So tell me one thing. I am in a pvp guild and when we have evening raid (just 2 hours) we are about 20/24 People all on ts, all with gear and build for warband style and all of us know His role. Eso give me the opportunity to make a 24 mens raid with my guildmate (not everyone at vr 14 because we have new recruit). So are we a zerg? If yes what we have to do? Tell People to not log because we have to play in max 12 ppls? Split in 2 party and die because every evening on haderus there are always a blue and a Yellow 30+ zerg?
What people do not seem to understand is that if barrier would be nerfed as OP suggested (6ppl) large- group PVP or guild vs guild - i'm talking live 24 vs 24- fights would be dramatically reduced to the ridiculous- I burst you faster - kind of fight as there would be no way to set up defensive strategies when we see the amount of damage we already get with barrier rotation RIGHT NOW. With 20-ppl-barrier, it's more of a statu-quo and the fight can become interesting.
I'm not talking about zerg vs raid, I'm talking about guild vs guild.
No you are talking Zerg vs zerg, don't kid yourself with that guild vs guild crap.
i blame guild wars 2 for letting certain guilds think that running a 24 man was the way to go
I call zerg = unorganized groups of random players massed at one place and raids = guild groups.
You can call it how you want. But these 2 groups are completely different. One will be just a big huge load of players acting randomly and following each other. The other one will have objectives and group coordination on TS and skills synergies and is quite fun to play. If I want to play it and zenimax gave me a 24-raid group, why wouldn't I ?
RainfeatherUK wrote: »So tell me one thing. I am in a pvp guild and when we have evening raid (just 2 hours) we are about 20/24 People all on ts, all with gear and build for warband style and all of us know His role. Eso give me the opportunity to make a 24 mens raid with my guildmate (not everyone at vr 14 because we have new recruit). So are we a zerg? If yes what we have to do? Tell People to not log because we have to play in max 12 ppls? Split in 2 party and die because every evening on haderus there are always a blue and a Yellow 30+ zerg?
Theres a difference between co-ordinated events and running around in a mega blob, because you're crap at PvP lol.
So tell me one thing. I am in a pvp guild and when we have evening raid (just 2 hours) we are about 20/24 People all on ts, all with gear and build for warband style and all of us know His role. Eso give me the opportunity to make a 24 mens raid with my guildmate (not everyone at vr 14 because we have new recruit). So are we a zerg? If yes what we have to do? Tell People to not log because we have to play in max 12 ppls? Split in 2 party and die because every evening on haderus there are always a blue and a Yellow 30+ zerg?
So tell me one thing. I am in a pvp guild and when we have evening raid (just 2 hours) we are about 20/24 People all on ts, all with gear and build for warband style and all of us know His role. Eso give me the opportunity to make a 24 mens raid with my guildmate (not everyone at vr 14 because we have new recruit). So are we a zerg? If yes what we have to do? Tell People to not log because we have to play in max 12 ppls? Split in 2 party and die because every evening on haderus there are always a blue and a Yellow 30+ zerg?
Yes you are a zerg, no you don't have to split up.. Just don't pretend you aren't zerging.. Because you are...
If you dislike being called a zerger... Stop bloody zerging
There will always be balling in ESO, i guess. Synergies are incredibly strong and most of them are designed to be activated by a friendly player that has to be as close as possible.
If I would fight 4v10++, I'm pretty sure that those 4 will have to ball up again and again to create some close.range brust damage through synergies. Maybe they will scatter again, but they'll always have to ball up again timely to be effective.
imho buffsing siege damage was a nice start to avoid the balling. however, if 10+ players meat 10+ for whatever reaons, it's the party with higher numbers that gets a significant advantage from siege because they can afford to put up backline siege more readily.
imho that didn't work. on top of it, barrier stacking somewhat counters it, but I think having no counter to siege would not fix the problem at all. after all, "zergballs" or wahtever you want to call them, are the only way a faction with less server population can stand their group against superior numbers.
There will always be balling in ESO, i guess. Synergies are incredibly strong and most of them are designed to be activated by a friendly player that has to be as close as possible.
If I would fight 4v10++, I'm pretty sure that those 4 will have to ball up again and again to create some close.range brust damage through synergies. Maybe they will scatter again, but they'll always have to ball up again timely to be effective.
imho buffsing siege damage was a nice start to avoid the balling. however, if 10+ players meat 10+ for whatever reaons, it's the party with higher numbers that gets a significant advantage from siege because they can afford to put up backline siege more readily.
imho that didn't work. on top of it, barrier stacking somewhat counters it, but I think having no counter to siege would not fix the problem at all. after all, "zergballs" or wahtever you want to call them, are the only way a faction with less server population can stand their group against superior numbers.
There will always be balling in ESO, i guess. Synergies are incredibly strong and most of them are designed to be activated by a friendly player that has to be as close as possible.
If I would fight 4v10++, I'm pretty sure that those 4 will have to ball up again and again to create some close.range brust damage through synergies. Maybe they will scatter again, but they'll always have to ball up again timely to be effective.
imho buffsing siege damage was a nice start to avoid the balling. however, if 10+ players meat 10+ for whatever reaons, it's the party with higher numbers that gets a significant advantage from siege because they can afford to put up backline siege more readily.
imho that didn't work. on top of it, barrier stacking somewhat counters it, but I think having no counter to siege would not fix the problem at all. after all, "zergballs" or wahtever you want to call them, are the only way a faction with less server population can stand their group against superior numbers.
I disagree. Pre 1.6, since Hopesfire 2.0, we used to wipe pretty large groups when we could get about 8 people together, but couldn't stand against zergballs mostly. A faction with less server population can still win with tactics, strategy and most importantly, good players. The skill cap in a zergball is incredible low, it's boring and you don't get better doing that.
Yes you are a zerg, no you don't have to split up.. Just don't pretend you aren't zerging.. Because you are...
If you dislike being called a zerger... Stop bloody zerging
this only affect zerg vs zerg fights
if you are a small group, zerg will destroy you anyway
edit: as it should. beacuse of numbers. i know you alone want to destroy 24 enemies at once, but i dont think it is fair at all
Lava_Croft wrote: »Buy game for massive PvP, complain about large groups.
I'm still impressed.
So tell me one thing. I am in a pvp guild and when we have evening raid (just 2 hours) we are about 20/24 People all on ts, all with gear and build for warband style and all of us know His role. Eso give me the opportunity to make a 24 mens raid with my guildmate (not everyone at vr 14 because we have new recruit). So are we a zerg? If yes what we have to do? Tell People to not log because we have to play in max 12 ppls? Split in 2 party and die because every evening on haderus there are always a blue and a Yellow 30+ zerg?
Lava_Croft wrote: »Instead of lowering the target cap, I'd rather see the cost greatly increased. AvA skills are special because of their target caps. If you lower the caps, then how about Retreating Maneuver? War Horn?
And calling a group of 24 players a zerg is silly.
kendellking_chaosb14_ESO wrote: »All of this back and forward has nothing to do with the post no a 24 men group is not a Zerg it's when that group links up by plan or random chance with other friendly forces that it turns in to a Zerg
This is just how the game is played with raider only attacking the next keep/outpost in front of them and sometimes skipping it. We have a war being fought at predictable place causing large numbers to accumulate in one place. Mainly cause fighting in like two places is all that ever happens.
Let's say the Pact loss Chalman to the Covenant and is battling the Dominion at Blue Road Keep how often is Fort Ash and Castle Roeback hit in that time deep behind enemy lines almost never so long as their are only two battles to be fought you will see a defense team on one side and a Zerg on the other. No raider are willing to take that long ride so everyone just fights the front lines zerging is going to happen everyday with that kind of strategy
Lava_Croft wrote: »Buy game for massive PvP, complain about large groups.
I'm still impressed.
Lava_Croft wrote: »Buy game for massive PvP, complain about large groups.
I'm still impressed.
No one is complaining about large groups, What we have a problem with is people like @Sotha_Sil pretending he's not zerging and then telling everyone here 24 people aren't in fact zergs (Like you yourself just did)
If you're going to zerg, bloody own up to it, don't try and rebrand it.
As for the OP, Barrier probably is overtuned for large groups. This could be fixed by simply removing Shield Stacking.
kendellking_chaosb14_ESO wrote: »All of this back and forward has nothing to do with the post no a 24 men group is not a Zerg it's when that group links up by plan or random chance with other friendly forces that it turns in to a Zerg
Lava_Croft wrote: »Buy game for massive PvP, complain about large groups.
I'm still impressed.
No one is complaining about large groups, What we have a problem with is people like @Sotha_Sil pretending he's not zerging and then telling everyone here 24 people aren't in fact zergs (Like you yourself just did)
If you're going to zerg, bloody own up to it, don't try and rebrand it.
As for the OP, Barrier probably is overtuned for large groups. This could be fixed by simply removing Shield Stacking.
I don't see how removing shield stacking would solve this. Barrier doesn't stack with itself anymore, so what's the point?
Wouldn't have a problem with it if shield stacking was removed though. I don't care anyway.
Ahh, then a cap on amount of players would probably be only thing to stop it then.
I guess playing solo for a year weighs as heavy as joining groups for a few months. I also guess that when you and your friends blob up and spam AoE, it's totally different than when other groups do it, just because you and your friends don't have a 24-man raid and every group that has more players than you do is obviously a zerg. Don't worry though, this point of view is present among every faction and every group.Lava_Croft wrote: »Buy game for massive PvP, complain about large groups.
I'm still impressed.
It's not the "massive PvP" I am predominantly concerned with, it's the blobbing of raids that causes issue and the current state of barrier increases the viability of such behaviour. But as you have taken the "if you can't beat 'em, join 'em" mentality I don't expect to be able to change your mind!
In any event, ZOS themselves - who marketed this game as offering large scale PvP - have indicated that they would like people to spread out; I am simply offering them an idea to make the zerg blobbing style of play more difficult to achieve, thus discouraging it.
I have posted before about the current state of PvP and some suggestions I had for trying to move people away from the current zerg meta that dominates Cyrodiil. Not everyone agrees with my stance, but I am strongly behind creating a Cyrodiil when playing in smaller groups is viable either in small scale PvP or with a smaller group being able to take on larger groups.
Currently barrier provides a shield for an entire 24 man zerg blob. If they have just half of that group cycling barriers, that's an additional 240,000 damage (if the average barrier provides a 20k shield) any opposing force has to output in order to event start denting that group. Aside from this, with enough barriers in a raid barrier can be up permanently on a well organised rotation, making it virtually impossible to kill the zerg blob. The inevitable then happens... an endless battle ensues as more and more people pour into a keep and before you know it the server might as well be dead.
As a smaller group, it is impossible to do anything against these larger groups so long as they can cycle barriers in this way. If Zenimax are truly committed to 'spreading people out' in Cyrodiil and discouraging the zerg blob behaviour, a nerf to barrier is needed.
In an ideal world, I'd like to see barrier capped @ 6. In doing this, barrier would remain a viable ultimate for use in dungeons and trials as well as for smaller groups in PvP. For larger groups, it would simply mean that they would have to cycle more barriers (four per rotation to shield the entire raid) thus bringing them back into balance when facing a smaller force. They still have the advantage when compared to a smaller group (as they should), but it makes it viable for a smaller group of individuals to defend an outpost or keep versus a zerg / zerg blob.
Of course I understand there is going to be fierce opposition to this, but I am hoping that ZOS will pay attention to the fact that almost every change they have made only benefits the zerg mentality and look to make changes to skills such as these to reduce the attraction of this particular style of play. If they are totally against this, then I think that there should be some consideration on reducing / capping the shield size at 10k. This is still a very strong shield - particularly as it will shield the entire group - but it will significantly reduce the protection it provides to zerg blobs.
Anyway, discuss.
AltusVenifus wrote: »I have posted before about the current state of PvP and some suggestions I had for trying to move people away from the current zerg meta that dominates Cyrodiil. Not everyone agrees with my stance, but I am strongly behind creating a Cyrodiil when playing in smaller groups is viable either in small scale PvP or with a smaller group being able to take on larger groups.
Currently barrier provides a shield for an entire 24 man zerg blob. If they have just half of that group cycling barriers, that's an additional 240,000 damage (if the average barrier provides a 20k shield) any opposing force has to output in order to event start denting that group. Aside from this, with enough barriers in a raid barrier can be up permanently on a well organised rotation, making it virtually impossible to kill the zerg blob. The inevitable then happens... an endless battle ensues as more and more people pour into a keep and before you know it the server might as well be dead.
As a smaller group, it is impossible to do anything against these larger groups so long as they can cycle barriers in this way. If Zenimax are truly committed to 'spreading people out' in Cyrodiil and discouraging the zerg blob behaviour, a nerf to barrier is needed.
In an ideal world, I'd like to see barrier capped @ 6. In doing this, barrier would remain a viable ultimate for use in dungeons and trials as well as for smaller groups in PvP. For larger groups, it would simply mean that they would have to cycle more barriers (four per rotation to shield the entire raid) thus bringing them back into balance when facing a smaller force. They still have the advantage when compared to a smaller group (as they should), but it makes it viable for a smaller group of individuals to defend an outpost or keep versus a zerg / zerg blob.
Of course I understand there is going to be fierce opposition to this, but I am hoping that ZOS will pay attention to the fact that almost every change they have made only benefits the zerg mentality and look to make changes to skills such as these to reduce the attraction of this particular style of play. If they are totally against this, then I think that there should be some consideration on reducing / capping the shield size at 10k. This is still a very strong shield - particularly as it will shield the entire group - but it will significantly reduce the protection it provides to zerg blobs.
Anyway, discuss.
Just penalize groups above the size of 8 with 1% exp and 1% cp... zergs fixed. If players still want to run in a zerg they have to have the tradeoff of crap gains.