Alchimiste1 wrote: »I don't know what game you guys are playing but the only fights I get into and the only fights I see that stalemate involve templars being really defensive. If you go into any of the stream of the main pvp streamers on twitch you will see a lot of people dying constantly including them. I don't see this tank meta.
also to the person talking about leap, leap is also a lot easier to block now than in the past. The difference is now it roots you in place something that was added because in the past people could put on full swift and outrun leap damage. But the stun itself, easier to block
Alchimiste1 wrote: »I don't know what game you guys are playing but the only fights I get into and the only fights I see that stalemate involve templars being really defensive. If you go into any of the stream of the main pvp streamers on twitch you will see a lot of people dying constantly including them. I don't see this tank meta.
also to the person talking about leap, leap is also a lot easier to block now than in the past. The difference is now it roots you in place something that was added because in the past people could put on full swift and outrun leap damage. But the stun itself, easier to block
Leap is not easier to block now vs before the "tuned it". Sigh.
For the lolz I submit this anecdotal evidence vs a stam DK just 2 mins ago.
Exhibit A: 10x leaps that were impossible to block except one, which you see I blocked and that was from MAX 40 meter distance as I shaded away from him and then ran to get some distance, I saw the leap behind and blocked it.
All other leaps happend so fast that my block mechanic did not "reach server" and even though I blocked on my screen the leap went through and knocked me up and lagged me on the floor for him to attempt 2x hits on me as I laid there helplessly stuck in a server desynched animation. Good fun as always.
https://imgur.com/a/iIsPDk4
Exhibit B: Me incaping the same DK, notice he manages to block roughly 50% of my attempts which all were "timed" on purpose so that some were quick and some went 2 or 3 cloaks and some uncloaked to mix it up and make the timing and situation hard to predict.
So as you can see he for sure had no issues successfully blocking incap with a "reaction" block. He rarely pre blocked since I would pepper him with dot poisons to "tick" his block cost every 500ms and bleed him, so he had to stop that quick.
Anyway, the fact is in the game, getting on here lying a bunch and pretending leap isn't playing by different rules will get noone nowhere since eventually everyone will be DKing it and then the class gets axed (again). If in the past leap was OK to play by different rules due to for example DKs struggle with sustain that no longer is the case.
https://imgur.com/a/8gz4xH3
Tommy_The_Gun wrote: »Long story short:
Every time game gets more laggy & unresponsive, with every passing update , players get more tanky to compensate for the lag. And it is hard to blame them for doing so. You can't have fun if you are dead. Also it is very frustrating to die because you could not drink a potion or break free.
Tommy_The_Gun wrote: »Long story short:
Every time game gets more laggy & unresponsive, with every passing update , players get more tanky to compensate for the lag. And it is hard to blame them for doing so. You can't have fun if you are dead. Also it is very frustrating to die because you could not drink a potion or break free.
@YoureWrongImRight try BGs, IC and non-locked CP cyro. I know it might not be as fun without all the population, but at least all the skills work correctly and all the counterplays apply if you do it in a timely manner.
Incap and Leap are both blockable, true, but look, I would not call 0.4s skill very easy to dodge. Human reaction time for event he can foresee is approx 0.34s. Most of the times you just block incap because you know by the timing that it is telegraphed. And you can't block cloak -> heavy+incap.
Leap is even more trickier. It starts animation with standing still, and you can detect that you are about to be leaped by snare-that-is-not-snare. Probably blockable if you play really lot, it will be in the gut feeling.
At some point the argument will shift back to how ttk is too fast.
At some point the argument will shift back to how ttk is too fast.
I see a problem that this is 2-sided balance. We have burst damage camp (most stam classes, extreme case being NB) and bruiser camp (most mag classes, extreme case being DK). And it all comes down to proportion of max burst to bruiser toughness to say which camp will perform better.
What should be to make it less one-sided is a triangle (at least) of: burst / dps / bruisers, where:
* DPS beats bruisers - deals more constant damage than bruiser can outheal
* Bruisers survive burst and make live hard for burst/assassins
* Assassins/burst are able to remove squishy DPS
As you can see, last two are true, first one is not.
But this patch we are as close as it gets to this. It was never better before, tbh.
- I like the idea of more of a three sided triangle, a rock paper scissors, but dps and assassins feel quite similar. I wonder if it's more tank - bruiser - glass cannon?
- I like the idea of more of a three sided triangle, a rock paper scissors, but dps and assassins feel quite similar. I wonder if it's more tank - bruiser - glass cannon?
I think in MOBA terms here, because they mostly apply. Sure, mobas don't have such an effective heals, but they do have roles that different roles that perform different things, and group of those makes a team. Skipping on a role is higher-level strat, that can also be punished.
So in MOBA terms, we don't have tanks as an effective unit. Tanks in MOBAs are beefy and they CC. Well, everyone CCs in ESO, and there is stun immunity. So logically, players that do go high on def invest in damage instead of stuns. Thus, bruiser camp.
DPS is ADC in MOBA terms. They are generally archers. Don't kill too fast, but if protected, their DPS becomes a serious issue for the enemy team. Difference between assassins and ADCs is huge. Assassins can take out squishies in one combo, but they can't take out tougher ones - they are drained after a combo and need a time to setup another one. ADCs have seemingly unlimited amount of damage they can put without the need to disengage, but that damage doesn't burst.
You can't really protect ADCs a lot here, neither is DPS a huge issue with heals that high and LoS. So best you can do is to slot yourself in fighter/ADC (min-max between def and dps), and have a healer friend. Given that nobody expects this, it works surprisingly good.
- I like the idea of more of a three sided triangle, a rock paper scissors, but dps and assassins feel quite similar. I wonder if it's more tank - bruiser - glass cannon?
I think in MOBA terms here, because they mostly apply. Sure, mobas don't have such an effective heals, but they do have roles that different roles that perform different things, and group of those makes a team. Skipping on a role is higher-level strat, that can also be punished.
So in MOBA terms, we don't have tanks as an effective unit. Tanks in MOBAs are beefy and they CC. Well, everyone CCs in ESO, and there is stun immunity. So logically, players that do go high on def invest in damage instead of stuns. Thus, bruiser camp.
DPS is ADC in MOBA terms. They are generally archers. Don't kill too fast, but if protected, their DPS becomes a serious issue for the enemy team. Difference between assassins and ADCs is huge. Assassins can take out squishies in one combo, but they can't take out tougher ones - they are drained after a combo and need a time to setup another one. ADCs have seemingly unlimited amount of damage they can put without the need to disengage, but that damage doesn't burst.
You can't really protect ADCs a lot here, neither is DPS a huge issue with heals that high and LoS. So best you can do is to slot yourself in fighter/ADC (min-max between def and dps), and have a healer friend. Given that nobody expects this, it works surprisingly good.
Yeah, I see where you're coming from - archers esp. I only run one now but my sense is that they can be quite effective dps against bruisers but once you mix line of sighting, a bit of lag and the cast time on snipe the effectiveness drops dramatically. I wonder if magsorc fits in here too - I don't play him much, but I find him much more effective as a skirmisher than say my stamsorc because his attack abilites are insta cast. I sometimes wonder if they should lower snipe damage again and just make it an insta cast spammable.