Izanagi.Xiiib16_ESO wrote: »The guards were originally designed to aid the underpopulated factions in defending their keeps. Mage guards used to be really strong and have a large and quite dangerous ground aoe as well as negate. The guards have been toned down and nerfed so much if you need them more it's pointless to even have them.
JayKwellen wrote: »Izanagi.Xiiib16_ESO wrote: »The guards were originally designed to aid the underpopulated factions in defending their keeps. Mage guards used to be really strong and have a large and quite dangerous ground aoe as well as negate. The guards have been toned down and nerfed so much if you need them more it's pointless to even have them.
Yup. They're already speed bumps for anyone with enough damage, and might as well not even be there for anyone else.
If anything I thing the guards should be more dynamic and stronger. The lower your alliances population is in comparison to the others or the highest population alliance, the stronger the guards should get. Let the people who wanna PvDoor at 3AM have to actually work for it.
Hell when it gets down to one alliance being completely gated Grand Warlord Sorcalin and the other alliances boss people should come down with an honor guard and start curb stomping people until the inner keeps are back, or the tri-keeps if the scrolls are gone. Have em pick up volendrung and just go off even.
ThePianist wrote: »Once the guards spawn, the guards will spam negate bubbles and it will be a wipe for the clown group or whatever group that is inside your castle/keep/fort.
relentless_turnip wrote: »I would like zos to do a test where they remove them. My lag around them is always much worse than just fighting players.
relentless_turnip wrote: »I would like zos to do a test where they remove them. My lag around them is always much worse than just fighting players.
Sometimes I think that it's some of those outdated abilities that can cause some weirdness around them. I'm not sure if it's placebo or not, but hearing that someone else experiences lag around them... WELL...
JayKwellen wrote: »Izanagi.Xiiib16_ESO wrote: »The guards were originally designed to aid the underpopulated factions in defending their keeps. Mage guards used to be really strong and have a large and quite dangerous ground aoe as well as negate. The guards have been toned down and nerfed so much if you need them more it's pointless to even have them.
Yup. They're already speed bumps for anyone with enough damage, and might as well not even be there for anyone else.
If anything I thing the guards should be more dynamic and stronger. The lower your alliances population is in comparison to the others or the highest population alliance, the stronger the guards should get. Let the people who wanna PvDoor at 3AM have to actually work for it.
Hell when it gets down to one alliance being completely gated Grand Warlord Sorcalin and the other alliances boss people should come down with an honor guard and start curb stomping people until the inner keeps are back, or the tri-keeps if the scrolls are gone. Have em pick up volendrung and just go off even.
milllaurie wrote: »relentless_turnip wrote: »I would like zos to do a test where they remove them. My lag around them is always much worse than just fighting players.
Sometimes I think that it's some of those outdated abilities that can cause some weirdness around them. I'm not sure if it's placebo or not, but hearing that someone else experiences lag around them... WELL...
When the lag starts the first thing to start delaying is npc positioning. You can't hit them, they start teleporting back and forth.
Gatehouses and walls start having delays too. They get stuck at 0hp for a few seconds before opening.
Siege weapons also start behaving as npcs and having delays on firing.
I also noticed that the laggier it gets the more cc npcs fire. Might just be my annoyance but it sure seems like it.
TheEndBringer wrote: »My only issue is that they don't follow the same rules as players. They use class skills from multiple classes. They mix mag and stam attacks. They have endless resources. They auto heal if you are hitting from long range.
Other than that, archers are the most egregious as far as damage. They can one shot some players.