The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Actually the opposite is true. The raise in damage was a very good change for PvP. Way to long tankmeta ruled, healing is overtuned, now we finally deal damage against that stuff.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
I know it's blockable and I also much prefer dying to direct damage than to dot/proc metas 100%. What I'm trying to get at it I've seen people get one shot by good timed incap from 100% health to zero among good players. It feels much different from the dwing > incap > bow where you get hit by 3 differently timed skills rather than just one incap timed with other skills/cp.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
I know it's blockable and I also much prefer dying to direct damage than to dot/proc metas 100%. What I'm trying to get at it I've seen people get one shot by good timed incap from 100% health to zero among good players. It feels much different from the dwing > incap > bow where you get hit by 3 differently timed skills rather than just one incap timed with other skills/cp.
They aren't one shotting you with just an incap, though. They're doing deep fissure -> ulfsilds -> incap, three abilities stacked into one GCD. Good burst combos have always consisted of this sort of thing.
The counterplay, especially if they're doing the riposte thing you're referring to, is to just pay attention to when they ulfsilds. Anything they're going to try to hit you with after that ulfsilds is blockable and dodgeable, outside of maybe a javelin.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Turtle until timers line up. Take turns doing PvE rotations. Winner determined by RNG crit luck.warm_blanket wrote: »The return of pressing buttons is refreshing.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Avran_Sylt wrote: »The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Explain to me how Shalks->Contingency->Fossilize->Merciless is blockable or dodgeable?
Avran_Sylt wrote: »The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Explain to me how Shalks->Contingency->Fossilize->Merciless is blockable or dodgeable?
Earthen heart, animals, assasination? Not a lot of people running that. No source of resolve so youd be forced into chudan, pretty awful sustain, not a single good heal anywhere in that entire toolkit. At least argue with a realistic example.
But you can break free and roll or block before the bow lands every single time. When fired at point blank range, the bow has a built in guaranteed delay of 200MS, to allow for counterplay up close. Think this was added in like 2019 or so. I do it all the time.
Avran_Sylt wrote: »Avran_Sylt wrote: »The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Explain to me how Shalks->Contingency->Fossilize->Merciless is blockable or dodgeable?
Earthen heart, animals, assasination? Not a lot of people running that. No source of resolve so youd be forced into chudan, pretty awful sustain, not a single good heal anywhere in that entire toolkit. At least argue with a realistic example.
But you can break free and roll or block before the bow lands every single time. When fired at point blank range, the bow has a built in guaranteed delay of 200MS, to allow for counterplay up close. Think this was added in like 2019 or so. I do it all the time.
To be frank I don't like builds reliant on layering multiple proc effects at once to make up for a lack of damage output due to investment into multiple defensive layers, so I'm not well versed in such combos, I just get wrecked by them.
Which is ironic because I basically play a ganker playstyle sitting at around 16K resistances and 22k HP.
Except now tanks once again get to be tanky and have access to ganking levels of damage too.
Though the reality is more likely that I'm just not that good at PvP because I don't try to meta-chase being able to 1vX.
Izanagi.Xiiib16_ESO wrote: »Avran_Sylt wrote: »Avran_Sylt wrote: »The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Explain to me how Shalks->Contingency->Fossilize->Merciless is blockable or dodgeable?
Earthen heart, animals, assasination? Not a lot of people running that. No source of resolve so youd be forced into chudan, pretty awful sustain, not a single good heal anywhere in that entire toolkit. At least argue with a realistic example.
But you can break free and roll or block before the bow lands every single time. When fired at point blank range, the bow has a built in guaranteed delay of 200MS, to allow for counterplay up close. Think this was added in like 2019 or so. I do it all the time.
To be frank I don't like builds reliant on layering multiple proc effects at once to make up for a lack of damage output due to investment into multiple defensive layers, so I'm not well versed in such combos, I just get wrecked by them.
Which is ironic because I basically play a ganker playstyle sitting at around 16K resistances and 22k HP.
Except now tanks once again get to be tanky and have access to ganking levels of damage too.
Though the reality is more likely that I'm just not that good at PvP because I don't try to meta-chase being able to 1vX.
The issue is moreso due to hybridisation.
For example prior to hybridisation if you wanted to boost Merciless you would need to invest into magicka and max spell dmg but doing so you would trade off the potency of your survivability and so you would have both less hp and less powerful HoT's (vigor wouldn't really do much unless you focused on Stam/ Max weapon dmg) - also you wouldn't be able to dodge / block as much unless you focused more into stam.
These days its normal to see players with roughly equal (and considerably lower than what used to be normal) max stats and vastly inflated hp still doing high dmg due to spell and weapon dmg being equalised, so both their magical and physical dmg hits hard and all forms of healing scaling from the same values which inflate damage is also an issue.
IMO healing should only scale from Stam or Mag and never HP. Likewise Damage should scale only from Weapon / Spell dmg.
It would also be nice to better indicate buffs that enemies had on them so you would more easily know are they holding their Riposte / Contingency especially nice for those who don't live on top of the servers
Thumbless_Bot wrote: »Damage is fine, as i said above, but I do think zos needs to revisit unblockable undodgable stuns.
Anything I am helpless to counter
+
Creative subclassing burst damage that I cant block or avoid because of the first point
=
Bad pvp
Its fun for about ten minutes until you realize you arent good at pvp, you are good at taking advantages of zos' lack of thoughtful, wholistically designed gameplay mechanics.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.
Van_Winkle wrote: »Guys, pvp is dead in this game. Subclasses were the last nail in the coffin.
Van_Winkle wrote: »Guys, pvp is dead in this game. Subclasses were the last nail in the coffin.
The Whitestrake event is coming to an end, and I spent many hours in PvP during it. And I agree with you!
I also partially agree with those writing here about the benefits of high damage, but as I wrote recently in another post, literally over 90% of people play with the same skills, and if anyone thinks this is normal, then I salute you - probably don't see how the game has become undifferentiated. My friends and I are sick of seeing identical builds based on assassination, storm calling and animal companions. You can count the other players on one hand. Currently, it's not just one/two meta build per class, but one class