We have a few weapons that can grant a huge amount of fortify on self
Hammer
Blunderbuss
Sword and Shield
Spear
out of those only Blunderbuss and SnS stand out and can be considered a tank weapon, because they grant damage reduction that does not count towards the fortify cap
While Blunderbuss can be an offensive tank weapon with debuffs, SnS should be all about defense and buffs to the team.
The only thing it has in that regard is Defensive Formation, the circle Buff that grants 30% fortify to nearby players
Any PvP player knows that 30% is A LOT so the perk isnt really weak but it is still almost unusable in the current meta.
The Problems:
Stamina breaks way too fast in PvP clumps, almost instantly in fact, even with a tower shield + sturdy
the area of effect is too small
Defenders resolve takes too long to activate while also canceling block
proposed solution:
PvE stamina damage is alright so I dont think more blocking stability is the answer here. Player attacks should just do less stamina damage
keep the 30% fortify on Defensive Formation and make the range as big as Oblivion (3m to 5m)
Speed up the animation of Defenders Resolve a little and activate the Buff in the middle of the animation, not the end.
Defenders resolve should always give 50% and not be dependent on health
one thing extra:
because of low damage output heavy SnS is just ignored right now.
And that is okay.
But it should be a threat in other ways, mostly on Objectives
So in addition to everything above, a blocking SnS with Defensive Formation should not just count as 1 player on point but as 5.
Essentially capping objectives faster
Maybe you could even scale Defensive Formation on Constitution
100 Con → 10% fortify, 1 player on point
200 Con → 20% fortify, 2 players on point
300 Con → 30% fortify, 3 players on point
400 Con → 40% fortify, 4 players on point
500 Con → 50% fortify, 5 players on point
thank you for reading
please tell me your opinion, improvements or just things I may have overlooked!
because you can’t deal 2k damage in single hit and you should be aware how typical PVP sweatboy mind looks like:
higher DPS = higher skilled → higher ego
so players aim to deal as much damage as possible to consider themselves good, if build does not deal high damage it is considered as “noob build”
that’s why most players shifted from heavy armor to medium or even light (and start to complain about being 3-tapped)
i’ve seen many comments on forum where people canceled heavy armor as it was “noob armor, real pros uses light armor and dodges” or “i can’t chase ranged players in heavy”
While in reality, heavy armor is just as viable as any other build, it’s just strong sides being different from every other build, and this is increased CC time, so your job is to lockdown a target to make an easier kill while also standing longer on your feet than glass cannons
so play to not get block broken… you block some hits to pump up perks and you counterstrike, block some again and keep reapeting, you don’t hold block entire fight as i saw someone doing so in 3v3
It’s not higher damage, good pvper. That is what the bad pvper insult other people in pvp. Example i join with a vg toxic player that deal good dps because of aoe but he can not kill anyone because people easy get aways from it. Bow or mage deal ya good dps but you get easy kill by sns with gs or hatchet chaser. People think they do good dps by attack the bruiser first and ignore the archer or mage. I meet someone like this everyday and they just complain because they are 20 k more dps than other but only target bruiser and get killed while we chase the bow and mage. You can do damage to a hatchet medium or heavy and get
Damage output result but you can not kill anyone with that. I blocked to many people that complained and later get killed by me many times and that happened on everyday after my weekly gone. For now i am not pvp anymore because that people suck and they can only complain and be toxic but no one understand the pvp logic. They can complain and toxic whatever they want but why they keep get killed many times by the player they arr toxic to?. A good pvper know that loss is a random result that a com can counter other and versa.
We’re talking about different scenarios…
You think about small scale fight that typically dont happen on objectives, while the whole post is about large scale fights.
We had over a year to prove that some weapon/armor combinations are just plain better than others.
So while playing/watching off-meta builds is definitely fun content, it is not something you play to win.
we’re talking about same scenario, but you put it as a solo jumping on 10 people and expect miracle, while in reality you’re going in with your team and take 2 guys on you from the enemy clump