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"Tank Meta" how to fix it?

Rampeal
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This has been a serious issue in ESO for a long time now and it needs to be fixed asap. It is mainly a issue with Stamina more so than Magicka and it is does not just boil down to " nerd these sets" as it does to the stamina user abilities as well.

"ESO play as you" . This is a neat idea, not practical though because it gets abused. I have some solutions to fix the "PvP Meta" playing field that is in the Stamina favor way more than Magicka.
This is just my opinion, you may disagree or agree with, but it is not without some merit.

1st- "Penetration"
This is a HUGE part of the problem and it falls more in favor of Stamina than Magicka. Let me explain. For Magicka to get a good amount of penetration it needs to wear 5pc of cloth. No exceptions. This is a fair and balanced system. High damage low resistance. Fair trade. Glass cannon. Stamina on the other hand is not limited to this rule. They can the same amount of penetration and wear while wearing Heavy armor and forgoing the medium sets using two handed and dual weild abilities with a mace or maul equipped which EVERY stam user uses at least one of these skill lines. The logical conclusion would be to remove the penetration from the weapon skill lines and give it the flat 10% staves have and move the penetration to medium armor and remove the weapon damage buff.

But there lies the problem. There is no way to fix this issue. If they remove the penetration and move it to medium armor it will ruin those other players builds who rely on the weapon damage medium armor provides. Then others will point out that Magicka and cloth are to similar. There is no real middle ground. ZoS has painted themselves in a corner with this.

2nd "Weapon damage Procs on Heavy Armor"

This right here was a big no no for me since the game has been out. Heavy Armor is meant for a Tank. A Tank is High resistance and low damage. It has always been this way and for good reason as we no see in PvP what happens when you break this golden rule. The simple solution is to take the sets and convert them to medium armor.

But again that is another problem. There are "True Tanks" that rely on using these sets accompanied by a support/migration set to stand any chance in pvp. Again there is no simple solution. Only one I can think of is to take all weapon/spell damage proc sets and convert them to a single buff for each type to prevent the proc stacking. But again this would effect way to many players who do now weapon/spell damage proc stack. So again another corner painted.

3rd "Spell/Weapon damage and healing"

This has always been a concern for me. In my opinion spell/weapon damage should NOT effect healing. They should only effect damage as it is stated Spell/Weapon DAMAGE, not healing. Heals should be based off of health, stamina and magickaONLY. Having it based off both stat and weapon/spell damage is why we are here today.

This is something (In My Opinion) could fix the Tank meta problem. Not being able to sustain and burst damage will cause it slowly to die off and you will a pleathora of new builds in PvP and Bgs Instead on the same 10 cookie cutter builds.

If you made it this far I thank you and again this is just my opinion and possible solution to the problem.

Please comment and post what you think as long as it is respectful. Have a good day.
  • Integral1900
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    The problem isn’t specifically heavy armour or it’s sets, it’s that in general through gear and champion points the game has given players so much killing power that people feel forced to protect themselves from it. The problem goes beyond pvp because now we have trials dps that can hit 120 thousand damage in execute. It’s daft to give us so much grunt that top guilds don’t even need to learn mechanics because they can just nuke bosses into the ground. But you try telling a developer to reign in the power of players.... the potential for loosing players is simply to high so for now if you don’t like a tank meta you will have to play a different game...
  • jcm2606
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    As Integral pointed out, the problem is the obscenely high damage people can easily build for, which just leads to everybody building tanky in order to not drop dead in 3 seconds. To properly solve the tank meta, both mitigation and damage need to be looked at together, and ideally through Battle Spirit so PVE isn't affected (though, again, as Integral pointed out, damage is too high in PVE too). Until that happens, people will continue to build for mitigation, because it just isn't fun to be nuked in 3 seconds or less.

    Another factor that people generally don't consider is lag. In an environment where your actions are delayed by anywhere from a second to maybe 3-5 seconds, such as CP Cyrodiil, building tanky is insurance in case the lag decides to screw you. Dodging, blocking or shielding a little too late in the middle of a lag spike can mean the difference between living and dying in light or medium if you haven't built for mitigation, but if you have (whether through stacking resists, stacking %-based reductions, or switching to heavy), it's all good, you can soak up the damage and heal back up.
  • Rampeal
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    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.
  • Kidgangster101
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    Yeah I have been saying to for a long time that damage is too high in PvP. People want to actually PvP that's why they go heavy armor to make them last longer. If they were in light/medium armor they get murdered by someone that has 6000+ weapon damage. (I have seen builds videos where 5000 is average and they can get up to 8000 weapon damage.)

    That also increases their vigor tooltip so it gives them crazy survivability (because that heals more with better weapon damage). I have seen vigors constantly at 20000+ healing......... That is a crazy amount of healing in a short time. They need to change to it heal off max stamina so it can't stack that high.

    The fact that things still hit heavy armor users hard is wild, and just shows they need to tune down damage a lot maybe like a 75% damage reduction in PvP.

    But if they do this tank meta will get better so the solution would be to remove all weapon damage buffs on heavy armor. (Besides the crafted ones because you can't control that) this will get people away from heavy armor very fast. Tanks will be tanky, but a tank won't be able to do any damage back to you so you just build ultimate on him and beat him with a group, or you just leave the tank alone because he won't do anything.
  • bmnoble
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    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.


  • Katahdin
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    It's not nearly as big a problem as it once was, at least that's how it seems to me.
    There will always be people that build tanks in pvp.
    The problem is you need to implement a solution that does not impact pve. The only way is to cap the amount of resistance possible in Cyro via battlespirit.
    Edited by Katahdin on June 22, 2019 10:17PM
    Beta tester November 2013
  • Qbiken
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    Your first problem is that you think heavy armor = tank. For other MMO´s this might be the case, but in ESO that's not how it works.

    Damage should be viable no matter what armor type you run, as tankiness and survivability should be available with all armor types, but through different means.
    Edited by Qbiken on June 22, 2019 12:12PM
  • Girl_Number8
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    Not true, you can build tanky on any armor. You're just picking what suits you, not anything logical because it would be a horrid mess. Especially since too many things synergize and work together.

    Playing on all three platforms I can build very differently for PvP on PC but on console it is very different from PC, simply because the performance is an issue.

    Good players have to take lag into consideration with their builds. Also, whether you 1 v X, 2 v X, or small scale that all has to be factored in, as well. Fighting out numbered you have to build for it. That takes skill vs someone who just wishes to zerg.

    The games performance is the most pressing matter right now....Not catering to a single player that wants things to change to suit their needs, rather then adapting and playing the game that is here and now.

    I mean the real meta is the zergling meta. Zos even gave them a hammer too.
  • oxygen_thief
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    you wont rid of this i guess. players build themselves tanky to survive a burst of damage in case of focus. their own personal damage output can be low in comparison with glass cannons but organized attack of a tanky group would be lethal for anyone who is not tanky as they are. streaking, running away and teleporing is bad for a group play so they need to stay and hold the ground with their teammates. its easier if you are a tank
  • Aznarb
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    They just need to add different tooltips on skill effect.
    1 for pve, 1 for pvp.
    That all.

    The way this game is made, you can't have balanced PvP and PvE with the same value.
    If you buff or nerf a skill because of PvP you'll kill or made OP a PvE build and vice-versa.

    They need to take time to work on separate PvP/PvE skill effect.
    [ PC EU ]

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  • LeagueTroll
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    why heavy armor anyways, you get 27k in medium with a nord.
  • frostz417
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    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
  • VaranisArano
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    The more damage players (and siege weapons) can pump out...

    And honestly, the more lag impacts gameplay...

    The more players are going to build to survive.
  • jcm2606
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    Rampeal wrote: »
    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.
    frostz417 wrote: »
    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?!
  • Kidgangster101
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    bmnoble wrote: »
    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.


    Yeah I always loved dcuo (if anyone played during the last laugh dlc that strictly focused on PvP) they had gear sets specifically for PvP only. This gear used a stat called "toughness" and that stat affected how you could handle incoming damage from players (not typical resistances).

    They had 4 different armor weights for their roles. DPS pieces had less toughness with more raw stats, tanks had more hp and toughness but costed damage, healers had higher healing out and a little bit of toughness. Then they had the 4th roll (controller/support) that got better use with crowd controlling and supporting the group.

    You could bring pve gear in but with 0 toughness you would die in seconds when a DPS found you. But if they did this, and made more instances in cyrodil to obtain "cyrodil monster sets only" it creates it's own meta where pve and PvP are separated, thus making it easier to pinpoint what actual problems are. Each class would have different purposes (tanks capturing flags on keep, support trying to CC and buff group, healers not in max resistances wearing light armor lol, and DPS that can't live forever).
  • Minno
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    Max resist can only go so far. With sharp-lover-4k CP -major breach I'm sitting at 17k penetration.

    Most of the tank meta builds are at 26000 before bloodspawn. I reduce their armor to 9k and thus drop their armor to a puny 13% mitigation 1-(9k/100)=0.8636363636
    15k attack * 0.863 = 12945.

    What this shows that even armor isnt dropping the DMG that much. Sure there's CP to calculate as well, but most of the time it you don't block/shield/evade you'll still be hit by 5-6k attack.

    It's really block and 10k+ shields that's overperforming. Watch the target you can't DMG, if they have snb you know the answer.
    Minno - DC - Forum-plar Extraordinaire
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  • Peekachu99
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    Tank meta exists because the damage ceiling is so high. The end. Regardless of whether that’s due to CP, gear power creep or game changes themselves isn’t as relevant. You take that power away and you’ll have droves of people complaining, without fail. There is no easy solution. Tanks are a symptom of a larger disease and that disease has been spreading since the One Tamriel update.
  • Lightspeedflashb14_ESO
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    You can wear spinners jewelry and use a spinners weapon to get spell pen while wearing heavy though.
  • ezio45
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    Not a fan of the tank meta. Personally Having to play against one just kills the fun for me. I dont mind not being able to kill a player or even losing but i want to feel like something a did in the fight effected them. You dont get that with the tank meta.
  • yodased
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    Cap dps
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • YOB
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    1- Nerf "7th, fury, veiled, etc..." to the ground like viper sting... that's the stam meta no need to run medium armor when you can survive 10+ ppl and then get your wpn dmg buffed by just tanking them.
    with those sets you get better heals better tankiness better dmg than medium armor.

    2- When a player has 3+ pieces of heavy, their healing done should be reduced by 15% in pvp only, but their healing received shouldn't be changed.

    3- Give more love to medium armor, like give them 15% more heals when someone is wearing 5+ piece medium.

    4- Bring back the old shields ... this new shields are stupid strong. Specially on a mag sorc if feels like fighting a blazing shield templar with insane heals and dmg.

    This will totaly change PvP to the best... if they implement these changes pvp should be less cancerous...
  • Sanctum74
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    frostz417 wrote: »
    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

    As much as I would love to see some hard caps added for all stats I don't think it would make much difference. Some of the tankiest players have much less health, resistance, and don't even use those sets. They layer hot's, block, shields, roll dodge, and use los.

    The tankiest players are usually the block tanks. Personally I would like to see each class have access to an unblockable stun and add some block fatigue. Maybe after 4 seconds of blocking the cost gets increased by 20% and keeps increasing every 4 seconds of continued block. It would have to be a pvp only change though.

  • darkblue5
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    "Damage is so high so people build tanky."

    If defensive sets weren't denser in stats than offensive sets people wouldn't be able to build as tanky without more sacrifices.

    If it actually was more efficient to build for damage then people would build for damage as we saw in the instagib proc meta.

    Damage is very high but defense is even higher. In CP PvP you can make up for sustain in the build with CP but you can't do the same thing in No CP so there is a much higher cost to going defense and damage without sustain. No CP still has a real but lesser tank meta esp. in BGs.
  • Rampeal
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    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.
  • frostz417
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    jcm2606 wrote: »
    Rampeal wrote: »
    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.
    frostz417 wrote: »
    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?!

    It’s ridiculous man, the amount of people who run over 30k health nowadays is absurd and needs to be fixed. I’m tired of going up against literal tank Zergs. It’s the biggest detriment to PvP.
  • Rampeal
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    jcm2606 wrote: »
    Rampeal wrote: »
    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.
    frostz417 wrote: »
    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?!

    1. Players do not want it fixed because it allows them to use a "accepted" exploit that allows them to break the rules of the game for personal gain. It takes no skill to use this exploit.

    2. I agree. You do need to be able to block and dodge. What you do not need to do is block/dodge and still launch the attack. This is a exploit pure and simple. You should have to make the choice to dodge/block the attack or take the hit to do some damage, not dodge/block and damage at the same time. That is absurd.

    3. I was talking about Pvp, but there are alot of dps that run heavy in PvE because some HA sets out perform medium. Ravager, Beserking Warrior ect ect.
  • Rampeal
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    frostz417 wrote: »
    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

    So Basically you want Cydrodil and BGs to be Dps only. Because this would kill all tank and healing builds. You would have it be nothing but DPS running 2 maybe 3 builds. It would be bland and pvp would die so would the game.
  • ChunkyCat
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    “needs” to be fixed.

    heh.
  • Hashtag_
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    Red CP needs nerfing

    SnB passives that reduce cost or mitigate need to be cut in half

    Defensive sets are too powerful and need adjustment

    While health isn’t an indicator of how tanks someone is there needs to be a cap put on health at 30k
    Edited by Hashtag_ on June 22, 2019 7:01PM
  • Qbiken
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    Rampeal 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.

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