phoenixkungfu wrote: »hi all this is about the health and gameplay of the sewers. The sewers in my opinion is the most fun pvp gamemode in eso. I LOVE NO CP SEWERS. But not for the reasons you may think. I mainly like it in ps4 because it has a low player count. Which equals very little issue with LAG. In my opinion no cp is hard mode when killing the bosses. I like the reward for solo play. Its super fun to say there is a pvp environment for a solo player. That's the good.
The bad is the major advantage melee 2 in 1 builds have. HEALING BUILD THAT DAMAGE AND HEAL are super broken and man does it shows. These build can nuke a no cp boss a follow very little mechanic's. Any build that give a heal back when doing damage is proven broken by just going to the no cp sewers and watching the different in killing a boss, following mechanic vs any other build. Any templar, magic dk AND THE DW SKILL LINE IS OVER PREFORMING. the damage to healing ratio allows. These builds to out heal creating, out tank a no cp boss damage and therefore not follow boss mechanic's. This is bad
Now the ugly
EXPLOITATION, its terrible in the sewers. I will start with boss agro and the abilities to use the boss like a sorcerer pet. THIS IS A MAJOR ISSUE.
so boss agro is not based on who did damage first but who did aoe damage. So as a result some players who can't kill you will agro the boss and then lose agro to have the boss help them out like a sorcerer pet? Smh this is a huge exploit. My solution is to keep agro to the first person who agro. If a different color hit the boss agro stay to the first person who hits. Simple as that to universally break agro use a stealth pot. If stealth is use boss reset or goes to the next player agro always.
My last ugly exploitation. Is at flags. If a player is taken a flag. Another play can stop you from taking the flag by going under the flag. The is wrong on so many levels. Please fit these issues by next patch. This is ugly
MashmalloMan wrote: »Why does everyone continue to respond to these posts? Let his threads die off. I can't believe how much negativity and righteousness 1 person can posess, it's uncanny. I'm starting to think OP is the biggest and best Troll this forum has ever had.
MashmalloMan wrote: »Why does everyone continue to respond to these posts? Let his threads die off. I can't believe how much negativity and righteousness 1 person can posess, it's uncanny. I'm starting to think OP is the biggest and best Troll this forum has ever had.
MashmalloMan wrote: »Why does everyone continue to respond to these posts? Let his threads die off. I can't believe how much negativity and righteousness 1 person can posess, it's uncanny. I'm starting to think OP is the biggest and best Troll this forum has ever had.
phoenixkungfu wrote: »Well that's true. I agree about dont be silent for years I have been silent. And now I have a pet sorcerer damage so low your better off not using crafty over necro, Daedric prey over curse. A overload range so small 1 roll gets out. So yes I'm speaking up. I'm done not speaking up. These things are broken. I play every day. You can call me a troll or the VILLAIN. But you will never call me silent again.
phoenixkungfu wrote: »The sorcerer double pet buid is crazy hard to use without a burst heal. In a game of player lock free damage from valkyn and almost unlockable dk leap. It super hard to play. Without a doubt the average player cant play a pet sorcerer without a burst heal. I give anything for all dps builds to have to play like my sorcerer and make hard choices. Unfortunately most builds especially support pve classes have it all without making any sacrifice. But whatever I will make it work.
Gatdangmayne wrote: »If you're already running pets, then you're making a mistake morphing to the dmg version and not the op twilight heal
phoenixkungfu wrote: »The sorcerer double pet buid is crazy hard to use without a burst heal. In a game of player lock free damage from valkyn and almost unlockable dk leap. It super hard to play. Without a doubt the average player cant play a pet sorcerer without a burst heal. I give anything for all dps builds to have to play like my sorcerer and make hard choices. Unfortunately most builds especially support pve classes have it all without making any sacrifice. But whatever I will make it work.
Douple Pet-Build without a burstheal? There is just one of the strongest burst heals of the game on the Pet
+Complaints about heal while attacking as sorc. You now that sorc has in this regard whit crit surge the best skill?
This is just another L2P!
Gamer forums are full of pedants who can't stop from pointing out what they consider to be even the minutest error in any suggestion/comment.
phoenixkungfu wrote: »The bad is the major advantage melee 2 in 1 builds have. HEALING BUILD THAT DAMAGE AND HEAL are super broken and man does it shows. These build can nuke a no cp boss a follow very little mechanic's. Any build that give a heal back when doing damage is proven broken by just going to the no cp sewers and watching the different in killing a boss, following mechanic vs any other build. Any templar, magic dk AND THE DW SKILL LINE IS OVER PREFORMING. the damage to healing ratio allows. These builds to out heal creating, out tank a no cp boss damage and therefore not follow boss mechanic's. This is bad
phoenixkungfu wrote: »Now the ugly
EXPLOITATION, its terrible in the sewers. I will start with boss agro and the abilities to use the boss like a sorcerer pet. THIS IS A MAJOR ISSUE.
so boss agro is not based on who did damage first but who did aoe damage. So as a result some players who can't kill you will agro the boss and then lose agro to have the boss help them out like a sorcerer pet? Smh this is a huge exploit. My solution is to keep agro to the first person who agro. If a different color hit the boss agro stay to the first person who hits. Simple as that to universally break agro use a stealth pot. If stealth is use boss reset or goes to the next player agro always.
My last ugly exploitation. Is at flags. If a player is taken a flag. Another play can stop you from taking the flag by going under the flag. The is wrong on so many levels. Please fit these issues by next patch. This is ugly
MerguezMan wrote: »Hi there,phoenixkungfu wrote: »The bad is the major advantage melee 2 in 1 builds have. HEALING BUILD THAT DAMAGE AND HEAL are super broken and man does it shows. These build can nuke a no cp boss a follow very little mechanic's. Any build that give a heal back when doing damage is proven broken by just going to the no cp sewers and watching the different in killing a boss, following mechanic vs any other build. Any templar, magic dk AND THE DW SKILL LINE IS OVER PREFORMING. the damage to healing ratio allows. These builds to out heal creating, out tank a no cp boss damage and therefore not follow boss mechanic's. This is bad
So ... having self heal while dealing damage is "super broken" ? I guess we should remove also:
- Sorcerer's Surge and Matriarch
- Nightblade's Siphoning strike and Strife
- Necromancer's Scythe
- Warden's Lotus
- Werewolf's Claws
- Vampire's Drain
- Restoration staff heavy attack passives
- ... (non-exhaustive list, but I could also add some armor sets that heal while dealing damage)
But from your previous posts, I also see you think most heavy armor sets, many other skills, proc sets and monster sets are also "over-performing". That's a lot of things over-performing, isn't it ?
Maybe... Maybe you have some biased opinion of those things. Did you try them to check how they perform when you're in control ? It may be slightly different from what you think you saw.
And what boss mechanics are you talking about ? Aside from Centrala thing, the bosses in the sewers are pretty much standard equivalent of overland bosses (main game only, I wouldn't compare those to Ri'Atarashi).phoenixkungfu wrote: »Now the ugly
EXPLOITATION, its terrible in the sewers. I will start with boss agro and the abilities to use the boss like a sorcerer pet. THIS IS A MAJOR ISSUE.
so boss agro is not based on who did damage first but who did aoe damage. So as a result some players who can't kill you will agro the boss and then lose agro to have the boss help them out like a sorcerer pet? Smh this is a huge exploit. My solution is to keep agro to the first person who agro. If a different color hit the boss agro stay to the first person who hits. Simple as that to universally break agro use a stealth pot. If stealth is use boss reset or goes to the next player agro always.
My last ugly exploitation. Is at flags. If a player is taken a flag. Another play can stop you from taking the flag by going under the flag. The is wrong on so many levels. Please fit these issues by next patch. This is ugly
This is the way aggro works in ESO. Unless someone would use Puncture from s&b, Inner fire from Undaunted, or heavy attack with frost staff, pve enemies turn against last/highest damage dealer around that hits them. If you see a full-health bar boss and an enemy player aside, attacking the boss is clearly not your best move.
The flag thing may indeed be annoying, but let's be honest, you guys won't stay there idle all day, it doesn't benefit the guy above or below. At least, this player is not ganking you from behind.
I think you should reconsider your own build, unless you think you are also over-performing (if so, you should reconsider your vocabulary, when everything "overperforms", the situation is probably normal), and learn a bit more about ESO mechanics (the UESP wiki has detailed information about combat statuses and such), that would probably help you.
phoenixkungfu wrote: »[It's true dont do direct damage to the boss to grab aggro. my issue is if you have a aoe down. Then you can grab aggro. I believe this is not fair to have a major advantage just because your single target build. So I disagree with a dirty tactic to try to give another player aggro.
phoenixkungfu wrote: »As far as aggro goes. It's true dont do direct damage to the boss to grab aggro. my issue is if you have a aoe down. Then you can grab aggro. I believe this is not fair to have a major advantage just because your single target build. So I disagree with a dirty tactic to try to give another player aggro.MerguezMan wrote: »Hi there,phoenixkungfu wrote: »The bad is the major advantage melee 2 in 1 builds have. HEALING BUILD THAT DAMAGE AND HEAL are super broken and man does it shows. These build can nuke a no cp boss a follow very little mechanic's. Any build that give a heal back when doing damage is proven broken by just going to the no cp sewers and watching the different in killing a boss, following mechanic vs any other build. Any templar, magic dk AND THE DW SKILL LINE IS OVER PREFORMING. the damage to healing ratio allows. These builds to out heal creating, out tank a no cp boss damage and therefore not follow boss mechanic's. This is bad
So ... having self heal while dealing damage is "super broken" ? I guess we should remove also:
- Sorcerer's Surge and Matriarch
- Nightblade's Siphoning strike and Strife
- Necromancer's Scythe
- Warden's Lotus
- Werewolf's Claws
- Vampire's Drain
- Restoration staff heavy attack passives
- ... (non-exhaustive list, but I could also add some armor sets that heal while dealing damage)
But from your previous posts, I also see you think most heavy armor sets, many other skills, proc sets and monster sets are also "over-performing". That's a lot of things over-performing, isn't it ?
Maybe... Maybe you have some biased opinion of those things. Did you try them to check how they perform when you're in control ? It may be slightly different from what you think you saw.
And what boss mechanics are you talking about ? Aside from Centrala thing, the bosses in the sewers are pretty much standard equivalent of overland bosses (main game only, I wouldn't compare those to Ri'Atarashi).phoenixkungfu wrote: »Now the ugly
EXPLOITATION, its terrible in the sewers. I will start with boss agro and the abilities to use the boss like a sorcerer pet. THIS IS A MAJOR ISSUE.
so boss agro is not based on who did damage first but who did aoe damage. So as a result some players who can't kill you will agro the boss and then lose agro to have the boss help them out like a sorcerer pet? Smh this is a huge exploit. My solution is to keep agro to the first person who agro. If a different color hit the boss agro stay to the first person who hits. Simple as that to universally break agro use a stealth pot. If stealth is use boss reset or goes to the next player agro always.
My last ugly exploitation. Is at flags. If a player is taken a flag. Another play can stop you from taking the flag by going under the flag. The is wrong on so many levels. Please fit these issues by next patch. This is ugly
This is the way aggro works in ESO. Unless someone would use Puncture from s&b, Inner fire from Undaunted, or heavy attack with frost staff, pve enemies turn against last/highest damage dealer around that hits them. If you see a full-health bar boss and an enemy player aside, attacking the boss is clearly not your best move.
The flag thing may indeed be annoying, but let's be honest, you guys won't stay there idle all day, it doesn't benefit the guy above or below. At least, this player is not ganking you from behind.
I think you should reconsider your own build, unless you think you are also over-performing (if so, you should reconsider your vocabulary, when everything "overperforms", the situation is probably normal), and learn a bit more about ESO mechanics (the UESP wiki has detailed information about combat statuses and such), that would probably help you.