But then there is that sweet sweet purge synergy.
https://youtu.be/zRXjSLnVWxA
We all hate DC, Plaguebreak - and not without a reason.
But do I need to remind you how the game looks with siege effects cleansable?
There was a garrison in this keep, using sieges to stop enemy steamroll.
They stacked heals and cleansed like as if there was no sieges at all.
WrathOfInnos wrote: »It appears you were a little outnumbered there. Should siege really give a win when the enemy has 10X the numbers?
In reality, if you were to get a direct hit on someone with a ballilsta bolt (not talking nearby splash damage), they would be killed instantly. I think it'd be neat if siege did a lot more damage.
They can and do, all the time. Most siege engines are laughably weak, having had the same base damage values and irrelevant effects for years, while player healing gets buffed to a new level of idiotic seemingly every patch. In PvE, there are mechanics that cannot be healed through and/or simply wipe a stacked group, which creates more dynamic and tactical combat, whereas in PvP you just stack and heal, stack and heal, stack and heal, no matter what the circumstance.WrathOfInnos wrote: »If 20 attackers could stack and heal through the combined siege of 20 defenders that would be a problem
xylena_lazarow wrote: »What was the point of that whole CP rework with the CP power ceiling being nerfed if they're just going to keep splitting the PvP player base between so many different (and often confusing) rulesets? Pick one and balance it.
New players are handicapped far worse by slow mount speed and weak siege (lol regular Fire Ballista) than CP at this point in Cyro, and BGs is still throwing cp100 gear noobs into the same arena as full gold meta gear pros.At the same time, removing noCP means new players are handicapped very hard
HonestLoverr wrote: »No CP in general is laughable. As a returned player I can clearly see why its dead most of the time every day. Restriction of set options leading to way less build diversity, overperforming skills, heals and classes that even battlespirit doesn't balance out, and the usual 1v1, 1v2, 2v2, etc. where just nobody dies at all.
Played mainly no CP in the past with my wife and it was blast back then. The restrictions made it a mess though. I mean no proc sets? What the heck? They got nerfed into the ground anyways, why still put the lockout on these sets. Yea yea I get it, some set effects can be annoying to some (looking at you DC and PB!) but its still way better having those in and die to them instead of a pure waste of time hitting on each other with draw every time because thats whats going on in no cp.
On the other side CP campaign aren't any better. Unbearable/unplayable lag, unresponsive skills, unbalanced CP with a lot of them either overperforming or underperforming under most circumstances, still your overperforming/underperforming classes and builds etc. coupled with the ridiculously high amount of CP needed to be competitive where all the nice proc sets you got there won't help you anyways (especially new players). At least you have the freedom of choice to use whatever sets you want there.
Regarding the CP thing, no idea how they could invent that 3600 CP cap when majority of players in the past was clearly against a raise of the cap, but instead wanted the CP to be gone for good or only having it being QoL additions and not 10% dmg boost here, 10% mitigation there, no cost breakfree and automatic major protection popping from your points and whatnot what we got now. Causing even more pressure on the server as well..
Anyways we got so many options even without CP because of the really unique and awesome sets that can make or break a build. Absolutely no reason for something like battlespirit, no cp no proc, cp, no cp no set restriction battleground kind of PvP mix that exists, if battlespirit would be made a feature that works in PvE too with a little adjustment on mob and boss HP down to fit the lesser dmg. Don't need 4 different campaigns with 1 being alliance locked and some running for the timespan of a whole month either. A population lock is enough, don't need an alliance lock on top.
So many easy solutions to solve the ongoing PvP balancing problems. Others even have better ideas than what I can bring up. The root of it all may be laying deeper than we can imagine though, since the game itself is still based on a very outdated and restrictive engine making a lot of the suggested feedback, wishes and solutions close to impossible to implement, regardless of how good on paper something may sound. The biggest problems are the engine and the servers which Zos tries to maintain and thus rather builds on bad decisions from the past instead of investing the nessessary time, money and effort to create something superior in every way than what ESO has turned into after all these years.
@DaggersKid agree on CP tankiness point, but that's the same in noCP BGs, where procs are present.
Yes, CPs make players way more tankier and give way more sustain.
But choosing between that and no fun builds, I'll rather roll CP.
Just joined noCP on full crit (as most of my build is intact in no-proc too) to see what's going on here.
I was impressed by how easily smallgroup troll players are decimated.
I wasn't impressed by how the siege goes. And stupid thing is, it can be easily fixed by making sieges uncleansable.
Hence the thread.
Necrotech_Master wrote: »@DaggersKid agree on CP tankiness point, but that's the same in noCP BGs, where procs are present.
Yes, CPs make players way more tankier and give way more sustain.
But choosing between that and no fun builds, I'll rather roll CP.
Just joined noCP on full crit (as most of my build is intact in no-proc too) to see what's going on here.
I was impressed by how easily smallgroup troll players are decimated.
I wasn't impressed by how the siege goes. And stupid thing is, it can be easily fixed by making sieges uncleansable.
Hence the thread.
if they went back to allow procs in no cp, then you wouldnt have a purge problem because of the plaguebreak
VaranisArano wrote: »Necrotech_Master wrote: »@DaggersKid agree on CP tankiness point, but that's the same in noCP BGs, where procs are present.
Yes, CPs make players way more tankier and give way more sustain.
But choosing between that and no fun builds, I'll rather roll CP.
Just joined noCP on full crit (as most of my build is intact in no-proc too) to see what's going on here.
I was impressed by how easily smallgroup troll players are decimated.
I wasn't impressed by how the siege goes. And stupid thing is, it can be easily fixed by making sieges uncleansable.
Hence the thread.
if they went back to allow procs in no cp, then you wouldnt have a purge problem because of the plaguebreak
Yes, but then you'd get a HoT-stacking problem, because that's how the ball groups have adapted to no purges. So pick your poison.
https://youtu.be/zRXjSLnVWxA
We all hate DC, Plaguebreak - and not without a reason.
But do I need to remind you how the game looks with siege effects cleansable?
There was a garrison in this keep, using sieges to stop enemy steamroll.
They stacked heals and cleansed like as if there was no sieges at all.