JosephChip wrote: »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
More like the other way around. Let's stop small groups of people from taking keeps. Now you need an entire zerg just to counter the merc spam. And when a small group is everything you have in the server, you are done. Nothing can be conquered.
Your second scenario is impossible. The underdog alliance can't take anything because of mercs now. This situation is just discourging underpoplated alliances and campaigns from fighting. AND IT IS NOT PVP!. Away with this disgraceful ***! PvP is for players, Cyrdoiil for humans!
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
Imperator_Clydus wrote: »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.
There is a limit where only 20 mercs can be used at a time. The problem though is that players will kill the mercs, lowering the limit, and the defenders will spawn more raising it back to the 20 merc limit. This leads to a situation where they have an infinite amount of mercs. Hard capping it would allow them to only spawn 20 and that would be it for the rest of the siege.
JosephChip wrote: »...Some times they just lose aggro, instantly regain all their health, become invincible and run back. It is insane. This is not PvP. This is not even PvE. After tonight's session I am confortable I have seen the deepest recesses of hell itself.
No NPC's while caltrops are still being exploited? Sounds like someone wants a ripe zergfest. I prefer using tactics and organized raiding and using a keep as cover vs mindlessly zerging a keep to take it.
You do realize that mercs take up bag space, yes? You keep using that word "infinite". I do not think it means what you think it means.
mar1ano1987nrb18_ESO wrote: »Make the Merc cost 10k AP instead of 1k ...problem solved.
I agree with everything Imperator has said. It's ridiculous and reduces my drive to even bother with PvP at the moment. They need to introduce a hard cap, and increase the cost of them, along with fixing them so they don't become invincible.
The caltrops issue is supposedly being fixed early next week:
http://forums.elderscrollsonline.com/discussion/105348/patch-v-1-1-3-preview/p1