I cannot stress enough how AWFUL pvp tanking is in terms of effeciency, pleasure AND design in my experience with TESO.
Awful is an understatement. Design of melee heavy armour is ATROCIOUS, completely not thought out, subpar to any other PVP tanking I ever had in a decade.
It is a completely disrespect of the heavy melee armour players. Let me explicitate:
Bonuses
- Light has magicka regen, no lowered efficiency in PVP, all the contrary (bonus when capturing forts, etc)
- Medium has stamina regen, no lowered efficiency in PVP, all the contrary (bonus when capturing forts, etc)
- Heavy has health regen, f**** 50% lowered efficiency in PVP AND no bonus when capturing forts !!!!! What the hell ??? ... And our HA (Heavy Armour) passives, consitution, is also supposed to work with Health regen : we are f***** by that AWFUL design ZOS !!!!
Character set-up
Especially in certain PVP modes (most of them in reality), melee players have to: do some damage (at least some...) while:And we need ALL 4 of that !!!
- Building regen while stamina regen is ZEROED while blocking, in ZOS stupid design (not the case in other PVP tanks I played)
- Building defense of course, a lot of defense (which is understandable of course)
- Building mobility (Maintaining pression on opponent, meaning sticking to him which requires mobility and counter mobility measures.)
- Building some damage, since damage is ALSO needed to heal.... (well done ZOS....)
Whereas
- some classes just need to build just for 1 thing : damage, like gankers
- some classes just have to focus on just 2 things magicka/stamina and damage like mage and archers archetypes, pool and regen like healers
- We have at he minimum twice as much things to cover in our character designs !!!!
Play Style
Going in first in combat is really UNREWARDING since you get all the fire and really good PVP healers are both really rare (good ones) and few (few healers). Furthermore, in PVP modes with several flages, they just cannot be everywhere. meaning a lot of deaths and a lot of time NOT playing the game since you simply have to wait for the respawn cooldown. We feel helpless : get a stun, a root, a silence, radiant oppression, one, two three ultimates, cannot get to the guy radiant oppressing you since of course he is far and you are rooted, cannot move faster than your targets or aggressors because, well, you have to build for twice as much things already. Cannot burst someone out since well, ZOS design is subpar (worst mentioning the CP star "Riposte" 30% damage bonus after blocking with 5s cd which has the idea but in battlegrounds, CPs are disabled (of course...).
Playing "safer" is a possibility of course but we would just be better not making a PVP tank...
Ultimate generation starts with a light attack, so that buff uptime is much lesser than with a ranged weapon, penelazing EVEN MORE the playtyle.
Market study
In comparison, I played PVP front line heavy armor in those mainly:
World of warcraft when I used to play at the time had a passive "second souffle" (second wind ?) : by default (not on a set) where being stuck or slowed gave you health back.
Warhammer Online, can't remember the class (BlackGuard perhaps ?)had something that by default, a passive again (not on a set) gave you magicka resist and when stuck by magicka habilities you gain magicka back.
By design, those melees where scaling somehow with the beating they were taken, not in ESO
As a DK melee heavy, how the heck can't I have something that scales with my play style ?
What to do ?
Some ideas (any one or two of them)
- Un-nerf health Regen in PVP
- Tie Heavy Armor to Ultimate Regen, not health (since you nerfed it -50% in PVP some pathces ago)
- Change constitution to work on hit, not on a fix base of every 4 sec. Just a proposal 25% chance on hit 108 both resources (I would add health to constitution).
- Add Health to Constitution Passive
- Add lessen Mara-like or lessen Hist-Sap-like (Second Wind in WOW) traits to Heavy armour
- Make Armour types more significative like 1/2/4: meaning HA should be much more effective than the other twos, light and medium being able to be close to armor cap makes no sense to me and is simply BAD DESIGN.
- Separate damage and healing !!! Building for damage should not improve healing at the same time (and vice versa).
In this game, I DO NOT FEEL being in Heavy Armour. More, my survivability feels better in the other two armours with more regen, more pressure on my opponent meaning less damage on me or access to roll-dodge spam with avoid so much damage. With the other two armours I can spam my abilities more, including healing, damage mitigating and mobility ones. While doing so in those armours I even improve my offensive playstyle at the same time.
No wonder, Tanks are hard to find since the enjoyment to play them (at least in ESO PVP is so damn low). In comparison when I play range, game is so damn easy. No melee PVP in ESO for ever ever, is that the answer ? What are your thoughts ?
...
I can't stress how many posts I made to change heavy armour since half a decade in vain. Hopeless.
I cannot stress enough how AWFUL pvp tanking is in terms of effeciency, pleasure AND design in my experience with TESO.
Awful is an understatement. Design of melee heavy armour is ATROCIOUS, completely not thought out, subpar to any other PVP tanking I ever had in a decade.
It is a completely disrespect of the heavy melee armour players. Let me explicitate:
Bonuses
- Light has magicka regen, no lowered efficiency in PVP, all the contrary (bonus when capturing forts, etc)
- Medium has stamina regen, no lowered efficiency in PVP, all the contrary (bonus when capturing forts, etc)
- Heavy has health regen, f**** 50% lowered efficiency in PVP AND no bonus when capturing forts !!!!! What the hell ??? ... And our HA (Heavy Armour) passives, consitution, is also supposed to work with Health regen : we are f***** by that AWFUL design ZOS !!!!
Character set-up
Especially in certain PVP modes (most of them in reality), melee players have to: do some damage (at least some...) while:And we need ALL 4 of that !!!
- Building regen while stamina regen is ZEROED while blocking, in ZOS stupid design (not the case in other PVP tanks I played)
- Building defense of course, a lot of defense (which is understandable of course)
- Building mobility (Maintaining pression on opponent, meaning sticking to him which requires mobility and counter mobility measures.)
- Building some damage, since damage is ALSO needed to heal.... (well done ZOS....)
Whereas
- some classes just need to build just for 1 thing : damage, like gankers
- some classes just have to focus on just 2 things magicka/stamina and damage like mage and archers archetypes, pool and regen like healers
- We have at he minimum twice as much things to cover in our character designs !!!!
Play Style
Going in first in combat is really UNREWARDING since you get all the fire and really good PVP healers are both really rare (good ones) and few (few healers). Furthermore, in PVP modes with several flages, they just cannot be everywhere. meaning a lot of deaths and a lot of time NOT playing the game since you simply have to wait for the respawn cooldown. We feel helpless : get a stun, a root, a silence, radiant oppression, one, two three ultimates, cannot get to the guy radiant oppressing you since of course he is far and you are rooted, cannot move faster than your targets or aggressors because, well, you have to build for twice as much things already. Cannot burst someone out since well, ZOS design is subpar (worst mentioning the CP star "Riposte" 30% damage bonus after blocking with 5s cd which has the idea but in battlegrounds, CPs are disabled (of course...).
Playing "safer" is a possibility of course but we would just be better not making a PVP tank...
Ultimate generation starts with a light attack, so that buff uptime is much lesser than with a ranged weapon, penelazing EVEN MORE the playtyle.
Market study
In comparison, I played PVP front line heavy armor in those mainly:
World of warcraft when I used to play at the time had a passive "second souffle" (second wind ?) : by default (not on a set) where being stuck or slowed gave you health back.
Warhammer Online, can't remember the class (BlackGuard perhaps ?)had something that by default, a passive again (not on a set) gave you magicka resist and when stuck by magicka habilities you gain magicka back.
By design, those melees where scaling somehow with the beating they were taken, not in ESO
As a DK melee heavy, how the heck can't I have something that scales with my play style ?
What to do ?
Some ideas (any one or two of them)
- Un-nerf health Regen in PVP
- Tie Heavy Armor to Ultimate Regen, not health (since you nerfed it -50% in PVP some pathces ago)
- Change constitution to work on hit, not on a fix base of every 4 sec. Just a proposal 25% chance on hit 108 both resources (I would add health to constitution).
- Add Health to Constitution Passive
- Add lessen Mara-like or lessen Hist-Sap-like (Second Wind in WOW) traits to Heavy armour
- Make Armour types more significative like 1/2/4: meaning HA should be much more effective than the other twos, light and medium being able to be close to armor cap makes no sense to me and is simply BAD DESIGN.
- Separate damage and healing !!! Building for damage should not improve healing at the same time (and vice versa).
In this game, I DO NOT FEEL being in Heavy Armour. More, my survivability feels better in the other two armours with more regen, more pressure on my opponent meaning less damage on me or access to roll-dodge spam with avoid so much damage. With the other two armours I can spam my abilities more, including healing, damage mitigating and mobility ones. While doing so in those armours I even improve my offensive playstyle at the same time.
No wonder, Tanks are hard to find since the enjoyment to play them (at least in ESO PVP is so damn low). In comparison when I play range, game is so damn easy. No melee PVP in ESO for ever ever, is that the answer ? What are your thoughts ?
...
I can't stress how many posts I made to change heavy armour since half a decade in vain. Hopeless.
you just don’t know how to build, believe me, real tanks in this game are just unkillable beast, a tank can easily kill dd in light, and dd in light is unlikely to kill a tank in heavy armor, besides there are a lot of broken builds, for example, like in dk , you can just take a set to accumulate ult points when you are attacked, and then discharge the ult of corrosion, and annihilate all life under the influence of mechanical acurity
It is still bad design, unenjoyable and not well thought out.
Look at cyro : everyone is ranged.
When you are fighting for a keep, melees have nothing to do (apart from sieging which is boring).
Give melees sometingh to do, like intervene to prevent damage while "blocking" a friendly, something.
Fun is not part of melee HA PVP in TESO.
Give melees sometingh to do, like intervene to prevent damage while "blocking" a friendly, something.
You miss the point.
Of course there are some builds, with right gear, mythics and all that can allow you to do that.
BUT you can do it better, have better survivibilty using something else thant HA.
Average or above average players are better of not going the PVP tanking route.
Exceptional players with gear can play what they want.
It is still bad design, unenjoyable and not well thought out.
Look at cyro : everyone is ranged.
When you are fighting for a keep, melees have nothing to do (apart from sieging which is boring).
Give melees sometingh to do, like intervene to prevent damage while "blocking" a friendly, something.
Fun is not part of melee HA PVP in TESO.
CameraBeardThePirate wrote: »You can quite literally be unkillable in Heavy Armor in PvP with the right sets and skills, so I have to agree with others on the point that if you're not feeling tanky enough in Heavy Armor it is likely user error.
You miss the point.
Of course there are some builds, with right gear, mythics and all that can allow you to do that.
BUT you can do it better, have better survivibilty using something else thant HA.
Average or above average players are better of not going the PVP tanking route.
Exceptional players with gear can play what they want.
You miss the point.
Of course there are some builds, with right gear, mythics and all that can allow you to do that.
BUT you can do it better, have better survivibilty using something else thant HA.
Average or above average players are better of not going the PVP tanking route.
Exceptional players with gear can play what they want.
JerBearESO wrote: »Perma block PvP tanks are horribly unkillable.... It's incredibly troll. Just look into how one is built, that will change your mind fast
BXR_Lonestar wrote: »JerBearESO wrote: »Perma block PvP tanks are horribly unkillable.... It's incredibly troll. Just look into how one is built, that will change your mind fast
Those walking parse dummies always make me laugh