joshisanonymous wrote: »tilolyen_ESO wrote: »Ok try and follow the logic here. Cyrodil is empty because the repetitiveness and "been there don't that" syndrome. One is the symptom of the other. It's getting hard to also take you seriously, though I am trying.
Thanks for the tongue-in-cheek response. Very mature. But yes, it's the repetitiveness. It couldn't be that it takes ~7 days played for average people just to reach VR1 combined with the fact that the game is just over a month old. Nope, it's the repetitiveness, which isn't actually repetitive since the game is what you make of it (i.e. it's only a zergfest if all you try to do is zerg). But you just said that this wasn't your complaint anyway. You're very much a moving target. Banging your head against walls seems to be harming your ability to make your point clear.lao wrote:the game isnt about 1v1 combat you say? ok fine. lets look at a group example.
I didn't say that actually.
If you want to talk about the depth of combat, though.. Sure, you can run around talon/banner spamming or shield bash spamming ESO, just like you could /stick a melee train in DAoC and mash 2 styles or make make a Mid bomb group where all you do is get your healer to AoE stun and get your spiritmasters to spam PBAoE. Just because there are very basic strategies to use in a game does not mean that that's literally all the combat system is made of. Even using those generally simple strategies, one can be more or less effective depending on timing and awareness. A bomb group in DAoC isn't always successful just like spamming talons doesn't always mean you'll win. (This is also comparing DAoC after at least a year of balancing versus ESO out-of-the-gate. You might recall that there were literally no immunity timers when DAoC launched, for instance. Skillz.)
tilolyen_ESO wrote: »Edit: But I forgot, this new generation would rather *** and moan about everything.
This "Older" generation (me) would actually like to play what was advertised. Players like you and the others in this thread defending the PVP system to the end is WHY companies continue to put out subpar products. ZOS can polish a turd and many of you would claim it was a masterpiece work of art.
i take it u didnt play daoc since 2002.
joshisanonymous wrote: »i take it u didnt play daoc since 2002.
Actually, I played from around the time Foundations came out (mid 2003) up until just after Darkness Rising came out (late 2005), then again for about 6 months around 2010 (give or take a year). So yeah, I'm aware of how it was and how it has been relatively recently. Regardless, this isn't what the thread's about, so I'll let you have the last word with your assumptions about my background.
JoseDelgadoCub17_ESO wrote: »Why is veteran rank relevant in Cyrodill. Craglorn is going to release VR12 forcing PvP players to PvE to stay relevant.
Sorry, you can't face roll this game.
Groups of 4 can take out 20+ easy using tactics (no OP bat swarm ect needed)
Find a group of people, get vent, coordinate, profit. You will have some of the best fights ever that will make you continue to play.
A lot of you have not seemed to learn how to counter things...almost every skill/ult we have ran into there is a counter that negates it almost completely.
Edit: But I forgot, this new generation would rather *** and moan about everything.
The more I think about it, the more I wonder why gap closers/pull-ins/teleports etc are in the game. Make positioning matter again...Noone enjoys getting pulled in by an enemy player(This one is the worst, I cannot stand when the actions of another player determines my location/positioning). Noone enjoys a player teleporting away. Noone enjoys being a happy distance away and start casting a spell only to have the enemy teleport right on top of you. Why do we have these spells? I dont feel it adds any depth to fights, and simply makes them more frustrating. Let old fashion pushing/kiting come back.. not this hand-holding junk that every new game is including.
ChairGraveyard wrote: »Pretty obvious that those who are arguing against fixing VR scaling are just worried their "I WIN" button might be taken away, forcing them to actually compete instead of having the game win their fights for them via levels and gear.
The VR scaling is not that bad really, maybe a slight boost in health is necessary. Atleast from a light armor Mage perspective. Yes I can kill low level players fast, and I also die fast, even against lower levels.
The problem comes when you are fighting a v10 tank that holds their block button down(that does just as much dps as a glass cannon spec). Even as v10 sorc specced 100% for dmg, I do practically no dmg to these tanks until their stamina is dry. So when a lower level player is going up against these tanks(that are fotm because of how strong it is) they feel like they have no chance at all. And it is not completely because they are V10 and you are lower. Tanking in pvp is just too strong atm.. Of course typically you will not target the tanks.. Well when they also have the best utility, and can pull-in, as well as charge in.. the options become few, not to mention atleast 50% of the ppl in pvp atm are sporting 1h/shield these days.
I'd have no problem with tanks taking alot of dmg and having some utility. But because they can dish out rediculous dps as well as any other, there is WAY too many tanks around, making a dps build frustrating with tanks too devastating to simply ignore and go after weaker targets.
Also most games Mage type caster classes are a sort of counter vs a heavy tank. So the balance is sort of skewed. I almost feel like blocking should not effect spells, only melee attacks. Keep roll dodge avoiding projectiles/ as well as the many other spells that reflect or decrease damage of spells, I feel that is enough to still tank.
Who is the supposed counter to tanks? DK in particular
its so diff now then when the game first went live, i was shocked recently by the empty campaigns and the one I was in that usually dominated has almost zero pop in my faction. I feel sorry for those just entering pvp for the first time now
tilolyen_ESO wrote: »So, I tried PvP the first week the game was live and I had my butt handed to me. So I thought, back to the drawing board....I will level up and get all the skills I need maxed then come back when I was VR10. So last night was my first night back and I have to say I am completely disappointed. After watching all of the promo videos from Zenimax showing how "amazing" PvP was going to be, I was really excited.
So for the 3 hours I was in Cy....I will give you the scenario:
1. Side #1 zergs Side #2 - Side #2 loses to Side #1 due to inferior numbers.
2. Side #2 zergs "Fort Whatever" and takes it in 5 minutes due to number advantage.
3. Rinse and repeat until you are numb of boredom
4. Have a nice day
You would think as heavily as Zenimax promoted this amazing PVP system, it wouldn't be something that was used for the last 10+ years. Hell, DAOC had the same type of system but at least they made it FUN, and how long ago was that released?
jp_antillb16_ESO wrote: »I have to admit I'm kind of in the same boat at OP. I'm a pretty hard core PvP player in most games but my forays into Cyrodiil while not unsuccessful have generally been pretty disappointing and have not resulted in me wanting to go back that often. Above anything else I feel that the class ability balance is way out of line for a fun PvP environment. One of the things that made small group DAOC PvP so good was the role of mutually supporting classes and the requirement for good positional play. This game with its almost unlimited charge/escape spells and simplistic CC system has very little of that. They could at least give these abilities some cool down on reuse. Arcade style combat really has no long term re-playability. The Emperor bonus as it stands is also utterly ridiculous. One player should not be buffed to the point they are killing 40+ players with minimal support by just spamming their ultimate over and over (the most noticeable being Vampire swarm and Dragon Knight standard). An Emperor should be a slightly tougher player with some nice gear options not some sort of a demigod. These are already "good" players why give them this much of an advantage. Ultimate abilities themselves should be something that have a key tactical use in a fight rather than a "spam to farm" tool. There is plenty they could do to change this equation but I doubt they will.
There are also some minor things that are irritating like variable speeds on horses (how about making it so you travel at a consistent speed - maybe the fastest horse in your group?), crouch walk letting people disappear in 100% open terrain, indistinguishable guilds and in many places the blandness of the frontier lands. I also dislike how levels 10-50 are mixed with VR1-10. Sure I get it that they want people to be able to "level in PvP" but I feel like I am cutting through someone wearing paper armour fighting a sub 50 player and geared VR10s in particular can just farm these guys all day long. There are some perfectly good ways to do lower level PvP (e.g battlegrounds) that really add to the game and I cant understand why they didn't go with this option. Many people made new characters just to experience doing the battleground content in DAOC.
wayfarerb14_ESO wrote: »
Grimnix173 wrote: »ChairGraveyard wrote: »Pretty obvious that those who are arguing against fixing VR scaling are just worried their "I WIN" button might be taken away, forcing them to actually compete instead of having the game win their fights for them via levels and gear.
If character progression means nothing in PvP...what is the point of having this be an MMO? Why spend hours making my character awesome? The pvp in this game is filled with Casual players like yourself, who think just because they showed up they should have a chance at killing a v10 that has at least 10 more days played on their character. Fair and balance pvp like this is not for RPG's its for FPS's and games like LOL
JoseDelgadoCub17_ESO wrote: »Cyrodill stats should just be hard capped at a level 50 with full legendary quality armor.
ChairGraveyard wrote: »Grimnix173 wrote: »ChairGraveyard wrote: »Pretty obvious that those who are arguing against fixing VR scaling are just worried their "I WIN" button might be taken away, forcing them to actually compete instead of having the game win their fights for them via levels and gear.
If character progression means nothing in PvP...what is the point of having this be an MMO? Why spend hours making my character awesome? The pvp in this game is filled with Casual players like yourself, who think just because they showed up they should have a chance at killing a v10 that has at least 10 more days played on their character. Fair and balance pvp like this is not for RPG's its for FPS's and games like LOL
Translation: If the game doesn't hand me automatic wins because of my level, I'll throw a hissy fit!
Hallmark of a bad PvP player: They need the game to win for them.
Also, who is the casual here? I have a high level character. I still want scaling fixed, because unlike a lot of people here, I like PvP games. Most PvP games don't give certain players automatic wins, because that is moronic and makes for a stupid, unbalanced and ultimately boring game.
Truly, the only casuals are those who expect levels and gear to give them wins, and expect not to have to compete ever, because they're so bad at PvP they're literally frightened of the very idea of having to compete on a semi-even playing field, as in real non-MMO PvP games.
The cowardice is honestly hilarious.