ! even if you can tank the damage and restore to full HP and keep it there, u got 8 resource pools overloading ur one because a lot of times focus remains after you're fully healed, simply because unless you're a damage sponge meta, sustain will fail easily, because either I'm bad at game or sustain needs buff.

don't notice it as much cyro
  • brandonv516
    brandonv516
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    Gap closer.
  • Conduit0
    Conduit0
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    CP is the second worst thing in pvp(lag being the first). CP results in infinite sustain builds that take 20 people to kill and fights devolving into endless games of ring around the rosie with the only deaths being those resulting from boredom.

    Frankly I can't wait for the no CP test in February, the last one was glorious and I've upgraded my skills from total potato to semi-scrub since then, so it should be a lot of fun.
    Edited by Conduit0 on January 6, 2019 10:42PM
  • heavier
    heavier
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    Gap closer.
    I use my sword and board gap closer to navigate the battlefield like players are magnets
    Conduit0 wrote: »
    CP is the second worst thing in pvp(lag being the first). CP results in infinite sustain builds that take 20 people to kill and fights devolving into endless games of ring around the rosie with the only deaths being those resulting from boredom.

    Frankly I can't wait for the no CP test in February, the last one was glorious and I've upgraded my skills from total potato to semi-scrub since then, so it should be a lot of fun.


    thought it was the same dude
    ye infinite sustain is a problem if you're in damage sponge meta

    I just had a blast on wired nets because I was really able to pay attention to my sustain. I still think it's an issue and maybe "buff" wasn't the proper word, but overall it's just about the only entrance this game has to make it "in" to the hardcore pvp scene.

    while I call for a buff, I really mean that it needs to be polished. buffing is the first step to polishing, removing the inherent roughness of a surface. there could be methods of sustaining sustain through "combos"
    combos in ESO are just putting up a bunch procs...there is no chaining of abilities in a manner that creates nuance.
    making sustain an element in comboing would make PvP interesting.

    TERA OG Slayer is exemplary in what a chain can do. In it's truest form slayer was built around sustain, you needed to weave autoattacking (like light attacks) in order to keep you "MP" (universal action point basically) up
    casting primer skills would lead to more powerful abilities casting faster and costing less (ok I'm not sure they costed less).
    there were very few abilities that could hit hard that could be used as an opener, simply because players were smart enough not to get hit by slow heavy swings.
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