Rook_Master wrote: »It would also help if people didn't conform to the self-destructive meta that the "elite" and "hardcore" guilds have established, which is sticking your nose up crown's butt and mindlessly spamming Impulse and Steel Tornado. With a few people purging, barriers etc, of course.
Agree with O.P...And BUFF OIL!
No. No. NO! What people don't seem to realise is that these ideas, however well intentioned, will only serve to exacerbate the zerging issue and discourage smaller scale play. The current siege meta already makes it far more difficult for smaller groups to take resources, keeps and outposts versus larger numbers. Hell, even open field fights are considerably more difficult for a smaller group because the larger force will always put up siege to further suppress the group they are fighting - and they can easily afford to do so.
Let's consider what the only viable counter to unpurgeable siege dots is. MORE HEALS. Which means from a raid perspective more people stacked together spamming healing springs. If they can't purge it, they will just out heal it. These people are not going to change their embedded behaviour over a change like this, they are just going to throw more bodies at it.
If you reduce the viability of smaller forces impacting the map by taking keeps etc (which is what this change will do) you only provide further encouragement for people to stick with the horde.
If ZOS truly want to counter the Zerg what they should be doing is reducing the effectiveness of defensive abilities on higher numbers and increasing the effectiveness of offensive abilities against the same.
I wanted to write more but I am on my phone. I am sure you can see what I am trying to say though.
Some thoughs:
- It will be muc easier to wipe bombsquads, especially when combining it with unpurgable meatbags.
- 6/7+ players can hold an objective forever, i.e. the map will become much more static.
- All builds that don't have any type of shield/instant heal are no longer solo playable (buff to NB/TP, nerf to DK, SR can shieldstack through it, assuming cloak removes it as well)
All in all a positive change imo, since it encourages spreading out and makes it easier to wipe unorganized groups. On top of that it raises the skill requirement for bombsquads and vastly increases their ult drain through increased barrier spam/healing required.
Some thoughs:
- It will be muc easier to wipe bombsquads, especially when combining it with unpurgable meatbags.
- 6/7+ players can hold an objective forever, i.e. the map will become much more static.
- All builds that don't have any type of shield/instant heal are no longer solo playable (buff to NB/TP, nerf to DK, SR can shieldstack through it, assuming cloak removes it as well)
All in all a positive change imo, since it encourages spreading out and makes it easier to wipe unorganized groups. On top of that it raises the skill requirement for bombsquads and vastly increases their ult drain through increased barrier spam/healing required.
RinaldoGandolphi wrote: »No. No. NO! What people don't seem to realise is that these ideas, however well intentioned, will only serve to exacerbate the zerging issue and discourage smaller scale play. The current siege meta already makes it far more difficult for smaller groups to take resources, keeps and outposts versus larger numbers. Hell, even open field fights are considerably more difficult for a smaller group because the larger force will always put up siege to further suppress the group they are fighting - and they can easily afford to do so.
Let's consider what the only viable counter to unpurgeable siege dots is. MORE HEALS. Which means from a raid perspective more people stacked together spamming healing springs. If they can't purge it, they will just out heal it. These people are not going to change their embedded behaviour over a change like this, they are just going to throw more bodies at it.
If you reduce the viability of smaller forces impacting the map by taking keeps etc (which is what this change will do) you only provide further encouragement for people to stick with the horde.
If ZOS truly want to counter the Zerg what they should be doing is reducing the effectiveness of defensive abilities on higher numbers and increasing the effectiveness of offensive abilities against the same.
I wanted to write more but I am on my phone. I am sure you can see what I am trying to say though.
I can understand where your going, and while true, i'll counter that.
Heals such as Breath of Life, even Healing Springs are NOT mana efficient compared to Efficient Purge...spamming them with more bodies is a losing equation every time against Efficient Purge from a cost perspective which is what we want. We want countering siege to cost more.
Healing through siege damage is not cost effiecent in comparison with Purge, so it will cost way more to stand in artillery fire and will require way more dedicated healers which means the gorup has less damage output potential.
The only other alternative is nerfing the Purge Skill itself.
Also i'll counter that non-purgable DOTS would make smaller groups kiting zergs into Chokepoints and sieging them just like we used to kite zergs into choke points and ground oil them was a viable strategy that small groups used all the time to fight back against zergs...ground oils were very effective agaisnt zergs...it was the zergs who cried and got them nerfed when in reality it was their fault for following someone into a choke point and getting oiled.
Your solution isn't good. People will still spam purge, because it gets rid of snares, roots like talons and sooo much more.
The purge spam will stay;
I've been wondering if the sound effect and the light effects of purge are not tampering with performance, client side and server side, so how about starting there? Instead of having some huge explosion sound change it to something softer?
Your solution isn't good. People will still spam purge, because it gets rid of snares, roots like talons and sooo much more.
The purge spam will stay;
I've been wondering if the sound effect and the light effects of purge are not tampering with performance, client side and server side, so how about starting there? Instead of having some huge explosion sound change it to something softer?
Maybe they need to implement a purge immunity like the CC immunity?
For instanced if you're purged you cannot be purged again for X amount of time.
@ZOS_GinaBruno
Proxmity Detonation is supposed to be the big zerg buster I thought.
Except.. the zergs are now doing Proxy Bombs, where everyone casts it, and they obliterate anything they run through.
Quite funny how all the "zerg busting" tactics are actually enable zergs.
If ESO wants to bust zergs, they need to make AP fall off exponentially by number of people in group. Because the motivaation for zergs isn't beating other players.. it's beating other players and getting lots of AP for doing so.
1 - 4 People = Full AP
5 - 8 = 50% AP
9 - 12 = 15% AP
13 - 24 = 5% AP
24+ (in area, grouped or not) = 1% AP.
DROP THE AP ZERGS GET AND THE ZERGS WILL BREAK UP.
The only reason we see all the zergs now is its the fastest way to farm ap. Remove the AP CARROT and zergs will disperse.
I can't believe no one sees the true issue here after all this time...
Proxmity Detonation is supposed to be the big zerg buster I thought.
Except.. the zergs are now doing Proxy Bombs, where everyone casts it, and they obliterate anything they run through.
Quite funny how all the "zerg busting" tactics are actually enable zergs.
If ESO wants to bust zergs, they need to make AP fall off exponentially by number of people in group. Because the motivaation for zergs isn't beating other players.. it's beating other players and getting lots of AP for doing so.
1 - 4 People = Full AP
5 - 8 = 50% AP
9 - 12 = 15% AP
13 - 24 = 5% AP
24+ (in area, grouped or not) = 1% AP.
DROP THE AP ZERGS GET AND THE ZERGS WILL BREAK UP.
The only reason we see all the zergs now is its the fastest way to farm ap. Remove the AP CARROT and zergs will disperse.
I can't believe no one sees the true issue here after all this time...
The goal is not to discourage people from grouping in in a large raid. The goal is to give us a possibility to kill them.
RinaldoGandolphi wrote: »Hey, im always open to suggestions. Please suggest in this thread a change that won't allow groups or players to stand in artillery fire and not die.
right now in 7 Light Armor i can take a direct hit from a Fire Treb and simply cast purge and survive...yet can be 1 shotted by Lethal Arrow or Wrecking blow...and folks wonder why the games fights are nothing more then laggy messes with flags in keeps flipping with multiple defenders standing on them.
This thread was an idea to get "discussions started" towards coming up with some sort of equitable solution whatever that solution may end up being. there are some good ideas, and thoughts coming out of this thread, so keep them coming. That was the threads intent.
Making only Meatbags and Oil's Cata's unpurgable is an example of a great idea! Its a good compromise middle of the road ground that I could live with and im sure many others could as well, Kudos to that! great idea!