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A possible fix for the tank meta

Fawn4287
Fawn4287
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Make prerequisites for sword and board 5 pieces of medium or heavy armour, make destro staff prerequisite 5 pieces of light armour or heavy armour, this then forces classes to use builds to use the appropriate back bar mitigation options, and stops double dipping pools for damage mitigation. Using battle spirit make all burst heals and direct damage abilities have a 50% effectiveness when cast while blocking. Whilst in mist form stop all stat regen and allow to be CCd whilst in mist form from unblockable and undodgable CCs.

Edited by Fawn4287 on February 5, 2020 1:44AM
  • Iskiab
    Iskiab
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    Why hit mist form? I’m down for the changes if I can hit people while they’re in a dodge roll. Mist is basicly a dodge roll for mag, all that change will do is make stam better.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Ankael07
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    Just checked your discussion history and holy cow can you stop making a nerf thread for 5 minutes? I swear if you take the time you spent on forums to actually study the game you wouldnt need to be here in the first place

    If you want me to reply to your comment type @Ankael07 in it.
  • doomette
    doomette
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    Ankael07 wrote: »
    Just checked your discussion history and holy cow can you stop making a nerf thread for 5 minutes? I swear if you take the time you spent on forums to actually study the game you wouldnt need to be here in the first place
    I’m starting to think this is a parody account.
  • MincVinyl
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    @Fawn4287
    About the prereqs idea, there are a lot of options available already that would not drastically reduce build diversity to get rid of this "tank meta" as people are calling it. Some even would help build diversity and help to reduce everyone running the Bis(best in slot) setups/abilities.
    For example:
    1. the most popular one is to remove cast times on ults. People are living through burst since they have almost double the reaction time for something they should already have predicted.

    2. Healing right now is mainly ruled by hots, especially in groups. If burst heals were made cheaper and hots cost more, the meta would shift to allow more burst windows. If a healer gets sloppy/pressured or a player does not attempt to self heal, they die from their own/group's fault. (This change would be affected by #3 below, where hots would remain how they are now if #3 applied)

    3. Make over time effects no longer stack (this goes for hots and dots. In short this allows dots to be buffed without making zergs able to abuse stacking guaranteed damage. This also used to be in the game, and helped build diversity by making larger groups have to coordinate for uptimes and to get full use out of dots/hots. For example, healers before used to coordinate and run either mutagen or rapid regen to be able to have both of these on the group with good uptime, instead of every single healer running one bis rapid regeneration heal. Groups should win by coordination not simply by having numbers, if a smaller group can make smarter choices and coordinate ingame better the smaller group should win. There is no sense in rewarding players for brainlessly spamming Bis sources of guaranteed damage. Non stacking dots would have also prevented metas like the sloads/soultrap meta, inclass dots would be preferred since everyone would not have access to them. (would be implemented through battlespirit so pve is not affected.) [the dot damage standard could be raised]

    4. Dots could be changed so they are blockable again. Bleeds could be made to go through block so they have a purpose again. Now you might think that this helps the "tank meta", but since dots are blockable now it is much more taxing to hold block for a long time without coming up for breath. The defender instead of just holding block would have to selectively use block to mitigate incoming bursts. With this change, it makes it really easy for someone to hit each block calculation phase in a Gcd to charge the person for blocking. (With the changes to block to apparently to "clean up" the calculation phases how this would work may change) (can be implemented through battlespirit)

    5. For Mist form, assuming it will be recycled on new vamp, would really only have one way to prevent spamming stall builds. Just like streak and roll dodge, mist could have a fatigue mechanic instead of the mag cut. How it works now though is fine and just mimics blocking. Besides, the player gives up plenty to be a vamp. Again, all of this will change anyways so dont bother speculating what will happen.
    Edited by MincVinyl on February 5, 2020 3:08AM
  • Juhasow
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    When it comes to mist form it should just recive a change where it stops not only mag regen but all sources of restoring magicka while in mist form including numeric restore. Currently certain setups especially magplars are capable to heavily crutch on mist form due to the fact properly build You can restore more magicka in mist then the cost of mist which makes it almost endless cycle of mist and heal spam. Heavy armor magplar with desert rose set have 4 sources of numeric value restore : chanelled focus , honor the dead , constisution passive and desert rose , making it super easy and brained to stall fights endlessly even when heavily outnumbered.
  • iamnotweakrwb17_ESO
    iamnotweakrwb17_ESO
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    My fix would be,

    "While using sword and board, holding block cuts your damage by at least 50% for 5 seconds."

    Another issue I see, particularly on my nightblade are executes.

    The whole point of an execute is to take out your opponent quickly before they have a chance to heal up. The assassins execute kicks in at 25% health and is dodgeable. The moment a player gets close to 25%, 1 guess what they are doing... that's right, HOT + Dodge roll.. dodge roll.. dodge roll. This renders assassins execute basically pointless. Templars execute does not have this issue and two handed execute kicks in at a much higher HP range.

    As far as healing goes, if they split healing away from magicka/spell damage and weapon/stamina and instead added a separate stat to classes and gear that only increases healing power, it would immediately cut DPS capacity to heal themselves without punishing people who legitimately want to heal.





    Edited by iamnotweakrwb17_ESO on February 5, 2020 5:32AM
  • Fawn4287
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    Ankael07 wrote: »
    Just checked your discussion history and holy cow can you stop making a nerf thread for 5 minutes? I swear if you take the time you spent on forums to actually study the game you wouldnt need to be here in the first place

    I would be happy with a revert back to imperial city sets and capping PvP group size at 4
  • oXI_Viper_IXo
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    Fawn4287 wrote: »
    Ankael07 wrote: »
    Just checked your discussion history and holy cow can you stop making a nerf thread for 5 minutes? I swear if you take the time you spent on forums to actually study the game you wouldnt need to be here in the first place

    I would be happy with capping PvP group size at 4

    Ever heard of Battlegrounds?
  • zvavi
    zvavi
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    Fawn4287 wrote: »
    Ankael07 wrote: »
    Just checked your discussion history and holy cow can you stop making a nerf thread for 5 minutes? I swear if you take the time you spent on forums to actually study the game you wouldnt need to be here in the first place

    I would be happy with capping PvP group size at 4

    Ever heard of Battlegrounds?

    Not anymore :trollface:
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