Major_Toughness wrote: »Has been said before and is still a terrible idea.
limitswitch wrote: »Major_Toughness wrote: »Has been said before and is still a terrible idea.
Please elaborate or link to a thread where this was already discussed.
Risk = reward seems like a pretty good idea to me. A casino were the slot machines were free to play would be pretty broken.
RealLoveBVB wrote: »All your hate goes towards nightblades.
So you are fine getting zerged down by some ball group then or would it be a fair battle for you?
Can you elaborate why it is a good thing for me to be able to gain thousands while risking nothing myself?Major_Toughness wrote: »Has been said before and is still a terrible idea.
RealLoveBVB wrote: »All your hate goes towards nightblades.
So you are fine getting zerged down by some ball group then or would it be a fair battle for you?
CrazyKitty wrote: »RealLoveBVB wrote: »All your hate goes towards nightblades.
So you are fine getting zerged down by some ball group then or would it be a fair battle for you?
Yes, it's better and far more fair to be able to see your enemy as opposed to being one shotted by the invisible man.
xylena_lazarow wrote: »Can you elaborate why it is a good thing for me to be able to gain thousands while risking nothing myself?Major_Toughness wrote: »Has been said before and is still a terrible idea.
Can you elaborate why it is a good thing for me to gain nothing from a player kill while I myself risk thousands?
CrazyKitty wrote: »RealLoveBVB wrote: »All your hate goes towards nightblades.
So you are fine getting zerged down by some ball group then or would it be a fair battle for you?
Yes, it's better and far more fair to be able to see your enemy as opposed to being one shotted by the invisible man.
If you are being one-shotted, you are not building for PVP correctly. Also, most, if not all high damage combos from cloak have a tell that allows enough time for an attentive player to block.
Riding between keeps last night, 2 nbs fired lethal arrows at me from stealth. I had enough time to dismount, roll dodge, buff, pop a detect and kill them both within 15s.
Though I played a lot years ago, I'm now inexperienced because the game is so different and what I would call an objectively bad player. Plus I'm old and much slower than I used to be.
Try using detection potions. Probably 95% of nbs are squishblades that melt if they can't cloak. There are also ability counters.
I run detection potions, but if they are on cooldown, I find spamming AEs is also effective against a nb attempting to escape/reset.
I'm not worried about nbs in IC, I am worried about groups and talented individuals running OP builds, usually arena builds -- because I don't run stalemate builds.
An OP nb is probably using cloak to reset/recover, not gank.
It has always been in the case in eso that skilled players would time abilities to layer damage to hit within proximity of each other. It's what I used to try to do. (now I'm mainly just brawling and trying to layer dots, but maybe I'll improve to where I can time burst better)Not true these days, except the part about being one shotted. It will actually be 2 to 3 skills hitting you at once that makes it seem like one skill, but that's just how OP out of balance NB's are right now. NB's are absolutely OP right now almost to the point of being game breaking. There is a reason NB populations are exploding right now.
If you are being one-shotted, you are not building for PVP correctly. Also, most, if not all high damage combos from cloak have a tell that allows enough time for an attentive player to block.
I'm fine with high risk, high reward gameplay. The problem is the two scenarios I described are:The above probably sounds absolutely untenable to the avg eso player. But it's incredible, thrilling fun for the right kind of pvper.
the1andonlyskwex wrote: »What happens if 10 people contribute to killing you? Is the cap the sum of what they're all carrying? How do the stones you do drop get divided?
I think this idea is half baked at best.
I know that I don't really play my nightblades, but when I am in IC on any character I very regularly bank my tel var and would be pretty bummed if, when I went back out fresh and started fighting again, if I couldn't get anything from folks in my initial kills as I worked my way back up.
limitswitch wrote: »the1andonlyskwex wrote: »What happens if 10 people contribute to killing you? Is the cap the sum of what they're all carrying? How do the stones you do drop get divided?
I think this idea is half baked at best.
This is the only valid criticism I've seen so far so thank you for contributing something instead of trying to justify insanity.
My solution would be to just use the stone count of the person to get the finishing blow. A straight up average of your attacker's stone seems fairer at first glance, but would be too easy to abuse by a team with one tank carrying 10k stones and the attackers carrying 0. 10k tank could hit once and hide while his buddy does the rest, so average would not work.
At least you know the guy who got the final hit was visible and in range of return fire.
the1andonlyskwex wrote: »I'm sure that will go over great when a random player with 0 stones runs up and gets the killing blow on your opponent at the end of a long battle.
xylena_lazarow wrote: »Can you elaborate why it is a good thing for me to be able to gain thousands while risking nothing myself?Major_Toughness wrote: »Has been said before and is still a terrible idea.
Can you elaborate why it is a good thing for me to gain nothing from a player kill while I myself risk thousands?
Look at it from the pov of a full loot game like Rust. Rust is basically an mmo/fps/rpg pvp game. It can be played pve, but that's very unpopular because it's completely boring.
In Rust, not only can other players loot everything from your corpse, they can also raid your base, take all your loot and kill you in your sleep when you're not even online because the game has 'sleepers' -- which means that when a player exits a server, their character remains in-game sleeping.
In Rust, a player can lose weeks/100+ hours of progress within an hour after being raided. If they planned poorly, they might have to start over completely!
The above probably sounds absolutely untenable to the avg eso player. But it's incredible, thrilling fun for the right kind of pvper. It really gets one's heart pounding at times. The gameplay not only involves the overt combat skills, but developing strategies and tactics to minimize losses. The gameplay is extremely emergent and constantly evolving.
I believe IC was designed in the same vein. IC PVE grinding would be the same boring chore it is in every other PVE zone if not for the risk posed by player killers. They are actually a feature for the kind of player IC was designed for. For a PVE grinder to be successful in IC, they have to come up with strategies and tactics to minimize losses. That is a big part of the gameplay.
Of course, 99.9% of ESO is ultra-casual super ezmode content, so not everyone is going to like it. Most players won't be into that kind of thing. So? I'm not into normal dungeon pugs, but I *chose* to grind them to collect sets. I don't enjoy the vast majority of ESO content because it's so incredibly boring to me. But I have a choice. Just like I have a choice to engage that annoying ball group or 1v1 the decent player with the vat/dsa build I struggle with.
Both Cyrodiil and IC are asymmetrical by design. They are not intended to be structured, fair experiences. I am always baffled the hate I get when I "zerg" someone in a tower down when that's what they chose to expose themselves to. Few, if any fights in Cyro/IC are actually fair. That's part of the fun for the audience the content was designed for. For the record, I also play completely solo at times and get zerged down without ever complaining about it because I made a choice to do that.
When I considered myself to be a decent player many years ago, I was never afraid to lose a few thousand tv. I ran Imperial Physique at times and died doing it. It's no big deal. It's just a game, and the potential loss is what made it thrilling. A successful player killer in IC still has to make it out and have the same options as everyone else.
The only time I ever enjoyed grinding gear in ESO was the IC patch when it was the only place to find certain mats in abundance. It was great fun doing so while avoiding the haxus and nm groups roaming the AD sewers.
All ESO PVE content except hardmodes have been nerfed for the casual player. Normal dungeons used to be more difficult than Vet dungeons are now. Hell, VR10 overland mobs used to be more difficult than vet dungeon mobs.
IC has been nerfed enough. Its mobs used to be as strong as the original vet difficulty mobs and tv loss has already been reduced. So please, let's leave IC as is for the players it was designed for. No content is ever going to be all things to all players.
That wasn't intended to be an apple to apple comparison. It was meant to illustrate the vulnerability that Rust creates for the player.VoidCommander wrote: »The main issue with your example of Rust is that a raider taking on a base of 100+ hours is far from risking nothing. They need armor, explosives, high grade weapons, etc. A stealth nightblade with 361 tel var ganking a player to steal their 3k tel var is the equivalent of a naked Rust player killing a kitted out player with a bow and arrow. Is it possible, yes. Is it common? Absolutely not.