Izanagi.Xiiib16_ESO wrote: »
Lets say that we see Aleswell is UA by the entirety of the EP faction (there's no fight anywhere between AD and EP) We might choose to hit Chal or Arrius to draw EP faction players away from that battle to lessen the lag on the server.
Izanagi.Xiiib16_ESO wrote: »your second point regardingSandman929 wrote: »You say all players have to deal with lag, and that's true, but you say it as though all players are experiencing lag at the same time in the same way, which is disingenuous to me. As I've said, I've had fights that I thought were very good fights with low lag and successful kills against greater numbers, but when I see those fights from the POV of solo players or small groups within the zerg I see a completely different experience as they get killed by the lag that I didn't experience during the fight.
You can go back to my post history where I've explained why players not in groups generally experience more lag than those in groups.. player loading and skill animations.. (i'm fairly sure its been on posts we have both commented on). I'm not denying this. I also don't think that's a problem that should be blamed on the groups involved as the only fix to it is to disband.
Sandman929 wrote: »Having been on both sides of the equation, I just wish others were more willing to take ownership of what they're really doing without just claiming their greatness is the reason they're doing well.
Sandman929 wrote: »Having been on both sides of the equation, I just wish others were more willing to take ownership of what they're really doing without just claiming their greatness is the reason they're doing well.
Do you want to imply that the lag helps ball groups?
While someone might feel like they are dieing to lag and an unperformant game when fighting a ballgroup, in reality the lag is the only reason why he didn't die earlier.
Sandman929 wrote: »Sandman929 wrote: »Having been on both sides of the equation, I just wish others were more willing to take ownership of what they're really doing without just claiming their greatness is the reason they're doing well.
Do you want to imply that the lag helps ball groups?
While someone might feel like they are dieing to lag and an unperformant game when fighting a ballgroup, in reality the lag is the only reason why he didn't die earlier.
I'm not implying it, I'm stating it as a fact. Lag helps and hurts both zerg and ball groups. I've been on the outside edge of an ulti drop to know that CC break didn't work, or I've been stunned through CC immunity. When you're on the edge, you don't always die, but you get to experience the lag created during an offensive push. Ego might tell you otherwise, but many people die because a lag spike was created and prevented them from acting, not because of all the amazing skill of the group.
This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Soul_Demon wrote: »Sandman929 wrote: »Sandman929 wrote: »Having been on both sides of the equation, I just wish others were more willing to take ownership of what they're really doing without just claiming their greatness is the reason they're doing well.
Do you want to imply that the lag helps ball groups?
While someone might feel like they are dieing to lag and an unperformant game when fighting a ballgroup, in reality the lag is the only reason why he didn't die earlier.
I'm not implying it, I'm stating it as a fact. Lag helps and hurts both zerg and ball groups. I've been on the outside edge of an ulti drop to know that CC break didn't work, or I've been stunned through CC immunity. When you're on the edge, you don't always die, but you get to experience the lag created during an offensive push. Ego might tell you otherwise, but many people die because a lag spike was created and prevented them from acting, not because of all the amazing skill of the group.
Seems to me the logic here is that if ball groups AND players say they are experiencing lag (some say more for ball groups) then why consistently push back against a suggestion that maybe, just maybe .....fixing the global immunity could improve game-play when the game is lagging its worst......its not like most posters have already stated they are well aware they are not functioning properly and to keep pushing to look elsewhere for ways to improve playability seems a distraction, and a self serving one at that.
This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
For me this didn't answer the question I posed. Perhaps you can rephrase it if you intended to answer it by this response.
Also I mention desired measures to lessen the effectiveness of ballgroups directly because of this comment from your above posts:Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
You do realize the one of the main reason siege has close to zero effect on ball groups is that we are very good at constantly moving and not just sitting still while we get hit by cold fire on repeat. Complaining about groups being able to purge is one of the oldest complaint I have heard in eso. If you don't want groups to use purge then there needs to be a major rework of how debuffs and dots work.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
For me this didn't answer the question I posed. Perhaps you can rephrase it if you intended to answer it by this response.
Also I mention desired measures to lessen the effectiveness of ballgroups directly because of this comment from your above posts:Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
I don't know if changing HoT stacking or group purging will positively or negatively effect lag. I thought group only healing was going to do it, but was wrong on that one. Reducing lag isn't the point of asking for those mechanics to be addressed.
As for "general Cyrodiil gameplay"...I don't really know what that means, but I think general Cyrodiil gameplay will always eventually be a faction stack at a keep. If I had to describe Cyrodiil gameplay, at primetime especially, I would describe a faction stack at a keep.
I don't think ball groups make that general experience better or worse, and from the perspective of solo player a ballgroup is the same as a zerg, and they experience the same performance in the presence of either because to be in the presence of one usually means the other is around too.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
For me this didn't answer the question I posed. Perhaps you can rephrase it if you intended to answer it by this response.
Also I mention desired measures to lessen the effectiveness of ballgroups directly because of this comment from your above posts:Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
I don't know if changing HoT stacking or group purging will positively or negatively effect lag. I thought group only healing was going to do it, but was wrong on that one. Reducing lag isn't the point of asking for those mechanics to be addressed.
As for "general Cyrodiil gameplay"...I don't really know what that means, but I think general Cyrodiil gameplay will always eventually be a faction stack at a keep. If I had to describe Cyrodiil gameplay, at primetime especially, I would describe a faction stack at a keep.
I don't think ball groups make that general experience better or worse, and from the perspective of solo player a ballgroup is the same as a zerg, and they experience the same performance in the presence of either because to be in the presence of one usually means the other is around too.
The discussion on the last 2 or 3 pages has been how ball groups supposedly intentionally make use of skills to cause worse performance, but now you are stating that groups don't cause this problem. So I assume your viewpoint has changed now?
I would also make the argument that at least when its a ball group at a back keep I disconnect less trying to get there as a solo player than I do going to a frontline faction stack fight.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
For me this didn't answer the question I posed. Perhaps you can rephrase it if you intended to answer it by this response.
Also I mention desired measures to lessen the effectiveness of ballgroups directly because of this comment from your above posts:Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
I don't know if changing HoT stacking or group purging will positively or negatively effect lag. I thought group only healing was going to do it, but was wrong on that one. Reducing lag isn't the point of asking for those mechanics to be addressed.
As for "general Cyrodiil gameplay"...I don't really know what that means, but I think general Cyrodiil gameplay will always eventually be a faction stack at a keep. If I had to describe Cyrodiil gameplay, at primetime especially, I would describe a faction stack at a keep.
I don't think ball groups make that general experience better or worse, and from the perspective of solo player a ballgroup is the same as a zerg, and they experience the same performance in the presence of either because to be in the presence of one usually means the other is around too.
The discussion on the last 2 or 3 pages has been how ball groups supposedly intentionally make use of skills to cause worse performance, but now you are stating that groups don't cause this problem. So I assume your viewpoint has changed now?
I would also make the argument that at least when its a ball group at a back keep I disconnect less trying to get there as a solo player than I do going to a frontline faction stack fight.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »This has been a good read this morning. Has provided lots of laughs reading this circle conversation that is going on for the 10000000000000 time regarding ball groups " using lag" to kill people. Everyone wants to complain about ball groups after they die to them over and over. But then turn around and also complain when we take steps to stay away from the front line fights to avoid and the lag and help spread out the population.
Sadly, asking for ball group nerfs is as old as the game itself.
@Sandman929 Lets say ZOS implements all your desired measures to lessen the effectiveness of ball groups. Based on this assumption, and that players would stay and instead of making a ball group just make a zerg group and frontline stack instead. Do you think the lag, CC responsiveness due to bugs and general cyrodiil gameplay would be better or worse than it is currently?
Here's the thing, I'm not directly asking for ball group nerfs. I'm saying that stacking HoTs and group purging is defensively imbalanced and effectively reduces the effectiveness of siege to zero (which I don't think is ZOS's vision), and enables groups who use these mechanics well to be defensively too strong against far greater numbers (which I also think isn't something ZOS would want).
As with any other imbalance, whether it's a class skill or a set, if the only good counter is do use the imbalance yourself or pray for rain (lucky lag), then it's not an imbalance that should continue. Indirectly, this is a group meta nerf, but that's because the meta is obviously to take advantage of these mechanics.
Nothing seems to make Cyrodiil lag better, and often "worse" is a matter that varies from night to night.
For me this didn't answer the question I posed. Perhaps you can rephrase it if you intended to answer it by this response.
Also I mention desired measures to lessen the effectiveness of ballgroups directly because of this comment from your above posts:Sandman929 wrote: »I think it starts with bringing organized groups down several notches, defensively via HoT stacking and group purging.
I don't know if changing HoT stacking or group purging will positively or negatively effect lag.
You were rather optimistic.I thought group only healing was going to do it, but was wrong on that one.
Maybe for you. A lot of people specifically cite this as a big point. Unless they are not being honest and disingenuously citing lag so as to make their argument more palatable.Reducing lag isn't the point of asking for those mechanics to be addressed.
As for "general Cyrodiil gameplay"...I don't really know what that means, but I think general Cyrodiil gameplay will always eventually be a faction stack at a keep.
I don't think ball groups make that general experience better or worse, and from the perspective of solo player a ballgroup is the same as a zerg, and they experience the same performance in the presence of either because to be in the presence of one usually means the other is around too.
Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
I prefer 12 or less too, but that doesn't make a 48 man attack wrong. I just like the gameplay better between smaller groups.
But it would be nice if aoe was more effective against groups but not against single target. The defensive edge og being abte to use choke points better would be great.
I heard that zos are dropping the megaserver tech, but what that means I do not know. If it's good for performamce, then it's awesome, because sometimes a huge siege can look awesome. From a gameplay perspective however it's not so great, because (if we disregard the lag) it's over too quick. Havibg better defence through aoe doing more damage the more people it hits at once would be great. 10 minutes is just a bit short for a siege and it can be over faster than that.
CrustyCroco wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
I prefer 12 or less too, but that doesn't make a 48 man attack wrong. I just like the gameplay better between smaller groups.
But it would be nice if aoe was more effective against groups but not against single target. The defensive edge og being abte to use choke points better would be great.
I heard that zos are dropping the megaserver tech, but what that means I do not know. If it's good for performamce, then it's awesome, because sometimes a huge siege can look awesome. From a gameplay perspective however it's not so great, because (if we disregard the lag) it's over too quick. Havibg better defence through aoe doing more damage the more people it hits at once would be great. 10 minutes is just a bit short for a siege and it can be over faster than that.
I don't really mind any playstyle either, to each their own, I played pretty much everything as well.
What you are saying here sounds like there weren't mechanics in the game that support tactical movements and skills already. I agree, that the tactical possibilities while running in a group within the own faction stack are kinda limited and also the group is protected by people around them.
That's the reason why i wanted to make clear, what groups we are talking about.
Because proxy/ inev detos and using chokes is a common strategy being used by groups that try to fight outnumbered, otherwise they would die way faster.
Also aoe damage having (almost) no limit on how many players it hits, is an indirect increase of aoe damage if you compare it to healing and purges. Most of the healing and supporting skills are limited at up to 6 people. So you really want to think about sending more than 6 people into the clash. Especially in GvGs you can see more people dying the more are in the push, what kinda balances smaller groups vs bigger groups to a certain extend, because the smaller group still can have a high impact, if they use the right movement and strategy.
TheEndBringer wrote: »Both Extended Ritual and Purge remove too many status effects. Either lower the total number or limit the number of targets maybe?
I'd rather the total number to be reduced to 1 but still hits everyone.
TheEndBringer wrote: »Both Extended Ritual and Purge remove too many status effects. Either lower the total number or limit the number of targets maybe?
I'd rather the total number to be reduced to 1 but still hits everyone.
Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
I prefer 12 or less too, but that doesn't make a 48 man attack wrong. I just like the gameplay better between smaller groups.
But it would be nice if aoe was more effective against groups but not against single target. The defensive edge og being abte to use choke points better would be great.
I heard that zos are dropping the megaserver tech, but what that means I do not know. If it's good for performamce, then it's awesome, because sometimes a huge siege can look awesome. From a gameplay perspective however it's not so great, because (if we disregard the lag) it's over too quick. Havibg better defence through aoe doing more damage the more people it hits at once would be great. 10 minutes is just a bit short for a siege and it can be over faster than that.
I don't really mind any playstyle either, to each their own, I played pretty much everything as well.
What you are saying here sounds like there weren't mechanics in the game that support tactical movements and skills already. I agree, that the tactical possibilities while running in a group within the own faction stack are kinda limited and also the group is protected by people around them.
That's the reason why i wanted to make clear, what groups we are talking about.
Because proxy/ inev detos and using chokes is a common strategy being used by groups that try to fight outnumbered, otherwise they would die way faster.
Also aoe damage having (almost) no limit on how many players it hits, is an indirect increase of aoe damage if you compare it to healing and purges. Most of the healing and supporting skills are limited at up to 6 people. So you really want to think about sending more than 6 people into the clash. Especially in GvGs you can see more people dying the more are in the push, what kinda balances smaller groups vs bigger groups to a certain extend, because the smaller group still can have a high impact, if they use the right movement and strategy.
Yes I agree. Would just like to see it tweaked some more in the right direction. But yeah heals being limited is great. Heals or rather automatic health regen is completely out of whack. When you stack 4k+ health regen the gameplay simply breaks. A hard cap of 2k regen across the board would be great... then it's up to you to decide where you get your regen. While in the current game the health regen CP star makes the issue worse, it is really a great idea, because it means you sacrifice regen to use your ultimate... that's good gameplay. A 2k limit would work well because it balances fine with dots.
Soul_Demon wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
I prefer 12 or less too, but that doesn't make a 48 man attack wrong. I just like the gameplay better between smaller groups.
But it would be nice if aoe was more effective against groups but not against single target. The defensive edge og being abte to use choke points better would be great.
I heard that zos are dropping the megaserver tech, but what that means I do not know. If it's good for performamce, then it's awesome, because sometimes a huge siege can look awesome. From a gameplay perspective however it's not so great, because (if we disregard the lag) it's over too quick. Havibg better defence through aoe doing more damage the more people it hits at once would be great. 10 minutes is just a bit short for a siege and it can be over faster than that.
I don't really mind any playstyle either, to each their own, I played pretty much everything as well.
What you are saying here sounds like there weren't mechanics in the game that support tactical movements and skills already. I agree, that the tactical possibilities while running in a group within the own faction stack are kinda limited and also the group is protected by people around them.
That's the reason why i wanted to make clear, what groups we are talking about.
Because proxy/ inev detos and using chokes is a common strategy being used by groups that try to fight outnumbered, otherwise they would die way faster.
Also aoe damage having (almost) no limit on how many players it hits, is an indirect increase of aoe damage if you compare it to healing and purges. Most of the healing and supporting skills are limited at up to 6 people. So you really want to think about sending more than 6 people into the clash. Especially in GvGs you can see more people dying the more are in the push, what kinda balances smaller groups vs bigger groups to a certain extend, because the smaller group still can have a high impact, if they use the right movement and strategy.
Yes I agree. Would just like to see it tweaked some more in the right direction. But yeah heals being limited is great. Heals or rather automatic health regen is completely out of whack. When you stack 4k+ health regen the gameplay simply breaks. A hard cap of 2k regen across the board would be great... then it's up to you to decide where you get your regen. While in the current game the health regen CP star makes the issue worse, it is really a great idea, because it means you sacrifice regen to use your ultimate... that's good gameplay. A 2k limit would work well because it balances fine with dots.
You could look at that....But I think some of the longstanding bugs and over-heals would be more productive time for ZOS to spend. CC' immunity has been mentioned here and no one who really plays the game is unaware of how devastating it is during lag to have them malfunction so consistently. Fix it---take all your resources and fix that first.
Soul_Demon wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »CrustyCroco wrote: »Mr_Gallows wrote: »I don't think organized groups do anything wrong as such, but it would be better for gameplay if nore tactical movement was preferred because big balls would get punished harder by aoe.
So, what group are you talking about here exactly? Because groups are very different to each other.
Some want to stay below 10 people. Some limit at 12. Some take everything they can find and form several groups.
Some of these then try to find their own fights, some move with their faction from one keep to the other.
For my raid i can tell you, that a lot of tactical movement is needed fighting outnumbered.
Also drawing the lines between "solo" players in a zerg, a player joining an unorganised group, a player joining a semi-organised group and a player joining a fully organised group is very hard. The lines are blurred and opinions about it are very subjective again.
I prefer 12 or less too, but that doesn't make a 48 man attack wrong. I just like the gameplay better between smaller groups.
But it would be nice if aoe was more effective against groups but not against single target. The defensive edge og being abte to use choke points better would be great.
I heard that zos are dropping the megaserver tech, but what that means I do not know. If it's good for performamce, then it's awesome, because sometimes a huge siege can look awesome. From a gameplay perspective however it's not so great, because (if we disregard the lag) it's over too quick. Havibg better defence through aoe doing more damage the more people it hits at once would be great. 10 minutes is just a bit short for a siege and it can be over faster than that.
I don't really mind any playstyle either, to each their own, I played pretty much everything as well.
What you are saying here sounds like there weren't mechanics in the game that support tactical movements and skills already. I agree, that the tactical possibilities while running in a group within the own faction stack are kinda limited and also the group is protected by people around them.
That's the reason why i wanted to make clear, what groups we are talking about.
Because proxy/ inev detos and using chokes is a common strategy being used by groups that try to fight outnumbered, otherwise they would die way faster.
Also aoe damage having (almost) no limit on how many players it hits, is an indirect increase of aoe damage if you compare it to healing and purges. Most of the healing and supporting skills are limited at up to 6 people. So you really want to think about sending more than 6 people into the clash. Especially in GvGs you can see more people dying the more are in the push, what kinda balances smaller groups vs bigger groups to a certain extend, because the smaller group still can have a high impact, if they use the right movement and strategy.
Yes I agree. Would just like to see it tweaked some more in the right direction. But yeah heals being limited is great. Heals or rather automatic health regen is completely out of whack. When you stack 4k+ health regen the gameplay simply breaks. A hard cap of 2k regen across the board would be great... then it's up to you to decide where you get your regen. While in the current game the health regen CP star makes the issue worse, it is really a great idea, because it means you sacrifice regen to use your ultimate... that's good gameplay. A 2k limit would work well because it balances fine with dots.
You could look at that....But I think some of the longstanding bugs and over-heals would be more productive time for ZOS to spend. CC' immunity has been mentioned here and no one who really plays the game is unaware of how devastating it is during lag to have them malfunction so consistently. Fix it---take all your resources and fix that first.
If they could fix it, they would have by now.