For years we've had huge changes every 3 months - no, thanks.
The playerbase was tired and made it clear. Devs reacted accordingly and the past 2 years have been easier on us.
Personally I don't want to come back to dramatic changes every 3 months, I very much prefer as it is now.
Three-teams BGs could be balanced by placing one or two BG regulars per team and filling the rest of the slots with newcomers. You could easily create matches with extremely high probability of being fun for everyone, regardless of skill level. Doing the exact same thing in two-teams BGs just doesn't have the same result. Here's why:
- Since you can't use one team against another anymore, its difficult for BG regulars to engage each other without discarding everything they know about positioning and target selection.
- The most extreme form of anti-gaming imaginable is a thousand times easier now.
- Spawncamping is encouraged by the two-sided format itself in every gamemode.
- People just give up a lot sooner because they can no longer fight for second place.
The only solution I have to these game-breaking problems is to go back to the three-teams format. Can anyone here help me find another?
As a guild leader, a topic that I see come up fairly often is how certain guilds will park characters at wayshrines in busy cities and spam guild invites to anyone nearby with an empty slot. Ignoring them only goes so far as they turn up on another new account later, and it seems to be multiple iterations of the same main guild. This is an ongoing problem, and previously the only advice given was to ask them to stop and then report if they continue, otherwise they are technically not breaking any rules.
We already have auto-decline settings for things like duels and ToT matches. Adding a setting which allows players to toggle receiving guild invites on and off wouldn’t be a perfect fix, but it would definitely help alleviate some of this issue.
Okay, so I've had several guildies test this, and had my wife test it also. Not having the Botanist achievement on a character is seemingly the factor between getting 6 and 12 pulls on alchemy nodes.
100% of all pulls without that achievement have come back as only getting 4 or 8 from an alchemy survey node... whilst having the trait on a character has resulted in lots of 6 and 12s. For sure, go test for yourself and come back and show me the results
taken from https://eso-hub.com/en/sets/rallying-cry:MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
What do you mean inflate the weapon dmg of rallying cry? i didnt? It just drastically scales in output with the more players you have. Groups do not need more flat out stats than solo players.
jerrodbuffington wrote: »On one hand I wish I knew what the goal is. I gotta be misunderstanding something.
Or show us what we are missing. Why can't my nightblade with its aoe skill do as good as arc with its aoe skill?