Izanagi.Xiiib16_ESO wrote: »
Firstly from your first paragraph it's clear you don't have an understanding of the role. A tank deals with raid mechanics affecting the group in the same way a support char in pvp deals with pvp mechanics affecting a group
Secondly there's no reason why you couldn't utilise group sets in a smaller group and even rapids.
The fights you engage in when smallscaling or soloing are not even close to having the same level of debuffs going out just on a pure mechanics level. Which is why you have the luxury of not having needed these roles to enjoy your prefered playstyle.
Quite simply put you aren't taking part in the same content when compared to the type of fight a good raid would aim for. For example I don't expect you to go out and try and solo down AotP but a group could quite legitimately attempt to do this. 60 players all throwing stacking debuffs on you vs what 2-5? 10 if they are terrible and don't cast any skills in the first place when 1vXing around some LoS area in open field.
As other comments have said I'm sure some groups will adapt. It's not the first time groups have been nerfed and I'm sure it won't be the last but every single group nerf has made the game more zergy and less interesting for the majority of players even smallscalers complaining that all they find are zergs. I would have hoped by now that message would have sunk in.
First of all, to equate a rapids spammer to a tank in PvE is a ludicrous comparison and an insult to both PvPers and PvErs. Now to address your points of substance.
Izanagi.Xiiib16_ESO wrote: »
Firstly from your first paragraph it's clear you don't have an understanding of the role. A tank deals with raid mechanics affecting the group in the same way a support char in pvp deals with pvp mechanics affecting a group
Secondly there's no reason why you couldn't utilise group sets in a smaller group and even rapids.
The fights you engage in when smallscaling or soloing are not even close to having the same level of debuffs going out just on a pure mechanics level. Which is why you have the luxury of not having needed these roles to enjoy your prefered playstyle.
Quite simply put you aren't taking part in the same content when compared to the type of fight a good raid would aim for. For example I don't expect you to go out and try and solo down AotP but a group could quite legitimately attempt to do this. 60 players all throwing stacking debuffs on you vs what 2-5? 10 if they are terrible and don't cast any skills in the first place when 1vXing around some LoS area in open field.
As other comments have said I'm sure some groups will adapt. It's not the first time groups have been nerfed and I'm sure it won't be the last but every single group nerf has made the game more zergy and less interesting for the majority of players even smallscalers complaining that all they find are zergs. I would have hoped by now that message would have sunk in.
Yes, a tank deals with raid mechanics affecting the group. In contrast the old rapids role abused an overpowered ability, allowing groups to straight up by-pass an intended mechanic. It isn’t dealing with mechanics, it is skipping them entirely. A PvE tank is a far more legitimate role than one who’s entire purpose and existence revolved around a single overtuned ability. That would be my point.
You're mistaken in assuming I am comparing playstyles in this conversation. I am not. But I disagree with your assessments and if you wanna compare by the numbers like that, we can. In this instance I have 13 debuffs on me while fighting 4 people. According to you, in solo/small scale PvP, players don't experience anywhere close to the level of debuffs that raid groups do. By your logic and your numbers, you want me to believe that you guys individually experience any where close to a proportionately scaled (13x15) 195 debuffs on you at a time? Probably not. Also, keep in mind that there is a major/minor debuff system. So how stacked are the debuffs a raid group is facing really? The reality is, solo & small scale deal with similar if not more extreme circumstances. The difference is, the former play style does so without the assistance of dedicated support players spamming heals, purge, and rapids that the latter has the luxury of employing.
I am not comparing play styles as you seem to think I am. I'm stating very simply that root/snare immunity and major expedition was too powerful of a buff. Access to each, individually, requires build concessions and liberal application in combat for the vast majority of players.The ability for one cast of one skill by one player to hand out both of these lucrative buffs to a group was overpowered.
Izanagi.Xiiib16_ESO wrote: »
@CyrusArya
Personally I would rather remove the Murkmire nerf for smallscale and keep the group utility role but I guess some people prefer the *** for tat route.
The point is raids were already going to quite a great level to provide this buff, which, lets not forget, was already being removed every second. It was a completely unique and dedicated role and for me that's a shame that the diversity of that role is now no longer available.
It would be like tanking being removed from PVE because people think raids dps and healers need to handle their own mitigation. Can you imagine the rage should dps players have to buff with their own magicka steal or provide their own orbs for resource management.
There should be advantages of playing as a group imo. Just because people go to solo or 3 man a trial (for the added challenge) don't have those advantages you haven't convinced me that groups also shouldn't have them so far ^^
Clearly they aren’t gonna revert Murkmire, so for sake of balance things had to be evened out. First of all, to equate a rapids spammer to a tank in PvE is a ludicrous comparison and an insult to both PvPers and PvErs. Now to address your points of substance.
Of course there should be advantages to being in a group. Are you suggesting that without a rapids monkey there are none? Groups get copious amounts of cross support, dedicated healers, coordinated ultis from dedicated dps specs, the freedom to utilize sets and builds that those without the safety net of group support cannot viably run, and the advantage of sheer numbers. That’s plenty of advantages. Furthermore I also agree and support the idea of build and role diversity. But even though we agree on these points, you still haven’t convinced me that rapids- an ability that allowed one player spamming one skill to provide both root/snare immunity AND expedition to an entire group- was balanced. Do you realize to what lengths everyone else has to go to get either of these buffs, let alone both? Put simply, rapids gave organized ball groups far too much of an advantage over everyone else.
So sure, groups should have some advantages (which they naturally get as a function of being grouped) and build/role diversity is a good thing. But neither of these concepts are mutually exclusive with the fact that rapids in its former state was overtuned.
I've played stam support in large groups for a while, and frankly your comment is insulting. I play all forms of pvp including small man and solo, as you know; since, I've played against and with you. Stam support, rapids spam as you call it, takes no less skill than solo roaming if both are done at the same level.
Izanagi.Xiiib16_ESO wrote: »
@CyrusArya
Personally I would rather remove the Murkmire nerf for smallscale and keep the group utility role but I guess some people prefer the *** for tat route.
The point is raids were already going to quite a great level to provide this buff, which, lets not forget, was already being removed every second. It was a completely unique and dedicated role and for me that's a shame that the diversity of that role is now no longer available.
It would be like tanking being removed from PVE because people think raids dps and healers need to handle their own mitigation. Can you imagine the rage should dps players have to buff with their own magicka steal or provide their own orbs for resource management.
There should be advantages of playing as a group imo. Just because people go to solo or 3 man a trial (for the added challenge) don't have those advantages you haven't convinced me that groups also shouldn't have them so far ^^
Clearly they aren’t gonna revert Murkmire, so for sake of balance things had to be evened out. First of all, to equate a rapids spammer to a tank in PvE is a ludicrous comparison and an insult to both PvPers and PvErs. Now to address your points of substance.
Of course there should be advantages to being in a group. Are you suggesting that without a rapids monkey there are none? Groups get copious amounts of cross support, dedicated healers, coordinated ultis from dedicated dps specs, the freedom to utilize sets and builds that those without the safety net of group support cannot viably run, and the advantage of sheer numbers. That’s plenty of advantages. Furthermore I also agree and support the idea of build and role diversity. But even though we agree on these points, you still haven’t convinced me that rapids- an ability that allowed one player spamming one skill to provide both root/snare immunity AND expedition to an entire group- was balanced. Do you realize to what lengths everyone else has to go to get either of these buffs, let alone both? Put simply, rapids gave organized ball groups far too much of an advantage over everyone else.
So sure, groups should have some advantages (which they naturally get as a function of being grouped) and build/role diversity is a good thing. But neither of these concepts are mutually exclusive with the fact that rapids in its former state was overtuned.
Izanagi.Xiiib16_ESO wrote: »
Firstly from your first paragraph it's clear you don't have an understanding of the role. A tank deals with raid mechanics affecting the group in the same way a support char in pvp deals with pvp mechanics affecting a group
Secondly there's no reason why you couldn't utilise group sets in a smaller group and even rapids.
The fights you engage in when smallscaling or soloing are not even close to having the same level of debuffs going out just on a pure mechanics level. Which is why you have the luxury of not having needed these roles to enjoy your prefered playstyle.
Quite simply put you aren't taking part in the same content when compared to the type of fight a good raid would aim for. For example I don't expect you to go out and try and solo down AotP but a group could quite legitimately attempt to do this. 60 players all throwing stacking debuffs on you vs what 2-5? 10 if they are terrible and don't cast any skills in the first place when 1vXing around some LoS area in open field.
As other comments have said I'm sure some groups will adapt. It's not the first time groups have been nerfed and I'm sure it won't be the last but every single group nerf has made the game more zergy and less interesting for the majority of players even smallscalers complaining that all they find are zergs. I would have hoped by now that message would have sunk in.
Yes, a tank deals with raid mechanics affecting the group. In contrast the old rapids role abused an overpowered ability, allowing groups to straight up by-pass an intended mechanic. It isn’t dealing with mechanics, it is skipping them entirely. A PvE tank is a far more legitimate role than one who’s entire purpose and existence revolved around a single overtuned ability. That would be my point.
You're mistaken in assuming I am comparing playstyles in this conversation. I am not. But I disagree with your assessments and if you wanna compare by the numbers like that, we can. In this instance I have 13 debuffs on me while fighting 4 people. According to you, in solo/small scale PvP, players don't experience anywhere close to the level of debuffs that raid groups do. By your logic and your numbers, you want me to believe that you guys individually experience any where close to a proportionately scaled (13x15) 195 debuffs on you at a time? Probably not. Also, keep in mind that there is a major/minor debuff system. So how stacked are the debuffs a raid group is facing really? The reality is, solo & small scale deal with similar if not more extreme circumstances. The difference is, the former play style does so without the assistance of dedicated support players spamming heals, purge, and rapids that the latter has the luxury of employing.
I am not comparing play styles as you seem to think I am. I'm stating very simply that root/snare immunity and major expedition was too powerful of a buff. Access to each, individually, requires build concessions and liberal application in combat for the vast majority of players.The ability for one cast of one skill by one player to hand out both of these lucrative buffs to a group was overpowered.
LeifErickson wrote: »Izanagi.Xiiib16_ESO wrote: »
@CyrusArya
Personally I would rather remove the Murkmire nerf for smallscale and keep the group utility role but I guess some people prefer the *** for tat route.
The point is raids were already going to quite a great level to provide this buff, which, lets not forget, was already being removed every second. It was a completely unique and dedicated role and for me that's a shame that the diversity of that role is now no longer available.
It would be like tanking being removed from PVE because people think raids dps and healers need to handle their own mitigation. Can you imagine the rage should dps players have to buff with their own magicka steal or provide their own orbs for resource management.
There should be advantages of playing as a group imo. Just because people go to solo or 3 man a trial (for the added challenge) don't have those advantages you haven't convinced me that groups also shouldn't have them so far ^^
Clearly they aren’t gonna revert Murkmire, so for sake of balance things had to be evened out. First of all, to equate a rapids spammer to a tank in PvE is a ludicrous comparison and an insult to both PvPers and PvErs. Now to address your points of substance.
Of course there should be advantages to being in a group. Are you suggesting that without a rapids monkey there are none? Groups get copious amounts of cross support, dedicated healers, coordinated ultis from dedicated dps specs, the freedom to utilize sets and builds that those without the safety net of group support cannot viably run, and the advantage of sheer numbers. That’s plenty of advantages. Furthermore I also agree and support the idea of build and role diversity. But even though we agree on these points, you still haven’t convinced me that rapids- an ability that allowed one player spamming one skill to provide both root/snare immunity AND expedition to an entire group- was balanced. Do you realize to what lengths everyone else has to go to get either of these buffs, let alone both? Put simply, rapids gave organized ball groups far too much of an advantage over everyone else.
So sure, groups should have some advantages (which they naturally get as a function of being grouped) and build/role diversity is a good thing. But neither of these concepts are mutually exclusive with the fact that rapids in its former state was overtuned.
I've played stam support in large groups for a while, and frankly your comment is insulting. I play all forms of pvp including small man and solo, as you know; since, I've played against and with you. Stam support, rapids spam as you call it, takes no less skill than solo roaming if both are done at the same level.
What do you mean both done at the same level? I'm sorry but I have a hard time believing there is anything other than top tier dueling (and even then I would still put that below solo pvp) more challenging than solo pvp.
LeifErickson wrote: »Izanagi.Xiiib16_ESO wrote: »
@CyrusArya
Personally I would rather remove the Murkmire nerf for smallscale and keep the group utility role but I guess some people prefer the *** for tat route.
The point is raids were already going to quite a great level to provide this buff, which, lets not forget, was already being removed every second. It was a completely unique and dedicated role and for me that's a shame that the diversity of that role is now no longer available.
It would be like tanking being removed from PVE because people think raids dps and healers need to handle their own mitigation. Can you imagine the rage should dps players have to buff with their own magicka steal or provide their own orbs for resource management.
There should be advantages of playing as a group imo. Just because people go to solo or 3 man a trial (for the added challenge) don't have those advantages you haven't convinced me that groups also shouldn't have them so far ^^
Clearly they aren’t gonna revert Murkmire, so for sake of balance things had to be evened out. First of all, to equate a rapids spammer to a tank in PvE is a ludicrous comparison and an insult to both PvPers and PvErs. Now to address your points of substance.
Of course there should be advantages to being in a group. Are you suggesting that without a rapids monkey there are none? Groups get copious amounts of cross support, dedicated healers, coordinated ultis from dedicated dps specs, the freedom to utilize sets and builds that those without the safety net of group support cannot viably run, and the advantage of sheer numbers. That’s plenty of advantages. Furthermore I also agree and support the idea of build and role diversity. But even though we agree on these points, you still haven’t convinced me that rapids- an ability that allowed one player spamming one skill to provide both root/snare immunity AND expedition to an entire group- was balanced. Do you realize to what lengths everyone else has to go to get either of these buffs, let alone both? Put simply, rapids gave organized ball groups far too much of an advantage over everyone else.
So sure, groups should have some advantages (which they naturally get as a function of being grouped) and build/role diversity is a good thing. But neither of these concepts are mutually exclusive with the fact that rapids in its former state was overtuned.
I've played stam support in large groups for a while, and frankly your comment is insulting. I play all forms of pvp including small man and solo, as you know; since, I've played against and with you. Stam support, rapids spam as you call it, takes no less skill than solo roaming if both are done at the same level.
What do you mean both done at the same level? I'm sorry but I have a hard time believing there is anything other than top tier dueling (and even then I would still put that below solo pvp) more challenging than solo pvp.
I mean what I said. I see you don't agree, but do you really not understand what I said?
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc.
LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
Sandman929 wrote: »LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
Got carried one night and became an authority.
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc.
@TBois abort abort lol
Btw I once 1v10'd some random players on NA at 350 cp. 1vX is easy confirmed.
LeifErickson wrote: »Sandman929 wrote: »LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
Got carried one night and became an authority.
But see that's exactly the thing. Being in a big group like that allows people to get carried.
LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
LeifErickson wrote: »
I like how everyone who is saying this is so shocking has no experience doing both roles. I play both solo and in full raids. If I'm playing stam support on my sorc for a group. I am using buffs to protect myself and my group so that we can face overwhelming odds. This is the same end goal as playing solo, facing overwhelming odds.
The kit you build for both is quite different, but you have similar tactics, movement, buffs, debuffs, ultimate use, timing, los. Those who believe it's just spamming rapids sounds like the inexperienced people who come and complain about 1vX'ers spamming steel tornado. I may be relying on my group members for heals and damage, but that is similar to stacking vigors when you go from solo to small man. You add a person, you try and take on more numbers because your group has the heals and damage for it. On an individual basis you have the same number of skills available to use in both instances. Your job is to make sure you are making good use of them all to maximize your effectiveness in both instances. I put an equal amount of effort in both cases. If I make a mistake in both case I can be punished. If I'm not being punished when I make a mistake I'm not actively working towards my goal because I'm obviously not fighting overwhelming odds then. The same can be said about playing solo. If I get cc'ed solo and the opposing enemy or enemies dont kill me, I'm not actively working toward my goal of facing overwhelming odds, and I'm just farming inexperienced and low level players.
Personally I enjoy soloing and bgs more than playing in a group because of impact. When I'm in a larger group I feel my impact is less. When solo it is all about me.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I do have experience. One night I joined a VE raid just because as a mag sorc. Never in my whole time playing this game have I gotten so many kills and won every fight thrown at us and gotten so much ap without ever dying. By the end of the night I was considering changing my name to Second Negate because that's all I really was. It was easy. I didn't even have a group build or really any good experience beforehand yet was instantly successful. I'm sorry but if you really think being a rapids spammer takes the same amount of skill as soloing then you must not be fighting that outnumbered solo.
I have no experience raiding with VE, but I did raid at that time with Decibel who fought against VE. You would have been a great liability for VE if you fought against Decibel while you were in that group. I can also say neither VE nor Decibel won every engagement against each other. I will say nothing about how out numbered I fight, as I dont feel like I need to prove anything to you. I have a large amount of experience in both arenas unlike you who has dipped his toe in and made large generalizations.
Good groups stay strong, even with this nerf.
But bad ones are getting... Destroyed. Totally. It was about time. It's so insane on Vivec PC EU.
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
montiferus wrote: »
It's great that yall have such strong opinions and passion about this game, but dont forget that the best educator is experience. So maybe give it a try before you bash it.
I've tried both. Playing in larger groups is easier...like a lot easier. Playing effectively in small groups without support roles is much harder.
Izanagi.Xiiib16_ESO wrote: »1v3
In the first second of combat each player can cast 1 ability on you. Let's say miraculously that they all cast different abilities and they all gave 3 debuffs (being generous) that's 9 debuffs.
20v60
Now consider the raid. I won't say that all 60 are casting something. Because it's an unlikely situation but even if only 20 cast something. And that happens to be an aoe debuff that's 20x3x10 (ive halved the raid because its unlikely all debuffs get applied to everyone).
ShadowProc wrote: »
Comparing play styles is completely relevant. Quite simply the more people in your group the more dedicated utility roles there are.
Which means the more room for mistakes. If you are 20 versus 60 and make one skill mistake you will not wipe. If you are 3 versus 1 and make a mistake you might.
And lets be real. Drac may seek out outnumbered fights but Most raids I saw when after easy targets to farm.