It has often been said a good defense is the best offense.
Surviving a burst of damage then timing a retaliation should be a viable strategy. If you put everything into the initial attack and fail to get the kill there should be consequences. I'm not saying you shouldn't be able to overwhelm someone quickly if you catch them without full defenses and you hit them hard. Just saying defense has its place.
ssewallb14_ESO wrote: »It's the other way around. The meta builds you think are tank focused are running medium armor, bloodspawn, and 2 damage sets with infused damage glyphs. They seem tanky because damage is so low at this point that everyone is tanky by default. You feel squishy because they're stacking so much damage.
phoenixkungfu wrote: »ssewallb14_ESO wrote: »It's the other way around. The meta builds you think are tank focused are running medium armor, bloodspawn, and 2 damage sets with infused damage glyphs. They seem tanky because damage is so low at this point that everyone is tanky by default. You feel squishy because they're stacking so much damage.
If what you say is true then you are looking at it WRONG.... take damage, sets gear off. And now let's look at moves being done to create damage done by the play.....this concept is BE AGGRESSIVE. It you look at that it 90%being aggressive to 10% being defensive ratio. Against builds design to maximize at all three roles.
THIS IS PROOF the gameplay takes the choice of being effective at a role out of the players hands and makes being all three Roles OFF THE CHARTS MORE EFFECTIVE THAN being aggressive.
It's the 1H&S backbar that is the culprit. If the burst fails they just swap bars, kite away while spamming their heals and buffs again while using the extra block mitigation. It's so annoying how 1H&S is on the majority of PvP builds.
DPS isn't really a thing in PVP. You can't define the pvp side of things with the definition from PVE. In PVP, you aren't trying to do DPS, or sustained damage over time. You are trying to line up burst combos to take down opponents. Burst combos have nothing to do with DPS and can be performed by healers or even tanky characters given the right circumstances.
phoenixkungfu wrote: »DPS isn't really a thing in PVP. You can't define the pvp side of things with the definition from PVE. In PVP, you aren't trying to do DPS, or sustained damage over time. You are trying to line up burst combos to take down opponents. Burst combos have nothing to do with DPS and can be performed by healers or even tanky characters given the right circumstances.
You basically CONFIRM what I said...you just said it differently. If a build can create effectiveness at all three roles. No matter how AGGRESSIVE YOU ARE DOING MATTER. Taken the CHOICE out the player hand to be effective at any ONE ROLE.
My example is the DESIGN OF PET SORC. No matter how hard I try to be effective as a pet sorcerer, maximize dps and and effectively specialize at being a dps. IM OUT CLASS BY THE DESIGN of the OFF THE CHART EFFECTIVENESS of build maximize at all 3 roles. No matter HOW AGGRESSIVE I AM. It's the very definition of having no chance. Wait I have about a 10% CHANCE TO WIN
This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.
This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.
phoenixkungfu wrote: »This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.
K but at what % is preforming any 1 role extreme at what effective efficiency is doing aggressive damage and keeping a opponent on the defensive on a build design for maximizing being effective at 3 roles extreme. Is it realistic balance to say. That number of balance is at 90% of your damage done to there 10%damage done...or 10% of their damage done should equal 100%of your hp. IS THIS REAL GAMEPLAY BALANCE. This is honestly the everyday numbers of it.
phoenixkungfu wrote: »This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.This is a dynamic game. Thinking you can only be one or the other is a learn to play issue. Improve more and focus on learning WHEN to use tanky skills and WHEN to use burst damage skills.
K but at what % is preforming any 1 role extreme at what effective efficiency is doing aggressive damage and keeping a opponent on the defensive on a build design for maximizing being effective at 3 roles extreme. Is it realistic balance to say. That number of balance is at 90% of your damage done to there 10%damage done...or 10% of their damage done should equal 100%of your hp. IS THIS REAL GAMEPLAY BALANCE. This is honestly the everyday numbers of it.
Whatever % it needs to be in order to win. Being able to change that based on who you’re fighting is what makes this combat dynamic.
It has often been said a good defense is the best offense.
Surviving a burst of damage then timing a retaliation should be a viable strategy. If you put everything into the initial attack and fail to get the kill there should be consequences. I'm not saying you shouldn't be able to overwhelm someone quickly if you catch them without full defenses and you hit them hard. Just saying defense has its place.
If you honestly look at the damage done in advantage pvp gameplay. Being aggressive, offense will still get you killed. My advantage ratio is honestly 90%aggressive damage done to 10% damage done to the new meta builds of tanking.
Not only on advantage is these set ups out tanking executes but they are also bursting for 100%of hp(unreachable DAMAGE).
Fur_like_snow wrote: »Swap prey for curse. Drop the volatile pick up RR and frags. Seems like a lot of the issue is play style. Switch it up OP.
phoenixkungfu wrote: »Fur_like_snow wrote: »Swap prey for curse. Drop the volatile pick up RR and frags. Seems like a lot of the issue is play style. Switch it up OP.
Thx you but my pet sorcerer passion comes out sometimes... what is your opinion on. A build that tank/ absorb 90% the time and attacks 10% of the time. Should this build be about to full hp burst.
angelofdeath333 wrote: »Something tells me your "burst-combo" is pets/prey and lightning-heavy attacks...
Sustained damage is much easier to deal with than burst damage. This means counting pets as source of burst is wrong and therefore daedric prey is a bad morph. Soul assault is easily countered by block, los and healing with vigor or rapid regen. Reccomend changing it with overload. Same with meteor, it is a good ultimate but way too predictable by experienced players and easily countered, reccomend having temporal guard or resto ultimate backbar. Having 2 pets makes you only have 6 skill slots to use for damage and shields. You need 2 shields, dark conversion, streak, armor buff, frags, endless fury, curse and a spammable. This is 9 slots and too many slots to be able to use a pet. Best way to fit everything is to use mighty chudan so you dont need an armor buff so you can slot a pet. You lose too much damage slotting 2 pets.
phoenixkungfu wrote: »I DIED TO A BUILD AFTER DOING A MILLION DAMAGE. The dk did 80k total damage.
THE GAME IS NOT ENJOYABLE. LIKE THIS, ITS BAD GAMEPLAY. TERRIBLE DESIGN
This is what all of the changes lead too.