It's not 10%.NeillMcAttack wrote: »10% less healing
Well that's not true at all. You can also kill a seasoned player by being a seasoned player yourself, and having the skill, build, and experience to beat them. If you aren't on their level, why should you be able to kill them without outnumbering them?NeillMcAttack wrote: »In CP PvP the only way to kill people (at least seasoned players) is to out number them and burst them down
Well that's not true at all. You can also kill a seasoned player by being a seasoned player yourself, and having the skill, build, and experience to beat them. If you aren't on their level, why should you be able to kill them without outnumbering them?NeillMcAttack wrote: »In CP PvP the only way to kill people (at least seasoned players) is to out number them and burst them down
It's not 10%.NeillMcAttack wrote: »10% less healing
Old healing was 100% - 50% = 50%.
New healing will be 100% - 60% = 40%
40% / 50% = 0.8 = 80%, ergo a 20% nerf.
Still it won't even put a dent in ballgroups, it will only hurt solos and smallscale.
There are stamdens and stamcros in no-cp who can hold 2 or 3 people on them without even being healers or tanks. It's not a cp, no-cp problem, but a class specific problem.
I find max cp pvp way more balanced than no-cp.
Classes like stamsorc or stamblade in a no-cp scenario against a stamden or stamcro of same skill level will ALWAYS lose. In cp the class difference can be shortened due to a good cp tree and build "combo".
Nerfing healing will make stamblade and stamsorc, the classes with the worse healing even worse and stamden stamcro stamplar and stamdk still able to so their things without caring.
If they leave stamcro major defile untouched i have no more hope.
Yes, you raise an interesting point.Taleof2Cities wrote: »Especially PvP healers ... who stand to improve their healing output by dropping 2-3-4 pieces of impen for the divines trait or another trait.
OlumoGarbag wrote: »Stamsorc and stamblade are both mobile classes, stamden and stamcro are not. And once they finally nerf blackrose dualwield, stamsorc and nb will have advantage of speed/disengage back. If you duell a stamden/stamcro on a mobile class without using your mobility, it serms fair that the less mobile class wins, even tho they are way to strong. Both need a nerf, but should still be better in close combat without kiting
OlumoGarbag wrote: »Stamsorc and stamblade are both mobile classes, stamden and stamcro are not. And once they finally nerf blackrose dualwield, stamsorc and nb will have advantage of speed/disengage back.
OlumoGarbag wrote: »Stamsorc and stamblade are both mobile classes, stamden and stamcro are not. And once they finally nerf blackrose dualwield, stamsorc and nb will have advantage of speed/disengage back. If you duell a stamden/stamcro on a mobile class without using your mobility, it serms fair that the less mobile class wins, even tho they are way to strong. Both need a nerf, but should still be better in close combat without kiting
Why people keep calling stamblade a mobile class ffs? It has zero abilities or passives that increase mobility. The fact that it has to rely on being mobile, because it doesn't have other means to defend, doesn't make it better at it. Stamden and stamcro can be just as mobile, they just don't have to.
Crixus8000 wrote: »OlumoGarbag wrote: »Stamsorc and stamblade are both mobile classes, stamden and stamcro are not. And once they finally nerf blackrose dualwield, stamsorc and nb will have advantage of speed/disengage back.
Stamsorc arguably get's the most value from brp dw. And I don't think I have ever seen a stamden or stamcro use it, since they seem to prefer snb backbar usually. So I don't see it as an advantage at all.
OlumoGarbag wrote: »OlumoGarbag wrote: »Stamsorc and stamblade are both mobile classes, stamden and stamcro are not. And once they finally nerf blackrose dualwield, stamsorc and nb will have advantage of speed/disengage back. If you duell a stamden/stamcro on a mobile class without using your mobility, it serms fair that the less mobile class wins, even tho they are way to strong. Both need a nerf, but should still be better in close combat without kiting
Why people keep calling stamblade a mobile class ffs? It has zero abilities or passives that increase mobility. The fact that it has to rely on being mobile, because it doesn't have other means to defend, doesn't make it better at it. Stamden and stamcro can be just as mobile, they just don't have to.
Ummmmmm shadow image + cloak?!?
I know nb is at a very bad spot atm, but in last patches it was one of easiest classes to kite on,
OlumoGarbag wrote: »Im talking of a non-cp perspective, no clue about cp. If brp dw is nerfed stamsorcs can try to burst their target and if they get under pressure they use streak. Necro/stamdens in non cp use brp dw as getaway tool since you cant permablock in noncp if your not running a full block build. So yeah without brp less mobile classes lose a carry button in non cp
Crixus8000 wrote: »OlumoGarbag wrote: »Im talking of a non-cp perspective, no clue about cp. If brp dw is nerfed stamsorcs can try to burst their target and if they get under pressure they use streak. Necro/stamdens in non cp use brp dw as getaway tool since you cant permablock in noncp if your not running a full block build. So yeah without brp less mobile classes lose a carry button in non cp
Same, I only play no cp and I can't even remember the last time I met a stamden or stamcro with brp, all the ones I see use snb. Yet I see a lot of stamsorcs using it, since they need the survivability far more, so once it's nerfed it will just make stamsorc have an even harder time, while not solving the issue of tanks at all.
OlumoGarbag wrote: »I played my stamsorc alot in the last weeks, with brp as well. Stamsorc needs another source of survival tho, the class passives need a rework. What got me killed in 90% of fights was streak bug.
Still it won't even put a dent in ballgroups, it will only hurt solos and smallscale.
Still it won't even put a dent in ballgroups, it will only hurt solos and smallscale.
Ballgroups are not a problem, immortal solo builds are frustrating. Any organised team should stay in advantage to unorganised team/player. This it how it works in real life, this is how it works in video games. Ballgroups or not, any sort of team-play should be rewarded. Personally I don't participate in ballgroups, but I love a challange they provide.
LMFAO ROFL LOLBallgroups are not a problem (...)
What PVP in this game needs are new PVP oriented debuffs. (...) They will be also effective when used agains organised groups, IF used tactically (a.ka. "fishing").
Or unless they are in a 12-24 man group spamming crossheals and purges, which works even better and requires far less skill.Crixus8000 wrote: »Team play is rewarded, No one is immortal if they have 2+ good players hitting them unless they are actually on a full tank build but then who cares.
LMFAO ROFL LOLBallgroups are not a problem (...)
What PVP in this game needs are new PVP oriented debuffs. (...) They will be also effective when used agains organised groups, IF used tactically (a.ka. "fishing").
You obviously have not even the slightest clue about how ballgroups operate...
@L2Pissue, what's your take on this?
Ok, so here's "Ballgroup 101": they have dedicated purge spammers whose main job is to prevent any CCs, debuffs and DoTs from sticking to anyone for more than 1 second.
You will NEVER be able to get anything to stick unless you negate+timestop them first - which requires decent teamplay coordination already, and at that point you might as well ultidump and bomb them without wasting time trying to debuff/DoT them up.Or unless they are in a 12-24 man group spamming crossheals and purges, which works even better and requires far less skill.Crixus8000 wrote: »Team play is rewarded, No one is immortal if they have 2+ good players hitting them unless they are actually on a full tank build but then who cares.
Crixus8000 wrote: »
Team play is rewarded, No one is immortal if they have 2+ good players hitting them unless they are actually on a full tank build but then who cares.
"Fishing" only works on bad groups.LMFAO ROFL LOLBallgroups are not a problem (...)
What PVP in this game needs are new PVP oriented debuffs. (...) They will be also effective when used agains organised groups, IF used tactically (a.ka. "fishing").
You obviously have not even the slightest clue about how ballgroups operate...
@L2Pissue, what's your take on this?
Ok, so here's "Ballgroup 101": they have dedicated purge spammers whose main job is to prevent any CCs, debuffs and DoTs from sticking to anyone for more than 1 second.
You will NEVER be able to get anything to stick unless you negate+timestop them first - which requires decent teamplay coordination already, and at that point you might as well ultidump and bomb them without wasting time trying to debuff/DoT them up.Or unless they are in a 12-24 man group spamming crossheals and purges, which works even better and requires far less skill.Crixus8000 wrote: »Team play is rewarded, No one is immortal if they have 2+ good players hitting them unless they are actually on a full tank build but then who cares.
You can use a multiple tools to fish your target from a group. I do it on a daily basis.
Orrrr you can create a ball group by yourself if thats too hard xD
Same issue as it was before with BG premades vs PUGs - it destroys whatever remains of "fun" gameplay for the PUGs and just turns the battlefield into an AP farm.So you want me to complain about best ball groups made of great players using a voice communication, tactics etc.? Because I don't understand what is your point here?
LOLBallgroups are slow
Me too, but only ever the bad ones.I have seen many ball groups being wiped like that by loose formations.
Well that's not true at all. You can also kill a seasoned player by being a seasoned player yourself, and having the skill, build, and experience to beat them. If you aren't on their level, why should you be able to kill them without outnumbering them?NeillMcAttack wrote: »In CP PvP the only way to kill people (at least seasoned players) is to out number them and burst them down