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.
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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
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...
KaraBela94 wrote: »Heavy Meta started with Proc sets and got stronger in time by the performance issues.
Cause Heavy Armor is more forgiving, when the damage comes stacked in PVP.
So if you really want to change something...performance have to get better first.
No it’s not I’ve seen 30-35k health targets be more tanker than 40-50k hp targets. It’s a combination of all I mention above though.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
I disagree. Health is vital for tanks because many of abilities run off of max health. By this standard there should be a cap on weapon/spell damage and Magicka/Stamina. It is a slippery slope argument.
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...
No it’s not I’ve seen 30-35k health targets be more tanker than 40-50k hp targets. It’s a combination of all I mention above though.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
I disagree. Health is vital for tanks because many of abilities run off of max health. By this standard there should be a cap on weapon/spell damage and Magicka/Stamina. It is a slippery slope argument.
JumpmanLane wrote: »People crying for nerfs fail to admit maybe their builds are crap. Run more pen. Add more damage. Run Sloads or something lol.
No matter how much mitigation anyone runs they’re only getting 50% damage reduction. Any other sources are multiplicative so it’s a percentage under 100%. Hit them fools, preferably NOT with a wet noodle.
I think the big problem is just CP. In BGs i can kill most players comically easy because of their lack of theorycraft, research of builds and bad resource management. Sorcs are tanky AF and make for great fights, they don't have unlimited resources!
In Cyro it's a different story.
JumpmanLane wrote: »People crying for nerfs fail to admit maybe their builds are crap. Run more pen. Add more damage. Run Sloads or something lol.
No matter how much mitigation anyone runs they’re only getting 50% damage reduction. Any other sources are multiplicative so it’s a percentage under 100%. Hit them fools, preferably NOT with a wet noodle.
Ok, as someone who does not PVP much: why is this "tank meta" deemed to be a problem? If you want to "fix" something, you better start your argument with an explanation of why it needs to be fixed. And no: "it gets abused" is not an explanation in itself.
Building for survival seems to be a perfectly valid thing to do in PVP.
Ok, as someone who does not PVP much: why is this "tank meta" deemed to be a problem? If you want to "fix" something, you better start your argument with an explanation of why it needs to be fixed. And no: "it gets abused" is not an explanation in itself.
Building for survival seems to be a perfectly valid thing to do in PVP.
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.
Ok, as someone who does not PVP much: why is this "tank meta" deemed to be a problem? If you want to "fix" something, you better start your argument with an explanation of why it needs to be fixed. And no: "it gets abused" is not an explanation in itself.
Building for survival seems to be a perfectly valid thing to do in PVP.
I think the big problem is just CP. In BGs i can kill most players comically easy because of their lack of theorycraft, research of builds and bad resource management. Sorcs are tanky AF and make for great fights, they don't have unlimited resources!
In Cyro it's a different story.