acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
I agree with the most embarrassing gameplay; how any faction can be proud of (and persisting in) megazerging the map to its death is beyond my comprehension.
I think it is because of the unmitigated population imbalance. With Vengeance's increased population caps, one faction having 3 bars while the other two stand at 1 bar each is a much bigger problem than in the current Cyro. ZOS should implement dynamic queue locks, where no one can join a faction with 2 or 3 bars until the other two factions get there as well. Low pop bonus doesn't solve this issue.
acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
xylena_lazarow wrote: »Sad to see them waste all that initial hype on 6mo of occasional tests while pushing the same hated infinite resource heal stacking meta that drives players away from Live. Now we have 2 dead PvP modes.
xylena_lazarow wrote: »infinite resource heal stacking meta
That's just stacking heals to stall out a fight without killing anyone, like the ball groups on Live, and what the large raid guilds on Vengeance are doing. Their raw numbers flip flags, as opposed to a ball group circling the roof for 40 minutes.acastanza_ESO wrote: »If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
xylena_lazarow wrote: »That's just stacking heals to stall out a fight without killing anyone, like the ball groups on Live, and what the large raid guilds on Vengeance are doing. Their raw numbers flip flags, as opposed to a ball group circling the roof for 40 minutes.acastanza_ESO wrote: »If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
What any large scale PvP needs is for solos/casuals/zergs to be able to put out enough damage to win outnumbered, without the need for the outside-game logistics and hard structure demanded by running in comp groups. This could potentially be accomplished by say, removing offensive AoE caps and restoring the lingering ground AoE on Meatbags.
Yeah, I do. The sad state of both Live and Vengeance are all the proof I need.Artisian0001 wrote: »You want people to be able to kill COORDINATED GROUPS
Artisian0001 wrote: »xylena_lazarow wrote: »Yeah, I do. The sad state of both Live and Vengeance are all the proof I need.Artisian0001 wrote: »You want people to be able to kill COORDINATED GROUPS
[snip]
acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
To be fair, it would be exactly the same on live. Sure, a duo would be able to troll around a tower against some random pugs but if fifty people showed up with concerted effort, they'd still be run right over. Keep defenses or offenses would be impossible as well. We had exactly this situation when New World came out for something like, three months IIRC.
Artisian0001 wrote: »xylena_lazarow wrote: »Yeah, I do. The sad state of both Live and Vengeance are all the proof I need.Artisian0001 wrote: »You want people to be able to kill COORDINATED GROUPS
[snip]
Artisian0001 wrote: »xylena_lazarow wrote: »Yeah, I do. The sad state of both Live and Vengeance are all the proof I need.Artisian0001 wrote: »You want people to be able to kill COORDINATED GROUPS
[snip]
This is not a valid thing to respond with. Xylena know how to PvP.
[edited to remove quote]
acastanza_ESO wrote: »acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
To be fair, it would be exactly the same on live. Sure, a duo would be able to troll around a tower against some random pugs but if fifty people showed up with concerted effort, they'd still be run right over. Keep defenses or offenses would be impossible as well. We had exactly this situation when New World came out for something like, three months IIRC.
Nah. This is exactly the situation that a ballgroup would be able to break on live.
acastanza_ESO wrote: »xylena_lazarow wrote: »infinite resource heal stacking meta
That doesn't describe Vengeance at all. If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
acastanza_ESO wrote: »acastanza_ESO wrote: »Primetime on PC NA: Three bars of EP to nothing else. EP at 2-3x AD or DC (combined) pop.
The campaign has zero functional ability to counter superior numbers, so faction stacking every keep always wins.
Then literally gate camping the campaign to death when there's nothing else left.
This has to be the most embarrassing gameplay I've ever seen and it is direct result of Vengeance being an unmitigated failure of game balance.
Speedrunning the Ravenwatch death spiral. GG.
To be fair, it would be exactly the same on live. Sure, a duo would be able to troll around a tower against some random pugs but if fifty people showed up with concerted effort, they'd still be run right over. Keep defenses or offenses would be impossible as well. We had exactly this situation when New World came out for something like, three months IIRC.
Nah. This is exactly the situation that a ballgroup would be able to break on live.acastanza_ESO wrote: »xylena_lazarow wrote: »infinite resource heal stacking meta
That doesn't describe Vengeance at all. If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
If you could stack heals than the zerg would do that too and fighting back be even harder.
Absence of healstacking and ballgroups is one of the main reasons many players play Vengeance and reintroducing them a way to destroy Vengeance. A ballgroup dominating the map is even worse than a zerg and make the game unfun for anyone else.
Of course ballgroups are pretending again to be the only zergcounter when they are just a more organized zerg themself and ask for biggest number advantage crosshealing first.
Ballgroups don’t help outnumbered faction to not get zergend but create the zerg they fight themself because thanks to healstacking only a big zerg (or other ballgroups) can kill a ballgroup and they farm smaller numbers in home keep until enaugh people arrive to be such a zerg.
What we really need is a way for solo players to kill players in zerg. We need the option for players to setup multiple siege and ballistae to be as effective as coldfire and a way for bombers to do 70k burst against nonblocking players(best without AOE cap but if you can bomb 3 players that’s still good).
Solos/pugs need to be able to break these situations or the game dies, as Live has proved.acastanza_ESO wrote: »This is exactly the situation that a ballgroup would be able to break on live.
Artisian0001 wrote: »xylena_lazarow wrote: »That's just stacking heals to stall out a fight without killing anyone, like the ball groups on Live, and what the large raid guilds on Vengeance are doing. Their raw numbers flip flags, as opposed to a ball group circling the roof for 40 minutes.acastanza_ESO wrote: »If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
What any large scale PvP needs is for solos/casuals/zergs to be able to put out enough damage to win outnumbered, without the need for the outside-game logistics and hard structure demanded by running in comp groups. This could potentially be accomplished by say, removing offensive AoE caps and restoring the lingering ground AoE on Meatbags.
Your point is lacking any real logical sense. You do this on every thread where you complain about the same things over and over and nothing is ever done to nerf it but you don't really ever take it as a sign. You want people to be able to kill COORDINATED GROUPS, while the lesser groups that aren't a ball group are NOT COORDINATED and also HAVE LESS PEOPOLE. Skills and sets like this already exist to benefit players when they are out numbered. There is no way to make smaller groups able to consistently kill bigger more coordinated groups without breaking the game entirely.
I mean just think of it, it doesn't make sense. Smaller groups can already beat better groups that are stacking heals if the player number isn't extremely significant. If the player number is extremely significant ex. 4v12, and the skill level of the players is similar, it would make zero sense for the 4 to consistently be able to beat the 12. When I go out with my group and I engage groups much bigger than ours, where the players are also skilled, we are aware we are not supposed to win every single engage, that's just what happens.
If you nerf heals or cross heals to a certain number, all you are doing is making that cap the next "ballgroup" number. Groups used to go up to 24 and were much worse, both on the server and for the health of the game's balance. A 12 man group isn't even that bad. Groups of 24 pugs should be able to deal with it unless they are just not great at the game, and guess what, if they aren't great they shouldn't win.
There isn't a logical proposal ever brought up when you engage on this topic, and you do it daily, for hours on end.
In addition, only bad ballgroups just heal stack and don't do anything. My group consistently fights and kills the biggest and best ballgroups in the game. Ballgroups always fight each other and one usually ends up winning. Stalling and perma fighting only happens with zergs who sit there and res each other over and over, which creates more lag than any ballgroup ever will, and no ballgroup ever complains about that lack of balance because guess what, it's just what happens where there are too many people. People aren't asking for ressing to be nerfed so it can't continue the way it does , but that is way healthier for the game than anything else proposed.
Artisian0001 wrote: »xylena_lazarow wrote: »That's just stacking heals to stall out a fight without killing anyone, like the ball groups on Live, and what the large raid guilds on Vengeance are doing. Their raw numbers flip flags, as opposed to a ball group circling the roof for 40 minutes.acastanza_ESO wrote: »If you could stack heals in a group you could at least try to coordinate fight back against a zerg.
What any large scale PvP needs is for solos/casuals/zergs to be able to put out enough damage to win outnumbered, without the need for the outside-game logistics and hard structure demanded by running in comp groups. This could potentially be accomplished by say, removing offensive AoE caps and restoring the lingering ground AoE on Meatbags.
Your point is lacking any real logical sense. You do this on every thread where you complain about the same things over and over and nothing is ever done to nerf it but you don't really ever take it as a sign. You want people to be able to kill COORDINATED GROUPS, while the lesser groups that aren't a ball group are NOT COORDINATED and also HAVE LESS PEOPOLE. Skills and sets like this already exist to benefit players when they are out numbered. There is no way to make smaller groups able to consistently kill bigger more coordinated groups without breaking the game entirely.
I mean just think of it, it doesn't make sense. Smaller groups can already beat better groups that are stacking heals if the player number isn't extremely significant. If the player number is extremely significant ex. 4v12, and the skill level of the players is similar, it would make zero sense for the 4 to consistently be able to beat the 12. When I go out with my group and I engage groups much bigger than ours, where the players are also skilled, we are aware we are not supposed to win every single engage, that's just what happens.
If you nerf heals or cross heals to a certain number, all you are doing is making that cap the next "ballgroup" number. Groups used to go up to 24 and were much worse, both on the server and for the health of the game's balance. A 12 man group isn't even that bad. Groups of 24 pugs should be able to deal with it unless they are just not great at the game, and guess what, if they aren't great they shouldn't win.
There isn't a logical proposal ever brought up when you engage on this topic, and you do it daily, for hours on end.
In addition, only bad ballgroups just heal stack and don't do anything. My group consistently fights and kills the biggest and best ballgroups in the game. Ballgroups always fight each other and one usually ends up winning. Stalling and perma fighting only happens with zergs who sit there and res each other over and over, which creates more lag than any ballgroup ever will, and no ballgroup ever complains about that lack of balance because guess what, it's just what happens where there are too many people. People aren't asking for ressing to be nerfed so it can't continue the way it does , but that is way healthier for the game than anything else proposed.
Nothing is ever done because devs don’t play PvP against ballgroups and ballgroups lobby against any nerfs successfully and make all other playstiles quit until they are only ones left(also in forum).
Noone is asking for smaller group to beat a larger more coordinated group consistently but there should be a way to do it at all.
If you trade blows with a larger group you loose even if they don’t have crosshealing but if you catch and burst them offguard or oil them they shouldn’t get saved by shared effects when otherwise they would have died.
IRL beeing in a larger group doesn’t protect you from lethal dmg but having larger number is still a usually decisive advantage in fights.
xylena_lazarow wrote: »Solos/pugs need to be able to break these situations or the game dies, as Live has proved.acastanza_ESO wrote: »This is exactly the situation that a ballgroup would be able to break on live.
So the takeaway from the OP's post is this.
SO I must once again point out that a more dynamic AP rewarding system is needed. Imagine how things would be if faction stacking and gate camping the 1 bar team lead to 0 AP for the 'winners' and a lot of AP and other rewards for those playing on hard more.
It'd definitely assist in separating the good players from those who just want to be be trolls, and or leech easy AP.
Artisian0001 wrote: »People shouting their complaints into the void about solo play like this is a single player RPG and as if vengeance wasn't made with much smaller target caps to prioritize them, and now it's dead. Almost like I've said a thousand times, people who complain don't even know what they want or what they are complaining about.