While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
True but as they have made changes that really advantage grps even more while taking away from non grouped players people who like for instance want to play support roles , then I think there should be some balance added for those players . At the moment it seems to be going to much one way .
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
True but as they have made changes that really advantage grps even more while taking away from non grouped players people who like for instance want to play support roles , then I think there should be some balance added for those players . At the moment it seems to be going to much one way .
The change favors groups as much as it disfavors groups. They are not getting the outside heals either and are not always together. That brings up the point I already made. The group member who died and is riding solo to catch back up with their group. The idea suggested specifies they are to be at a disadvantage during that ride back if they happen to get attacked by a player not grouped.
In other words, the suggestion would create a ganker's paradise. That does not sound like a great idea.
Besides, a solo player needs to be able to take care of themselves. When I am solo I am rarely in range of a random healer. I am solo.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
True but as they have made changes that really advantage grps even more while taking away from non grouped players people who like for instance want to play support roles , then I think there should be some balance added for those players . At the moment it seems to be going to much one way .
The change favors groups as much as it disfavors groups. They are not getting the outside heals either and are not always together. That brings up the point I already made. The group member who died and is riding solo to catch back up with their group. The idea suggested specifies they are to be at a disadvantage during that ride back if they happen to get attacked by a player not grouped.
In other words, the suggestion would create a ganker's paradise. That does not sound like a great idea.
Besides, a solo player needs to be able to take care of themselves. When I am solo I am rarely in range of a random healer. I am solo.
. Why shouldn't solo players have some benefit to doing what they want instead of it always favouring groups.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
True but as they have made changes that really advantage grps even more while taking away from non grouped players people who like for instance want to play support roles , then I think there should be some balance added for those players . At the moment it seems to be going to much one way .
The change favors groups as much as it disfavors groups. They are not getting the outside heals either and are not always together. That brings up the point I already made. The group member who died and is riding solo to catch back up with their group. The idea suggested specifies they are to be at a disadvantage during that ride back if they happen to get attacked by a player not grouped.
In other words, the suggestion would create a ganker's paradise. That does not sound like a great idea.
Besides, a solo player needs to be able to take care of themselves. When I am solo I am rarely in range of a random healer. I am solo.
. Why shouldn't solo players have some benefit to doing what they want instead of it always favouring groups.
I already answered this question. Cyrodiil was designed around group PvP, not solo.
Again, I play solo and small-group. I rarely get heals from other players. I can only see this change harming solo players that fight around groups. That is not really solo play as they are benefiting from the strength of the groups. Those players should consider joining one of those groups.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
True but as they have made changes that really advantage grps even more while taking away from non grouped players people who like for instance want to play support roles , then I think there should be some balance added for those players . At the moment it seems to be going to much one way .
The change favors groups as much as it disfavors groups. They are not getting the outside heals either and are not always together. That brings up the point I already made. The group member who died and is riding solo to catch back up with their group. The idea suggested specifies they are to be at a disadvantage during that ride back if they happen to get attacked by a player not grouped.
In other words, the suggestion would create a ganker's paradise. That does not sound like a great idea.
Besides, a solo player needs to be able to take care of themselves. When I am solo I am rarely in range of a random healer. I am solo.
. Why shouldn't solo players have some benefit to doing what they want instead of it always favouring groups.
I already answered this question. Cyrodiil was designed around group PvP, not solo.
Again, I play solo and small-group. I rarely get heals from other players. I can only see this change harming solo players that fight around groups. That is not really solo play as they are benefiting from the strength of the groups. Those players should consider joining one of those groups.
If it was design around group pvp then where is the grouping help ? thats what BG are for . Its open world should be able to play how ever you like . I am just saying these changes were to reduce lag but also to the detriment of non grouped players and giving something back would be a good idea.
Taleof2Cities wrote: »While I am not a fan of the healing change Zos is bringing our way I think it is a bad idea to gimp players just because they are grouped in a PvP world that was designed for groups.
Totally agree, @idk.
I'm not a fan of the healing change either.
But the game shouldn't add positive incentives for players that are choosing not to group up.
SgtNuttzmeg wrote: »What do you guys think of this idea: making it so in order to siege a keep your faction needs to control one of the surrounding resources? Meaning siege won't do damage to walls or doors unless said resource is under their control.
What this will do is give alliances a heads up when a group is about to pvdoor a back keep, it will spread people out when fighting keeps as people need to maintain ownership of a resource to attack and it gives out number defenders the opportunity to divide the attackers and to potentially drive them off the keep.
Dame_Scorpio wrote: »SgtNuttzmeg wrote: »What do you guys think of this idea: making it so in order to siege a keep your faction needs to control one of the surrounding resources? Meaning siege won't do damage to walls or doors unless said resource is under their control.
What this will do is give alliances a heads up when a group is about to pvdoor a back keep, it will spread people out when fighting keeps as people need to maintain ownership of a resource to attack and it gives out number defenders the opportunity to divide the attackers and to potentially drive them off the keep.
The problem is that this would make raids too predictable, and ruin part of the fun of never knowing where the enemy will strike. Not taking resources can be a good strategy, and taking that away would make Cyrodiil boring IMO.
SgtNuttzmeg wrote: »If you move fast enough that wouldn't be a problem. It isn't hard bringing a door to 50%. Get your group to divide into two groups. One takes a resource, the other waits near front door in stealth. The moment the resource flips, start throwing down siege.
It also gives more power to small groups as you could run off to another keep and create a false flag operation. Where you either fake take over a resource or just take over ones at keeps that you have no intention of securing. The point is to create a dynamic that encourages people to spread out.
Here's an idea, give AP ticks to players who die defending a keep or outpost that is lost, the more outnumbered you are the bigger the tick. It would encourage people to defend the far away keeps and outposts, and it would encourage them to defend even if the odds are against them.
Also, maybe lengthen the process of taking a keep. Disable spawns sooner(85%), but make it last longer overall. It's great calling out action in zone chat, but it does encourage faction stacking when every defender can just port in for quite a while after the first siege is fired and somebody reports it.
Here's an idea, give AP ticks to players who die defending a keep or outpost that is lost, the more outnumbered you are the bigger the tick. It would encourage people to defend the far away keeps and outposts, and it would encourage them to defend even if the odds are against them.