Thumbless_Bot wrote: »Thumbless_Bot wrote: »Thumbless_Bot wrote: »gj zos.
2 bars on each faction is at cropsford running quests. .5 bar of people who gain a sense of self-esteem by ganking those 2 bars while they're turning in quests in cropsford and .5 bars of the regular pvp crowd sitting on a wall wondering how this is healthy for cyro and pvp in general...
Gj zos..
Yes, shame gankers and questers into repairing walls. How can they not see what PvP is all about?
Not shaming. Just stating facts. These events are aimed at exposing pve players to pvp to drum up sustained interest in pvp. To elaborate on my summary above, it is likely very difficult to be interested in staying and / or returning to something as toxic as what I described above if you aren’t a sweat already.
Zos can't (or won't) fix the issues. Instead they come up with vengeance so three different barbarian hordes can spam limited skills on each other until the math calculation completes and the largest team wins.
This watered down cyro will be fun for two weeks and then everyone, sweats and all, will move on to things that are more interesting, complex and fun.
I don't agree really. No offense intended, but this is just an opinion presented as a fact. Getting ganked while questing is the perfect hero/villain arc starter. These small scale skirmishes with poor gankers were a million times more attractive than the keep grind was for me as a noob. Just as completing quests with a pulse of 180 is something only Cyro and IC offer. For me questing (as a newbie) and ganking was much more straightforward and fun than zerging, ball groups and repairing stuff.
While the game clearly has glaring balancing issues, people playing Cyro wrong is hardly the problem. Zerging and green points just isn't attractive enough to sell the Cyro play style for some, and in the end no one has to login to play for someone elses entertainment. And if I end up in a quester and ganker filled campgain I might even have more fun than in a regular campaign.
Nothing I said was opinion. You are focusing on one very small detail about the motivation of gankers to try and question the actual point of what I was saying. Talk about rabbit hole...
Anyway, there is no world, real world anyway, where the motivation behind repeatedly shooting fish swimming in a barrel is anything other than filling a personal hole so you can feel good about yourself. We can agree to disagree on that. But my point stands.
Pvp is toxic because zos cant make it not toxic. They just cant do it. Zos cannot make pvp fun for new players because they cant remove the toxicity because they dont know enough about pvp to do so. I think this is because they dont care about pvp... this is opinion. I do not think zos employees know how to pvp in eso and make decisions that illustrate this every single release/patch.
MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.
Feels like we are just chasing our tails doesn't it?
Originally more dots used to hit blocking players and the block ticks used to be every 1/8th of a sec instead of 1/4. So permablocking was drastically harder. Smart players would run dot pressure builds with the intention of burning through someones block costs faster. While it didn't make sense roleplay wise why an aoe lightning attack hit someones block, it made more sense game design wise. Not only that, but on the counterplay side for normal builds it made block feel more reliable and worth correctly using.
Rohamad_Ali wrote: »They should remove the dead campaigns to shore up the numbers in live ones.
Not really, as jumping down means they cannot use skills/abilities in mid-air. While at the same time they are open to attack during the fall, and the fall's stagger. People no longer wait til their enemies are on the ground before attacking... which is also why you see players in this thread state they want enemies dropped from their spawnplace, because they can't kill them up there. Henceforth me pointing out sportmanship goes both ways. Enemy players should never be near another group's spawnpoint in the first place. Especially if we talk about sportmanship, which this thread touched upon.HatchetHaro wrote: »The disadvantaged side can just wait for the rest of their team to respawn, group up, then make a coordinated push together, all from the spawn platform. It has been a successful strategy for me any time this happens, and can sometimes turn the tide of the battle.
You would think spammables used up close would provide damage shields/healing and be stronger than ranged attacks but obviously this is not the case.