themdogesbite wrote: »dap_robertb16_ESO wrote: »I thought Astrum Herois were the uber leets who didn't have a problem playing in 12 man raids against 40+ people.
Don't really see how this is different to camps both when they come back and as they were before. At least now you don't have the problem of wiping a whole raid only to see them all coming back at you 10 seconds later and again and again.
Might I suggest you enlist a few NBs to shadow you and kill/stop ressers after you've moved through the main group?
Over the past 2 - 3 days on Azura EU we have had plenty of keep fights lasting 20 - 30 min plus, from fighting only inside the inner keep, due to combat ressing...
With camps, we had the option to "reappear" as much as the enemies had, with combat ressing this is not the case, if we kill peopel on 2nd flag and then move upstairs to clear oils etc, peopel will jump down to the 2nd flagg and ress, then run back upstatirs to ress etc, it don't end until finaly we get completely swarmed by the people we already killed 10+ times.
dap_robertb16_ESO wrote: »themdogesbite wrote: »dap_robertb16_ESO wrote: »I thought Astrum Herois were the uber leets who didn't have a problem playing in 12 man raids against 40+ people.
Don't really see how this is different to camps both when they come back and as they were before. At least now you don't have the problem of wiping a whole raid only to see them all coming back at you 10 seconds later and again and again.
Might I suggest you enlist a few NBs to shadow you and kill/stop ressers after you've moved through the main group?
Over the past 2 - 3 days on Azura EU we have had plenty of keep fights lasting 20 - 30 min plus, from fighting only inside the inner keep, due to combat ressing...
With camps, we had the option to "reappear" as much as the enemies had, with combat ressing this is not the case, if we kill peopel on 2nd flag and then move upstairs to clear oils etc, peopel will jump down to the 2nd flagg and ress, then run back upstatirs to ress etc, it don't end until finaly we get completely swarmed by the people we already killed 10+ times.
Hence my suggestion of NBs (doesn't have to be, but they're generally best suited) to shadow the main group and pick off those ressing.
Alternatively can coordinate with another group to go in opposite directions killing everything until you meet in the middle. Not how some groups play I know, but you adapt or falter.
starlizard70ub17_ESO wrote: »If they change resing to what the OP wants, it will be another case of PvPer concerns screwing up PvE play once again. Many players running trials or group dungeons would never servive the resurrection changes the OP wants.
themdogesbite wrote: »dap_robertb16_ESO wrote: »themdogesbite wrote: »dap_robertb16_ESO wrote: »I thought Astrum Herois were the uber leets who didn't have a problem playing in 12 man raids against 40+ people.
Don't really see how this is different to camps both when they come back and as they were before. At least now you don't have the problem of wiping a whole raid only to see them all coming back at you 10 seconds later and again and again.
Might I suggest you enlist a few NBs to shadow you and kill/stop ressers after you've moved through the main group?
Over the past 2 - 3 days on Azura EU we have had plenty of keep fights lasting 20 - 30 min plus, from fighting only inside the inner keep, due to combat ressing...
With camps, we had the option to "reappear" as much as the enemies had, with combat ressing this is not the case, if we kill peopel on 2nd flag and then move upstairs to clear oils etc, peopel will jump down to the 2nd flagg and ress, then run back upstatirs to ress etc, it don't end until finaly we get completely swarmed by the people we already killed 10+ times.
Hence my suggestion of NBs (doesn't have to be, but they're generally best suited) to shadow the main group and pick off those ressing.
Alternatively can coordinate with another group to go in opposite directions killing everything until you meet in the middle. Not how some groups play I know, but you adapt or falter.
Or you try to change mechanics in the game which are blatently bad and will probably provide a better experiance for everybody. People complained about camps cause they made it so death had no penalty. Beeing able to infinetly ress is causeing the same problem. Imo a cooldown adds risk towards dieying.
But since this is the ESO PvP community, i'm not suprised that more numbers is one of the solutions you present. Thats the mentality that needs to change, badly.
A suggestion might be to remove reviving speed percentages and put it into one buff like: Major Resurrection (Reduced the time of reviving an ally by 40%), Also when you got a revive you can't be revived for at least 5 minutes after the next death. Maybe change the passive from Battle Resurrection to rank 1 (Reduced the time from 5 minutes to 3 minutes before being able to revive) and rank 2 (Reduced the time from 3 minutes to 1 minute before being able to revive).
themdogesbite wrote: »starlizard70ub17_ESO wrote: »If they change resing to what the OP wants, it will be another case of PvPer concerns screwing up PvE play once again. Many players running trials or group dungeons would never servive the resurrection changes the OP wants.
The ress changes could probably be added into battle spirit and thus not affecting carebear land at all.
On another note, pvp with all its crazy; Forward Camps, Ground Oil, Mercenaries etc used to be so much fun. There was stuff for everyone to do and it was awesome.
Pvp now sucks so bad soooo bad now by comparison.
How is it really any fun to just pew pew one shot everything you see?
The thing is though, zos listening to pvpers is really what broke pvp.
starlizard70ub17_ESO wrote: »If they change resing to what the OP wants, it will be another case of PvPer concerns screwing up PvE play once again. Many players running trials or group dungeons would never servive the resurrection changes the OP wants.
It's time that something needs to be done against the endless reviving of players in cyrodiil. Lots of battles keep going on for ages because of this and slowly on more players will add to the battle creating more of a cluster increasing the latency on the campaigns. Not only is this bad for the campaigns it is also very unbalanced in which a player/group takes on larger numbers and can't finish the fight because the enemies are constantly getting their players up untill the player/group slowly die and loose the fight. Another bad point about reviving is that the killed player doesn't give their full alliance points anymore on the next death, making the motivation to fight less.
Reviving speed bonuses (these bonuses will be changed in the next patch but will not fix it for the outnumbered players/groups)
At this moment there are 3 ways to increase the speed of reviving a dead player: [1.] The Kagrenac's Hope Set which decreases the time by 25%, [2.] Battle Resurecction (Support passive) which gives 15% (rank 1) and 30% (rank 2) reduced time and as last, [3.] Master Ritualist (Templar passive) reducing it by another 20%.
Suggestion @Hexys
A suggestion might be to remove reviving speed percentages and put it into one buff like: Major Resurrection (Reduced the time of reviving an ally by 40%), Also when you got a revive you can't be revived for at least 5 minutes after the next death. Maybe change the passive from Battle Resurrection to rank 1 (Reduced the time from 5 minutes to 3 minutes before being able to revive) and rank 2 (Reduced the time from 3 minutes to 1 minute before being able to revive).
Suggestion @Grippz
Frustrating as that is, fighting versus significantly larger numbers, killing most of them, and within 5 seconds all of them being resurrected is even more frustrating. There should be a resurrection sickness at the very least - something like a 50% reduction in regeneration for 30 seconds or something (I'm just spitballing here).
Suggestion @Solariken
They should leave resurrection as it is - it's a super fun gameplay element.
However, they should add a "banish soul" mechanic that players can use on dead enemies to prevent resurrection. It would basically function exactly like resurrection with maybe a different colored beam that is bashable/interruptible. Hell, it could even fill a soul gem.
Suggestion @themdogesbite
First death, no cooldown and you can get ressed just like now, second death however, you get a cooldown of lets say.. 2 miniutes. Not to bad and it might be worth waiting out the timer. For each death, one min gets added to the cooldown, it resets when you ress at a keep. So if you die after beeing ressed two times, you get a cooldown timer of 3 min, then 4 min etc where you are unable to be ressurected by soulgems.
Suggestion @RadioheadSh0t
Outside of the other good ideas in the OP, I'd like to see Soul Trap be an actual trap you that would arm on dead bodies. That would give solo players andsmall groups a strategic option to take down healers and keep them down. Mark the healer, take him down, and then they can't Rez him without a big AoE explosion for 30 seconds or a minute. That change would give solo and small groups a tool to use, while making a completely irrelevant skill relevant in PvP.
Would love to hear your opinions/suggestions so that I can add them to this post!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
There is no problem with res. They only want "faster" Cyro. Like caping empty keeps would be "Cyro".
Everyone else who has no idea what the OP is talking about, all know how to take keeps and stop the enemy from resing.
The long siege battles are the CORE of Cyro. This post is only about one thing, they think they get faster AP and win faster EMP if ZoS makes it harder for the enemy to fight back.
EMP is supposed to be a hard thing to grab. There are empty campaigns for those who wants it that way.
There is already ways to make combat faster. Team work, experience and personal skill are few tips. Asking ZoS to make it easier FOR you, is not.
There is no problem with res. They only want "faster" Cyro. Like caping empty keeps would be "Cyro".
Everyone else who has no idea what the OP is talking about, all know how to take keeps and stop the enemy from resing.
The long siege battles are the CORE of Cyro. This post is only about one thing, they think they get faster AP and win faster EMP if ZoS makes it harder for the enemy to fight back.
EMP is supposed to be a hard thing to grab. There are empty campaigns for those who wants it that way.
There is already ways to make combat faster. Team work, experience and personal skill are few tips. Asking ZoS to make it easier FOR you, is not.
But again it comes down to Competitive VS. Casual.
Septimus_Magna wrote: »The core problem is the unlimited number of times that players can get ressed. Even with the normal res time large numbers have a huge advantage because you can res players faster than you can kill them.
There are guilds out there that actually have players assigned to do really fast rezzing, I mean, are you going in PvP expecting to die and use this in your advantage towards an end to win a fight without any honour? Let's not forget the unbalances between the numbersgame.
But again it comes down to Competitive VS. Casual.