Greasytengu wrote: »Just an Idea : 💡
If some groups/players are better in organisation and structure than others, would it then not be wise to have a possibility to sign up for casual, balanced or hardcore campaigns? In the guild finder these options already excist. The discussion about proc sets could then be more uplifting and opens doors to balanced fights. I can't forsee many cons.
but how would you keep skilled players from queuing into the casual campaign?
That is one of the concerns I thought about. If players are on the wrong campaign then at least there would be an option to move to the other. Everything still with a free choice, and no forcing. Could be interesting to have this running for a while, just to see how the game evolves, if casual vs hardcore campaigns would excist. On the otherhand it is just an idea from me putting to much effort.
Izanagi.Xiiib16_ESO wrote: »
I agree we could have a casual and hardcore campaign provided the hardcore campaign provided significantly better rewards for playing in it to encourage players to elevate their gameplay.
How is using 3rd party automation to perfectly coordinate group attacks against foes, disrupt other player's game play by causing so much lag they cannot fight back while still attacking you, and repeatedly cause combat bug on opposing players for 20-30 min NOT considered a violation of TOS. I never get the combat bug and rarely lag except when fighting ball groups. I am so sick of seeing entered and exit combat messages spam across my screen after fighting these hacks.
This baffles me and largely why this game is so broken.
Joy_Division wrote: »TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »People love procs because they need the free damage to kill, the free sustain to survive, and/or the free resource recovery to stay in the fight.
It's bomber meta right now because your average bomber wasn't good enough to bomb during no proc so now everyone and their mother has to bomb. And now you get the arguments that if you want to defeat bomb and ball groups you have to bomb too.
So by that argument everyone should be a bomber.
Lazy argument is lazy.
People simply enjoy being able to use more than 19 sets in a game with literally hundreds.
You're implying that people are running vastly different builds which, of course, isn't true.
Another lazy argument that's also false.
If you took a snapshot and instant gear census of a pop-locked Cyrodiil you would find people running TONS of different sets.
Some of those people have no idea what they are doing (e.g. PvE tourists) but between solo, small-scale, and group play, people are wearing all sorts of sets. A single ball group is likely using 25-30+ different sets (inclusive of monster sets, arena weapons, and Mythics) by themselves and different ball groups run different combinations of sets. An there's usually 3-6+ ball groups active in a pop-locked campaign at any given time.
Then you have different set configurations for 1vX'ing, ganking, bombing, brawling, scroll-running, non-group-comp small-scale, group-comp small-scale, etc.
Sure, sets like Balorgh dominate for damage builds and 1vX'ers are gravitating toward sets like Pariah but whatever siloed PvP bubble you live in does not happen to represent PvP build diversity as a whole.
So let's all agree to put this tired meme about the lack of PvP build diversity to bed once and for all.
Large section of the population are wearing VD and MA.
Those who have access to blackwood are running Sithis with a pen set and damage set.
Stamblades are mostly wearing Pen + NMA because dot builds aren't killing anyone due to the above mentioned bombers who can heal through dots OR brawlers wearing Sithis and can easily shrug it off.
Sorcs and Wolves wearing Engine Guardian.
I can keep going.
Are there outliers? Yes. But most people min max. They find out what performs best and use that, no different than no proc. The real difference between the updates is the bomber groups rampaging across the map. Most people are bombers and bomber groups can own the map unless you give up and run your own bomber group.
Every play style in Cyro right now was viable in no proc. The difference is you had to learn to run it without free damage, armor, and resources.
Most people do *not* min max. If they did, there wouldn't be "casuals" and threads like this in the first place.
Wraithseer_ESO wrote: »Well, I know a simple way of nerfing ball groups without much impact on other players:
chain reaction siege
a ballista/cata/lancer that does regular damage + creates an explosion of high damage around every player hit, in a very small radius, 3-4m
Normal pug groups, smallscalers and spread out zergs can safely ignore it, while ball groups will suffer, even if slightly.
DTStormfox wrote: »Also a point of order, we are deviating from the point of the whole discussion.
The game actually has many tools for testing and trying out various sets. There's PTS where you have access to every set for free, There's the character sheet and advanced stats, Addons for those playing on PC, Training dummies, Cross faction communication and no alliance locking on certain campaigns.As a raid leader I simply don't know what sets are good for pvp, anymore. The hugh amount of diferent sets nowadays and even more combinations to run with, makes it almost impossible for me to give help in what sets to use. Everyone in the group is using what he/she thinks is the best, but I don't have a clue what the best sets are.
What this game has different with other games is, the accessabilty of sets, easy to collect in pve, but after some tweaks good usable in pvp. To get the best usable build for pvp would take hours and hours of puzzling with a lot of different sets and combinations. Boring! I don't even know how to do it. The game is not providing me any tool.
Other players more skilled in puzzling the right build for whole groups will create the hard to kill ball groups. A clear outcome.
What could close the gap before only ball groups are succesful? I don't know, everything is changing quicker and quicker it seems. Focus has shifted from campaign tactics and lets fight, to hopefully the ball groups stay away and what will be the weather tomorrow.
More zergs? Less sets? In game set builder for everyone? AOE Timers? Ramping costs? Less or no procs? Something else?
Difficult nut to crack. For me Pvp has become a puzzle, with missing pieces.
DTStormfox wrote: »Wraithseer_ESO wrote: »Well, I know a simple way of nerfing ball groups without much impact on other players:
chain reaction siege
a ballista/cata/lancer that does regular damage + creates an explosion of high damage around every player hit, in a very small radius, 3-4m
Normal pug groups, smallscalers and spread out zergs can safely ignore it, while ball groups will suffer, even if slightly.
I do understand the intention, however, have you consider its unintended consequences?
Such a mechanic has been introduced before. For example, proximity detonation works in a similar fashion. It was meant to be used against balls of players but instead (as an unintended consequence) it was primarily to the benefit of ball groups and they continue to use it as one of their main damaging abilities to this day.
Another example is the Vicious Death set, which is more in line with what you propose because of its chain reaction mechanic. It was intended to be used against ball groups. However, the unintended consequence was that it was perfect for ball groups to use against any other group. As stated before, ball groups do a lot of overhealing and thus almost never die. As a consequence, the vicious death set doesn't kill ball groups at all. Instead, it is now the prime and butter of ball groups to use against any other less organized group.
Izanagi.Xiiib16_ESO wrote: »
The game actually has many tools for testing and trying out various sets. There's PTS where you have access to every set for free, There's the character sheet and advanced stats, Addons for those playing on PC, Training dummies, Cross faction communication and no alliance locking on certain campaigns.
Then of course there are the outside of game tools, Videos, Discords, Twitch Streams. Community Sites, etc
The argument that because you personally don't understand or want to invest time into something there should be changes is a really poor one.
There should never be any changes to the game ever made on the assumption that players who put no effort in should achieve on-par results to those who do put the time and effort in.
You are free to play the way you wish to. Others who want to invest more time and thought into their gameplay are also free to do so.
Also as an aside, you asked me what rewards I would like to see - you can see the rough outline here (this is around 2-3y old at this point so scale them up to current content but you will get a rough idea): https://i.imgur.com/msLOrrA.png - From Dracast Episode 5.
Wraithseer_ESO wrote: »DTStormfox wrote: »Wraithseer_ESO wrote: »Well, I know a simple way of nerfing ball groups without much impact on other players:
chain reaction siege
a ballista/cata/lancer that does regular damage + creates an explosion of high damage around every player hit, in a very small radius, 3-4m
Normal pug groups, smallscalers and spread out zergs can safely ignore it, while ball groups will suffer, even if slightly.
I do understand the intention, however, have you consider its unintended consequences?
Such a mechanic has been introduced before. For example, proximity detonation works in a similar fashion. It was meant to be used against balls of players but instead (as an unintended consequence) it was primarily to the benefit of ball groups and they continue to use it as one of their main damaging abilities to this day.
Another example is the Vicious Death set, which is more in line with what you propose because of its chain reaction mechanic. It was intended to be used against ball groups. However, the unintended consequence was that it was perfect for ball groups to use against any other group. As stated before, ball groups do a lot of overhealing and thus almost never die. As a consequence, the vicious death set doesn't kill ball groups at all. Instead, it is now the prime and butter of ball groups to use against any other less organized group.
I do not see this as something ball groups would use as any other group does not rely on staying stacked. My idea was for every player that takes damage from this siege to be a center of another small explosion, so one good hit with the siege kills 8-12 closely stacked players right off, but does barely anything to 3-4 players standing a bit apart.
The only drawback of this siege would be that it will be used on chokepoints vs zergs, which is not really new as we already have meatbag stacking for this
Edit: draw a picture https://ibb.co/vzMqs0z
Izanagi.Xiiib16_ESO wrote: »
The game actually has many tools for testing and trying out various sets. There's PTS where you have access to every set for free, There's the character sheet and advanced stats, Addons for those playing on PC, Training dummies, Cross faction communication and no alliance locking on certain campaigns.
Then of course there are the outside of game tools, Videos, Discords, Twitch Streams. Community Sites, etc
The argument that because you personally don't understand or want to invest time into something there should be changes is a really poor one.
There should never be any changes to the game ever made on the assumption that players who put no effort in should achieve on-par results to those who do put the time and effort in.
You are free to play the way you wish to. Others who want to invest more time and thought into their gameplay are also free to do so.
Also as an aside, you asked me what rewards I would like to see - you can see the rough outline here (this is around 2-3y old at this point so scale them up to current content but you will get a rough idea): https://i.imgur.com/msLOrrA.png - From Dracast Episode 5.
You are right. It is possible to put a lot of effort in the game, only not everyone has the same time to spend. At least I don't have. It would be like readinig all the books from the library for learning how to boil an egg. 🥚😄, not everyone would come with the same result. 🍳. I would eat eggs raw, the idea to have to read everything would already make me sick. 🤢.🤭
But if everyone would have one book, or lets call it a builder, the unexplainable (proc) advantages could be easier to find. Then fighting ball groups might even give the fun back, lets assume it will not lead to more unkillable groups.
And I will check your wished rewards. What is that site linked to?
You are right. It is possible to put a lot of effort in the game, only not everyone has the same time to spend. At least I don't have. It would be like readinig all the books from the library for learning how to boil an egg. 🥚😄, not everyone would come with the same result. 🍳. I would eat eggs raw, the idea to have to read everything would already make me sick. 🤢.🤭
But if everyone would have one book, or lets call it a builder, the unexplainable (proc) advantages could be easier to find. Then fighting ball groups might even give the fun back, lets assume it will not lead to more unkillable groups.
Izanagi.Xiiib16_ESO wrote: »To further your analogy, I would simply read a book on basic cooking or ask an expert if I really wasn't able to find a solution and as a last resource I would try different methods myself to see which worked best.
Also its imgur (image hosting site) you can also just checkout the Youtube playlist in my signature.
Here a shorter solution:
1) Introduce the rule that everyone in the group equips a group healing skill and the most powerful ranged skill available (which is Inevitable Detonation when magicka, and Heavy-Attack-Silver Shards when Stamina).
2) Introduce the rule that everyone wears Harmony as jewelry trait if possible.
3) Personally lead with a Necromancer. You can basically carry the whole group without any real group composition (when they wear Harmony) by making sure that Wall of Frost, Purge (or use the Curse- Eater set), Speed Buff, Grave Yard, Caltrops, and Mystic Orbs are used by yourself. Doesn't matter if Magicka or Stamina, and you don't need reg either, because you can use the skill Balance.
-> Now you are able to face anything except Roleplay Circle if you pick the right combat strategy for the situation, which is typically skirmishing when facing a ballgroup until they start making mistakes.
@Thraben. You are providing help. Interesting solutions, worth to give a try and implementable to players. No game changes needed. Hopefully lag is not a disturbance. One note: Why not usable against Roleplay Circle?
Regardless of the gameplay outcomes, the no-proc test absolutely gutted the Cyrodiil population, and it was still barely recovering before MYM started. And while overperforming sets can be irritating, it is a whole lot worse trying to play an empty zone.
Personally, I would prefer stat sets only, but have come to realise that most of the player base is here to cheese their procs so you have to learn to live with it.
Regardless of the gameplay outcomes, the no-proc test absolutely gutted the Cyrodiil population, and it was still barely recovering before MYM started. And while overperforming sets can be irritating, it is a whole lot worse trying to play an empty zone.
Personally, I would prefer stat sets only, but have come to realise that most of the player base is here to cheese their procs so you have to learn to live with it.
I don't know were you play? But on the European server where I am playing was a lot of activity with proc sets disabled, good playable. And now there is to much activity and unplayable.
In short it is depending on the population size and when you play to profit from proc sets. At least skills and spells should work when you go in combat and that is often not the case in Ravenwatch at prime time.
Wraithseer_ESO wrote: »DTStormfox wrote: »Wraithseer_ESO wrote: »Well, I know a simple way of nerfing ball groups without much impact on other players:
chain reaction siege
a ballista/cata/lancer that does regular damage + creates an explosion of high damage around every player hit, in a very small radius, 3-4m
Normal pug groups, smallscalers and spread out zergs can safely ignore it, while ball groups will suffer, even if slightly.
I do understand the intention, however, have you consider its unintended consequences?
Such a mechanic has been introduced before. For example, proximity detonation works in a similar fashion. It was meant to be used against balls of players but instead (as an unintended consequence) it was primarily to the benefit of ball groups and they continue to use it as one of their main damaging abilities to this day.
Another example is the Vicious Death set, which is more in line with what you propose because of its chain reaction mechanic. It was intended to be used against ball groups. However, the unintended consequence was that it was perfect for ball groups to use against any other group. As stated before, ball groups do a lot of overhealing and thus almost never die. As a consequence, the vicious death set doesn't kill ball groups at all. Instead, it is now the prime and butter of ball groups to use against any other less organized group.
I do not see this as something ball groups would use as any other group does not rely on staying stacked. My idea was for every player that takes damage from this siege to be a center of another small explosion, so one good hit with the siege kills 8-12 closely stacked players right off, but does barely anything to 3-4 players standing a bit apart.
The only drawback of this siege would be that it will be used on chokepoints vs zergs, which is not really new as we already have meatbag stacking for this
Edit: draw a picture https://ibb.co/vzMqs0z
DTStormfox wrote: »Wraithseer_ESO wrote: »Well, I know a simple way of nerfing ball groups without much impact on other players:
chain reaction siege
a ballista/cata/lancer that does regular damage + creates an explosion of high damage around every player hit, in a very small radius, 3-4m
Normal pug groups, smallscalers and spread out zergs can safely ignore it, while ball groups will suffer, even if slightly.
I do understand the intention, however, have you consider its unintended consequences?
Such a mechanic has been introduced before. For example, proximity detonation works in a similar fashion. It was meant to be used against balls of players but instead (as an unintended consequence) it was primarily to the benefit of ball groups and they continue to use it as one of their main damaging abilities to this day.
Another example is the Vicious Death set, which is more in line with what you propose because of its chain reaction mechanic. It was intended to be used against ball groups. However, the unintended consequence was that it was perfect for ball groups to use against any other group. As stated before, ball groups do a lot of overhealing and thus almost never die. As a consequence, the vicious death set doesn't kill ball groups at all. Instead, it is now the prime and butter of ball groups to use against any other less organized group.
Regardless of the gameplay outcomes, the no-proc test absolutely gutted the Cyrodiil population, and it was still barely recovering before MYM started. And while overperforming sets can be irritating, it is a whole lot worse trying to play an empty zone.
Personally, I would prefer stat sets only, but have come to realise that most of the player base is here to cheese their procs so you have to learn to live with it.
I don't know were you play? But on the European server where I am playing was a lot of activity with proc sets disabled, good playable. And now there is to much activity and unplayable.
In short it is depending on the population size and when you play to profit from proc sets. At least skills and spells should work when you go in combat and that is often not the case in Ravenwatch at prime time.
I was on PC EU throughout the no proc test and performance was as bad or worse than ever, even with 1/10th the player population.
Only one siege at any time per faction. Biggest battles were 20v20. Skills still not firing. The whole two months was an exercise in futility and I can understand why so many regular players voted with their feet, regardless of whether 'Skills-Based Playing'™ had been brought back or not.