Fizzyapple wrote: »I know some of you can score 30- 0- 0 with just a helmet on and without food but most of the people I play against in the "top" mmr games are/were using some variation of the DK undaunted build and some are still trying. I can think of maybe 5 or 6 regulars that weren't. Once someone finds another trick most of them will use that... In the "top" mmr games.
CameraBeardThePirate wrote: »Isth3reno1else has made a video demonstrating just how little gear matters where he solo Q'd into a BG with Rubedo Leather gear and still managed to dominate. Mechanics and skill greatly outweigh gear. Yes, if 2 equally skilled players roll up with different builds, the better build will win, but that's kind of in support of the argument. If they're equally skilled then of course the better build will win because there's nothing else separating the players.
But a really good player absolutely can dominate with literally no gear bonuses.
Dem_kitkats1 wrote: »CameraBeardThePirate wrote: »Isth3reno1else has made a video demonstrating just how little gear matters where he solo Q'd into a BG with Rubedo Leather gear and still managed to dominate. Mechanics and skill greatly outweigh gear. Yes, if 2 equally skilled players roll up with different builds, the better build will win, but that's kind of in support of the argument. If they're equally skilled then of course the better build will win because there's nothing else separating the players.
But a really good player absolutely can dominate with literally no gear bonuses.
I'm not saying there's no skill involved in ESO, but to say build is minimal to success isn't true. I couldn't find Isth3reno1else's video in running in all Rubedo Leather, but again, gear is only one component of a build. But the rest of his videos are literally about gear and theorycrafting, in which he discusses how changes in gear and skills can be the difference between merely surviving and actually finishing off kills. Which is true, if you're building with too much defense and sustain, you'll likely survive, but you'll hit like a wet noodle and not kill another skilled player.
In a more recent video about a post by a returning player discussing how he isn't seeing good results, Isth3reno1else immediately questions the OPs build optimization, and not skill. Why? Because some combos of skills and sets just work much better than others and can compensate for lack of skill. And that's not even going into gear traits, enchanting, or food, mundus, potions, class, performance, type of opponent etc. However, knowing all of these things and properly implementing them, or changing them on the fly depending on the type of opponents you're facing does take skill.
Sure skill will for sure give you an advantage over an inexperienced/average player, but against equally skilled players, having good stats is vital. And inexperienced players with decent builds will fair much better than those who don't. So in a nutshell, stats do matter in ESO is all I'm saying, or theorycrafting wouldn't wouldn't be as popular or important, and there would be a great deal more build diversity out there.
*Sorry OP for getting side tracked!
Dem_kitkats1 wrote: »
I'm not saying there's no skill involved in ESO, but to say build is minimal to success isn't true. I couldn't find Isth3reno1else's video in running in all Rubedo Leather, but again, gear is only one component of a build. But the rest of his videos are literally about gear and theorycrafting, in which he discusses how changes in gear and skills can be the difference between merely surviving and actually finishing off kills. Which is true, if you're building with too much defense and sustain, you'll likely survive, but you'll hit like a wet noodle and not kill another skilled player.
In a more recent video about a post by a returning player discussing how he isn't seeing good results, Isth3reno1else immediately questions the OPs build optimization, and not skill. Why? Because some combos of skills and sets just work much better than others and can compensate for lack of skill. And that's not even going into gear traits, enchanting, or food, mundus, potions, class, performance, type of opponent etc. However, knowing all of these things and properly implementing them, or changing them on the fly depending on the type of opponents you're facing does take skill.
Sure skill will for sure give you an advantage over an inexperienced/average player, but against equally skilled players, having good stats is vital. And inexperienced players with decent builds will fair much better than those who don't. So in a nutshell, stats do matter in ESO is all I'm saying, or theorycrafting wouldn't wouldn't be as popular or important, and there would be a great deal more build diversity out there.
*Sorry OP for getting side tracked!
CameraBeardThePirate wrote: »Dem_kitkats1 wrote: »
I'm not saying there's no skill involved in ESO, but to say build is minimal to success isn't true. I couldn't find Isth3reno1else's video in running in all Rubedo Leather, but again, gear is only one component of a build. But the rest of his videos are literally about gear and theorycrafting, in which he discusses how changes in gear and skills can be the difference between merely surviving and actually finishing off kills. Which is true, if you're building with too much defense and sustain, you'll likely survive, but you'll hit like a wet noodle and not kill another skilled player.
In a more recent video about a post by a returning player discussing how he isn't seeing good results, Isth3reno1else immediately questions the OPs build optimization, and not skill. Why? Because some combos of skills and sets just work much better than others and can compensate for lack of skill. And that's not even going into gear traits, enchanting, or food, mundus, potions, class, performance, type of opponent etc. However, knowing all of these things and properly implementing them, or changing them on the fly depending on the type of opponents you're facing does take skill.
Sure skill will for sure give you an advantage over an inexperienced/average player, but against equally skilled players, having good stats is vital. And inexperienced players with decent builds will fair much better than those who don't. So in a nutshell, stats do matter in ESO is all I'm saying, or theorycrafting wouldn't wouldn't be as popular or important, and there would be a great deal more build diversity out there.
*Sorry OP for getting side tracked!
Its fair that I might be understating the importance of gear, but my point is that gear really is much less important than skill. In your example, Else was likely asking that person about their build because it's kind of difficult to offer advice that's just "get better". For players improving they should absolutely be looking to optimize their build; but really just so that there's nothing hindering their progress in improving their skill. If you take a bad player and give them great gear, they aren't going to become a great player within a match, they just might be crutching on a certain proc or mechanic.
To relate this back to the actual post, I'm of the opinion that a lot of BG players would be much better at DMing if the game modes weren't so poorly designed and didn't discourage engagements. Players lacking the practice in DMing latch on to the fact that these game modes can be won without DMing, which makes sense, and to an extent should absolutely hold true for objective based games. In my opinion though the objectives promote it too far. There should absolutely be a place in objective modes for players to outsmart other players to victory, but it shouldn't be far and away the best strategy to always avoid fights and I think it's part of the reason the divide between DM crowds and objective crowds is so wide.
CameraBeardThePirate wrote: »Dem_kitkats1 wrote: »gariondavey wrote: »
I'm sorry but this is wrong. A highly skilled player in bad gear can, and will absolutely destroy a less skilled player with better gear. I've seen it happen all the time. Or high skilled players with virtually 0 cp beating less skilled players with a ton of cp.
Skill is the largest contributor to success in PvP in this game. By a long shot.
If you're a highly skilled player, you don't go into any match blind, you still have an idea as to what will still work. So yeah if you don't have meta golded out gear, but it's still a semblance of decent build, you can still win against players through skill I agree. However, you can't base skill off of killing inexperienced players though. Skill is based on how well you do against other experienced players. You can't tell me that in a 1v1 between equally skilled players, that someone geared in blue overland trash is going to perform anywhere near as well as another in a gold theorycrafted sets. I bet they would struggle against an average player because ESO is a numbers game. There's no denying that build is very important, which includes good gear, slotting the right combo of skills, maximizing on all skill line passives, CP, etc. Anyone who says otherwise I would invite you to roll up SOLO (no friends or guildies to save you), in random gear, and no passives and see how far skill alone takes you. I bet you won't have a good time when you hit like a wet noodle which means you can't self heal through anything and so you pop in an instant when a couple of players hit you, and procs do nothing to help you.
Isth3reno1else has made a video demonstrating just how little gear matters where he solo Q'd into a BG with Rubedo Leather gear and still managed to dominate. Mechanics and skill greatly outweigh gear. Yes, if 2 equally skilled players roll up with different builds, the better build will win, but that's kind of in support of the argument. If they're equally skilled then of course the better build will win because there's nothing else separating the players.
But a really good player absolutely can dominate with literally no gear bonuses.
A great example of this is when I run new characters in found gear and skill leveling loadouts through BGs. I may have zero heals on my bar and wearing mismatched underleveled gear but I still can go 15-0 because I know how to use the limited skills at level 10 to my advantage.
gariondavey wrote: »Cuddlypuff wrote: »A hypothetical 4v4v4 BG match where every team is on a meta build and line-up will almost always result in a 15 minute stalemate regardless of mode. I'd much prefer if BGs were just changed to mini-scenarios in Cyrodiil such as taking an outpost or fighting over a rss with 2 teams instead of 3.
While I like that idea, you are completely ignoring the skill of the players, which is the biggest factor in determining outcome in PvP.
Build is like 30 percent, skill the other 70.
gariondavey wrote: »Cuddlypuff wrote: »A hypothetical 4v4v4 BG match where every team is on a meta build and line-up will almost always result in a 15 minute stalemate regardless of mode. I'd much prefer if BGs were just changed to mini-scenarios in Cyrodiil such as taking an outpost or fighting over a rss with 2 teams instead of 3.
While I like that idea, you are completely ignoring the skill of the players, which is the biggest factor in determining outcome in PvP.
Build is like 30 percent, skill the other 70.
I think you are way overstating skill. I have watched streamers on "beginner or budget" builds get demolished for the first 5 minutes of BGs then put on "their builds" and end up top of the scoreboard. Same team, same player, same enemy, same skill, but different gear. In today's game with proc sets and the difference made with the right combination of skills and damage vs mitigations gear is way more than 30% in PVP. In PVE gear is a smaller factor... not in PVP.
CameraBeardThePirate wrote: »Its fair that I might be understating the importance of gear, but my point is that gear really is much less important than skill. In your example, Else was likely asking that person about their build because it's kind of difficult to offer advice that's just "get better". For players improving they should absolutely be looking to optimize their build; but really just so that there's nothing hindering their progress in improving their skill. If you take a bad player and give them great gear, they aren't going to become a great player within a match, they just might be crutching on a certain proc or mechanic.
_adhyffbjjjf12 wrote: »Ability with chosen skill set * general experience and skill * experience of target BG type * gear + food buffs + use of Animation cancelling + localised lag issues * in group versus pug * voice comms or not * ability to recognise and react to other players skills and abilities * attitude on day etc etc
or something along those lines, with the main takeaway being its a complex mix of things.
@gariondavey I'm not very good at piloting but building weird strong stuff that nobody used before gives me a huge advantage. It goes both ways.
I have watched it happen live on stream with big name, high skill PVP streamers trying to say that you could PVP in Crafted/overland gear and still be competitive only to end up going 0-4 on stream and have to admit that they needed to get their plaguebreak/caluureon's plus monster sets and mythics to be competitive. They simply could not get enough burst DPS to break through the heals/resistances. It didn't matter how much skill they could muster they were held back. Sure vs some noob in PVE gear in Cyrodiil they could have, but not someone ready for PVP i.e in an MMR BG setting. After a quick swap in spawn before heading back out they dominated and finished 9-4 and handily won the rest of the BG. I know I am repeating myself because the account is important to note. Same player, same opponents, SAME SKILL-- only difference was his gear swap.
The truth is there is a big skill gap yes. But there is also a huge gear gap as well. There is way more than a simple 30% success factor in having all your ducks in a row on a build compared to guys running proc sets, mythics, monster and the right poisons, food, etc. I don't disagree that there is a skill gap, I just think you are overstating it, or maybe understating the build/gear aspect of where ESO is at the moment. You don't have to agree with me.
Oh please. Sounds like you haven't done objective modes against experienced players. They are full of design flaws.
Crazy King is the only good objective mode. Early stages involve a lot of direct fighting and later stages involve taking as many flags as possible.
Capture the Relic
Three teams is not a good number.
One team can easily throw the match by abandoning their own base and bum-rushing 2nd team's base (but not taking the relic, just stay there and make sure 2nd team can't score). Third team wins easily. 2nd team is helpless and is forced to lose along with first team. This is often done by experienced players when they dislike the mode and want to end the match as quick as possible.
Worse, sometimes experienced players take an enemy relic and bring to their friendly base and they KEEP it there without turning it in. This forces all the 3 teams to a single place and then it's pretty much deathmatch until timeout.
Domination
It's all about who is best at avoiding PvP. Score should be higher for defending flags instead of taking flags without any resistance. But it's not. So equip that wild hunt ring and awaken your inner Usain Bolt.
Chaosball
Oh man. This one is all about exploiting the map. Or you can use builds with very fast movement speed and just sprint around the map while using line of sight to your advantage. Most players won't be able to hit you thanks to position desync. Especially players with higher than usual ping. They got no chance.
Most maps have very hard to reach places and exp players just take the ball there. Since most heals in this game don't need to be directed, their team just spams heals in the general vicinity.
Here's an example,
Now here's an awesome one. This one is just straight up exploit. (ZoS no need to panic I'm not showing how to exploit, just the result after you do the exploit, if any mods/devs are reading this. PLEASE, fix your battleground maps)
Other 2 teams CANNOT get to the ball. If they try to use the exploit and get to green base, they get one shotted immediately thanks to the kill box at this spawn point.
Riveting gameplay really. Funnily enough, the winning team had a player whose account name was basically a meme way of asking where the deathmatch queue is
These screenshots are just from today's matches.
Oh please. Sounds like you haven't done objective modes against experienced players. They are full of design flaws.
Crazy King is the only good objective mode. Early stages involve a lot of direct fighting and later stages involve taking as many flags as possible.
Capture the Relic
Three teams is not a good number.
One team can easily throw the match by abandoning their own base and bum-rushing 2nd team's base (but not taking the relic, just stay there and make sure 2nd team can't score). Third team wins easily. 2nd team is helpless and is forced to lose along with first team. This is often done by experienced players when they dislike the mode and want to end the match as quick as possible.
Worse, sometimes experienced players take an enemy relic and bring to their friendly base and they KEEP it there without turning it in. This forces all the 3 teams to a single place and then it's pretty much deathmatch until timeout.
Domination
It's all about who is best at avoiding PvP. Score should be higher for defending flags instead of taking flags without any resistance. But it's not. So equip that wild hunt ring and awaken your inner Usain Bolt.
Chaosball
Oh man. This one is all about exploiting the map. Or you can use builds with very fast movement speed and just sprint around the map while using line of sight to your advantage. Most players won't be able to hit you thanks to position desync. Especially players with higher than usual ping. They got no chance.
Most maps have very hard to reach places and exp players just take the ball there. Since most heals in this game don't need to be directed, their team just spams heals in the general vicinity.
Here's an example,
Now here's an awesome one. This one is just straight up exploit. (ZoS no need to panic I'm not showing how to exploit, just the result after you do the exploit, if any mods/devs are reading this. PLEASE, fix your battleground maps)
Other 2 teams CANNOT get to the ball. If they try to use the exploit and get to green base, they get one shotted immediately thanks to the kill box at this spawn point.
Riveting gameplay really. Funnily enough, the winning team had a player whose account name was basically a meme way of asking where the deathmatch queue is
These screenshots are just from today's matches.
This is exactly on point.
This is from one of my better games and no we weren't a premade.
Despite my team and I doing our best to shut down the other teams, Purple Team was way ahead for most of the time and nearly won the game despite the fact that they would consistently lose every team fight simply by avoiding the other two teams the entire game.
All Purple would do is rez and run for the capture points in groups of two or even one while my team and Red team where fighting. If they happen to run into someone and die on the way there they would just rez and repeat the process.
I'm sorry but it doesn't feel very skill oriented or even remotely like PvP when the team that literally can't win a single fight and gets melted on sight is the one winning simply by doing objectives because the other two teams are fighting. It does indeed feel like the game modes belong in the Dungeon finder queue as someone already said in this thread.
Dem_kitkats1 wrote: »"High MMR" DM games have had some of the least engaging combat that I have played as well. Teams with the most group healing are the ones that win. Those with equal healing and group versatility often end in a stalemate or with 1-2 kills more. Most of the match is a game of "poking the bear" until someone cracks and then the teams descend on one player trying the get the final blow. There's a lot of standing around and not engaging in combat for fear of dying in DMs as well.
RealLoveBVB wrote: »Oh please. Sounds like you haven't done objective modes against experienced players. They are full of design flaws.
Crazy King is the only good objective mode. Early stages involve a lot of direct fighting and later stages involve taking as many flags as possible.
Capture the Relic
Three teams is not a good number.
One team can easily throw the match by abandoning their own base and bum-rushing 2nd team's base (but not taking the relic, just stay there and make sure 2nd team can't score). Third team wins easily. 2nd team is helpless and is forced to lose along with first team. This is often done by experienced players when they dislike the mode and want to end the match as quick as possible.
Worse, sometimes experienced players take an enemy relic and bring to their friendly base and they KEEP it there without turning it in. This forces all the 3 teams to a single place and then it's pretty much deathmatch until timeout.
Domination
It's all about who is best at avoiding PvP. Score should be higher for defending flags instead of taking flags without any resistance. But it's not. So equip that wild hunt ring and awaken your inner Usain Bolt.
Chaosball
Oh man. This one is all about exploiting the map. Or you can use builds with very fast movement speed and just sprint around the map while using line of sight to your advantage. Most players won't be able to hit you thanks to position desync. Especially players with higher than usual ping. They got no chance.
Most maps have very hard to reach places and exp players just take the ball there. Since most heals in this game don't need to be directed, their team just spams heals in the general vicinity.
Here's an example,
Now here's an awesome one. This one is just straight up exploit. (ZoS no need to panic I'm not showing how to exploit, just the result after you do the exploit, if any mods/devs are reading this. PLEASE, fix your battleground maps)
Other 2 teams CANNOT get to the ball. If they try to use the exploit and get to green base, they get one shotted immediately thanks to the kill box at this spawn point.
Riveting gameplay really. Funnily enough, the winning team had a player whose account name was basically a meme way of asking where the deathmatch queue is
These screenshots are just from today's matches.
This is exactly on point.
This is from one of my better games and no we weren't a premade.
Despite my team and I doing our best to shut down the other teams, Purple Team was way ahead for most of the time and nearly won the game despite the fact that they would consistently lose every team fight simply by avoiding the other two teams the entire game.
All Purple would do is rez and run for the capture points in groups of two or even one while my team and Red team where fighting. If they happen to run into someone and die on the way there they would just rez and repeat the process.
I'm sorry but it doesn't feel very skill oriented or even remotely like PvP when the team that literally can't win a single fight and gets melted on sight is the one winning simply by doing objectives because the other two teams are fighting. It does indeed feel like the game modes belong in the Dungeon finder queue as someone already said in this thread.
32 kills with only 1,4M damage pretty much implies, that you had weak enemies, that got oneshotted pretty much. Their only chance to win a bg is to go straight for the objectives, because they are not capable to make kills on their current skill level. That's why objectives are awesone- it grants fun for casuals too.
Changing queues to DM only or change objectives to a more DM based mode would keep exactly this people away then.
RealLoveBVB wrote: »Oh please. Sounds like you haven't done objective modes against experienced players. They are full of design flaws.
Crazy King is the only good objective mode. Early stages involve a lot of direct fighting and later stages involve taking as many flags as possible.
Capture the Relic
Three teams is not a good number.
One team can easily throw the match by abandoning their own base and bum-rushing 2nd team's base (but not taking the relic, just stay there and make sure 2nd team can't score). Third team wins easily. 2nd team is helpless and is forced to lose along with first team. This is often done by experienced players when they dislike the mode and want to end the match as quick as possible.
Worse, sometimes experienced players take an enemy relic and bring to their friendly base and they KEEP it there without turning it in. This forces all the 3 teams to a single place and then it's pretty much deathmatch until timeout.
Domination
It's all about who is best at avoiding PvP. Score should be higher for defending flags instead of taking flags without any resistance. But it's not. So equip that wild hunt ring and awaken your inner Usain Bolt.
Chaosball
Oh man. This one is all about exploiting the map. Or you can use builds with very fast movement speed and just sprint around the map while using line of sight to your advantage. Most players won't be able to hit you thanks to position desync. Especially players with higher than usual ping. They got no chance.
Most maps have very hard to reach places and exp players just take the ball there. Since most heals in this game don't need to be directed, their team just spams heals in the general vicinity.
Here's an example,
Now here's an awesome one. This one is just straight up exploit. (ZoS no need to panic I'm not showing how to exploit, just the result after you do the exploit, if any mods/devs are reading this. PLEASE, fix your battleground maps)
Other 2 teams CANNOT get to the ball. If they try to use the exploit and get to green base, they get one shotted immediately thanks to the kill box at this spawn point.
Riveting gameplay really. Funnily enough, the winning team had a player whose account name was basically a meme way of asking where the deathmatch queue is
These screenshots are just from today's matches.
This is exactly on point.
This is from one of my better games and no we weren't a premade.
Despite my team and I doing our best to shut down the other teams, Purple Team was way ahead for most of the time and nearly won the game despite the fact that they would consistently lose every team fight simply by avoiding the other two teams the entire game.
All Purple would do is rez and run for the capture points in groups of two or even one while my team and Red team where fighting. If they happen to run into someone and die on the way there they would just rez and repeat the process.
I'm sorry but it doesn't feel very skill oriented or even remotely like PvP when the team that literally can't win a single fight and gets melted on sight is the one winning simply by doing objectives because the other two teams are fighting. It does indeed feel like the game modes belong in the Dungeon finder queue as someone already said in this thread.
32 kills with only 1,4M damage pretty much implies, that you had weak enemies, that got oneshotted pretty much. Their only chance to win a bg is to go straight for the objectives, because they are not capable to make kills on their current skill level. That's why objectives are awesone- it grants fun for casuals too.
Changing queues to DM only or change objectives to a more DM based mode would keep exactly this people away then.
Giving players an out and rewarding them for actively ignoring the combat system doesn't help them learn.
RealLoveBVB wrote: »Giving players an out and rewarding them for actively ignoring the combat system doesn't help them learn.
"Ignoring the combat system", or in any other words "playing the current tank meta and crosshealing eachothers butt".
If you expect that from everyone, then it doesn't surprise me, that PVP and especially bgs is exactly in its current state.
I have no clue about golf, but when a amateur scores better than a profi because of his own tactic, then he deserved a trophy?
RealLoveBVB wrote: »I have no clue about golf, but when a amateur scores better than a profi because of his own tactic, then he deserved a trophy?
Urzigurumash wrote: »RealLoveBVB wrote: »I have no clue about golf, but when a amateur scores better than a profi because of his own tactic, then he deserved a trophy?
Not if this tactic involved moving the ball further away from the hole rather than towards it
Cuddlypuff wrote: »A hypothetical 4v4v4 BG match where every team is on a meta build and line-up will almost always result in a 15 minute stalemate regardless of mode. I'd much prefer if BGs were just changed to mini-scenarios in Cyrodiil such as taking an outpost or fighting over a rss with 2 teams instead of 3.