A limited amount of players can get into a keep without breaching in certain circumstances if the conditions are ideal... I think you over exaggerate the impact it has.
A limited amount of players can get into a keep without breaching in certain circumstances if the conditions are ideal... I think you over exaggerate the impact it has.
I'm not exaggerating...why should only some players do it? why shouldn't we all be able too? Why should 5% of players have that "perk"? I'm asking for a fair and equal game... or let us all be able to kill you while u are sieging from the inner keep or let none...its just fair game
Also, i'm pretty sure Mr Wheeler said a while back that its NOT an intended mechanic to get into a castle while it is not breached (especially on inner wall)
So you say anyone can do it...good..do we need the walls then?
Because those players invested in a certain set of skills. They made choices that compromise other aspects of their character to enhance these aspects. We all could do the same, if we wanted to make the same choices.
Why should only sorcerors get summons? Why should any class/build choice provide any distinction?Why should 5% of players have that "perk"?
"Fair and equal" does not mean "exactly the same."I'm asking for a fair and equal game...
Anyways...my post was not to remove the walls ...
Remove the walls, they are not keeping us safe (until breached) they are just for spending AP on siege and repair kits.
This is not qq ..but whateva' makes you sleep well at night
Urban Dictionary wrote:
Contrary to popular belief, QQ is not a set of crying eyes. It actually originated with the advent of Warcraft II. On battlenet, you could press ALT+Q+Q to immediately exit the match and program. Thus the term "QQ" was to tell people to just quit because they are unskilled. The term later developed and lost it's origin and is usually mistaken as crying eyes.
ZoS_BrianWheeler wrote:
Elder Scrolls & Gates: A fix is in the works that will prevent enemy player characters from getting through the Elder Scroll Gates while the gates are closed. (Gate jumpers beware. Your days are numbered.) Also, a new protective barrier will now surround the Elder Scrolls while in their temples, if the Elder Scroll Gates are closed. This barrier will drop if the gate opens.
ZOS_BrianWheeler wrote: »We did a scrubbing of keeps back in patch 2 and 3 to try and limit this from occuring. Are you seeing DKs using this to get into the inner keep from the back walls still?
I must admit I'm getting a bit tired of people getting into the NW corner tower at Aleswell from the plinths on the stairs running up to the mine.
Please knock down the plinths on the steps. Defending Aleswell is tough enough as it is with two sides offering offensive siege places in range of the walls but out of reach of defensive siege.
newtinmpls wrote: »I must admit I'm getting a bit tired of people getting into the NW corner tower at Aleswell from the plinths on the stairs running up to the mine.
Please knock down the plinths on the steps. Defending Aleswell is tough enough as it is with two sides offering offensive siege places in range of the walls but out of reach of defensive siege.
Wow, lovely specific example.
I could argue that in game terms - I can see changing this in a future update to represent actual construction to address safety and security issues in this keep.
newtinmpls wrote: »I must admit I'm getting a bit tired of people getting into the NW corner tower at Aleswell from the plinths on the stairs running up to the mine.
Please knock down the plinths on the steps. Defending Aleswell is tough enough as it is with two sides offering offensive siege places in range of the walls but out of reach of defensive siege.
Wow, lovely specific example.
I could argue that in game terms - I can see changing this in a future update to represent actual construction to address safety and security issues in this keep.
lordrichter wrote: »newtinmpls wrote: »I must admit I'm getting a bit tired of people getting into the NW corner tower at Aleswell from the plinths on the stairs running up to the mine.
Please knock down the plinths on the steps. Defending Aleswell is tough enough as it is with two sides offering offensive siege places in range of the walls but out of reach of defensive siege.
Wow, lovely specific example.
I could argue that in game terms - I can see changing this in a future update to represent actual construction to address safety and security issues in this keep.
You make it sound like you want hand rails on the stairs and walls, with lighted Exit signs.
This is not qq ..but whateva' makes you sleep well at night
http://www.urbandictionary.com/define.php?term=QQUrban Dictionary wrote:
Contrary to popular belief, QQ is not a set of crying eyes. It actually originated with the advent of Warcraft II. On battlenet, you could press ALT+Q+Q to immediately exit the match and program. Thus the term "QQ" was to tell people to just quit because they are unskilled. The term later developed and lost it's origin and is usually mistaken as crying eyes.
Yes, yes it is. Meaning you dont want to spend the "skill" points to get Werewolf, which is avail to all classes to jump. Other people chose to spend a number of valuable, to a lot of us, skill points to get all the passives and the skill set to do this.
Oh, and are you talkling about this:
http://forums.elderscrollsonline.com/en/discussion/180480/pvp-update-june-2015/p1ZoS_BrianWheeler wrote:
Elder Scrolls & Gates: A fix is in the works that will prevent enemy player characters from getting through the Elder Scroll Gates while the gates are closed. (Gate jumpers beware. Your days are numbered.) Also, a new protective barrier will now surround the Elder Scrolls while in their temples, if the Elder Scroll Gates are closed. This barrier will drop if the gate opens.
Notice he is talking about Elder Scrolls and the GATES.
Or this from October 2014?
http://forums.elderscrollsonline.com/en/discussion/comment/1320750#Comment_1320750ZOS_BrianWheeler wrote: »We did a scrubbing of keeps back in patch 2 and 3 to try and limit this from occuring. Are you seeing DKs using this to get into the inner keep from the back walls still?
Notice he was talking about getting into the Inner..not on the outer walls.
For good looks and immersion is the answer.
Yep, they are useless, any dk/some nbs (mostly a dc dk with hemorrhoids) can jump in almost any castle/keep. I have proof if anyone still needs this.
Remove the walls, they are not keeping us safe (until breached) they are just for spending AP on siege and repair kits.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler
Notice i was talking about inner toooooooooooo..read all plz before talking plz
For good looks and immersion is the answer.
Yep, they are useless, any dk/some nbs (mostly a dc dk with hemorrhoids) can jump in almost any castle/keep. I have proof if anyone still needs this.
Remove the walls, they are not keeping us safe (until breached) they are just for spending AP on siege and repair kits.
@ZOS_RichLambert @ZOS_GinaBruno @ZOS_BrianWheeler
If you can't kill a single DK that leaps to your roof, then you're at fault. Expect it. Don't stand near edges that have DKs sitting within..This is not qq ..but whateva' makes you sleep well at night
I must admit I'm getting a bit tired of people getting into the NW corner tower at Aleswell from the plinths on the stairs running up to the mine.
Please knock down the plinths on the steps. Defending Aleswell is tough enough as it is with two sides offering offensive siege places in range of the walls but out of reach of defensive siege.
newtinmpls wrote: »Wow, lovely specific example.
I could argue that in game terms - I can see changing this in a future update to represent actual construction to address safety and security issues in this keep.
lordrichter wrote: »You make it sound like you want hand rails on the stairs and walls, with lighted Exit signs.
I like the above suggestion, maybe a type of siege should be a ladder? Or (can't remember the name?) the tower units that you see in medieval games on wheels, so you would have to load up 15-20 people and have 6 push it to the wall, could be interesting imo.
As said my templar is useless as an attacker as I'm a pure melee build, and people can jump out of keeps (which is unrealistic) I mean surely then people should die from the fall off of a wall?
I can go invisible on the wall, drop down and barely take any damage, yet still stay invisible...