only real group running districts is on your side for once
You gain a false sense of security and after awhile you're carrying about 31,000 Tel Var.
all the players we run into have been easy enough to deal with
Then a hostile player rounds the corner, focuses you and bursts you into the ground. Goodbye 15k.
What risk is a stealth ganker carrying zero stones taking?KiltMaster wrote: »It is a bummer what happened to ya, but it is a necessary lesson to learn! This is the only zone where there's a risk/reward aspect. I reckon they'd like to keep it that way.
only real group running districts is on your side for once
You gain a false sense of security and after awhile you're carrying about 31,000 Tel Var.
all the players we run into have been easy enough to deal with
Then a hostile player rounds the corner, focuses you and bursts you into the ground. Goodbye 15k.
So you want to zerg, kill enemies, and get rewards, but you got greedy and lazy and are crying that someone was finally able to pick you out of your zerg and kill you?
lol, ok.
The part that does not make sense:The design makes sense.
xylena_lazarow wrote: »The part that does not make sense:The design makes sense.
You skillfully kill a stealth ganker. You get zero stones for doing that, because they are not carrying any.
Eventually, even a bad ganker gets lucky and lands a kill, gaining thousands, then queues into another campaign.
Sure it takes time and patience for finding targets, but ultimately it's no risk and all reward.
I don't mind being ganked, but not getting anything for killing the ganker? That's some BloodSpawn.
CameraBeardThePirate wrote: »xylena_lazarow wrote: »The part that does not make sense:The design makes sense.
You skillfully kill a stealth ganker. You get zero stones for doing that, because they are not carrying any.
Eventually, even a bad ganker gets lucky and lands a kill, gaining thousands, then queues into another campaign.
Sure it takes time and patience for finding targets, but ultimately it's no risk and all reward.
I don't mind being ganked, but not getting anything for killing the ganker? That's some BloodSpawn.
This. Gankers don't have to risk anything. That's kind of silly.
Also - remove the ability to join a queue for another campaign while in combat in IC. There's a reason you can't use Sigils of Imperial Retreat while in the middle of a fight. You shouldn't be able to bypass that mechanic with a hotkey that queues you for Cyrodiil.
CameraBeardThePirate wrote: »xylena_lazarow wrote: »The part that does not make sense:The design makes sense.
You skillfully kill a stealth ganker. You get zero stones for doing that, because they are not carrying any.
Eventually, even a bad ganker gets lucky and lands a kill, gaining thousands, then queues into another campaign.
Sure it takes time and patience for finding targets, but ultimately it's no risk and all reward.
I don't mind being ganked, but not getting anything for killing the ganker? That's some BloodSpawn.
This. Gankers don't have to risk anything. That's kind of silly.
Also - remove the ability to join a queue for another campaign while in combat in IC. There's a reason you can't use Sigils of Imperial Retreat while in the middle of a fight. You shouldn't be able to bypass that mechanic with a hotkey that queues you for Cyrodiil.
Nobody has to risk anything if the Tel Var is in the bank. Everyone risks their Tel Var if the Tel Var is not in the bank. This equation doesn't contain Gankers.
CameraBeardThePirate wrote: »You shouldn't be able to run around on a glass cannon with 0 risk of losing TelVar and all the opportunity to gain it.
SeaGtGruff wrote: »I got repeatedly ganked by the same player in the sewers the other night. What was funny was that it occurred in completely different areas of the sewers…
Example of how it should work:ForumSavant wrote: »Haven't read every reply, so don't know if it has already been mentioned, but it should be limited, at the very least, to however much the other person is carrying. You should not be able to spam respawn on a ganker, with 0 telvar, posing no risk to yourself, to be able to essential take millions of gold worth of telvar off of someone else with a build that can kill someone in under 1 second real life time.
Pour one out for that guy that lost 15.6 million tel var in one go.
I think there has to be some kind of risk/reward structure to earning a type of currency in a pvp environment. So I'm okay with where it's at right now. But at the same time I completely understand the ones that are suggesting a no risk/no reward structure, where a player can only gain from a player as much as they risk losing by carrying some with them. If that were feasible I think that would end up being a good compromise.
SmellyUnlimited wrote: »Pour one out for that guy that lost 15.6 million tel var in one go.
I think there has to be some kind of risk/reward structure to earning a type of currency in a pvp environment. So I'm okay with where it's at right now. But at the same time I completely understand the ones that are suggesting a no risk/no reward structure, where a player can only gain from a player as much as they risk losing by carrying some with them. If that were feasible I think that would end up being a good compromise.
I watched the video but the guy escapes at the end with the full 15 million tel var. Aggravating as all hell seeing him melt players around him, knowing that I’d likely be in that bunch too. Absurd that a ganker build can somehow take out 5+ enemies attacking you, so you essentially have a glass cannon but a survivable one? This is why PvP drives me crazy.
CameraBeardThePirate wrote: »SmellyUnlimited wrote: »Pour one out for that guy that lost 15.6 million tel var in one go.
I think there has to be some kind of risk/reward structure to earning a type of currency in a pvp environment. So I'm okay with where it's at right now. But at the same time I completely understand the ones that are suggesting a no risk/no reward structure, where a player can only gain from a player as much as they risk losing by carrying some with them. If that were feasible I think that would end up being a good compromise.
I watched the video but the guy escapes at the end with the full 15 million tel var. Aggravating as all hell seeing him melt players around him, knowing that I’d likely be in that bunch too. Absurd that a ganker build can somehow take out 5+ enemies attacking you, so you essentially have a glass cannon but a survivable one? This is why PvP drives me crazy.
He has 31k health - he's not a ganker, nor a glass cannon. A "glass cannon" would be around 20k health, and would've likely fallen over at someone sneezing at them. The build in the video is simply a good PvP build on a good PvP class.
xylena_lazarow wrote: »Example of how it should work:ForumSavant wrote: »Haven't read every reply, so don't know if it has already been mentioned, but it should be limited, at the very least, to however much the other person is carrying. You should not be able to spam respawn on a ganker, with 0 telvar, posing no risk to yourself, to be able to essential take millions of gold worth of telvar off of someone else with a build that can kill someone in under 1 second real life time.
I'm carrying 10k Telvars, which means I lose 5k if I die.
Therefore, my maximum gain off any single player kill should be 5k, the same as my wager.
I put my stones in the bank. Now I have 0 Telvars.
Now my player kills gain me 0 Telvars, because my wager is 0 Telvars.
CameraBeardThePirate wrote: »SmellyUnlimited wrote: »Pour one out for that guy that lost 15.6 million tel var in one go.
I think there has to be some kind of risk/reward structure to earning a type of currency in a pvp environment. So I'm okay with where it's at right now. But at the same time I completely understand the ones that are suggesting a no risk/no reward structure, where a player can only gain from a player as much as they risk losing by carrying some with them. If that were feasible I think that would end up being a good compromise.
I watched the video but the guy escapes at the end with the full 15 million tel var. Aggravating as all hell seeing him melt players around him, knowing that I’d likely be in that bunch too. Absurd that a ganker build can somehow take out 5+ enemies attacking you, so you essentially have a glass cannon but a survivable one? This is why PvP drives me crazy.
He has 31k health - he's not a ganker, nor a glass cannon. A "glass cannon" would be around 20k health, and would've likely fallen over at someone sneezing at them. The build in the video is simply a good PvP build on a good PvP class.
The point remains, if someone builds into health and survivability like that they shouldn't be able to be outputting that much damage as well. That's not balanced.