We need more active defenses. And Armor Types should play a major role in your capabilities, something along the lines of this (with X and Y being sufficiently large - e.g. 25%):
Light Armor:
- Increase Magic damage by X% per piece of Light Armor
- Increase Size of Shields and Burst heals by Y% per piece of Light Armor (both are essentially a form of a Burst Heal)
- Decrease Cost of magicka abilities by Z% per piece of Light Armor
Medium Armor
- Increase Physical damage X% per piece of Medium Armor
- Increase healing done by HoTs by Y% per piece of Medium Armor
- Decrease Cost of Stamina abilities Z% per piece of Medium Armor
Heavy Armor
- Decrease Damage dealt by 2*X% per piece of Heavy Armor
- Decrease Damage taken Y% per piece of Heavy Armor
- Increase Healing Received by Y%per piece of Heavy Armor
- Decrease Cost of Blocking by W% per piece of Heavy Armor
This will end current tank meta. You can still play a tank, but you are not going to deal tons of damage anymore. No matter the set you are wearing (unless sets are broken). It also gives back identity to the different armor types and builds.
Another idea:
Make dodge cost increase exponentially in a way that the first 2 dodge rolls within 4 seconds of each other cost the same as they do now, but making any dodge rolls beyond that sharply increase in cost. Medium Armor in turn lows the debuff via medium armor passives, so that they can dodge as much as they currently do on live.
That way there won't be another perma-dodge meta, and PvE and magicka won't really be affected b/c you can still do your occasional dodge rolls without having to stack heavily into stamina.
MarzAttakz wrote: »OP, could you please include movement based penalties/bonuses based on pieces worn too?
Light Armor: increase movement speed by x% (lowest mitigation + fastest movement, kite to function)
Medium Armor: reduces cost of dodge roll by x% (base line mitigation + movement, dodge roll is effectively 100% mitigation)
Heavy Armor: reduces movement speed by x% (highest mitigation + slowest movement)
Alternatively reduce maximum movement speeds, you should NOT be able to move faster than skills period.
Just scrap PvP in general 😉
Seriously though , the OP is exactly right , unbelievable how the devs can’t see it.
Limit healing in groups as well , I’m sure the server could benefit from not having to calculate x amount of rapid regen ticks , hots and self heals every 5 secs.
Just scrap PvP in general 😉
Seriously though , the OP is exactly right , unbelievable how the devs can’t see it.
Limit healing in groups as well , I’m sure the server could benefit from not having to calculate x amount of rapid regen ticks , hots and self heals every 5 secs.
And only allow healing to your group. The amount of times I'll be fighting someone/people and some healbot is running around just spamming heals without even knowing where it's going or who he's healing.
@SuligostNobody in this game is rly tough, its matter of 1-3k difference (on your main spammable), all the def comes from absurd healing and block - end of story, smash healing to the ground so it stop existing in pvp and problem of tanks will disapear (also shouldnt stack from max that or dmg - base amounts only).
Healers should matter BUT, healing should be targeted, no aoe brainwashed running around.
@SuligostNo im not, I main pvp and see differerances when I stack mitigation with 10% grim or necro, 15 maim, 30 major and its like from 6k (lowest number of dizz is 7k on heavy armor) dizz to 3k while heals can do way more. Its nothing, its helpfull but heals give more. Dark deal on crit even in pvp 8k+ (already dizz overheald) + shields, not to mention vigor etc, etc, etc - heals makes you tougher and at same provide dmg since they scale of stacking max magicka or dmg.
Also pvp is full of glasses and tanks (talking ofcorse about no-cp) or off-tanks are rare.
@SuligostUnkillable tank cant kill you either... but never meant unkillable tank without absurd healing (you mean ofcorse 1vsX not 1vs1), so again - healing problem not def. Real-pure tank will die at some point as he doesnt have endless resources to spam. Also I dont consider kite/running away, overheal "skill" but perfect timing in block for 1 sec/avoiding ultimates/killing in a fight - spamming is not skill it just endless resources.
We need more active defenses. And Armor Types should play a major role in your capabilities, something along the lines of this (with X and Y being sufficiently large - e.g. 25%):
Light Armor:
- Increase Magic damage by X% per piece of Light Armor
- Increase Size of Shields and Burst heals by Y% per piece of Light Armor (both are essentially a form of a Burst Heal)
- Decrease Cost of magicka abilities by Z% per piece of Light Armor
Medium Armor
- Increase Physical damage X% per piece of Medium Armor
- Increase healing done by HoTs by Y% per piece of Medium Armor
- Decrease Cost of Stamina abilities Z% per piece of Medium Armor
Heavy Armor
- Decrease Damage dealt by 2*X% per piece of Heavy Armor
- Decrease Damage taken Y% per piece of Heavy Armor
- Increase Healing Received by Y%per piece of Heavy Armor
- Decrease Cost of Blocking by W% per piece of Heavy Armor
This will end current tank meta. You can still play a tank, but you are not going to deal tons of damage anymore. No matter the set you are wearing (unless sets are broken). It also gives back identity to the different armor types and builds.
Another idea:
Make dodge cost increase exponentially in a way that the first 2 dodge rolls within 4 seconds of each other cost the same as they do now, but making any dodge rolls beyond that sharply increase in cost. Medium Armor in turn lows the debuff via medium armor passives, so that they can dodge as much as they currently do on live.
That way there won't be another perma-dodge meta, and PvE and magicka won't really be affected b/c you can still do your occasional dodge rolls without having to stack heavily into stamina.
Why light armor - burst heal, but medium armor hot? Its not far.
Why light armor - only magicka damage? What about fire and frost damage?
Just scrap PvP in general 😉
Seriously though , the OP is exactly right , unbelievable how the devs can’t see it.
Limit healing in groups as well , I’m sure the server could benefit from not having to calculate x amount of rapid regen ticks , hots and self heals every 5 secs.
And only allow healing to your group. The amount of times I'll be fighting someone/people and some healbot is running around just spamming heals without even knowing where it's going or who he's healing.
Tommy_The_Gun wrote: »I always thought that problems comes from lag & server performance.
People build for tankyness because of the skill combos & burst combos don't work in lag. Also, roll dodge does not work great too. High health pool & defence is the only way for many to survive longer as lag & de-syncs do not allow you to react to things fast enough.
^ this at least my guess. More people would run less tanky builds if they server performance was better.
People have been able to "spam" Mist Form for years, achieving that exact same 75% damage reduction. Yet, what really makes Mist Form users survivable is the mobility, not the damage reduction. Being able to hug LOS and take 0 damage is better than twiddling your thumbs out in the open and still taking 25%. Stamina builds utilizing 1h/shield blocking, or the impending Well-Fitted Medium Armor dodge spam are going to be a lot more survivable than Magicka trying to use Mist Form. At least in part because they can actually heal + be healed while using their defense.If you think its bad now, or even in previous patches, wait until Mist Form becomes a toggle. Instant 75% damage reduction, plus whatever else you have.
Sneaky-Snurr wrote: »@SuligostNobody in this game is rly tough, its matter of 1-3k difference (on your main spammable), all the def comes from absurd healing and block - end of story, smash healing to the ground so it stop existing in pvp and problem of tanks will disapear (also shouldnt stack from max that or dmg - base amounts only).
Healers should matter BUT, healing should be targeted, no aoe brainwashed running around.
You are terribly misinformed my friend.
Self-healing per se is not the problem but healing received from other sources/allies is. But the underlying cause to tankiness that the heals added on top of is, the reliance on %-based damage mitigation like Major & Minor Protection and also Major (not so much) and Minor Maim.
Can you imagine? You deal x dmg to an enemy player, your damage gets reduced by 30% and 8% alone from Major&Minor Protection, then your dmg gets debuffed even further by 15% through Minor Maim. Since debuffs iirc are calculated multiplicatively, then your damage would've been reduced by a whopping ~45%.
So by going with your example, a player dealing 3k dmg would have their dmg reduced to ~1.6k. And if you are a bursty build in no-CP, your arbitrary damage of 6k would be reduced to ~3.3k PASSIVELY from just those %-based buffs alone.
This Major and Minor %-based buff mechanics introduced by ZOS waay back is nonsensical but since it's here to stay, just adjust it in Battle Spirit so that it won't affect PvE.
I have a few suggestions in my thread regarding this issue. Would appreciate it if you have a look and put some thoughts/comments in it especially regarding my suggestions in that thread: https://forums.elderscrollsonline.com/en/discussion/521939/so-is-everyone-going-to-ignore-battle-spirit-changes-which-is-uncalled-for/p1
Tommy_The_Gun wrote: »I always thought that problems comes from lag & server performance.
People build for tankyness because of the skill combos & burst combos don't work in lag. Also, roll dodge does not work great too. High health pool & defence is the only way for many to survive longer as lag & de-syncs do not allow you to react to things fast enough.
^ this at least my guess. More people would run less tanky builds if they server performance was better.
They build for tankiness b/c on stamina builds you can have both: tankiness and high (burst) damage.
Why choose if you can have both?
And dodge rolls are one of the last things that work in lag. You can even dodge the attacks AFTER the animation hits you (if lags is severe enough). That won't work with Shields, Heals, or Cloak. Yet another reason why stamina fares so much better in PvP.
Iron_Blurr wrote: »This problem showed up when they nerfed the counters to Tank builds. They nerfed oblivion damage(glad they did) they nerfed bleed builds and they nerfed or removed a lot of sources of defile.
The results?
Now they have to basically defile everyone in cyrodil(-10% healing done) because healing is too powerful. Well maybe if they didnt remove defiles from everything players would be able to lower a targets healing on their own.
Maybe if they didn't nerf bleed builds armor wouldn't be an issue because you could have a way to bypass armor.
Every action has consequences. When you nerf the counters to tank builds they become an issue. The solution is to buff or create counters to tank builds. These counters need to have extra effectiveness against tank builds but neutral or less effectiveness against regular builds to keep them balanced.
The solution is NOT to nerf monster set stat lines from ~3k resistance to ~1500 resistance. That is only a ~2% nerf to damage mitigation. Do you really think that tiny nerf is going to make a difference to anyone but pve tank mains that just had all their monster sets nerfed for the sake of Pvp??
Iron_Blurr wrote: »This problem showed up when they nerfed the counters to Tank builds. They nerfed oblivion damage(glad they did) they nerfed bleed builds and they nerfed or removed a lot of sources of defile.
The results?
Now they have to basically defile everyone in cyrodil(-10% healing done) because healing is too powerful. Well maybe if they didnt remove defiles from everything players would be able to lower a targets healing on their own.
Maybe if they didn't nerf bleed builds armor wouldn't be an issue because you could have a way to bypass armor.
Every action has consequences. When you nerf the counters to tank builds they become an issue. The solution is to buff or create counters to tank builds. These counters need to have extra effectiveness against tank builds but neutral or less effectiveness against regular builds to keep them balanced.
The solution is NOT to nerf monster set stat lines from ~3k resistance to ~1500 resistance. That is only a ~2% nerf to damage mitigation. Do you really think that tiny nerf is going to make a difference to anyone but pve tank mains that just had all their monster sets nerfed for the sake of Pvp??