Spartabunny08 wrote: »
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
Question you say you can't purge it in the beginning I'm guessing purify from the templar, then you say it doesn't matter how much you purge? So how does one purge this? Is it because as soon as one were to purge this it is just reapplied? Thanks for any info would like to survive lol
Amdar_Godkiller wrote: »Bleeds arent' really even a moderate issue in the game currently. The masters bleed is the only real exception, and it probably could handle a slight nerf.
The rending and cleave bleeds are incredibly weak though by themselves, so if you are having issues with them, it's L2P.
THE_BIG_BOSS wrote: »So right now theres nothing stronger and more broken in the game than bleed builds. People stacking 4-5 bleeds and doing crazy damage while ignoring resistance.
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
The only semi counter were shields...well because they already take full damage. BUT next patch these bleeds will crit + they are ignoring our resistances so it will be goodbye magsorc and goodbye magblade.
marius_buys wrote: »THE_BIG_BOSS wrote: »So right now theres nothing stronger and more broken in the game than bleed builds. People stacking 4-5 bleeds and doing crazy damage while ignoring resistance.
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
The only semi counter were shields...well because they already take full damage. BUT next patch these bleeds will crit + they are ignoring our resistances so it will be goodbye magsorc and goodbye magblade.
STOP TYPING IN LOWER CASE! YOU'RE CONFUSING ME!
TequilaFire wrote: »Spartabunny08 wrote: »
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
Question you say you can't purge it in the beginning I'm guessing purify from the templar, then you say it doesn't matter how much you purge? So how does one purge this? Is it because as soon as one were to purge this it is just reapplied? Thanks for any info would like to survive lol
Try killing the opponent, they are in melee range you know.
Also stop building glass cannons.
The deer in headlights just dies.
TequilaFire wrote: »Spartabunny08 wrote: »
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
Question you say you can't purge it in the beginning I'm guessing purify from the templar, then you say it doesn't matter how much you purge? So how does one purge this? Is it because as soon as one were to purge this it is just reapplied? Thanks for any info would like to survive lol
Try killing the opponent, they are in melee range you know.
Also stop building glass cannons.
The deer in headlights just dies.
TequilaFire wrote: »Spartabunny08 wrote: »
There is no valid counter against this builds, even a templar cant purge the bleeds because they are SO cheap and easy to reapply. Axe bleed is free and rending is so low cost that it doesnt matter how much you purge - its always cheaper to just re-apply the bleeds.
Question you say you can't purge it in the beginning I'm guessing purify from the templar, then you say it doesn't matter how much you purge? So how does one purge this? Is it because as soon as one were to purge this it is just reapplied? Thanks for any info would like to survive lol
Try killing the opponent, they are in melee range you know.
Also stop building glass cannons.
The deer in headlights just dies.
Bleeds are OP! They’re OP against players that stack resistances, damage shields, or don’t have a healer.
I think these threads are made by people who haven’t figured how pvp is in this game. Someone comes up with a spec that works because it counters what other players are doing, opponents adapt and change so the player’s spec stops working, then the person runs to the forums to make a ‘nerf x’ thread instead of adapting again.
Not adapting is getting outplayed.
Bleeds are OP! They’re OP against players that stack resistances, damage shields, or don’t have a healer.
I think these threads are made by people who haven’t figured how pvp is in this game. Someone comes up with a spec that works because it counters what other players are doing, opponents adapt and change so the player’s spec stops working, then the person runs to the forums to make a ‘nerf x’ thread instead of adapting again.
Not adapting is getting outplayed.
Damge shields and resistance is not an effective counter to players who stack bleeds and DoTs on you.
Getting a healer might be. Though expecting players to carry around a pocket healer with them that keeps them alive as a counter isn't really realistic - especially considering they could just kill the healer anyway.
I'm not sure if I would say they are "OP" but it's certainly powerful and does not warrant any further buffs. It's already very effective.
Bleeds are OP! They’re OP against players that stack resistances, damage shields, or don’t have a healer.
I think these threads are made by people who haven’t figured how pvp is in this game. Someone comes up with a spec that works because it counters what other players are doing, opponents adapt and change so the player’s spec stops working, then the person runs to the forums to make a ‘nerf x’ thread instead of adapting again.
Not adapting is getting outplayed.
Damge shields and resistance is not an effective counter to players who stack bleeds and DoTs on you.
Getting a healer might be. Though expecting players to carry around a pocket healer with them that keeps them alive as a counter isn't really realistic - especially considering they could just kill the healer anyway.
I'm not sure if I would say they are "OP" but it's certainly powerful and does not warrant any further buffs. It's already very effective.
You’re right, resistances and shields don’t work against unmitigatable damage. Have you tried buffing your health and self-healing?
Bleeds are a set damage amount that doesn’t scale with stats. A higher health pool, self healing and health regen seem to me to be the obvious answer.
I pvp heal so to me they’re laughably easy to counter. I don’t know what it’s like when I’m not there.
I mean...wasn't everyone complaining about unkillable DPS in heavy armor nuking people left and right in PvP while being nigh untouchable themselves? Maybe this is ZOS' answer to that. I personally rarely PvP (usually only during Midyear for AP, will do it again next month for the PvP week of the Jubilee), so I can't say one way or the other if this is an effective counter to something I've seen numerous threads about. If this IS how ZOS is trying to bring a counter to the so-called unkillable DPS rolling around in Cyro, then it doesn't surprise me it's such a heavy-handed approach. We all know ZOS is best at making massive sweeping changes to things all at once, rather than introducing smaller changes over a period of time. Heck, even if this isn't meant as some sort of counter, it still falls in line with ZOS' tendency to jump to extremes first.
Austinseph1 wrote: »If resistances don’t matter anyway just build a full dps build that can kill them first