What if they just disable healing others and group buffing in PVP? Might even improve performance
We are mostly self healers anyway, and not organized enough to have any specific role filled.
RaidingTraiding wrote: »What if they just disable healing others and group buffing in PVP? Might even improve performance
We are mostly self healers anyway, and not organized enough to have any specific role filled.
There's a lot more organization than you think in cyro. Team work, playing selflessly, and building a group with specific roles and comps shouldn't be punished in an mmo.
That being said, the defensive power in a group setting is absurdly overtuned currently and has been getting increasingly worse for a few years now. Definitely needs to be balanced. group play should be rewarding but not to the point its at now. A few years ago a ball group could full wipe another ball group and even as a small group you could do that. ive seen videos of gvgs now that last for half an hour and first half neither side gets a kill. they usually can only get 1 kill at a time, most ive seen was 3, and at that point they just immediately rez ulted. so if a fully comped min maxed 12 man can only kill 1 or none on average with a full ult dump then there's a problem for sure.
As far as performance goes, players shouldn't be punished for servers being not up to par.
MincMincMinc wrote: »For instance running netch with crit surgeWhy would you build like that? Don't do that. You're cutting your skills in half.For example Runeguard of Freedom on Arcanist and Resolving Vigor
Run speed is 100%, sprint is 140%. The speed cap is 200%.
It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
Ring of the Wild Hunt
(1 item) Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.
+
Hunter's Eye (Wood Elf)
Increases your Movement Speed by 5% and ...
Done. 196% in combat, full 200% out of combat without sprinting.
Marauder's Haste
(5 items) When you apply a damage shield to yourself or an ally, increase your Movement Speed by 20% for 9 seconds.
It is Wild Hunt + Wood Elf combined and very easy to uptime.
Wilderqueen's Arch
(5 items) Your Bow attacks reduce the Movement Speed of any enemy they hit by 15% and increase your Movement Speed by 15% for 3 seconds.
Easy to uptime for bow players.
So, it is very easy to create troll speed build, choose any combination you like, but they are not damage efficient, so they are just for fun.
Run speed is 100%, sprint is 140%. The speed cap is 200%.
It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
Ring of the Wild Hunt
(1 item) Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.
+
Hunter's Eye (Wood Elf)
Increases your Movement Speed by 5% and ...
Done. 196% in combat, full 200% out of combat without sprinting.
Marauder's Haste
(5 items) When you apply a damage shield to yourself or an ally, increase your Movement Speed by 20% for 9 seconds.
It is Wild Hunt + Wood Elf combined and very easy to uptime.
Wilderqueen's Arch
(5 items) Your Bow attacks reduce the Movement Speed of any enemy they hit by 15% and increase your Movement Speed by 15% for 3 seconds.
Easy to uptime for bow players.
So, it is very easy to create troll speed build, choose any combination you like, but they are not damage efficient, so they are just for fun.
Problem with Wild hunt is it drops to 15% in combat and also you can't sprint. So then you need Major/minor/3 swift/celerity to get to 191-- therefore you are wasting a mythic, 3 enchants and a CP . I used to use wild hunt on my nB but eventually realized you lost way too much.
In contrast the people I am talking about are running max speed, have huge resists, do huge damage-- they have it all-- and you can be sure they are not equipping Marauder's haste or Wildequeens in Cyrodil to get these builds!
In contrast the people I am talking about are running max speed, have huge resists, do huge damage-- they have it all-- and you can be sure they are not equipping Marauder's haste or Wildequeens in Cyrodil to get these builds!
In contrast the people I am talking about are running max speed, have huge resists, do huge damage-- they have it all-- and you can be sure they are not equipping Marauder's haste or Wildequeens in Cyrodil to get these builds!
I saw so many messages like this and answer always is - learn to play. Your skill is not enough to outplay them, either they are very good. Like, I can run very fast with warden orc buffed with bird of prey in medium armor, I can catch sorc streaking away 3 times in a row, am I in this category of "running max speed, huge resist, etc"? You can cast the skill and press shift, then release shift and cast the skill again, press shift again as fast as possible, so you will be almost always running at 200%, it is base and obvious, but I saw so many people walking toward me and just doing LA + skills instead of sprinting and doing skills, so I decided to write about it too.
My point is more about how unbalanced the game has become-- you can "have it all" = max speed, max tank, max damage. This essentially ruins the game by taking away the risk vs reward component. Many players especially in groups are running in nearly god mode