hammayolettuce wrote: »I'm glad they're bringing back camps, though I think the res radius could be a little larger as the current size heavily favors defenders.The great thing about camps is that they spread out fights and give an offensive group a (slight) safety net, should they choose to push deep into enemy territory.
My concern is that we don't have the population we did to when camps were first eliminated. I actually think that the proposed "no CP" campaign will help to remedy this. Perhaps make Axe the no-cp server so that people who are new to PvP are more likely to get their feet wet rather than running away from PvP entirely- plus it will make Axe a more active campaign. Then they can move on to the CP campaigns when they are ready for more of a challenge. As it is, we have too many campaigns. I'd rather see an increase in PvPers than removal of more campaigns.
More players + return of forward camps will make PvP a more enjoyable experience for all, imo. @ZOS_BrianWheeler
Only have an issue with #6. With the other changes I don't see why that would still be there, and will only lead to more trolling. They'll be limited enough without that.
kevlarto_ESO wrote: »No blood porting I hope, if you can still blood port then I wonder why they were ever taken from the game in the first place, other than that, not moved one way or the other.
They can be set up anyplace with a large enough flat space, like a siege engine, by equipping it from the quickslot. Current functionality = old functionality (the new rules mentioned in the original post don't go into effect until the Thieve's Guild DLC when quartermasters will sell them again). They can handle 40 or so rezzes, decay over time like any siege, and can be repaired with siege repair kits. Anyone in your Alliance in your campaign can rez at one from anywhere in Cyrodiil.Rebeccas04nub18_ESO wrote: »I had a forward camp a long time ago but could never set it up and I didn't even know what it was for. How did the old ones work? From the red circle it looked like it would be about the size of a large tent. We're the Rez's limited to a certain amount, could you be attacked there? Were there limitations on where it could be set up?
hammayolettuce wrote: »I'm glad they're bringing back camps, though I think the res radius could be a little larger as the current size heavily favors defenders.The great thing about camps is that they spread out fights and give an offensive group a (slight) safety net, should they choose to push deep into enemy territory.
I am glad I won't have to travel as much and can spend more time actually learning how to pvp.
I think the radius should be a little larger though.hammayolettuce wrote: »I'm glad they're bringing back camps, though I think the res radius could be a little larger as the current size heavily favors defenders.The great thing about camps is that they spread out fights and give an offensive group a (slight) safety net, should they choose to push deep into enemy territory.
In fact, it's the other way around. Think about it. When the outer wall is still up - camps benefit both defenders and attackers, and defenders can't increase their numbers through camps like they used to (because now they actually have some radius). However when the outer wall is down - camps heavily benefit attackers. Defenders can't put them anywhere at that point so there is no way they can stop attackers as they will keep rezzing and defenders will die one by one.
You can only place them in the outer area, i.e. in the courtyard between the inner/outer walls and on top of the corner towers of the outer walls. Not inside the inner walls. Defenders wouldn't need or benefit much from a camp while the outer wall is up, because blood porting is being removed, the radius proposed wouldn't cover the ganking of incoming defenders beyond the outer walls, and an ally can safely rez those few who die from ranged attacks while defending from on top of the outer walls.hammayolettuce wrote: »I am glad I won't have to travel as much and can spend more time actually learning how to pvp.
I think the radius should be a little larger though.hammayolettuce wrote: »I'm glad they're bringing back camps, though I think the res radius could be a little larger as the current size heavily favors defenders.The great thing about camps is that they spread out fights and give an offensive group a (slight) safety net, should they choose to push deep into enemy territory.
In fact, it's the other way around. Think about it. When the outer wall is still up - camps benefit both defenders and attackers, and defenders can't increase their numbers through camps like they used to (because now they actually have some radius). However when the outer wall is down - camps heavily benefit attackers. Defenders can't put them anywhere at that point so there is no way they can stop attackers as they will keep rezzing and defenders will die one by one.
The logic here is that defenders can place camps *inside* of the keep, unlike attackers. It is more likely for the defenders to die inside of the radius of their camp than attackers, so they will be more likely to be able to *use* their camp.
They weren't around long but they made an impression. I recall someone stacking a ton of them at the front outer gate area to obliterate attackers trying to breach with a ram.Also, I hope the bring back the mercenaries as well at some point.
tinythinker wrote: »You can only place them in the outer area, i.e. in the courtyard between the inner/outer walls and on top of the corner towers of the outer walls. Not inside the inner walls. Defenders wouldn't need or benefit much from a camp while the outer wall is up, because blood porting is being removed, the radius proposed wouldn't cover the ganking of incoming defenders beyond the outer walls, and an ally can safely rez those few who die from ranged attacks while defending from on top of the outer walls.hammayolettuce wrote: »I am glad I won't have to travel as much and can spend more time actually learning how to pvp.
I think the radius should be a little larger though.hammayolettuce wrote: »I'm glad they're bringing back camps, though I think the res radius could be a little larger as the current size heavily favors defenders.The great thing about camps is that they spread out fights and give an offensive group a (slight) safety net, should they choose to push deep into enemy territory.
In fact, it's the other way around. Think about it. When the outer wall is still up - camps benefit both defenders and attackers, and defenders can't increase their numbers through camps like they used to (because now they actually have some radius). However when the outer wall is down - camps heavily benefit attackers. Defenders can't put them anywhere at that point so there is no way they can stop attackers as they will keep rezzing and defenders will die one by one.
The logic here is that defenders can place camps *inside* of the keep, unlike attackers. It is more likely for the defenders to die inside of the radius of their camp than attackers, so they will be more likely to be able to *use* their camp.
However, once the outer wall goes down, the attackers can sweep the courtyard and corner towers and burn any camps. Those defenders that die after the outer wall is down and the courtyard is secured will have no camp inside the keep to rez at, so unless someone riding in to help defend finds a spot to put one up somewhat near the keep, defenders will have to keep riding back from wherever. Given that camps will be changed to only allow 20 rezzes, a good number of defenders will have to ride all the way back even if a spot near the keep is found and used -- does anyone else recall how many people would rez at a camp someone else placed but not repair or replace it?
They could do that with a morph of Healing Ritual. Wouldn't even need to change the nameI don't know why they just don't make an ability for templars to mass res within a certain area. Make it disruptable, make it cost ALL their mana to cast.Make it a long channeled cast like 4-6 seconds (a lifetime in PvP). Make it a very high PvP rank skill say like 25? Edit: and let it have a cooldown timer like 15 minutes once successfully cast.
Because if you think about it, your not defending the stupid camp. So to die within it's radius and have a cooldown on it seems kind dumb. It can be seiged down, it can be burnt down, it has no protection for those using it (like a very small immunity timer) so you can just toss some high powered caltrops on it, and kill anyone coming back from a death. Oh yeah, and only 20 uses.
When they first took out camps to retool them, I figured they might do something like hike the cost and reduce the number of rezzes but keep bloodporting, or limit rezzes to the radius shown on the map but keep the cost/number of rezzes the same. Was surprised they are doing all of the changes together plus shrinking the radius.Knootewoot wrote: »What is the use of a camp with such a small radius. You practically must die near the camp to rez.
With PVE gear coming to PVP for AP, the ability to res fallen comrades and level 60 riding training, I can't imagine TOO many people would bother buying them for 20k a pop anyway.
Don't think it's going to make much of a difference tbh. I'm probably not going to bother. Would rather save my AP for gear and akaviri motifs.
With PVE gear coming to PVP for AP, the ability to res fallen comrades and level 60 riding training, I can't imagine TOO many people would bother buying them for 20k a pop anyway.
Don't think it's going to make much of a difference tbh. I'm probably not going to bother. Would rather save my AP for gear and akaviri motifs.
With PVE gear coming to PVP for AP, the ability to res fallen comrades and level 60 riding training, I can't imagine TOO many people would bother buying them for 20k a pop anyway.
Don't think it's going to make much of a difference tbh. I'm probably not going to bother. Would rather save my AP for gear and akaviri motifs.
Typical mindset of an AP farmer who play to kill and who doesn't care for objectives. Thanks for being honest, I guess! You must be one of those who sit in stealth with 20 others while one guy is sieging the wall for 30mins.