Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
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Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
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[Quoted post was removed]
The next time you see a ball group, try tab targeting a few of them. They will be highlighted and you can easily see them raise the staff above their head spamming regen. A lot of people think they are targeting the healer, when in fact over half of them are spamming regen filling up their ult and the true healers are safe.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
[Quoted post was removed]
[Quoted post was removed]
[Quoted post was removed]
The next time you see a ball group, try tab targeting a few of them. They will be highlighted and you can easily see them raise the staff above their head spamming regen. A lot of people think they are targeting the healer, when in fact over half of them are spamming regen filling up their ult and the true healers are safe.
Yes they all spam regen, but they still have dedicated healers that are usually in the back of the group. I don’t need to highlight them because I’ve been playing against them long enough to know them by name.
You asked me about a counter and I went into detail of a strategy that has worked for years. Since you don’t want to use the available counters then what do you propose as a solution?
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
[Quoted post was removed]
[Quoted post was removed]
[Quoted post was removed]
The next time you see a ball group, try tab targeting a few of them. They will be highlighted and you can easily see them raise the staff above their head spamming regen. A lot of people think they are targeting the healer, when in fact over half of them are spamming regen filling up their ult and the true healers are safe.
Yes they all spam regen, but they still have dedicated healers that are usually in the back of the group. I don’t need to highlight them because I’ve been playing against them long enough to know them by name.
You asked me about a counter and I went into detail of a strategy that has worked for years. Since you don’t want to use the available counters then what do you propose as a solution?
The counter you mentioned are terrible. The healers don't stay in the back of a ball group, since a ball group is always moving and changing directions, there is no "back". Your strategy sound like a zone general yelling what other people should do, yet never do themselves.
Joy_Division wrote: »At what point does running around the 3rd floor of a Keep go from just clowning around to griefing?
It is a 100% legitimate tactic to make the decision to abandon trying to capture a keep because of overwhelming opposition and adopt a mostly defensive posture that involves mobility and LOS, and there is no better place to do this in a keep than the 3rd floor. It is the same reason why outnumbered players run around towers. The same reason why a single player will run around a rock. It's not written in the terms of service that once engaged in such overwhelming odds that defeat and death is all but assured, the player must stand still, go AFK, and make that victory or kill as convenient and easy for the mob of attackers.
This doesn't mean people don't intentionally clown around on third floors, resource towers, or rocks. But asking ZOS to adjudicate the difference or make a judgement call (laughable when they have no full time PvP developer or when no game-master has set foot in Cyrodiil since 2014) is going to create twice as many problems as it will supposedly solve. If I got a group of 12 trying to capture a keep and all of a sudden 30 bad guys come into the keep, I'm going up to the third floor to take advantage of chokepoints and LOS. It's on the 30 to get good and kill us. The 30 don;t need any assistance from the rules or ZOS.
Joy_Division wrote: »At what point does running around the 3rd floor of a Keep go from just clowning around to griefing?
It is a 100% legitimate tactic to make the decision to abandon trying to capture a keep because of overwhelming opposition and adopt a mostly defensive posture that involves mobility and LOS, and there is no better place to do this in a keep than the 3rd floor. It is the same reason why outnumbered players run around towers. The same reason why a single player will run around a rock. It's not written in the terms of service that once engaged in such overwhelming odds that defeat and death is all but assured, the player must stand still, go AFK, and make that victory or kill as convenient and easy for the mob of attackers.
This doesn't mean people don't intentionally clown around on third floors, resource towers, or rocks. But asking ZOS to adjudicate the difference or make a judgement call (laughable when they have no full time PvP developer or when no game-master has set foot in Cyrodiil since 2014) is going to create twice as many problems as it will supposedly solve. If I got a group of 12 trying to capture a keep and all of a sudden 30 bad guys come into the keep, I'm going up to the third floor to take advantage of chokepoints and LOS. It's on the 30 to get good and kill us. The 30 don;t need any assistance from the rules or ZOS.
This is such an insightful post. Players should make PvP fights challenging through their actions. Using the terain and structures to become harder to target is a legitimate tactic in pretty much any MMORPG I have played.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
[Quoted post was removed]
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[Quoted post was removed]
The next time you see a ball group, try tab targeting a few of them. They will be highlighted and you can easily see them raise the staff above their head spamming regen. A lot of people think they are targeting the healer, when in fact over half of them are spamming regen filling up their ult and the true healers are safe.
Yes they all spam regen, but they still have dedicated healers that are usually in the back of the group. I don’t need to highlight them because I’ve been playing against them long enough to know them by name.
You asked me about a counter and I went into detail of a strategy that has worked for years. Since you don’t want to use the available counters then what do you propose as a solution?
The counter you mentioned are terrible. The healers don't stay in the back of a ball group, since a ball group is always moving and changing directions, there is no "back". Your strategy sound like a zone general yelling what other people should do, yet never do themselves.
It’s worked hundreds of times in 7 years so again what are the changes you want to see? I’d love to see a change to heal stacking and a purge cool down, but if you’re just looking for a 1 button easy seige mode then I don’t think that’s healthy for the game.
Izanagi.Xiiib16_ESO wrote: »it feels like we play completely different games when looking at the suggestions here.
A debuff to defenders is such a bad idea. Players are already encouraged to zerg down keeps and be on the offensive constantly. Ignoring defending due to the tick system. Outnumbered factions already have a very hard time actually defending their keeps and now players want further buffs to the faction stacks attacking vs them.
As is a debuff to already outnumbered (generally) attackers who are inside a keep after it has flipped and are trying to fight back.
If you don't like groups fighting inside keeps all it takes is a bit of coordination to kill them and move on. The problem is that players don't want to put this effort in and instead just want free ways of killing enemies they can't simply zerg mindlessly. This is part of the problem that has got ESO's PVP into this state.
I honestly don't understand what the end goal is from some players suggesting such types of systems. Like - what do you want Cyrodiil to be? For me it seems like some players here just want a Sieging simulator where there is very little NPC defence (just enough to make it not just a walk over but nothing too challenging) and that's it. Just gate and cap scrolls and be happy.
Enemies and challenges are a part of PVP to me. You aren't always going to win a fight and when you don't you should go away and change up your skills / gameplay / gearing / tactics to improve and do better the next time. It shouldn't just be that the answer to all problems is 'Nerf other players'.
Sandman929 wrote: »An enemy debuff within an unflagged keep is interesting to me, but not for the purposes of spoiling ball groups. I think it's an interesting idea to tie such a debuff to resource ownership for the purposes of spreading out fights on the map. Flagged or unflagged, some level of healing debuff on enemies within a keep that is tied to resource ownership would put more importance on resource control for both attackers and defenders.
Probably a separate discussion in this context, but rather than see this as a buff to defenders, I would suggest that any debuff is reversed and impacts the defenders if they lose resource control. This might help with another issue, faction stack defending a last keep. Being able to debuff those turtling a keep would be a nice way to weaken the defense.
Soul_Demon wrote: »Sandman929 wrote: »An enemy debuff within an unflagged keep is interesting to me, but not for the purposes of spoiling ball groups. I think it's an interesting idea to tie such a debuff to resource ownership for the purposes of spreading out fights on the map. Flagged or unflagged, some level of healing debuff on enemies within a keep that is tied to resource ownership would put more importance on resource control for both attackers and defenders.
Probably a separate discussion in this context, but rather than see this as a buff to defenders, I would suggest that any debuff is reversed and impacts the defenders if they lose resource control. This might help with another issue, faction stack defending a last keep. Being able to debuff those turtling a keep would be a nice way to weaken the defense.
I like the concept here, but was trying to think of what might be something ZOS could easily work out---the idea of resource control tied to it seems pretty nice for spreading out players, likely helping with the lag I would think. Definitely dont want ball groups to be over penalized for doing what they do, but it seems there should be a bigger cost associated with not bothering to take keeps as you turtle up top on the narrow walkways where there is such a restriction to dealing effectively with them. If keep is unflagged for 5 min I think its safe to say you are not really interested in taking it, but farming in it....a 30% reduction to heals inside unflagged keep for enemies doesn't seem like it would be too much to me....if it goes on to 10 min I think maybe a 50% would be acceptable. I really cant think of any siege where the attackers would go that long and be unfairly penalized by this for a legitimate siege, its seems as though that would only really impact those looking to farm players....
Have some idea of how that might work for resources being tied? Or more of a current idea you are kicking around at present?
Sandman929 wrote: »Soul_Demon wrote: »Sandman929 wrote: »An enemy debuff within an unflagged keep is interesting to me, but not for the purposes of spoiling ball groups. I think it's an interesting idea to tie such a debuff to resource ownership for the purposes of spreading out fights on the map. Flagged or unflagged, some level of healing debuff on enemies within a keep that is tied to resource ownership would put more importance on resource control for both attackers and defenders.
Probably a separate discussion in this context, but rather than see this as a buff to defenders, I would suggest that any debuff is reversed and impacts the defenders if they lose resource control. This might help with another issue, faction stack defending a last keep. Being able to debuff those turtling a keep would be a nice way to weaken the defense.
I like the concept here, but was trying to think of what might be something ZOS could easily work out---the idea of resource control tied to it seems pretty nice for spreading out players, likely helping with the lag I would think. Definitely dont want ball groups to be over penalized for doing what they do, but it seems there should be a bigger cost associated with not bothering to take keeps as you turtle up top on the narrow walkways where there is such a restriction to dealing effectively with them. If keep is unflagged for 5 min I think its safe to say you are not really interested in taking it, but farming in it....a 30% reduction to heals inside unflagged keep for enemies doesn't seem like it would be too much to me....if it goes on to 10 min I think maybe a 50% would be acceptable. I really cant think of any siege where the attackers would go that long and be unfairly penalized by this for a legitimate siege, its seems as though that would only really impact those looking to farm players....
Have some idea of how that might work for resources being tied? Or more of a current idea you are kicking around at present?
I would think some sort of timer would work for making resources relevant to the the outcome of the siege (defenders are weakened without them, attackers are weakened without them), and to me that make sense in the context of a real siege. Both defenders and attackers need resources for a good outcome. Since it's a game, and there is no option to starve out an entrenched defense, taking resources can simulate that disadvantage of a keep under siege.
Likewise, if a siege is weak (resources aren't under enemy control), the defenders are in an even stronger position.
Like it or not, Cyrodiil is built around being a "siege simulator".
Drifting way off topic at this point, but I think it's an interesting thought. For map strategy, and possibly for spreading out fights, having a way to weaken entrenched numbers and a way to weaken attackers through resource control. Cyrodiil has scoring tied to land, it's more of a land game, scoring wise, than a PvP game, and I wouldn't mind seeing a little depth there.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.
Nope I play solo and enjoy the challenge of fighting a ball group and instead of asking for nerfs or buffs I use the many counters that are already available to me.
Name one counter that can get past a ball group spamming heal stacks and purge. Especially a counter that a solo player can use.
First off I don't siege, siege only applies pressure and you need boots on the ground to secure kills.
Secondly I don’t run away from them in the pre determined path they want me to. I run through them or roll dodge to the side.
Third once they keep running after the other players thats when you pick off the healers and purge spammers in the back. Once they are dead the dps dies much easier.
Does it work all the time? No, but that’s ok I enjoy the challenge of fighting all different types of players and groups and is what makes cyrodill so great.
You won't do enough damage to pick off their healers, they have to many people that backbar a restro staff stacking regen. Not to mention the necro's in group will instantly group rez anyone. [snip]
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[Quoted post was removed]
The next time you see a ball group, try tab targeting a few of them. They will be highlighted and you can easily see them raise the staff above their head spamming regen. A lot of people think they are targeting the healer, when in fact over half of them are spamming regen filling up their ult and the true healers are safe.
Yes they all spam regen, but they still have dedicated healers that are usually in the back of the group. I don’t need to highlight them because I’ve been playing against them long enough to know them by name.
You asked me about a counter and I went into detail of a strategy that has worked for years. Since you don’t want to use the available counters then what do you propose as a solution?
The counter you mentioned are terrible. The healers don't stay in the back of a ball group, since a ball group is always moving and changing directions, there is no "back". Your strategy sound like a zone general yelling what other people should do, yet never do themselves.
It’s worked hundreds of times in 7 years so again what are the changes you want to see? I’d love to see a change to heal stacking and a purge cool down, but if you’re just looking for a 1 button easy seige mode then I don’t think that’s healthy for the game.
I've already said, heal stacking needs to change. Never said I was looking for a 1 button solution.
As for taking out ball groups, you won't take them out by focusing 1 or 2 of them then wiping them. They have to many heals/purge/cleanse that overlap. You have to use brute force and CC/stun at least half of them at once then swamp them.
Izanagi.Xiiib16_ESO wrote: »it feels like we play completely different games when looking at the suggestions here.
A debuff to defenders is such a bad idea. Players are already encouraged to zerg down keeps and be on the offensive constantly. Ignoring defending due to the tick system. Outnumbered factions already have a very hard time actually defending their keeps and now players want further buffs to the faction stacks attacking vs them.
As is a debuff to already outnumbered (generally) attackers who are inside a keep after it has flipped and are trying to fight back.
If you don't like groups fighting inside keeps all it takes is a bit of coordination to kill them and move on. The problem is that players don't want to put this effort in and instead just want free ways of killing enemies they can't simply zerg mindlessly. This is part of the problem that has got ESO's PVP into this state.
I honestly don't understand what the end goal is from some players suggesting such types of systems. Like - what do you want Cyrodiil to be? For me it seems like some players here just want a Sieging simulator where there is very little NPC defence (just enough to make it not just a walk over but nothing too challenging) and that's it. Just gate and cap scrolls and be happy.
Enemies and challenges are a part of PVP to me. You aren't always going to win a fight and when you don't you should go away and change up your skills / gameplay / gearing / tactics to improve and do better the next time. It shouldn't just be that the answer to all problems is 'Nerf other players'.
Ballgroups are like running into quicksand. Once inside, everything is trapped. Then people say just leave it, ok, and than it is coming to you, and then? I call it a waste and destruction of a nice game.
I think developers should prevent the game to derail, and there should not be possibilities for players to do it.
But I also believe that players are coming online in the hope to let go of daily worries, and not create new onces.
The current state is vicious circle, and maybe there lays the answer.
TequilaFire wrote: »Ballgroups are like running into quicksand. Once inside, everything is trapped. Then people say just leave it, ok, and than it is coming to you, and then? I call it a waste and destruction of a nice game.
I think developers should prevent the game to derail, and there should not be possibilities for players to do it.
But I also believe that players are coming online in the hope to let go of daily worries, and not create new onces.
The current state is vicious circle, and maybe there lays the answer.
I come online to play with my friends in a organized group, which is intended by the devs.
And you want to take that away.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »it feels like we play completely different games when looking at the suggestions here.
A debuff to defenders is such a bad idea. Players are already encouraged to zerg down keeps and be on the offensive constantly. Ignoring defending due to the tick system. Outnumbered factions already have a very hard time actually defending their keeps and now players want further buffs to the faction stacks attacking vs them.
As is a debuff to already outnumbered (generally) attackers who are inside a keep after it has flipped and are trying to fight back.
If you don't like groups fighting inside keeps all it takes is a bit of coordination to kill them and move on. The problem is that players don't want to put this effort in and instead just want free ways of killing enemies they can't simply zerg mindlessly. This is part of the problem that has got ESO's PVP into this state.
I honestly don't understand what the end goal is from some players suggesting such types of systems. Like - what do you want Cyrodiil to be? For me it seems like some players here just want a Sieging simulator where there is very little NPC defence (just enough to make it not just a walk over but nothing too challenging) and that's it. Just gate and cap scrolls and be happy.
Enemies and challenges are a part of PVP to me. You aren't always going to win a fight and when you don't you should go away and change up your skills / gameplay / gearing / tactics to improve and do better the next time. It shouldn't just be that the answer to all problems is 'Nerf other players'.
Pretty much everything in this post is spot on.
Regen is strong but for the longest time my ball group refused to use it and healed just fine. Nerfing any form of healing is going to hurt solo players more because we have healers to spare while they don't.
I'm still struggling to understand this mentality that solo players should be able to take on a ball group in a disorganized manner and have a good chance of winning. If you take on a coordinated army by yourself, you lose. Same thing here. We have more of everything, heals, damage, buffs, etc. Not because we're better players but due to the fact that we have more players that work together in a coordinated manner. As this last patch has shown, it's not just the sets either, because we haven't had those. The simple truth is the only counter to an organized group is an organized opposition You can nerf whatever you want, but unless you have overwhelming numbers, you'll lose against a coordinated group.
I realize that's not a very fun answer and getting smacked every night by an organized group isn't fun but it's a large scale pvp mode, and organized groups come with that.
I suppose ZOS could help the situation by making more things for small scale players to do. Make resources more valuable, etc. Which I honestly would like to see.
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TequilaFire wrote: »[Quoted post has been removed.]
Please provide proof to the statement "and those players are a majority".
And of course your opinion is valid, but so are the opinions of players who want to play in organized groups.