@Calboy @casparian
Alot of tongue in cheek answers.
You guys do realize that virtually every Stan build is already running vigor+rally+troll king.
The notion that people don't build to counter bleeds is simply dishonest, clear and simple.
And if you're running those three things then it's not the bleeds that are killing you. Hot's only do so much after that it's your turn to burst them down or get bursted. That's the way combat works, with or without bleeds.
The argument against bleeds is that it is not only strong against heavy builds but rather all builds.
It should be rebalanced so that regular DOTs and bleeds are equally effective on medium armor. Bleeds should do more dmg to heavy armor, and regular DOTs should do more dmg to light armor builds.
That's how balance works. As of right now, light/heavy, hots/shields, bleed is just too strong against everything.
You do realise that it's not just bleeds killing you? They are only part of the equation and an easy target. Take away bleeds and those stam players will look to mace's and swords which will just give them more burst and you'll be back here again creating another discussion to better your own play style.
Fact is, nothing should do more damage to heavy armour when compared to medium and light because... Its heavy armour.
I'm sorry I mis-typed what I meant to say.
Bleed won't do more damage to heavy armor build, but will comparatively be more stronger than regular DOTs.
Whereas with light armor, it will be slightly worse than regular DOTs.
Sorry for the misunderstanding.
@Calboy @casparian
Alot of tongue in cheek answers.
You guys do realize that virtually every Stan build is already running vigor+rally+troll king.
The notion that people don't build to counter bleeds is simply dishonest, clear and simple.
And if you're running those three things then it's not the bleeds that are killing you. Hot's only do so much after that it's your turn to burst them down or get bursted. That's the way combat works, with or without bleeds.
The argument against bleeds is that it is not only strong against heavy builds but rather all builds.
It should be rebalanced so that regular DOTs and bleeds are equally effective on medium armor. Bleeds should do more dmg to heavy armor, and regular DOTs should do more dmg to light armor builds.
That's how balance works. As of right now, light/heavy, hots/shields, bleed is just too strong against everything.
You do realise that it's not just bleeds killing you? They are only part of the equation and an easy target. Take away bleeds and those stam players will look to mace's and swords which will just give them more burst and you'll be back here again creating another discussion to better your own play style.
Fact is, nothing should do more damage to heavy armour when compared to medium and light because... Its heavy armour.
I'm sorry I mis-typed what I meant to say.
Bleed won't do more damage to heavy armor build, but will comparatively be more stronger than regular DOTs.
Whereas with light armor, it will be slightly worse than regular DOTs.
Sorry for the misunderstanding.
Bleeds do less damage to light/medium builds because those builds generally have higher weapon/spell damage and resources which makes their HOTs heal more per tick.
Please give me a solid example of how a stam build, using rally/vigor (most also use troll king), can get an additional HOT that will make it so that bleeds will be significantly less effective.
Also, please give an example of % damage mitigation that is as readily available to players as regular resistance so they can adopt it.
Bumi Rockafella wrote: »When people start wearing medium again and have the only 22kish HP like when imperial city came out, when the meta was juli/hundings was when pvp was the most balance IMO, people built for burst and they killed. People in heavy back then were tanks or healers and have *** dmg AS IT SHOULD BE. You shouldnt be able to have all 3, IMO light/medium = mobility/dmg but squishy. Heavy = tank/survivability but *** dmg. Heavy can do it all, so until that changes, my stamsorc will continue to bleed your poisoned blood dry.
Bumi Rockafella wrote: »When people start wearing medium again and have the only 22kish HP like when imperial city came out, when the meta was juli/hundings was when pvp was the most balance IMO, people built for burst and they killed. People in heavy back then were tanks or healers and have *** dmg AS IT SHOULD BE. You shouldnt be able to have all 3, IMO light/medium = mobility/dmg but squishy. Heavy = tank/survivability but *** dmg. Heavy can do it all, so until that changes, my stamsorc will continue to bleed your poisoned blood dry.
No, back then we had pre nerfed heavy armour and black rose and the forums were full of heavy armour meta complaints.Bumi Rockafella wrote: »When people start wearing medium again and have the only 22kish HP like when imperial city came out, when the meta was juli/hundings was when pvp was the most balance IMO, people built for burst and they killed. People in heavy back then were tanks or healers and have *** dmg AS IT SHOULD BE. You shouldnt be able to have all 3, IMO light/medium = mobility/dmg but squishy. Heavy = tank/survivability but *** dmg. Heavy can do it all, so until that changes, my stamsorc will continue to bleed your poisoned blood dry.
GOD I miss those days. Things were so much simpler back then. Stamina actually wore medium armor, and there were very little of these SnB DPS-Tank Hybrid god builds running around.
Having said that, Mag sorcs were the bane of my existence back then, but I'd still take that over what we have now.
No, back then we had pre nerfed heavy armour and black rose and the forums were full of heavy armour meta complaints.Bumi Rockafella wrote: »When people start wearing medium again and have the only 22kish HP like when imperial city came out, when the meta was juli/hundings was when pvp was the most balance IMO, people built for burst and they killed. People in heavy back then were tanks or healers and have *** dmg AS IT SHOULD BE. You shouldnt be able to have all 3, IMO light/medium = mobility/dmg but squishy. Heavy = tank/survivability but *** dmg. Heavy can do it all, so until that changes, my stamsorc will continue to bleed your poisoned blood dry.
GOD I miss those days. Things were so much simpler back then. Stamina actually wore medium armor, and there were very little of these SnB DPS-Tank Hybrid god builds running around.
Having said that, Mag sorcs were the bane of my existence back then, but I'd still take that over what we have now.
@ZOS_Gilliam @ZOS_BrianWheeler
I honestly want to know.
Here is a list of other things which we're desperately needing something done about because they've been pure cancer for years.
1) Unmitigated damage - bleeds, sloads, oblivition damage; all terrible ideas that should have never entered the game & have 0 effective counterplay, please remove them all.
You can't "nerf bleed damage" & then add or rework sets in the game that allow it to be just as powerful. At a minimum the ticks are too long, 10+ seconds? The fight will be over in less than 5!
2) Proc sets - always cancerous all the time, they were over powered when first introduced, nobody wanted them, magicka has them now & nobody still wants them; i'm magicka & i don't want to use them because it's as if I'm supporting the cancer parade. The best way to explain why this is a bad idea is because it introduces "rng" into a fight that's supposed to be about skill.
3) Poisons - again, nobody who actually fights or actually pvp's wanted them, yet for some reason they're still around. When combined with the CP tree for resource drain, it's just a whole different kind of unbalanced cancer.
4) Block, shield, cloak, & dodge roll, these things should NOT be "spammable", no player should be able to create a build where they have above 75% uptime of one of these choice "methods of mitigation" The point of these skills should be "hit it when you need it" not "spam it until you run out of ... oh wait you don't run out of resources".
Now for the fun stuff:
1) Increase the overall base damage to account for losing the "cheese damage" listed above, once those things are removed; which I"m hoping & praying for.
2) Increase movement speed, I know you just nerfed it but there was a missed opportunity for a "happy medium", go there please.
3) Shorten/rework animations - Some skills are either super buggy or they can't be animation cancelled. This negatively impacts the overall fluidity of combat.
Remember early on in the game when players had horse races in Cyrodiil? There was a bug that when you were traveling full speed on your mount, you would come to a screeching halt, because you tripped on a rock or piece of terrain. That got fixed, why haven't combat animations (which are arguably more important)?
Please consider these things.
-Kai
P.S.
1) I didn't mention lag because I wanted this to be about balance.
2) Please git rid of the idea about "reduced duration of snares" it's not an effective mechanic.
3) Players like "fast time to kill" but we don't like fighting mechanics that do not have counterplay or are overtuned/overpowered.
@ZOS_Gilliam @ZOS_BrianWheeler
I honestly want to know.
Here is a list of other things which we're desperately needing something done about because they've been pure cancer for years.
1) Unmitigated damage - bleeds, sloads, oblivition damage; all terrible ideas that should have never entered the game & have 0 effective counterplay, please remove them all.
You can't "nerf bleed damage" & then add or rework sets in the game that allow it to be just as powerful. At a minimum the ticks are too long, 10+ seconds? The fight will be over in less than 5!
2) Proc sets - always cancerous all the time, they were over powered when first introduced, nobody wanted them, magicka has them now & nobody still wants them; i'm magicka & i don't want to use them because it's as if I'm supporting the cancer parade. The best way to explain why this is a bad idea is because it introduces "rng" into a fight that's supposed to be about skill.
3) Poisons - again, nobody who actually fights or actually pvp's wanted them, yet for some reason they're still around. When combined with the CP tree for resource drain, it's just a whole different kind of unbalanced cancer.
4) Block, shield, cloak, & dodge roll, these things should NOT be "spammable", no player should be able to create a build where they have above 75% uptime of one of these choice "methods of mitigation" The point of these skills should be "hit it when you need it" not "spam it until you run out of ... oh wait you don't run out of resources".
Now for the fun stuff:
1) Increase the overall base damage to account for losing the "cheese damage" listed above, once those things are removed; which I"m hoping & praying for.
2) Increase movement speed, I know you just nerfed it but there was a missed opportunity for a "happy medium", go there please.
3) Shorten/rework animations - Some skills are either super buggy or they can't be animation cancelled. This negatively impacts the overall fluidity of combat.
Remember early on in the game when players had horse races in Cyrodiil? There was a bug that when you were traveling full speed on your mount, you would come to a screeching halt, because you tripped on a rock or piece of terrain. That got fixed, why haven't combat animations (which are arguably more important)?
Please consider these things.
-Kai
P.S.
1) I didn't mention lag because I wanted this to be about balance.
2) Please git rid of the idea about "reduced duration of snares" it's not an effective mechanic.
3) Players like "fast time to kill" but we don't like fighting mechanics that do not have counterplay or are overtuned/overpowered.
I couldnt have said it better myself. I have been playing mmo pvp since the 90s and everything described above is spot on to make pvp much more exciting and based on player skill. Proc sets and rng does not belong in pvp and if you insist on adding this element then scale the damage way down. Why is Scoria hitting as hard as most class based abilities and some ultimates? Ridiculous.
@ZOS_Gilliam @ZOS_BrianWheeler
I honestly want to know.
Here is a list of other things which we're desperately needing something done about because they've been pure cancer for years.
1) Unmitigated damage - bleeds, sloads, oblivition damage; all terrible ideas that should have never entered the game & have 0 effective counterplay, please remove them all.
You can't "nerf bleed damage" & then add or rework sets in the game that allow it to be just as powerful. At a minimum the ticks are too long, 10+ seconds? The fight will be over in less than 5!
2) Proc sets - always cancerous all the time, they were over powered when first introduced, nobody wanted them, magicka has them now & nobody still wants them; i'm magicka & i don't want to use them because it's as if I'm supporting the cancer parade. The best way to explain why this is a bad idea is because it introduces "rng" into a fight that's supposed to be about skill.
3) Poisons - again, nobody who actually fights or actually pvp's wanted them, yet for some reason they're still around. When combined with the CP tree for resource drain, it's just a whole different kind of unbalanced cancer.
4) Block, shield, cloak, & dodge roll, these things should NOT be "spammable", no player should be able to create a build where they have above 75% uptime of one of these choice "methods of mitigation" The point of these skills should be "hit it when you need it" not "spam it until you run out of ... oh wait you don't run out of resources".
Now for the fun stuff:
1) Increase the overall base damage to account for losing the "cheese damage" listed above, once those things are removed; which I"m hoping & praying for.
2) Increase movement speed, I know you just nerfed it but there was a missed opportunity for a "happy medium", go there please.
3) Shorten/rework animations - Some skills are either super buggy or they can't be animation cancelled. This negatively impacts the overall fluidity of combat.
Remember early on in the game when players had horse races in Cyrodiil? There was a bug that when you were traveling full speed on your mount, you would come to a screeching halt, because you tripped on a rock or piece of terrain. That got fixed, why haven't combat animations (which are arguably more important)?
Please consider these things.
-Kai
P.S.
1) I didn't mention lag because I wanted this to be about balance.
2) Please git rid of the idea about "reduced duration of snares" it's not an effective mechanic.
3) Players like "fast time to kill" but we don't like fighting mechanics that do not have counterplay or are overtuned/overpowered.
I couldnt have said it better myself. I have been playing mmo pvp since the 90s and everything described above is spot on to make pvp much more exciting and based on player skill. Proc sets and rng does not belong in pvp and if you insist on adding this element then scale the damage way down. Why is Scoria hitting as hard as most class based abilities and some ultimates? Ridiculous.
Skoria? Wait till you see zaan, that thing literally melts your face off. But hey, move out of the beam, it's not as if there are 8000 ice wardens perma snaring you
Yall ever heared of lingering health / vitality pots? (its and old screenshot major vitality is like 17 seconds these days, still worth though)
Works wonders against dot/bleed builds.
Also use CCs instead of sitting there just trying to outheal while your opponent is doing a PvE rotation on you basicly nullifying your healing attempts.
Yall ever heared of lingering health / vitality pots? (its and old screenshot major vitality is like 17 seconds these days, still worth though)
Works wonders against dot/bleed builds.
Also use CCs instead of sitting there just trying to outheal while your opponent is doing a PvE rotation on you basicly nullifying your healing attempts.
@ZOS_Gilliam @ZOS_BrianWheeler
I honestly want to know.
Here is a list of other things which we're desperately needing something done about because they've been pure cancer for years.
1) Unmitigated damage - bleeds, sloads, oblivition damage; all terrible ideas that should have never entered the game & have 0 effective counterplay, please remove them all.
You can't "nerf bleed damage" & then add or rework sets in the game that allow it to be just as powerful. At a minimum the ticks are too long, 10+ seconds? The fight will be over in less than 5!
2) Proc sets - always cancerous all the time, they were over powered when first introduced, nobody wanted them, magicka has them now & nobody still wants them; i'm magicka & i don't want to use them because it's as if I'm supporting the cancer parade. The best way to explain why this is a bad idea is because it introduces "rng" into a fight that's supposed to be about skill.
3) Poisons - again, nobody who actually fights or actually pvp's wanted them, yet for some reason they're still around. When combined with the CP tree for resource drain, it's just a whole different kind of unbalanced cancer.
4) Block, shield, cloak, & dodge roll, these things should NOT be "spammable", no player should be able to create a build where they have above 75% uptime of one of these choice "methods of mitigation" The point of these skills should be "hit it when you need it" not "spam it until you run out of ... oh wait you don't run out of resources".
Now for the fun stuff:
1) Increase the overall base damage to account for losing the "cheese damage" listed above, once those things are removed; which I"m hoping & praying for.
2) Increase movement speed, I know you just nerfed it but there was a missed opportunity for a "happy medium", go there please.
3) Shorten/rework animations - Some skills are either super buggy or they can't be animation cancelled. This negatively impacts the overall fluidity of combat.
Remember early on in the game when players had horse races in Cyrodiil? There was a bug that when you were traveling full speed on your mount, you would come to a screeching halt, because you tripped on a rock or piece of terrain. That got fixed, why haven't combat animations (which are arguably more important)?
Please consider these things.
-Kai
P.S.
1) I didn't mention lag because I wanted this to be about balance.
2) Please git rid of the idea about "reduced duration of snares" it's not an effective mechanic.
3) Players like "fast time to kill" but we don't like fighting mechanics that do not have counterplay or are overtuned/overpowered.