edward_frigidhands wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »WuChiWuGen wrote: »The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
When 12 can kill 60 the PVP game is totally broken.
It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.
Can you show me a tank build that combines excellent survival with the ability to one-shot people?
Arctic blast + malacath + random proc set combination
Mist form + malacath + vate + zaan
Sweeps + vampire ulti
Werewolf + alessian
Well, not all of these combinations one shot and they all need more sets/skills to be dangerous, but they add a lot of pressure and I think you will get the idea.
None of those 1-shot and the issue with those is not tanks but specific sets and playstyles (namely werewolf) being problematic.
This is the same as how there are characters possible with any other role that are able to do things they shouldn't because a specific item set is broken rather than the entire role (tank or dps) being broken.
This stuff (item sets and werewolves) is already being addressed with next patch.
Also sweeps plus vampire ultimate Is not even close to an example of this...
You asked for tank builds that still are able to kill people, I gave you them.
You didn't though.
edward_frigidhands wrote: »edward_frigidhands wrote: »WuChiWuGen wrote: »The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
When 12 can kill 60 the PVP game is totally broken.
It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.
Can you show me a tank build that combines excellent survival with the ability to one-shot people?
Arctic blast + malacath + random proc set combination
Mist form + malacath + vate + zaan
Sweeps + vampire ulti
Werewolf + alessian
Well, not all of these combinations one shot and they all need more sets/skills to be dangerous, but they add a lot of pressure and I think you will get the idea.
None of those 1-shot and the issue with those is not tanks but specific sets and playstyles (namely werewolf) being problematic.
This is the same as how there are characters possible with any other role that are able to do things they shouldn't because a specific item set is broken rather than the entire role (tank or dps) being broken.
This stuff (item sets and werewolves) is already being addressed with next patch.
Also sweeps plus vampire ultimate Is not even close to an example of this...
You asked for tank builds that still are able to kill people, I gave you them. Sweeps + vampire ulti is a perfect example of a combination used in builds that is very tanky and hard to kill though at the same time can sweep a player in 1 or 2 seconds, especially when using the templar stun from behind.
But I think you have come to the same conclusion as me: It is the sets that are the problem and not the role in general. Yet some blame PvP tank builds for PvE tank nerfs, which is not true at all. It is just that ZOS made it viable to have both very high damage mitigation abilities as well as damage dealing abilities in the same build because of items like malacath and insane proc sets. For people who not make such builds it looks like the tankiness is the problem and then they come on the forum asking for nerfs to tanks.
Zos has the possibility to avoid nerfing PvE tanks though, for example by not focusing the damage mitigation but by adjusting the damage dealt when certain standards are set. PvE tanks will still be viable while at the same time a PvP tank has to make a choice whether he wants more mitigation or more damage.
etchedpixels wrote: »Selene's on veteran is an immediate one.
MirandaSharp wrote: »Grandchamp1989 wrote: »It wasn't enough to butcher all our major buffs in the last patch from 30% to 10%
Now...
+3% increase to roll dodge pr heavy armor piece worn? 15-21% increase! Roll Dodge are pretty much mandary in many HMs.
Nord: Rugged: Reduced the Armor granted from this passive to 2600, down from 3960.
Imperial: This passive no longer restores Health, Magicka, and Stamina whenever you deal Direct Damage.
Also noticed all characters take 15% less damage where you moved it from CP to Characters. That's fine if CP still grant a LOT of resistances. Because 15% doesn't even begin to compare with maxes Ironclad + Hardy.......
From reading this my initial reaction is Tanks will be less tanky and cost more to roll dodge....
Or maybe I missed some major Tank buff?
But atleast Vet Frostvault will be a walkover now...
Because we already have too many Tanks right....
I think real tanks have no business doing any roll-dodging. They should have a shield, heavy armor and block the attacks. Never liked the roll-dodge for no damage trick. Also doesn't fit into the role playing aspect of the game. What knights in full plate heavy armor roll dodges? They needed 2-3 helpers just to get up on a horse....
Mobility in Medieval Plate Armor/ Armourhttps://www.youtube.com/watch?v=qzTwBQniLSc
edward_frigidhands wrote: »WuChiWuGen wrote: »The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
When 12 can kill 60 the PVP game is totally broken.
It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.
Can you show me a tank build that combines excellent survival with the ability to one-shot people?
Grandchamp1989 wrote: »...so why you would nerf the most played Tank race (on the least played role: Tank) in the game is beyond me...
Maybe to give the second tanking race (Imperial) also a right to exist?
So I tanked fv today on the PTS. The big guys in last boss were hitting me for only 17k through block. With less resists than I have in live cause race change. Tanks are fine.
Grandchamp1989 wrote: »His cousin the imperial Tank got nerfed too lol
3% --> 6% cost reduction is a nerf?






for comparison pts: (without block cost enchants, with 3 enchants it would be 447 block cost)
vet blocked swipes:
normal non blocked swipes:
stats:
live (3 block cost enchants):
vet blocked swipes (first one is under lady thorn, can be ignored):
normal non blocked swipes:
stats (roll dodge was 3430 on live if i am not mistaken):
conclusion:
same: mitigation without block, block costs
buffed: blocked damage
nerfed: dodge cost
probably would get more tanky in the pts with more cp invested in actual mitigation (tbf i only put cp into the 15% reduction from non player sources, and the single target attacks mitigation, everything else i put in max resources, and a bit weapon dmg for alkosh :tee hee:)
throughout gaining more cp on the pts, resource management and mitigation will get buffed as well (like the free roll dodge every 30 seconds, mitigation for dots, etc etc)
Grandchamp1989 wrote: »
Very interesting!
22k resist are you rolling medium armor? Because that's what I'm playing with in my head to Tank with next patch.
MirandaSharp wrote: »Grandchamp1989 wrote: »It wasn't enough to butcher all our major buffs in the last patch from 30% to 10%
Now...
+3% increase to roll dodge pr heavy armor piece worn? 15-21% increase! Roll Dodge are pretty much mandary in many HMs.
Nord: Rugged: Reduced the Armor granted from this passive to 2600, down from 3960.
Imperial: This passive no longer restores Health, Magicka, and Stamina whenever you deal Direct Damage.
Also noticed all characters take 15% less damage where you moved it from CP to Characters. That's fine if CP still grant a LOT of resistances. Because 15% doesn't even begin to compare with maxes Ironclad + Hardy.......
From reading this my initial reaction is Tanks will be less tanky and cost more to roll dodge....
Or maybe I missed some major Tank buff?
But atleast Vet Frostvault will be a walkover now...
Because we already have too many Tanks right....
I think real tanks have no business doing any roll-dodging. They should have a shield, heavy armor and block the attacks. Never liked the roll-dodge for no damage trick. Also doesn't fit into the role playing aspect of the game. What knights in full plate heavy armor roll dodges? They needed 2-3 helpers just to get up on a horse....
guys, they are not removing roll dodge from heavy armor.
if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.
and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.
guys, they are not removing roll dodge from heavy armor.
if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.
and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.