Ok, first of all, nerfing block is not going to solve any issue since there are classes that live on blocking dmg, Do you want to nerf it? Ok, then give something to those classes to compensate.
Healing should be tuned down a little. It is way too strong and there are a lot sources that increase healing done and healing received/taken. But more important than that, it is the use of defile. It was a good debuff, quite useful, BUT it was too easy to get over 50% through CP. The biggest offender wasnt' defile, the biggest offender was the befoul star on CP.
The solution was quite simple but instead of that, ZoS tried to reinvent the wheel (as they have done it once and again during the last 5 years) and now we have one of the most boring patches ever.
While healing + block/purge is a great combo to negate dmg, DoT + defile is not a good combo to counter that.
No class "lives and dies" by s/b. S/b is a crutch abused by many players in pvp.
I am not calling for it to be gutted, simply have some of the overwhelming defensive power it provides reduced. When combined with HOTS, and block casted burst heals, a s/b user is all but unkillable even if they are in mulitple damage sets. Ive seen good players tank entire teams in BGs far longer than they should using it.
In terms of sheer performance, no weapon line gives as much raw value in pvp as s/b.
Ragnarock41 wrote: »The answer is to LITERALLY nerf healing. The reason heals were buffed was because dots were also buffed. Now dots are WORSE than what it was before the buff. So the only logical answer is to nerf healing by at least %20-30.
Remember to say "HoTs" and not healing.
It won't matter anyway when HoTs will continue to be overtuned even after nerfs as long as you get more in than damage in, and thanks to a certain staff and DW combination that is possible on every build in the game and will continue to do so.
There's so many ways to either reduce, negate, or absorb damage and heal that a flat nerf will do nothing but nerf some specs, leave others untouched, make balance worse and then we'll see more crying in the forums when said specs all run to full damage builds.
Ok, first of all, nerfing block is not going to solve any issue since there are classes that live on blocking dmg, Do you want to nerf it? Ok, then give something to those classes to compensate.
Healing should be tuned down a little. It is way too strong and there are a lot sources that increase healing done and healing received/taken. But more important than that, it is the use of defile. It was a good debuff, quite useful, BUT it was too easy to get over 50% through CP. The biggest offender wasnt' defile, the biggest offender was the befoul star on CP.
The solution was quite simple but instead of that, ZoS tried to reinvent the wheel (as they have done it once and again during the last 5 years) and now we have one of the most boring patches ever.
While healing + block/purge is a great combo to negate dmg, DoT + defile is not a good combo to counter that.
No class "lives and dies" by s/b. S/b is a crutch abused by many players in pvp.
I am not calling for it to be gutted, simply have some of the overwhelming defensive power it provides reduced. When combined with HOTS, and block casted burst heals, a s/b user is all but unkillable even if they are in mulitple damage sets. Ive seen good players tank entire teams in BGs far longer than they should using it.
In terms of sheer performance, no weapon line gives as much raw value in pvp as s/b.
And what's the point to nerf s/b if the offender is healing? You can go tanky without using s/b or ice staff.
The problem is healing which has no real counter. 4 secs of defile do not counter HoTs that last over 5 secs. I would have no problem with healing if defile was stronger, but it is not.
visionality wrote: »Much easier solution: connect tankyness to movement speed. The tankier a character becomes, the slower he moves. ALWAYS. While walking, while running, while mistforming around a rock. Make it DECIDEDLY slower, not just 1%.
(I would be willing to overlook riding, though.)
As soon as tankyness has a real price, ppl will start thinking whether they prefer being hard to kill to being hard to catch and builds will start normalizing.
Maybe create a character class that is killing you. The saying goes, "if you can beat em', join em." This day and age it seems, if you cant beat em, cry rather than get better or adapt.
Since everyone falls back on TLDR, or OP died by this or that. or a nerf this thread.
Lets see your constructive criticism
Want specifics? Okay, healing power has increased a lot lately. Defile options has been nerfed a lot in the past, and now we have a gap of immortality when it comes to trying to outplay the strong healing power it has. Maybe templars... maybe you'll just get offended. Tanks happen to live through because of strong healing power, it's easier to stack resistances than it is to stack penetration. Change my mind.
Cheers
Tommy_The_Gun wrote: »I am not surprised by tanky meta, since everything that was meant to counter tanks (Werewolves, bleed dmg mechanics, oblivion dmg, defile, etc.) was vote-nerfed to oblivion.
It is hilarious to see people who previously were bragging about those things and how those were broken, now that those things are gone are like: "We dont have counter to tanks"
This is how blind call for nerfs ends. With broken game balance eco-system... lol ?