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Do you agree with the nerf to defensive PvP-tank oriented monster sets? (Trollking,BloodSpawn)

  • Kadoin
    Kadoin
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    Yes
    Universe wrote: »
    Instead of nerfing those sets ZOS could have addressed the OP tanking meta in PVP by making the following change to Battle Spirit:
    Increase Health by 5000
    Reduce damage taken by 50%
    Reduce healing received by 60%
    Reduce damage shield strength by 50%
    Increase the cost of blocking by 20%
    Increase range of abilities with greater than 28m range by 8m in Cyrodiil.

    *The increased cost for blocking would have affected tanks the most.

    No, the increase cost of blocking would just kill mag, when mag is already behind stam. Stop joking.

    The set is the problem, the set set should get nerfed. It's about time they started targeting sets instead of targeting class skills and core mechanics.
  • Universe
    Universe
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    No
    Kadoin wrote: »
    Universe wrote: »
    Instead of nerfing those sets ZOS could have addressed the OP tanking meta in PVP by making the following change to Battle Spirit:
    Increase Health by 5000
    Reduce damage taken by 50%
    Reduce healing received by 60%
    Reduce damage shield strength by 50%
    Increase the cost of blocking by 20%
    Increase range of abilities with greater than 28m range by 8m in Cyrodiil.

    *The increased cost for blocking would have affected tanks the most.

    No, the increase cost of blocking would just kill mag, when mag is already behind stam. Stop joking.

    The set is the problem, the set set should get nerfed. It's about time they started targeting sets instead of targeting class skills and core mechanics.

    It will affect magicka builds but only to a lesser degree.
    1-2 blocks in a 10 seconds window won't be much harder to accomplish(just a bit harder in no CP).

    The idea behind increasing the cost of blocking is to make long term tanking a lot harder to accomplish once there is enough pressure on the tank.
    Currently the stamina cost of blocking is too low so tanks can block without a significant drawback.
    The cost increase can either stop the PVP tank meta or make it less viable.
    It doesn't have to be 20% cost increase of blocking, it can be less or even more(it depends on the overall balance).
    Edited by Universe on April 22, 2020 8:07PM
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • 5cript
    5cript
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    Yes
    I dont like it, but it was probably right.
  • Dusk_Coven
    Dusk_Coven
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    It's another band-aid fix for PvP when they should be looking at the core reason -- too many possible combinations of skill and sets. PvP will always be broken and unbalanced because of this.

    What they should do instead:
    - Disable battle spirit.
    - Disable ALL SETS
    - Disable ALL Skill Lines except for Class and Weapon

    From there, look at how things work. Is Battle Spirit required again and in what way?
    After that, SLOWLY re-introduce skill lines and sets in a LIMITED way.
    For sets -- introduce only PvP sets balanced specifically for PvP and with PvP features (hence unlikely to be used by PvE).

    Basically, reboot PvP and balance it as they go.
    Leave specific skill lines and sets turned off if they unbalance things -- instead of tweaking their stats and ruining PvE.

    --OR--

    Don't deal with balancing at all because it's a mess. Just introduce proper leagues that separate people into their own leagues and don't let them fight anyone outside their league. Can't get a match? Too bad. Maybe no one wants to play with you when you're playing in certain way?
    Yes, Cyrodiil and IC as well need leagues.
    Edited by Dusk_Coven on April 23, 2020 8:10AM
  • Sneaky-Snurr
    Sneaky-Snurr
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    No
    laksikus wrote: »
    This patch was a buff for tanks
    @laksikus
    I'm sorry what..?
    The Order of the Shadows: Nightmare
      EP CP810 Nightblade
      AD CP810 Templar
      AD CP810 Dragon Knight
      AD Lvl 25 Sorceror
      DC Lvl 23 Nightblade
    {PC•NA•no-CP Ravenwatch}

    Shadow hide you. -Unknown
    There is no clean fight in a war. -Shun Izaki
  • Firstmep
    Firstmep
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    Yes
    Yes in PvP, no in PvE.

    What options do stam specs have for vMA at this point? Prior to the last patch, Iceheart was strong enough that it was worth wearing even with the rather useless one-piece bonus. I'm looking through the list of monster sets, and everything that seems like it could be viable has been nerfed in the PTS.

    Wait why would you use a defensive set for vma? Am i missing something?
  • Firstmep
    Firstmep
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    Yes
    Dusk_Coven wrote: »
    It's another band-aid fix for PvP when they should be looking at the core reason -- too many possible combinations of skill and sets. PvP will always be broken and unbalanced because of this.

    What they should do instead:
    - Disable battle spirit.
    - Disable ALL SETS
    - Disable ALL Skill Lines except for Class and Weapon

    From there, look at how things work. Is Battle Spirit required again and in what way?
    After that, SLOWLY re-introduce skill lines and sets in a LIMITED way.

    Basically, reboot PvP and balance it as they go.
    Leave specific skill lines and sets turned off if they unbalance things -- instead of tweaking their stats and ruining PvE.

    --OR--

    Don't deal with balancing at all because it's a mess. Just introduce proper leagues that separate people into their own leagues and don't let them fight anyone outside their league. Can't get a match? Too bad. Maybe no one wants to play with you when you're playing in certain way?
    Yes, Cyrodiil and IC as well need leagues.

    Sets are what they are, but especially for stamina, sustain is just too damn easy.
    On all my stam toons i can run around with 600 stam recovery and pretty much never run out of stam.
    Heavy attacks and built in sustain options for classes take care of that.

    Honestly at this point they just need to get rid of heavy attack resource sustain, they can always add additional group sustain tools for PVE.

    Secondly, after the great dot nerfs, pretty much the only way to get kills in pvp is with timed burst combos, and guess what works wonders aganist that meta? Blocking. 8 out of 10 stam users run s/b backbar now, and even a lot magicka users, like freakin magsorcs etc.
    Block mitigation in pvp needs to go the hell down(via battlespirit).
    Until then the meta of swapping to backbar and going through a defensive rotation while blocking will remain.

    On topic though:

    Bloodspawn saw more use than any other monster set in pvp, and thats beacuse( especially for stam) most other option were complete a$$.
  • laksikus
    laksikus
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    Yes
    laksikus wrote: »
    This patch was a buff for tanks
    @laksikus
    I'm sorry what..?

    Pvp tank was oberall buffed heavily.
    The monster set change wont matter at all, the other buff is to big
  • itscompton
    itscompton
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    Universe wrote: »
    Instead of nerfing those sets ZOS could have addressed the OP tanking meta in PVP by making the following change to Battle Spirit:
    Increase Health by 5000
    Reduce damage taken by 50%
    Reduce healing received by 60%
    Reduce damage shield strength by 50%
    Increase the cost of blocking by 20%
    Increase range of abilities with greater than 28m range by 8m in Cyrodiil.

    *The increased cost for blocking would have affected tanks the most.

    sure like bleeds did. it will affect regular magicka builds

    lol, what you could only block for 1.6 seconds instead of 2 on a magic character?
  • Bradyfjord
    Bradyfjord
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    Yes
    I just adapt to changes when they come. That isn't to say that I'm 'happy' about nerfs, but I am resigned to the fact that they are coming.
  • pod88kk
    pod88kk
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    Yes
    No. Those are also PvE tanking sets, and I'd rather not be a collateral from satisfying demands of ever-unhappy PvP crowd. Do something else. Make Battle Spirit more elaborate. Change sets in different ways (reduce defense for BS and keep ultigen, PvE tanks run it for ultigen above all), but please quit making PvE the victim of your misguided and feeble balancing attempts.

    Pretty sure they won't remove defile from their cash cow's blastbones, that's too much balancing to bear. But nerfing tanks? Always a good idea, always.

    None of the tanks I play with use Bloodspawn anymore
  • Matchimus
    Matchimus
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    Since it was pointless farming VMA I decided to learn the art of tanking...decided to use Bloodspawn and it didnt take long to experience the next 'up yours' moment.

    Im working through dungeons to get skill points. Most times I queue Im in immediately...longest I have had to wait is 45 seconds. That means everyone else is waiting on tanks and they want to make this class less attractive?

    The ultimate regen has come in very handy with low dps & inexperienced parties. This will hurt those parties.

  • Jeremy
    Jeremy
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    No
    D3N7157 wrote: »
    Lets settle things once and for all.

    I don't agree with them. They seemed fine to me. Though perhaps when taken into combination with the rest of the changes they will make more sense. I'm not sure.
  • evoniee
    evoniee
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    Yes
    in pvp all other sets pretty much not worth, the only usable things are defensive monster sets.
    now more sets are usable because this kinda thing not too strong anymore, i can see someone still use TK or BS, like pirate skeleton after the major defile added, someone will still use it is still do the job anyway,.

    also the decrease of the armor value because of the set standarisation, 2800 armor is 2 set bonus (it is like 258 WP instead of normal 129 WD)
  • Kalik_Gold
    Kalik_Gold
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    No
    Don’t believe any nerfs are warranted, forcing many people to adjust. There has to be more efficient ways to adjust by implementing new sets that are more desired and better designed.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Stx
    Stx
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    No
    Pvpers will always complain about something. These sets were useful in pve and were not over performing but these nerfs have made them very undesirable.
  • Moonsorrow
    Moonsorrow
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    Yes
    Kadoin wrote: »
    Universe wrote: »
    Instead of nerfing those sets ZOS could have addressed the OP tanking meta in PVP by making the following change to Battle Spirit:
    Increase Health by 5000
    Reduce damage taken by 50%
    Reduce healing received by 60%
    Reduce damage shield strength by 50%
    Increase the cost of blocking by 20%
    Increase range of abilities with greater than 28m range by 8m in Cyrodiil.

    *The increased cost for blocking would have affected tanks the most.

    No, the increase cost of blocking would just kill mag, when mag is already behind stam. Stop joking.

    The set is the problem, the set set should get nerfed. It's about time they started targeting sets instead of targeting class skills and core mechanics.

    This.

    I have already been playing lately with either 3 dmg sets or 2 dmg sets + 1 utility/sustain/gimmick (Asylum 2H as an example) on all my characters.

    And i would have hated yet again massive nerfs to class/weapon skills because of some people who build their own character too tanky and then got low damage and cannot kill enemies with average resistances and especially cannot kill people who use active mitigations. (dodging and tactically blocking the big hits, permablocking is not a thing unless you are just a troll tank that does no real damage, with block cost reduction glyphs and so on, in what case only potatos waste time on them..).

    Active mitigations done smartly, movement, positioning, kiting and finding LoS to recover from bursts is essential next patch and will separate people who can adapt. I will enjoy it since have already played like that without the upcoming changes with very much of damage & movement in my builds rather than "facetanking brawler" style.

    Truth is.. i have BS, Chudan, Lord Warden, all of them upgraded to gold tier, in several weights.. yeah, even had Pirate Skelly in gold. So of course it brings worlds smallest tear in my eye to see them nerfed in half pretty much, some of them were nice to use on PVE when did Veteran DLC dungeons as a solo challenge to myself, or with just 1 friend as a duo so that other is a tanky dps and other is a dps with some hots on the side for both. It is fun, defensive monster sets on such content with such a half of a group with just 2 people gives some bar space to be creative for fun pvp-ish builds (pvp type of good sustain builds work nicely for duo Vet runs). Chudan been nice to use to Light Armor tank Vet DLC stuff, resistances + extra hp = beefy shields to use as a damage buffer. Nice and fun to do 40k+ dps as the "tank", obviously not as much as can do with proper dps gear, but enough for fun SOLO or DUO challenges and get Veteran DLC dungeons done so that it feels smooth.

    At pvp though, i agree that i rather had these sets nerfed than Class Skills again. Tired of Class Nerfs, we been having those for 1,5 years now.. and it has not been fun and no, balance has not come from these changes so who would want more, seriously?

    I like Blood Spawn, who would not that understands how efficient it is? But, these changes will propably (it will enchance my choice even more to keep playing like i already do at pvp) make people do special/arena weapons on weapon slots and use Head/Shoulder slot for one of their 5p set parts instead of Monster Sets. Allthough, Balorgh gonna be nice.. And Selene and Veli will see use for sure. Also, Skoria meteors will be dropping at Cyrodiil as always.. Lightning staff Heavy channeling people from behind the zerg with Skoria are not going anywhere haha. :p

    All in all.. many things combined = PVP will be a bit faster what comes to big wipes on zerg vs zerg fights. Good Solo & Small Scale players will adapt to the changes. Got already builds planned, i actually am excited to be honest. :)
  • DreadDaedroth
    DreadDaedroth
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    No
    All Pvp changes ruined my PvE tank.
  • ScardyFox
    ScardyFox
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    No
    They went overboard, par for the course at this rate.
  • Xologamer
    Xologamer
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    No
    stamNB will be literly unplayble next patch : its the class with the least heal and a heal nerf by 20% AND trollking nerf by 33% will make it unplayble
  • Xologamer
    Xologamer
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    No
    Moonsorrow wrote: »
    Good Solo & Small Scale players will adapt to the changes. Got already builds planned, i actually am excited to be honest. :)
    they will get hit like a truck 20% reduced heal and nerf from tanky sets will almost kill very much small scale play
    and a zerg wont even notice they have enought healer anyway

    Edited by Xologamer on April 23, 2020 11:20AM
  • Hapexamendios
    Hapexamendios
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    No
    No, I am sick of unnecessary nerfs.
  • Deathlord92
    Deathlord92
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    Yes the tank meta needs to go to many running unkillable builds all though I feel like stamcro will still be a problem 😒
    Edited by Deathlord92 on April 23, 2020 11:40AM
  • FierceSam
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    The fundamental issue is that a few very good players are very hard to kill. And this is a player ability gap rather than a sets or skills gap.

    Removing the tanker elements from monster sets just reduces tank capabilities in PvE massively, while barely addressing the issue in PvP.

    There are already way too many one-shot mechanics in PvE which not even tanks can deal with. Removing more defences from them won’t make content any easier and will restrict PvE tank development.

    This won’t have the intended result.
  • nukk3r
    nukk3r
    ✭✭✭✭✭
    No
    No, I use glass cannon DD builds in PvP and Bloodspawn saves my hide quite often. I guess I'll have to go for more damage next patch.
  • StShoot
    StShoot
    ✭✭✭✭
    No
    RedReign wrote: »
    Bloodspawn has been the PvP meta for years, personally looking forward to some diversity for a change.

    But every single one of zos newly introduced monstersets, is either just another dmg set (kjalnar, Marselook) or has a weird prok condition (kjalnar, stonekeeper[atleast for pvp]) or just suck ( cianait). even sets that used to be niche like grundwulf got nerfed. The old sets (Bloodspawn, Trollking, Engineguardian) just felt finished and relieable. The new sets on the other hand just feel meh and the new sets that were used (synphony of blades, balorgh) got also nerfed.

    I think zos didnt want to end the tank meta but push their new item system instead. Most of the builds in pvp work the same way atm. They mostly consist of two 5er sets and a monsterset, sometimes they use potentate, sometimes a arena weapon on the front or the backbar, rarly even two.
    And lets be honest while those new one pieced sets look interesting for pvp they still all have drawbacks and are locked behind a paywall, so yeah some players will check those mythic items out but would probably return to their more "rounded" monstersets after a while, now with those monstersets nerfed there is a higher chance that more a bigger part of the playerbase will give those items a try.

    Pve is another story tho, those thrasian stranglers (i dont have a clue how to pronounce them xD ) just look insane
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes
    FierceSam wrote: »
    The fundamental issue is that a few very good players are very hard to kill. And this is a player ability gap rather than a sets or skills gap.

    Removing the tanker elements from monster sets just reduces tank capabilities in PvE massively, while barely addressing the issue in PvP.

    There are already way too many one-shot mechanics in PvE which not even tanks can deal with. Removing more defences from them won’t make content any easier and will restrict PvE tank development.

    This won’t have the intended result.

    No more easy options for really bad players to stay alive by holding block and spamming burst heal button.
    Im super happy with all the nerfs and buffs to damage.
  • drkfrontiers
    drkfrontiers
    ✭✭✭✭✭
    I'd act surprised but really I'm not.

    Haven't felt the need or desire to login to the game in two weeks, but here I am still on the forum. Guess some habits are more difficult to beat..
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
  • ForzaRammer
    ForzaRammer
    ✭✭✭✭✭
    No
    Quit nerfing tanks. It’s already the role least ppl want to play.
  • Sneaky-Snurr
    Sneaky-Snurr
    ✭✭✭✭✭
    No
    laksikus wrote: »
    laksikus wrote: »
    This patch was a buff for tanks
    @laksikus
    I'm sorry what..?

    Pvp tank was oberall buffed heavily.
    The monster set change wont matter at all, the other buff is to big
    @laksikus
    Oh okay. Have a look at this shight then.
    https://youtu.be/QkW5xIPNXOc

    Tell me if "Pvp TAnK wAs ObeRaLL BufFeD HeaVILy" is still going to be the case. Go on then. Please justify. I'll be waiting.
    The Order of the Shadows: Nightmare
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