Players who start a BG for the daily have no desire to win; they stay on the sidelines or get one-shotted in the arena, so this whole idea of encouraging players is pointless.
If you really want to encourage players, then improve MMR rather than having CP300s play with CP3000s.
Major_Mangle wrote: »I agree but I want to take it one step further,
Daily BG shouldn't give any experience bonus either in my opinion. So mant people who just use BG as a "2nd random normal" for the exp bonus when leveling a new character or skill with zero intentions to PvP. It's griefing and should be treated as such when you constantly feed and make the BG a miserable experience for your team. Instead of bonus experience the first daily BG win should reward with a bonus amount of AP instead.
MincMincMinc wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Thumbless_Bot wrote: »Unholy_Holywarrior wrote: »Thumbless_Bot wrote: »Unholy_Holywarrior wrote: »i hope they seriously remove 'capture the relic' from pvp queue rotation... i utterly detest that mode, it should be removed like they did that one mode where you can only respawn twice and have to spectate the rest of the match...
the issue ive seen with relic games, if your team doesnt score first, the next 20 mins is a complete waste of time, 90% of the time. every relic match i play comes down to who can spawn lock the other team first. its not fun, there is very little chance to turn the tides of a match with current meta of invincible, invisible lightning guys teleport stunning everywhere
also another thing what i think needs to be retooled is waiting 20 minutes in queue, to join a horrible losing match already in progress, with no hope of winning beyond the point of turning it around. seriously, joining those kinds of matches several times in a row, makes me quit the pvp battlegrounds grind for the day...
I am pretty sure the respawn twice thing still exists. It is 4v4 death match. Don't do 4s much any more so not certain.
Some people really enjoy relic. I am against removing content people enjoy.
I think the answer is to allow people the ability to queue for the mode(s) they want. You know, play the way you want and all that jazz. You might have to wait longer to get a game, maybe not, but at least you'll get a game you actually want to play. Could be like dungeon queues. If you want to run x dungeon you might have to wait, especially if you're not a tank, but you get the content you want. You could also queue into any bg, just like any dungeon, for the daily bonus and xp.
and i simply drop the match anytime i load in to a relic match. i simply do not enjoy it. mmr, if it means anything, be damned.
I know the feeling.From now on I'll be referring to the four reasons two-sided BG are so much harder to balance when compared to three-teams as ''four critical flaws''. Shorter this way.
Slightly more fitting than ''abominations''. Speaking of which, Domination weekend has been brutal. Does anyone know when will it end?
Green: 5,6,8
Orange: 1,3,4,5,8
Assigning each of these players to a team of newcomers in 3-sided BGs: Unpredictable and fun for everyone.
It's a shame it can't work in 2-sided BGs.
Looking at the stats here it looks like more than just an imbalance of “new” players being places against experienced ones.
Look at the 3rd player on the Orange team, 11 kills & 11 assists & no deaths while dealing 643k damage output.
Now player 8 on the Green team had a little less damage output, 541k but had no kills and only 3 assist.
Green team had one mid healer (in terms of output) versus the Orange team who had one mid healer and one heavy healer.
Thats your difference. If you consider that players 8 & 3 have similar damage output we should see a (somewhat) similar result between the two .. the swing factor here; extra healing. Player 8’s damage output was mitigated by persistent strong healing while Player 3 didn’t have the same level of healing.
Even with 3 sides BG’s, if you don’t have balanced healing you’re going to get steamrolled; it just won’t matter. One team with significantly more healing can bowl over one or two squads with ease.
I’ve been in matches where the opposing team had two Templar healers who would simply alternate being in their Ult so it was literally a persistent, constant, state of massive heals. That Ult is both mobile and un-interruptible. .. Nobody is going to counter that, I don’t care how much experience a player has. That’s because there’s no mechanic to address it. The Ult is cheap enough and players can get access to enough Ult gen that they can pop it too frequently; especially when there’s two of them. And since you can’t interrupt it, well, you’re porked.
The only counter to that is to have a similar level of healing yourself; this way it then comes down to group cooperation and strategy.
It’s been suggested that healing output be a measure factor in MRR balancing and I agree that would help; epically in matches exactly like this one. Where you guys were just out healed.
I disagree with the premise that same damage output should equal similar KDA. For example, I can go 10-0 in the same bg where another player goes 10-0 and I will almost always do far less damage. I normally do a third of the damage of other players because I dont use proc sets and the only aoe I use are lightning form and beetles.
In other words, damage numbers are usually not important.
I agree that healing is busted. However. I think a simple KDA based mmr will solve most problems. Can't solve.low population though.
KDA won’t solve anything because it won’t address the healing imbalances.
As for damage output; I’m not saying both of those players should have exactly the same outcomes, that’s silly, but, if we have two players with damage outputs that are comparable then their results should be “comparable” .. not exact, not the same, but comparable. .
In this context, those two players had way more damage outputs than the majority of players in that whole match yet only one of them had a high kill count. .. when you look at all of the values it tells a story and in this case it’s clear; the one team had far more significant healing than the other which was the largest contributor to the win.
Yes, I agree, there’s players who don’t have experience and lean on cheese gear or broken builds; but we see different numbers in those cases.
Imbalanced healing is probably issue #1 right now in BG’s, because with that in play no amount of extra teams will save the game … the proverbial ship is sinking and the lifeboats are all gone.
KDA will solve a lot. So will fixing healing and the associated scoring of healing.
I didn't say only inexperienced players run cheese. This isn't about cheese. Just commenting that damage output does not equate to kills. I was in a bg yesterday and got 14 kills and 0 deaths on about 600k damage. My teammate got 10 kills with 1.4 million damage and also died 4 times. Kda matters, not damage.
KDA will solve nothing unless healing is also a factor.
A player who’s DoT heavy will likely see a lot of damage output but few kills, this is because a DoT tick rarely scores the kill shots. Are we saying that player doesn’t contribute or should be ranked low because they’re not hitting kill shots? They’re dealing plenty of damage?
The big thing missing here is the A in KDA. If all you do is dot up a ton of enemies you are going to rack up twice as many assists. So matchmaking wise you could come up even based on weight. What gives an assist can also play into this where you could calculate oh hey, this person did 80% of the target's healthbar. Or hey this person did 5% of the player's healthbar he doesnt get an assist.
At the end of the day kills are what matters and will inherently be the main metric. Building in eso is far to complicated and unregulated for the vast majority of the playerbase and probably zos to understand. This is why you need a simple "what is actually the output" design philosophy.
This is kind of why I suggested a “Competitive Index” for PvP which would calc based on individual builds.
Problem is this is kind of impossible for pvp. The best build metric is the UESP effective power which can bake all of your stats into a single output value against an enemy's stats. The problem with this UESP metric is that unlike PvE where all that matters is a parse dps over time, PvP is not a parse environment where you are not tearing through enemies with millions of HP. Also effective power fails to account for proc sets or status effect procs and things like charged trait or master 2h.
- - - Side rant - - -
This difference in environment is why proc sets are more troublesome in pvp but are fun flavor enhancers in pve. Lets say you trade off a 5 piece bonus affecting your 3 skill burst combo. Maybe they all lowered by 10% because of this. Well a proc set is effectively another skill going off so you would have lost 10% on your combo, but now have a 4 skill combo instead of 3.........Look back at PvE and again it doesn't care because this all averages out over 20 min long parses and the pve boss doesn't feel a prolific spike from their enemy's damage.
dont forget who said it first folks, i said eso is a 6 day week game now and it wont be long before the a 24hour mainenace, 18 hours is close enough to the mark for me for one days worth
I play all 7 classes as many of us veterans do, generally speaking. Now I know zos want to attract new players to the game but imagine starting out now as a new player and having to level more that one character to 50 with skill lines levelled to 50 in order to be able to then subclass with those skill lines.
I've been in many guilds and new players usually want to get to level 50 asap and more often than not beg guild mates to help them level up faster in BRP or craglorn. For them to then have to level more characters to level 50 in order to build a character they want to play via the subclassing system and or if they want to raid and are expected to subclass...how on earth is all that work not going to out new players off, especially the new players..the zoomers for example.
I've been working on levelling all my skill lines on all my classes and even with xp scrolls and doing master writs to boost xp and running public dungeons cos lots of mobs to kill and a skill point...I still get burnout..takes a lot of effort and time to level these skill lines and each skill costs us 2 skill points. That is a lot of work to ask from a new player when most want to jump in and have fun.
I hope the devs read this. I dont mind grinding so much as I have patience cos I'm old lol but so many players hate the grind of levelling.
Following up on this, we have followed up on the West Weald Treasure Map Leads. Last time we looked into this on our end, they were actively dropping. We have seen this happen and have tested on the live server and the leads are dropping. However, we will take this back to the team to look at again.
Following up on this, we have followed up on the West Weald Treasure Map Leads. Last time we looked into this on our end, they were actively dropping. We have seen this happen and have tested on the live server and the leads are dropping. However, we will take this back to the team to look at again.
And what is the drop rate from it?
How many West Weald maps you must have for lead drops?
My wife is angry about it and I don't remember when I got lead from that damned West Weald.
So, leads are bugged at all or they are bugged for some accounts.
We'll ask the team to check again. Just noting that each time we ran our testing on the live servers, we had testers get it withing a few hours at most. But we'll touch base with the team for additional review.
Following up on this, we have followed up on the West Weald Treasure Map Leads. Last time we looked into this on our end, they were actively dropping. We have seen this happen and have tested on the live server and the leads are dropping. However, we will take this back to the team to look at again.