I agree the Massive damage is part of it, but the biggest contributor to this is Animation canceling. It has been proven over and over that it can make a 10-15k dps difference depending on the build and class. The players don't want it fixed and ZoS can't fix it without reworking their system so the "Embrace" the unintended effect (Exploit). That on top of proc weapon/spell damage stacking is the reason dps is out of control. And MAJORITY of the proc stacking comes from Heavy armor which provides damage mitigation. I guarantee if it was on medium armor they wouldn't be burning through bosses when they are not as tanky.
Here’s some better solutions.
3. Cap health at 30k in PvP. no reason you should be some 40k+ health bot in cyrodiil, I don’t care if you’re a cc,root, chain tank. You’re useless and you’re the problem with the game.
You want to know why people use heavy armor? They don't want to die in a few seconds to experienced players, who have had years to get good at the game.
You want people to live longer, so they can actually fight but don't want a resource that can be min/maxed around, since stam/mag and health values can affect ability's.
Add a 4th resource for PVP only, one that's a fixed value for all players, that can't be leveled/buffed/affected by any skill or CP level in any way, gets no bonuses at all.
Something similar to a damage shield but one that offers no special bonuses, it acts like a second health bar, that once damaged regenerate's slowly(as in ten minutes no combat to fully reset), so that it only comes into play during the start of the fight, buying both sides times to react and actually fight, rather than being burst down, in a few seconds.
If players don't have to worry as much about getting killed in a few seconds, less will need to wear heavy armor all the time, since they will have a chance to fight back.
Based on when I played PVP in SWTOR where they have a decent health pool to go with the high damage values but since health affects ability's in ESO and acts as more of a resource rather than hit points, simply upping the amount of health in PVP would just cause more balance problems(just imagine a DK tanks with 100K hit points and green dragon blood for instance, that why I suggest a 4th resource)
That's my 2 cents.
Here’s some better solutions.
1. Cap health at 30k in PvP. no reason you should be some 40k+ health bot in cyrodiil, I don’t care if you’re a cc,root, chain tank. You’re useless and you’re the problem with the game.
2. Make things like bleeds and oblivion damage scale off of health and increase damage the more health a player has
3. All unbalanced heavy armor sets like fury, truth, 7th legion, ravanger, veiled heritance need be be converted to medium instead of being heavy armor.
4. Hard cap and I mean HARD CAP all resistances to 35k in PvP.
5. Reduce damage and healing of ALL proc sets by 50%
6. Implement more mechanics like proximity detonation so people don’t just stay in a large ball of 30+ all with 30k+ health
7. Add healing caps; heals weaken the more people they hit. For example; after 4 people healing is reduced by 30% for those 5 and 6, after 6 it’s 60% for the 6th and 7th person. caps at 8 with a 90% healing cap reduction when healing the 7th and 8th person
LeagueTroll wrote: »why heavy armor anyways, you get 27k in medium with a nord.
I agree the Massive damage is part of it, but the biggest contributor to this is Animation canceling. It has been proven over and over that it can make a 10-15k dps difference depending on the build and class. The players don't want it fixed and ZoS can't fix it without reworking their system so the "Embrace" the unintended effect (Exploit). That on top of proc weapon/spell damage stacking is the reason dps is out of control. And MAJORITY of the proc stacking comes from Heavy armor which provides damage mitigation. I guarantee if it was on medium armor they wouldn't be burning through bosses when they are not as tanky.
1. Players don't want animation cancelling fixed because it adds a layer of skill to the game, it adds something outside of the game that players can work on to improve their performance.
2. Zenimax doesn't want animation cancelling fixed because animation cancelling is necessary for a responsive combat system, good luck blocking or dodging that one-shot with a 1 second notice while you're in the middle of a clunky animation.
3. Is your last sentence talking about PVE or PVP? Damage dealers always use light/medium armour in PVE to maximise damage output, so if it's talking about PVE, then that's completely wrong.Here’s some better solutions.
3. Cap health at 30k in PvP. no reason you should be some 40k+ health bot in cyrodiil, I don’t care if you’re a cc,root, chain tank. You’re useless and you’re the problem with the game.
Dude, so much this specifically. I've gone up against people with 45k health in a BG. In a BG, where CP is disabled. I'm like, how?!
I agree the Massive damage is part of it, but the biggest contributor to this is Animation canceling. It has been proven over and over that it can make a 10-15k dps difference depending on the build and class. The players don't want it fixed and ZoS can't fix it without reworking their system so the "Embrace" the unintended effect (Exploit). That on top of proc weapon/spell damage stacking is the reason dps is out of control. And MAJORITY of the proc stacking comes from Heavy armor which provides damage mitigation. I guarantee if it was on medium armor they wouldn't be burning through bosses when they are not as tanky.
1. Players don't want animation cancelling fixed because it adds a layer of skill to the game, it adds something outside of the game that players can work on to improve their performance.
2. Zenimax doesn't want animation cancelling fixed because animation cancelling is necessary for a responsive combat system, good luck blocking or dodging that one-shot with a 1 second notice while you're in the middle of a clunky animation.
3. Is your last sentence talking about PVE or PVP? Damage dealers always use light/medium armour in PVE to maximise damage output, so if it's talking about PVE, then that's completely wrong.Here’s some better solutions.
3. Cap health at 30k in PvP. no reason you should be some 40k+ health bot in cyrodiil, I don’t care if you’re a cc,root, chain tank. You’re useless and you’re the problem with the game.
Dude, so much this specifically. I've gone up against people with 45k health in a BG. In a BG, where CP is disabled. I'm like, how?!
Here’s some better solutions.
1. Cap health at 30k in PvP. no reason you should be some 40k+ health bot in cyrodiil, I don’t care if you’re a cc,root, chain tank. You’re useless and you’re the problem with the game.
2. Make things like bleeds and oblivion damage scale off of health and increase damage the more health a player has
3. All unbalanced heavy armor sets like fury, truth, 7th legion, ravanger, veiled heritance need be be converted to medium instead of being heavy armor.
4. Hard cap and I mean HARD CAP all resistances to 35k in PvP.
5. Reduce damage and healing of ALL proc sets by 50%
6. Implement more mechanics like proximity detonation so people don’t just stay in a large ball of 30+ all with 30k+ health
7. Add healing caps; heals weaken the more people they hit. For example; after 4 people healing is reduced by 30% for those 5 and 6, after 6 it’s 60% for the 6th and 7th person. caps at 8 with a 90% healing cap reduction when healing the 7th and 8th person
LeagueTroll wrote: »why heavy armor anyways, you get 27k in medium with a nord.
Most builds run about 15k penetration. So that 27k goes down to 12k. Squishy. That is why the real tanks run about 60k resistance to negate penetration.