techyeshic wrote: »This week has been the most restricted and I have seen little reason to believe there's much improvement. All they have done with this and the current meta is drive people off.
I'll be curious to see who the meta is actually; once ERs and purge are more common. That is if they don't just leave their "best" test in place
From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
techyeshic wrote: »This week has been the most restricted and I have seen little reason to believe there's much improvement. All they have done with this and the current meta is drive people off.
I'll be curious to see who the meta is actually; once ERs and purge are more common. That is if they don't just leave their "best" test in place
From bgs I can tell you that no amount of purging can keep up with the dot procs once you have multiple people in the fight.
I don't even mean outnumbered, even I equal fights.
techyeshic wrote: »techyeshic wrote: »This week has been the most restricted and I have seen little reason to believe there's much improvement. All they have done with this and the current meta is drive people off.
I'll be curious to see who the meta is actually; once ERs and purge are more common. That is if they don't just leave their "best" test in place
From bgs I can tell you that no amount of purging can keep up with the dot procs once you have multiple people in the fight.
I don't even mean outnumbered, even I equal fights.
You only have 4 allies there though. In Cyrodiil; hots and purges start flying around in large fights. I agree in that procs are much cheaper and easy to reapply, but it should be better than it is now with the state of Cyrodiil
DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
On the plus side, I got in last night with no que! ;p
DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
I can see your perspective on how better performance might cause an influx of returning players and new players to Cyrodiil. At the same time, I think that if these Combat Changes are made, it will just make it harder for returning and new players to close the skill gap in PVP, inevitably causing them to leave again out of frustration as current Cyrodiil players are already doing.
DaveMoeDee wrote: »DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
I can see your perspective on how better performance might cause an influx of returning players and new players to Cyrodiil. At the same time, I think that if these Combat Changes are made, it will just make it harder for returning and new players to close the skill gap in PVP, inevitably causing them to leave again out of frustration as current Cyrodiil players are already doing.
Why would it be hard for them to close the skill gap? They will be using the same mechanics as everyone else.
Personally, as a casual PvP person who just does Cyrodiil with a guild, I have no interest in close any skill gap in PvP. I don't care in the least if someone kills me. Whatever. I just want long, big, crazy sieges.
SgtNuttzmeg wrote: »DaveMoeDee wrote: »DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
I can see your perspective on how better performance might cause an influx of returning players and new players to Cyrodiil. At the same time, I think that if these Combat Changes are made, it will just make it harder for returning and new players to close the skill gap in PVP, inevitably causing them to leave again out of frustration as current Cyrodiil players are already doing.
Why would it be hard for them to close the skill gap? They will be using the same mechanics as everyone else.
Personally, as a casual PvP person who just does Cyrodiil with a guild, I have no interest in close any skill gap in PvP. I don't care in the least if someone kills me. Whatever. I just want long, big, crazy sieges.
Reducing group size, limiting healing to groups only and 3 second cooldowns hurt zergs more than optimized Ball Groups. That was my point. I don't mind a skill gap but it doesn't make sense for the devs to try and close the skill gap, just to expand it in the next patch.
SgtNuttzmeg wrote: »DaveMoeDee wrote: »DaveMoeDee wrote: »From what I have seen and heard, especially over the last two weeks after ZOS boasted about the better performance with the global cool down tests, more and more guilds are looking at leaving Cyrodiil if such changes are implemented permanently. With the lack of large groups in campaigns right now, any of the results produced from the current tests will negatively impact these groups and guilds. I'm sure there are many in the community who are not a fan of large groups in Cyrodiil, however it is open world PVP and large scale fights are a huge reason as to why many people play and enjoy playing in Cyrodiil. So if these changes are made permanent, Cyrodiil PVP as we know it will quite possibly be over.
As a casual PvP player, I think I stopped really going there like 2 years ago. While PvP is way behind PvE group play and clearing narrative content on my list of things to do, I did really enjoy long, large-scale sieges with PvP guilds. While I could sometimes stomach the stuttering gameplay as things were really laggy, eventually I just asked myself what the point was of bothering, especially when I would sometimes get booted from the game during intense moments. The novelty of the poor-performance fog-of-war quickly turned into annoyance.
So while changes might scare away the guilds that remained, would a better performing system bring back the people who bailed? We know performance already causes many to avoid Cyrodiil, and it may never improve without such changes.
I can see your perspective on how better performance might cause an influx of returning players and new players to Cyrodiil. At the same time, I think that if these Combat Changes are made, it will just make it harder for returning and new players to close the skill gap in PVP, inevitably causing them to leave again out of frustration as current Cyrodiil players are already doing.
Why would it be hard for them to close the skill gap? They will be using the same mechanics as everyone else.
Personally, as a casual PvP person who just does Cyrodiil with a guild, I have no interest in close any skill gap in PvP. I don't care in the least if someone kills me. Whatever. I just want long, big, crazy sieges.
Reducing group size, limiting healing to groups only and 3 second cooldowns hurt zergs more than optimized Ball Groups. That was my point. I don't mind a skill gap but it doesn't make sense for the devs to try and close the skill gap, just to expand it in the next patch.
It didn't make sense to buff dots one patch and turn around and nerf them in to the ground shortly after either, but they did it.
From what we have seen in-game and heard from actual reliable sources we have no idea what will happen if anything. This is not the first time Zos tested changes in Cyrodiil on the live server. Zos did not make the changes tested back then.
Yes, people are making assumptions but that is all they can do. The tests do not tell us what or if Zos will make changes to actual gameplay in Cyrodiil.
What we can do is provide well through constructive feedback. Merely complaining that I do not like it for the sake of not liking change is not the type of feedback that is most effective.
ZOS_RichLambert wrote: »
we have reached the point where we cannot fix this issue around the edges: we need to address the core problem, which we will be starting with Update 27...
... We will be very upfront, but please be aware that if these tests confirm our hypothesis, then chain-casting AOE abilities will no longer form the core of the ESO PvP experience in the way it has for the last few years. We would then go through each class and ensure that there are viable builds for each and make adjustments as necessary.
Perhaps it will improve things like skills actually working instead of half animating, so when the ball group (now 2 groups in the same guild chat) rolls over me I can actually have defense/offence against it because skills might actually work. Currently the '80s server cant keep up with the calculation, so it stops you from ever performing what you're about to do.
Perhaps it will improve things like skills actually working instead of half animating, so when the ball group (now 2 groups in the same guild chat) rolls over me I can actually have defense/offence against it because skills might actually work. Currently the '80s server cant keep up with the calculation, so it stops you from ever performing what you're about to do.
I was wrong, it is much worse now...
ESO was advertised and launched as a massive PVP AVA GAME.
I think ZOS want to kill Cyrodiil by making these drastic changes .
Soon Cyrodiil will become a ghost town with a few ball groups ..
Now Cyrodiil has become a large battleground ( Not an OPEN AVA anymore.
The casual/noob/unelite players will stop to play Cyrodiil ...because soon they will become discouraged and frustrated.
I hope next year ZOS will revert these changes.
English is not my native language.
ESO was advertised and launched as a massive PVP AVA GAME.
I think ZOS want to kill Cyrodiil by making these drastic changes .
Soon Cyrodiil will become a ghost town with a few ball groups ..
Now Cyrodiil has become a large battleground ( Not an OPEN AVA anymore.
The casual/noob/unelite players will stop to play Cyrodiil ...because soon they will become discouraged and frustrated.
I hope next year ZOS will revert these changes.
English is not my native language.
NeillMcAttack wrote: »ESO was advertised and launched as a massive PVP AVA GAME.
I think ZOS want to kill Cyrodiil by making these drastic changes .
Soon Cyrodiil will become a ghost town with a few ball groups ..
Now Cyrodiil has become a large battleground ( Not an OPEN AVA anymore.
The casual/noob/unelite players will stop to play Cyrodiil ...because soon they will become discouraged and frustrated.
I hope next year ZOS will revert these changes.
English is not my native language.
You seem to have this backwards, the casual player will be the ones still around Cyro, it’s the ball groups that will disappear, which benefits the casual player. I’d wager that this is a scenario that ZOS would actually prefer.