El_Borracho wrote: »karthrag_inak wrote: »<snip>. Man, this one has heard of so many things 'killing the game' over the past 10 years <snip>
And it always turns out to be just about PvP...
Then PvPers complain when it gets moved to the PvP forum...
Utter rubbish. The PvErs have their fair share of "killing the game" threads.
You mean the handful of people who get angry when another player's DPS is higher than their own DPS? Those usually get shut down because the volume of mocking replies they receive.
And the outrageous demands from PVE peeps are for MORE sets to use, not to continually destroy effective ones. Would be nice if Balorgh was useful in some way in PVE. Will never happen, but that's not because PVEers are against it. Kind of like when Zaan was a solid PVE option, until those PVEers complained...
Pixiepumpkin wrote: »^
Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.
You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?
ya....not buying it.
Last time I checked there was a known issue with RND MM that it would get stuck if you queue in a group with a tank or healer as the group leader. I am not aware of ZOS ever fixing that one.
Additionally some time ago there was also an issue with RND MM completely dying, and being unable to make any teams from anything else than full party, but I'd imagine if that was not yet fixed we'd see much much more complaints about that on forums and reddit, so I guess that particular issue was fixed?
Bringing soft caps back might help (diminishing returns when a stat reaches a certain value). Disconnecting healing from weapon/spell damage could also improve things.
IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
Ren_TheRedFox wrote: »@DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds
IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.
This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.
IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.
This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.
Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.
Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.
Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.
El_Borracho wrote: »Well, this is what you get when there are constant demands to nerf whatever is currently effective. Oh, the irony.
But also, PvP players, there are sooo many nerf threads now: tanks, nbs, dks, etc. it’s just hard to take any of them seriously.
Panderbander wrote: »IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.
This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.
Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.
Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.
Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.
Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.
Panderbander wrote: »IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.
This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.
Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.
Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.
Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.
Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.
So first of all yes I have seen that. But I don't think its undeath alone that enables them to be that strong.
What I do know is even with undeath it seems like any damage taken adds up and so without healing you're still going to die. Maybe a little slower but with so much damage being thrown out there 30% to the masses is not going to accomplish alot.
With blocking or other things leveraging undeath, yeah it can be strong but that in and of itself with no healing to make up for the incoming damage you're still going to die quickly.
Pixiepumpkin wrote: »^
To be fair, the PVP population is not healthy, not in comparision to ESO's contemporaries.
Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.
You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?
ya....not buying it.
Panderbander wrote: »Panderbander wrote: »IncultaWolf wrote: »it is what it is, I've done a post before on this and the "undeath" passive killing the essence of PvP and reason people don't participate
Undeath in my opinion is the #1 cause of all these issues in pvp, free unique 30% mitigation with basically zero drawbacks, sustain is so easy to get and the fire damage taken isn't noticeable. It's literally a requirement on any competitive pvp build now to be a vampire stage 3. And people only have vamp for this one overtuned passive alone. So much for build diversity..
I'd rather have unmitigated Health Recovery, which Battle Spirit now cuts that in half.
This is one of the reasons why undeath is as strong as it is right now...investing into health recovery is inefficient as it gets cut in half for PvP.
Yeah I know, its inevitable as there aren't really any good alternatives. Just seems like even with undeath if you don't have a good dot heal behind you still fall flat on your face. Especially with all the insane amounts of damage being dealt out these days in PvP.
Really what makes undeath stronger is heals + blocking but other than that undeath faces the same issue as other things like Pariah in that even when fully mitigated all they have to do is eliminate your remaining health. Its something but not as strong as people might think. But yes, it is a good alternative, but one that really needs to be leveraged in order to take most advantage over it.
Dmg Mitigation and Dmg Resistances still require healing behind them. Just seems like there is no real substitute for lack of health recovery.
Undeath stalls out fights that should have ended. Have you never run across someone that gets down to roughly 10% hp and just seems to stop taking damage? Spam an execute all you want, with minimal effort on the part of the undeath abuser they can completely avoid dying. Cutting incoming damage by up to 30% is significantly stronger than a small amount of health back every two seconds.
So first of all yes I have seen that. But I don't think its undeath alone that enables them to be that strong.
What I do know is even with undeath it seems like any damage taken adds up and so without healing you're still going to die. Maybe a little slower but with so much damage being thrown out there 30% to the masses is not going to accomplish alot.
With blocking or other things leveraging undeath, yeah it can be strong but that in and of itself with no healing to make up for the incoming damage you're still going to die quickly.
Who isn't healing in pvp?
The crux of the problem in the comparison is that Undeath requires no investment in your build aside from the skill points. It is effectively a free mitigation that can be tacked on to a full damage build.
Building for health recovery to get even close to what Undeath does for survivability requires significant expenditures into the health recovery stat which has the effect of reducing your damage AND heals via not having weapon damage or stats.
The two aren't even in the same ballpark in terms of impact on survivability despite apparently being on the same spectrum.
El_Borracho wrote: »karthrag_inak wrote: »<snip>. Man, this one has heard of so many things 'killing the game' over the past 10 years <snip>
And it always turns out to be just about PvP...
Then PvPers complain when it gets moved to the PvP forum...
Utter rubbish. The PvErs have their fair share of "killing the game" threads.
You mean the handful of people who get angry when another player's DPS is higher than their own DPS? Those usually get shut down because the volume of mocking replies they receive.
And the outrageous demands from PVE peeps are for MORE sets to use, not to continually destroy effective ones. Would be nice if Balorgh was useful in some way in PVE. Will never happen, but that's not because PVEers are against it. Kind of like when Zaan was a solid PVE option, until those PVEers complained...
I want to agree, because I hate “nerf” threads and pvp has soooo many of these. But I was really disappointed with the overall pve community with the calls for nerfs to sorc/oak/HA build.
These casual players weren’t hurting anyone, but the overall community practically had parties over the nerfs to that build.
But also, PvP players, there are sooo many nerf threads now: tanks, nbs, dks, etc. it’s just hard to take any of them seriously.
Ren_TheRedFox wrote: »@DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds
Pixiepumpkin wrote: »^
To be fair, the PVP population is not healthy, not in comparision to ESO's contemporaries.
Secondly, I'd argue the overall population is not as healthy as advertised. I was in queue for 47 minutes last night on a level 17 tank for a random dungeon with 1 DPS party member.
You mean to tell me that there is no one running dungeons sub 50 during prime time hours who need a tank?
ya....not buying it.
Ren_TheRedFox wrote: »DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds
no it wasnt. I am here since Beta and even then PvP was more of a novelty, and something you had to do to get Assault Level 7 for the Heal.
Tyrant_Tim wrote: »Did you play on launch?
Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.
All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.
To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.
Ren_TheRedFox wrote: »@DigiAngel don't wanna sound rude or anything but keep in mind the original ame used to be a PvP game and yes it is killing the game just as much as all the one bar heavy attack builds
Tyrant_Tim wrote: »Did you play on launch?
Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.
All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.
To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.
I've seen videos of that time. You're saying the Group Dungeons you had weren't difficult? Yet a Mini Boss in a Lvl 10-15 Zone by the name of Doshia instilled nightmares in many players?
Tyrant_Tim wrote: »Point is, although PvE groups for trials are seeing more inclusion than ever due to unique support sets getting classes in roles they wouldn’t normally make it, there are still some classes left behind, like Templar, a class that doesn’t fit into the PvE meta in any role, whatsoever.
Tyrant_Tim wrote: »Point is, although PvE groups for trials are seeing more inclusion than ever due to unique support sets getting classes in roles they wouldn’t normally make it, there are still some classes left behind, like Templar, a class that doesn’t fit into the PvE meta in any role, whatsoever.
Speaking as a PVE templar DPS main, templars do have a place within the meta, but mostly in specific scenarios. Templars have extremely strong execute damage, so they are often brought for fights where the execute needs to be done as soon as possible. Ansuul HM is one example. However, generally only one templar is needed for that role because templar DPS is lower pre-execute and having too many will bog down the fight.
It's to the point where I sometimes consider myself more of a support DPS. I'm a rez bot before execute, and a beam bot during execute.
Tyrant_Tim wrote: »Did you play on launch?
Veteran Dungeons weren’t part of the game, Trials came with Craglorn, Housing was Homestead.
All we had was PvP, so yes, the End-Game on launch was Cyrodiil, as it was the only content that provided challenge for your character at it’s peak.
To say that Cyrodiil wasn’t the vision for End-Game is to say that ESO released without a vision.