I was not a fan of bleeds severely over performing, however I think they need a buff and to act like oblivion damage, for example a character with 23k health should continue to take 800~1k per tick, but a 60k health tank should be taking like 4k dps a second from them. This is just a suggestion but this is in desperate need of a fix ASAP. even just capping health at 30k would make a huge dent in the invincibility of these builds. Even things like siege and proc sets should scale off max stats, essentially forcing these builds out of PvP.
This is the tankmeta at its finest, nobody claims to like it, yet so so so many play it. This is what ZOS has enabled and they dont rly do anything to remedy it.
OrderoftheDarkness wrote: »I was not a fan of bleeds severely over performing, however I think they need a buff and to act like oblivion damage, for example a character with 23k health should continue to take 800~1k per tick, but a 60k health tank should be taking like 4k dps a second from them. This is just a suggestion but this is in desperate need of a fix ASAP. even just capping health at 30k would make a huge dent in the invincibility of these builds. Even things like siege and proc sets should scale off max stats, essentially forcing these builds out of PvP.
This is a very interesting offer. The combat system is improved when it becomes more multifaceted.
OrderoftheDarkness wrote: »I was not a fan of bleeds severely over performing, however I think they need a buff and to act like oblivion damage, for example a character with 23k health should continue to take 800~1k per tick, but a 60k health tank should be taking like 4k dps a second from them. This is just a suggestion but this is in desperate need of a fix ASAP. even just capping health at 30k would make a huge dent in the invincibility of these builds. Even things like siege and proc sets should scale off max stats, essentially forcing these builds out of PvP.
This is a very interesting offer. The combat system is improved when it becomes more multifaceted.
I often used to see an axe bleed crit for 3.4K and a rending bleed crit for 3.6 on a build with 22k health and think wow this is broken, now I see the axe bleed crit for 310 on a build with 60k health and think the same.
The counter was immobolize and negate, but "solos" got that nerfed in what was the biggest example of how attempting to buff "solo" players buffs ballgroups more.
Now the only counters would be either stronger siege damage, hp% siege damage, oblivion siege, negate siege, etc. - or ZOS could actually nerf the sets that enable such a playstyle but they won't because they moved too much power away from classes into these proc sets.
ZOS could also take a look at damage reduction and capping it, but they won't because the forums has a very large noise filter that keeps claiming its healing even though you can heal for a billion hp per second and still die as long as you do not have the damage reduction to go along with it
The solution is not to buff tools only one class or spec has access to, general solutions need to be added to the game. But it doesn't matter because no matter how hard you try to nerf tanky players, the block and roll buttons both provide the most damage reduction and avoidance in the game period.
SavageChain wrote: »Just move away from them or annoy them....
SavageChain wrote: »Just move away from them or annoy them....
Back to my factions spawns where they push us?
Cirantille wrote: »I saw a 58k health person in CP the other day
For a refugee from no-cp like me it was:
Cirantille wrote: »I saw a 58k health person in CP the other day
For a refugee from no-cp like me it was:
A 12 man ball group of templar and warden tanks spamming aoe heals all with 2-3 defensive sets and all with 40K+ health, rolling from keep to keep. The templars all panic ult with practiced incantation and wardens with the trees. They walk out and burn siege and take 10 people beating on them to kill one. There is actually no real consistent counter to this what so ever. Its builds and play styles like these along with dedicated healers that are killing traditional playstyles and essentially forcing everyone in to ridiculously high numbered group play. Many players realise they simply not good at PvP and playing a dps build but realise that a healer/tank Utility build is much easier and ridiculously more effective than being another bad dps player.
I was not a fan of bleeds severely over performing, however I think they need a buff and to act like oblivion damage, for example a character with 23k health should continue to take 800~1k per tick, but a 60k health tank should be taking like 4k dps a second from them. This is just a suggestion but this is in desperate need of a fix ASAP. even just capping health at 30k would make a huge dent in the invincibility of these builds. Even things like siege and proc sets should scale off max stats, essentially forcing these builds out of PvP.
For those that say “let me play how I want a 50k heath tank thats how I want to play” it is simply ruining the game for everyone else, ZOS decided to make campaign wins based on resources, this happens to be the most effective way to capture and hold resources to win a campaign.