The skill your looking for is negate. You cant balance pvp with sets. ZOS has learned (and forgotten) this lesson many times.
There is already a heal absorption set that drops from rewards for the worthy. They need to change that to something like plaguebreak, increasing absorption with number of players in the area
Andre_Noir wrote: »The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)
Andre_Noir wrote: »The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)
Hmmm... What about a set that works like Plague break where it leaves a harmful effect like Maim to reduce the healing a target gets, but if the harmful effect is purged it'll apply an unpurgable silence to the person and everyone around them in 8-10 meters?
Hmmm... What about a set that works like Plague break where it leaves a harmful effect like Maim to reduce the healing a target gets, but if the harmful effect is purged it'll apply an unpurgable silence to the person and everyone around them in 8-10 meters?
That idea but not based on purge imo. From what I've seen lately, all the prominent ball groups already stopped using purge due to plaguebreak. What if instead of based on enemy purging, it was based on the enemy overhealing. Say any enemy that overheals themselves x number of times within x seconds is silenced for 3 seconds.
They need to revert back old skills. Race against time shouldn’t give snare immunity, elude shouldn’t give snare immunity, and legendary boots shouldn’t give snare immunity.
You can’t pin these groups down because of snare immunity.
The only things that should give snare immunity is removal by cleanse and forward momentum like how it used to be. They only introduced these new skills after mass rooting was an issue — then they added a CD to roots after changing the above. That’s why most 1vX used to use forward momentum over rally.
Race against time is a loaded ability and IMO turned pvp into a game of cat and mouse. Everyone used to play without it and it was fine. Then magden got buffed and everyone started spamming ice snares in bgs and you were rooted all day. People complained, but now that roots are on a CD it should be a matter of skill.
Race against time used to lower to cost of sprint by 50% and give major expedition.
1) A heal absorption set that scales up based on number of enemies within it's radius (or something like X amount of heal absorption per second which would be a direct counter to layering of HoTs);
2) A counter to race against time / immovable spamming. Maybe something like: Attempting to immobilize an enemy that is already immovable causes them to be Cursed. Cursed enemies have their duration of immobilizations reduced by 50% for X seconds;
3) A set that allows you to steal or negate enemy synergies.
Andre_Noir wrote: »The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)
you can't beat ball groups like Nova or Fist. Period. Negate, Shmegate, Bulshgate... Doesn't matter.
Only another ball + zerg support can do it. Otherwise they just farm you like total noob without any resistance.
[snip]
They need to revert back old skills. Race against time shouldn’t give snare immunity, elude shouldn’t give snare immunity, and legendary boots shouldn’t give snare immunity.
You can’t pin these groups down because of snare immunity.
The only things that should give snare immunity is removal by cleanse and forward momentum like how it used to be. They only introduced these new skills after mass rooting was an issue — then they added a CD to roots after changing the above. That’s why most 1vX used to use forward momentum over rally.
Race against time is a loaded ability and IMO turned pvp into a game of cat and mouse. Everyone used to play without it and it was fine. Then magden got buffed and everyone started spamming ice snares in bgs and you were rooted all day. People complained, but now that roots are on a CD it should be a matter of skill.
Race against time used to lower to cost of sprint by 50% and give major expedition.
Andre_Noir wrote: »The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)
Revert the defile nerf, make it uncleansable but make it less common (no blastbones maj defile or dark flare maj defile).
gariondavey wrote: »Just change cross healing so you can only have 1 copy of each healing spell active on your at a time (1 green vigor, 1 yellow vigor, 1 radiating regeneration, 1 rapid regen, etc).
Without 30k healing per second from stacking rapid regens and vigors, ball groups wouldn't be immortal.
Having played ESO since open beta, I have noted a sucessive widening of the gap between new pvp players and hardcore players. This increased gap is due to the introduction of the CP system and the build diversity, especially the proc-sets. I think we have abundant proofs that new proc-sets wont solve this problem.
The problem is not easy to solve, good players or raids should have an advantage, on the other hand if the advantage gets to big, as it has been for a while, its not fun for anyone. People who are new to pvp leave again, when they are consitenty killed by hardcore raids and those raids run into a problem, because most people try to avoid them. So the power gap is at the core of the pvp problem.
I see only one solution and that is to remove proc-sets and CP from pvp and start a new from that base. I know that many experienced players want to be able to use their full power in pvp, so did I until a few months ago. Still ESO pvp have to change direction to stay fun, for both new and hardcore players.