SaintSubwayy wrote: »They should finally ban those PVE arena weapons from PVP, and add new ones, which can be gained only throu PVP, and only work in BG's and Cyro / IC...problem to 50% solved, unless they make them OP xD
SaintSubwayy wrote: »They should finally ban those PVE arena weapons from PVP, and add new ones, which can be gained only throu PVP, and only work in BG's and Cyro / IC...problem to 50% solved, unless they make them OP xD
Word.
Wolf_Watching wrote: »SaintSubwayy wrote: »They should finally ban those PVE arena weapons from PVP, and add new ones, which can be gained only throu PVP, and only work in BG's and Cyro / IC...problem to 50% solved, unless they make them OP xD
Word.
Oh I don’t have something b/c I’m a casual. Please nerf. Why do people have this mindset on an MMO?
Wolf_Watching wrote: »SaintSubwayy wrote: »They should finally ban those PVE arena weapons from PVP, and add new ones, which can be gained only throu PVP, and only work in BG's and Cyro / IC...problem to 50% solved, unless they make them OP xD
Word.
Oh I don’t have something b/c I’m a casual. Please nerf. Why do people have this mindset on an MMO?
Because some people enjoy PvP, some enjoy PvE, and it is not right to require either to go through a grind through an activity he doesn't enjoy just so he is not at a disadvantage in the activity he actually joined the game for.
And this has absolutely nothing to do with "casual". You can have non-casual in both PvP and PvE, no need to force PvP-ers into non-casual PvE and vice versa.
Lord_Dexter wrote: »ZOS should nerf bleed builds for PVP,
Every 2nd Stam Player understand and abusing but why not ZOS?
I think the people complaining about bleeds in CP pvp the most are the ones who built to about being burst. High ironclad cp allocation and lower thick skinned. I used to run with a balance of the 2 and got burst a lot. I switched to 72 iron clad and that stopped but bleeds are way harder to handle now. I choose to take the risk, line of sight and heal through them rather than deal with a stun allowing me to get burst by one person.
If you're built similar to me to avoid burst, bleeds should hurt more. Bleeds don't one shot or combo you, adapt and figure out how to heal through or purge.
If you are paying no-cp, sorry but the truth is until they overhaul cp, the game isn't balanced for you. Not just bleeds, but all the proc sets too.
Lord_Dexter wrote: »ZOS should nerf bleed builds for PVP,
Every 2nd Stam Player understand and abusing but why not ZOS?
validifyedneb18_ESO wrote: »I have an idea.
The people who do high bleed damage, even if they where using normal builds, would probably kill you anyway with high damage.
validifyedneb18_ESO wrote: »I have an idea.
The people who do high bleed damage, even if they where using normal builds, would probably kill you anyway with high damage.
You say it as if the bleed build did not do high damage otherwise.
Should just make bleeds work same way as maces ignore a % of armor value it might end up working better on tanks like it was intended
preedb16_ESO2 wrote: »Another thing that is severely lacking is availiability of purge for most players. It's only really templars with 5x purge ability that have an effective purge, and dedicated purgebots, which can be any class in PVP I suppose. And obviously purge on rotation that go off every second or so in organized ballgroups are also very effective as the cost is spread out among several players. The warden netch only removes 1 effect on cast and if you are up against a dot+bleed build spamming that single purge won't stand a chance to keep up with the incoming DOT's.. Hell, even efficient purge that removes 2 effects won't be able to keep up, and even though the Efficient morph costs less, its not really worth slotting it unless you are a healer with 3k+ mag recovery, it's not a viable option to use for self-purging.
Perhaps put in some new mechanics that adds potential chances to purge, like a 10-20% chance to purge an effect when you block an attack, or even better, a 3-5% or so chance to purge an effect every time you are healed, since blocking is reserved for stamina/tank builds and mag players like me only has enough stamina to block 2-3 hits, and I don't bother with blocking as the little stamina I have is vital for breaking CC or the occasional rolldodge, and without modifiers to block mitigation or cost it just isn't worth it.
If Invigorating was bleed resist it just means you will have to chose between that and impen, and then you would be taking heavier crit hits from all other sources instead which is even worse.
preedb16_ESO2 wrote: »Another thing that is severely lacking is availiability of purge for most players. It's only really templars with 5x purge ability that have an effective purge, and dedicated purgebots, which can be any class in PVP I suppose. And obviously purge on rotation that go off every second or so in organized ballgroups are also very effective as the cost is spread out among several players. The warden netch only removes 1 effect on cast and if you are up against a dot+bleed build spamming that single purge won't stand a chance to keep up with the incoming DOT's.. Hell, even efficient purge that removes 2 effects won't be able to keep up, and even though the Efficient morph costs less, its not really worth slotting it unless you are a healer with 3k+ mag recovery, it's not a viable option to use for self-purging.
Perhaps put in some new mechanics that adds potential chances to purge, like a 10-20% chance to purge an effect when you block an attack, or even better, a 3-5% or so chance to purge an effect every time you are healed, since blocking is reserved for stamina/tank builds and mag players like me only has enough stamina to block 2-3 hits, and I don't bother with blocking as the little stamina I have is vital for breaking CC or the occasional rolldodge, and without modifiers to block mitigation or cost it just isn't worth it.
If Invigorating was bleed resist it just means you will have to chose between that and impen, and then you would be taking heavier crit hits from all other sources instead which is even worse.
SaintSubwayy wrote: »preedb16_ESO2 wrote: »Another thing that is severely lacking is availiability of purge for most players. It's only really templars with 5x purge ability that have an effective purge, and dedicated purgebots, which can be any class in PVP I suppose. And obviously purge on rotation that go off every second or so in organized ballgroups are also very effective as the cost is spread out among several players. The warden netch only removes 1 effect on cast and if you are up against a dot+bleed build spamming that single purge won't stand a chance to keep up with the incoming DOT's.. Hell, even efficient purge that removes 2 effects won't be able to keep up, and even though the Efficient morph costs less, its not really worth slotting it unless you are a healer with 3k+ mag recovery, it's not a viable option to use for self-purging.
Perhaps put in some new mechanics that adds potential chances to purge, like a 10-20% chance to purge an effect when you block an attack, or even better, a 3-5% or so chance to purge an effect every time you are healed, since blocking is reserved for stamina/tank builds and mag players like me only has enough stamina to block 2-3 hits, and I don't bother with blocking as the little stamina I have is vital for breaking CC or the occasional rolldodge, and without modifiers to block mitigation or cost it just isn't worth it.
If Invigorating was bleed resist it just means you will have to chose between that and impen, and then you would be taking heavier crit hits from all other sources instead which is even worse.
already suggested more purge option like 2 years ago....was turned down by the community.
The main problem is, that there are classes which rely very heavly on DOTS like DK mag and stam...giving every opponent the ability to negate their pressure immediatly would be the grave for DK's in PVP (especially DKS, other classes maybe aswell).
Bleed should not be alowed to stack at all. 1 bleed thats it, either run rending slashes, 2h axe, or 2h mace with carve whatever...only 1 bleed possible at any given moment.
Problem solved, ppl would have to use other options then, since only focussing on 1 dot to be storong is not worth it.
SaintSubwayy wrote: »already suggested more purge option like 2 years ago....was turned down by the community.
The main problem is, that there are classes which rely very heavly on DOTS like DK mag and stam...giving every opponent the ability to negate their pressure immediatly would be the grave for DK's in PVP (especially DKS, other classes maybe aswell).
Bleed should not be alowed to stack at all. 1 bleed thats it, either run rending slashes, 2h axe, or 2h mace with carve whatever...only 1 bleed possible at any given moment.
Problem solved, ppl would have to use other options then, since only focussing on 1 dot to be storong is not worth it.
preedb16_ESO2 wrote: »SaintSubwayy wrote: »already suggested more purge option like 2 years ago....was turned down by the community.
The main problem is, that there are classes which rely very heavly on DOTS like DK mag and stam...giving every opponent the ability to negate their pressure immediatly would be the grave for DK's in PVP (especially DKS, other classes maybe aswell).
Bleed should not be alowed to stack at all. 1 bleed thats it, either run rending slashes, 2h axe, or 2h mace with carve whatever...only 1 bleed possible at any given moment.
Problem solved, ppl would have to use other options then, since only focussing on 1 dot to be storong is not worth it.
MagDK's have good direct damage abilities too, they don't have to run all DOTs, lash is good, although melee range, but force pulse and reach(with master inferno staff) are also very good direct(+dot on reach) spammables. And DK jump ulti is probably the most powerful ulti in PVP. Adding mechanics with a small chance for a heal to cleanse an effect isn't going to "kill" MagDKs or DOT/bleed builds in PVP, but right now you can stack up so many DOTs and bleeds to even rival burst dps from direct-dmg gankers, with nearly no way to defend against other than to have a healer nearby to counter-burst heal..
What is more disturbing to me in non-CP PVP right now is that stamina players are currently able to run without any magicka healers and still be able to heal and sustain while being incredibly tanky with heavy armor and at the same time push more DPS than most magicka DD builds..
Just the other day there was a small group of 6 or so players attacking a keep, they were all staminas, 2 stamsorc, stamdk and 2 stamdens I believe, and they didn't even flinch at the gate when 4 kettles of oil were pouring down on them, and they didn't even bother using siege shield..
Drop Bleed and Oblivion damage completely and fix the individual skills, skill-lines, and armor types so that they are balanced. Bleed and Oblivion damage are nothing but a ill-designed band-aid that ZOS is trying to sell as a permanent solution.