Why not kill the people dropping them instead of fighting the NPCs?
You probably also try to burn the oil pot instead of CC'ing the person using it don't you...
frwinters_ESO wrote: »Man really? These mercs have been in game since day one just no one used them cause the mobs were not hard to kill. Now that they are tougher people are using them. I think they are completely viable. If i want to hire mercs to fight for me then so be it. Keeps were being switched hands way to quickly before. the devs even said this when they boosted the NPC's, added archers, re-positioned guard, and gave them, more abilities.
I say keep them. They add a sense of difficulty to the game that you need to overcome.
Bitz_Maidenhell wrote: »hard capping them i think is the best idea, tbh i thought they were already capped, but i have only used a few of them since launch, so i don't really know.
People will always misuse something if it will help them win a battle. I like the idea of the merc's as they can assist people outnumbered by a larger offensive force. I think they have a place in AvA, ESO has really expanded on largescale pvp from games past, and i like that. So i say keep them and and cap them.
Imperator_Clydus wrote: »Greetings and salutations members of the Elder Scrolls Online community,
For anyone that is an avid AvA player, you should know very well by now the experience that is merc spamming, bombing, or any other synonym you'd like to use to describe this cheap and buggy tactic.
Defenders, whether outnumbered or not, will use these mercs in every scenario at any objective just to farm AP. I have personally experienced this many times already on Bloodthorn, where a full group will constantly spawn mercs leading to an hour and a half of nonstop, buggy, PvE action. Amazing AP gains for the defenders, but poor for those attacking since they aren't killing any players, resulting in very little AP gains.
I didn't come to Cyrodiil to PvE. Certainly, I'm under the impression many of you also didn't come to Cyrodiil to PvE. I enjoy objectives and with the release of patch 1.2, I believe the static guards are more than sufficient to defend against at least unorganized groups.
These mercs are unnecessary, and are really breaking the spirit of AvA. Regardless of how many walls we would break down and breaching both postern walls, the defenders always seemed to be able to spawn mercs, even when we didn't kill mercs. I don't know if this means they can despawn them or move them, as you can tell, I don't use mercs very often.
I truly believe ZOS intended mercs to be a temporary replacement for players if no one was defending a particular objective or they had to move somewhere else. The problem is, people are using these mercs as infinite NPC armies to wall themselves from any competition and to farm a lot of AP in the process.
There are a couple of solutions ZOS could implement to alleviate this issue. They could outright remove mercenaries from AvA. This wouldn't be a bad idea since guards were buffed and more NPCs only detract from the PvP. They could limit how many one individual spawns, preventing one player from just merc bombing anyone.
ZOS could even hard cap the mercenaries at 20, so when they are spawned no more can be spawned throughout the duration of the battle. Even if a few were bugged, the defenders wouldn't have an infinite amount NPCs that they could use to kill PvP.
Update 1.2 made defending keeps a lot easier. Mercenaries only make the experience frustrating as well as killing the PvP experience in Cyrodiil. When I intend to siege an enemy keep that is being defended, I don't expect to sit there for hours killing hundreds of mercs. I expect to actually experience PvP and kill actual players. Lets set things right and put AvA back on the right path.
Regards,
Imperator Clydus
liquid_wolf wrote: »I use mercs.
I'm not going to talk to you about how to beat them. I'm not even going to mock you and what you appear to be doing wrong.
I'm going to teach you how to use mercs... and then you can see how enemy players handle them.
I spawn them amongst enemy siege equipment outside the castle and inside. I fill a hallway/doorway with them when attackers are about the break through. I set them up around a corner or up a staircase then lead enemies to the trap.
They are useful anywhere, and everywhere... you can throw caster mercs all over an entire wall, and set melee mercs near enemy healers and casters.
Wherever somewhere can setup a siege engine, you can bring in mercs. Try it out.
Then learn from your enemies.
TheGrandAlliance wrote: »Imperator; although I agree with your post on Emperor... Making mercs effective for once is vital to this game's PvP success.
WHY? Player populations. Servers/factions who are continously outmanned now have the abilty to defend their keeps using NPCs. Furthermore, the 1000K cost of one, is now justified due to their VR5 nature. BTW doing "Unlimited armies of them" isn't cheap: Someone has to pay the 1000K.
What is a solution to someone who is using lots of mercs? Don't attack. Problem solved. GO somewhere else... and their 20K worth of mercs will disappear without a trace.
Indeed the buffs to NPCs were exactly the changes I was looking forward to... and ZeniMax agreeed. Trying to defend the old system whereas a small VR10+ raid could /roflstop a map isn't worth the playerbase's time. Cyrodiil is NOT a pure PvP experience... nor was it intended, nor should it be so.
SwampRaider wrote: »I Use mercs for defending against a larger force.
BUT:
I spent over 2 hours inside a keep, fighting 20 invulnerable mercs while trying to take the damn keep against another 18 players with 30 of my guys.
It was hectic
Imperator_Clydus wrote: »There are a couple of things wrong with this post.
A thousand AP for a mercenary is cheap. Mercenaries are cheaper than most siege weapons, and currently as they stand, much more effective, especially with most players exploiting caltrops. You also seem to disregard the fact that one player isn't just buying mercenaries. Entire large groups of premades buy them in bulk and spread the load.
I am perfectly fine with the buff to NPCs. I agreed it was needed as small groups shouldn't be able to take keeps. I also thought the pace of the map flipping was way too frequent. That being said, the current broken and infinite army mercenaries provide is taking away from the PvP experience. It's not just small groups who are outnumbered using these NPCs. It's large groups and anybody on defense, realizing it's almost a guaranteed victory and an easy way to farm AP.
The static NPCs are more than enough to slow down most PUG groups and zergs. I don't mind the mercs as long as they are placed in a more limited capacity. An infinite amount is just obnoxious and bad game design. Cyrodiil was not intended to be pure PvP. AvA, on the other hand (keeps, resources, elder scrolls, etc.), is a PvP experience.
Pancake-Tragedy wrote: »The mercs glitching out and becoming invulnerable is a problem. In particular, the invincible (literally, they aren't able to be targeted or damaged) mage mercs that are able to run around and freely drop negate magic bubbles everywhere. It is a huge problem, and I don't understand how anyone can support the idea of allowing this exploit to continue.
Even though I hate the idea of PVE being in PVP, I could deal with it if the current problem with the mercs would be addressed.
ishilpatelb14_ESO wrote: »SwampRaider wrote: »I Use mercs for defending against a larger force.
BUT:
I spent over 2 hours inside a keep, fighting 20 invulnerable mercs while trying to take the damn keep against another 18 players with 30 of my guys.
It was hectic
And this is because player vs player is not how the Alliance War is supposed to be played, it's supposed to be PvE. The mercenaries become invulnerable when the game feels that pvp is becoming inevitable and it tries to compensate.
Imperator_Clydus wrote: »liquid_wolf wrote: »I use mercs.
I'm not going to talk to you about how to beat them. I'm not even going to mock you and what you appear to be doing wrong.
I'm going to teach you how to use mercs... and then you can see how enemy players handle them.
I spawn them amongst enemy siege equipment outside the castle and inside. I fill a hallway/doorway with them when attackers are about the break through. I set them up around a corner or up a staircase then lead enemies to the trap.
They are useful anywhere, and everywhere... you can throw caster mercs all over an entire wall, and set melee mercs near enemy healers and casters.
Wherever somewhere can setup a siege engine, you can bring in mercs. Try it out.
Then learn from your enemies.
Thanks for telling the obvious? Your post did not add anything constructive in the slightest to the discussion. It doesn't take a rocket scientist to figure out where people are going to deploy them. That doesn't resolve the issue that they break easily and that people exploit them. A hard cap would fix most of the problems because players are just spamming infinite amounts. The majority of my time in Cyrodiil should not be killing broken mercenaries. It should be killing players.
Teevesnacks wrote: »Yes let's stop small forces from defending a keep so larger groups can take them, we certainly don't want people taking stuff from our alliance dominated campaigns and have to fight for it back
TheGrandAlliance wrote: »1. Saying that because an exploit exists is a reason to complain about mercs is not a vaild arguement: The caltrops situation will be resolved eventualy.
2. Nothing is being taken away from any experience. Mercs are a part of that experience. They exist for a reason... there were underused at launch due to the overall nature of weakness of NPCS but now are effective.
3. Static NPCs don't stop VR10+s.
4. AvA is not an pure PvP experience. Else there would be 0 NPCS. FUrthermore players have to place them down anways so it is no different then "pets" of mage or hunter or otherwise.
5. Mercs are not as strong as you think. VR10+ can handle them fine. When more players level up people like you won't be complaining.
6. Lastely; If you dont like mercs... DONT ATTACK. Problem solved. AFter 10 minutes their NPCs will evaporate. Players don't have unlimited AP you know.
Anyone complaing about this issue still /epicfail understand of how video games work. There is nothing but good news with patch 1.1.2 and PvP: The balance of power in PvP has never been more fair. More needs to be done, but nerfing this because people whine about it, only leads to nerf wars of WoW and the like. DONT RUIN MY GAME NERFERS!
Teevesnacks wrote: »Yes let's stop small forces from defending a keep so larger groups can take them, we certainly don't want people taking stuff from our alliance dominated campaigns and have to fight for it back
Teevesnacks wrote: »Imperator_Clydus wrote: »liquid_wolf wrote: »I use mercs.
I'm not going to talk to you about how to beat them. I'm not even going to mock you and what you appear to be doing wrong.
I'm going to teach you how to use mercs... and then you can see how enemy players handle them.
I spawn them amongst enemy siege equipment outside the castle and inside. I fill a hallway/doorway with them when attackers are about the break through. I set them up around a corner or up a staircase then lead enemies to the trap.
They are useful anywhere, and everywhere... you can throw caster mercs all over an entire wall, and set melee mercs near enemy healers and casters.
Wherever somewhere can setup a siege engine, you can bring in mercs. Try it out.
Then learn from your enemies.
Thanks for telling the obvious? Your post did not add anything constructive in the slightest to the discussion. It doesn't take a rocket scientist to figure out where people are going to deploy them. That doesn't resolve the issue that they break easily and that people exploit them. A hard cap would fix most of the problems because players are just spamming infinite amounts. The majority of my time in Cyrodiil should not be killing broken mercenaries. It should be killing players.
Yes let's just focus on nerfing mercs ofc we don't want other alliances having a chance to hold keeps on a dc dominated campaign such as bloodthorn