The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again
It literally doesnt matter where they are, this isnt a race or anything lmaoAnd place all three alliance spawnponts the same distance from the flag, for fairness.
Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use.
What? Why? no, that makes 0 sense.Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resource free in my opinion, for all classes
Aoe them out, detect pots, etc. Coming from someone who doesnt ever use stealth. Its not this almighty powerful thing. Once you bamboozle some poor nightblade out of stealth usually theyre screwed.Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fai
I agree. Even if you cast it, by the time they step in its range a nightblade would of already surprised attacked you. Should have a larger range.he short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range
To me this quote shows that youre not really in the pvp meta. Yes sorcs can be quite tanky as they spam shields and streak away, and dks can hold block while they dot you up.. but unkillable... "not taking damage" not true at all.Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this!
So magplars who have 0 movement skills should just sit there and die as they get zerged down? Theres literally 0 issues with this skill, except for the fact that it doesnt work half the time. Yes a 75% damage reduction would be unfair, but its not. Its a movement skill that prevents you from effectively healing and casting anything. Ive killed countless people who just sit in mistform cause they do literally nothing in it. a 20% reduction would be completely useless, youd be better of blocking. Its not even that fast, so you shouldnt have any trouble staying on top of them.mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing.
I'm using a samsung 970 PRO m2 SSD. The longer loading time and ladder bug, are due to server lag. This is a major issue during primetime. What happened was: I died, respawned, finally got into a district again, and the first corner I moved around I was running straight into a zerg. This happened to me quite a few times in a row, mostly during primetime. And instantly respawning should not be an issue, it is a PvP zone afterall. Not a loadingscreen zone. Players should not be safe.The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again
Uh thats only a problem if youre dying. If you only last 10 seconds I have no idea what to tell you. For those of us that live, (imo at least) its a much welcome system cause it prevents people from instantly respawning to come zerg you down as you fight multiple players. I would recommend installing the game on an ssd. Loadscreens on a HDD suck.
It is! When one allaince can respawn really close to the flag, they have a time advantage(besides shooting from their safespot).
Actually, you would have a point... if ALL movement skills would cost the same amount of resources. When I chase a teleporting sorc for example, across more than an entire district. And they still have a massive amount of resources left, while I do not, this is not a learn to play issue. Therefor I feel all movement skills should either have 0 resourcecost, or have a 10 second cooldown. This is purely objectively spoken. As this would totally balance the playing field, and moves it onto playerskill to get away from someone or give chase to someone. Which would make it more PvP.Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use.What? Why? no, that makes 0 sense.Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resource free in my opinion, for all classes
Thats a pure L2p issue. If you spend all your time chasing someone and run yourself out of resources that sucks for you. You didnt manage your resources well enough, didnt built into enough speed, or recovery. Thats entirely your fault. Lets not change the game because someone cant play aswell as someone who specifically built to kite around, and you fell into their trap.
Sometimes yes, sometimes no. For the record, I did not use stealth during the event. But when a nightblade attacks me full force, and they immediately restealth and do it again, it is broken. As this leaves a player 0 chance to respond. Stealth should be used for a surprise attack, not during combat.Aoe them out, detect pots, etc. Coming from someone who doesnt ever use stealth. Its not this almighty powerful thing. Once you bamboozle some poor nightblade out of stealth usually theyre screwed.Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fai
Thank you for agreeing.I agree. Even if you cast it, by the time they step in its range a nightblade would of already surprised attacked you. Should have a larger range.he short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range
Alright, to me they do seem way too strong though.To me this quote shows that youre not really in the pvp meta. Yes sorcs can be quite tanky as they spam shields and streak away, and dks can hold block while they dot you up.. but unkillable... "not taking damage" not true at all.Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this!
I would agree with you, if it was only magplars using it. But it is a get-away mechanic for everyone. Which is extremely unfair, especially since it is PvP. Nothing should ever give such a high damage reduction. If you lose, you lose.So magplars who have 0 movement skills should just sit there and die as they get zerged down? Theres literally 0 issues with this skill, except for the fact that it doesnt work half the time. Yes a 75% damage reduction would be unfair, but its not. Its a movement skill that prevents you from effectively healing and casting anything. Ive killed countless people who just sit in mistform cause they do literally nothing in it. a 20% reduction would be completely useless, youd be better of blocking. Its not even that fast, so you shouldnt have any trouble staying on top of them.mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing.
Solo, and doing around 200 boss kills and getting only around 100k telvars. Sure mate.Have for my full time in the CP allowed Imperial City been solo, and made over 100k tel var, and 800k+ AP. I was also able to get 8 ebonsteel pages from boss kills(around 200 total boss kills).
It is practically impossible to do bosses alone, as there are always players who want the outfit styles as well. I did barely get any telvar from bosses though, as I always store the telvar when I have 400+. So I never got any massive multipliers. And I only was with a group twice, when there was another large group already in combat with that large group.Solo, and doing around 200 boss kills and getting only around 100k telvars. Sure mate.Have for my full time in the CP allowed Imperial City been solo, and made over 100k tel var, and 800k+ AP. I was also able to get 8 ebonsteel pages from boss kills(around 200 total boss kills).
But maybe your understanding of solo if staying, like some zerglings like to say, "surfing the zerg".
I can see your point, but its not really a huge issue, thats worth changing IMO. My logic for your issue is that if each zone is going to have a faction closest to it: Red may be right next to it in one zone, and far away in the next zone over. That would make it fair correct?It is! When one allaince can respawn really close to the flag, they have a time advantage(besides shooting from their safespot).
Again I can see your point that you want to make movement more balanced across the board. I disagree first of all from a game design perspective. A slower class, like your magplar should move slower than a speedy orc stamsorc or magsorc (IMO at least). Class variation and uniqueness is what makes the class system great. It wouldnt make sense for a magicka focused character or heavy armor wearing tank to be able to always keep up with a speedy nimble medium armor wearing character.Actually, you would have a point... if ALL movement skills would cost the same amount of resources. When I chase a teleporting sorc for example, across more than an entire district. And they still have a massive amount of resources left, while I do not, this is not a learn to play issue. Therefor I feel all movement skills should either have 0 resourcecost, or have a 10 second cooldown. This is purely objectively spoken. As this would totally balance the playing field, and moves it onto playerskill to get away from someone or give chase to someone. Which would make it more PvP.
You're a magplar correct? Just wait till they attack you, then toppling into jabs. The snare will shut them down unless they react really well to it. Its super easy to prevent them from cloaking, and if they do, just be ready for it. Hold block, dodgeroll it (its quite predictable considering they only have a few seconds to attack).But when a nightblade attacks me full force, and they immediately restealth and do it again, it is broken
You are right, Magcrows use it too, and they have even less mobility than magplars. Theres nothing wrong with get away mechanics in a game where you dont want to die. If they 100% prevented your death I would agree, but they dont. 75% seems high until you realize they have no way to real way to outheal the other 25%.I would agree with you, if it was only magplars using it. But it is a get-away mechanic for everyone. Which is extremely unfair, especially since it is PvP. Nothing should ever give such a high damage reduction. If you lose, you lose.
I hate the ladder bug, but I guess i've been lucky with my loadscreens.I'm using a samsung 970 PRO m2 SSD. The longer loading time and ladder bug, are due to server lag. This is a major issue during primetime.
The only reasonable request is the one concerning loading screens. The rest... well, last time I said it as is, I got timeout for three days, so I'll rephrase: don't expect PVP to be tailored to your skill, improve your skill so that you can PVP.
And I'm saying it as quite a potato, who mostly messes around and dies. But I changed my gear, I swapped some skills, I paid attention to how players kill me and why I can't kill some players and most importantly: what saves my butt (Wild Hunt, invis, heavy armor and a bit more health). Learn.
Having played almost all my playtime in the Imperial City for this midyear mayhem event, there are some things I feel need to be changed about the Imperial City. Keep in mind I am a PvE player, and see this from outside a PvP point of view. Which are mostly simple objective observations, or atleast I think they are. Let me know if you agree with any of my points:
.1: *Most important one!* Allow us to spawn in any district, regardless of who owns it. The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again, 3 minutes loading screens again. (sewer loading + ladder bug + district loading) Out of a 40 minutes food buff, I spend 25+ minutes in loading screens in the Imperial City. This is NOT ok, and incredibly frustrating!
2: Change the district spawnpoints in the Imperial City to not be near a main quest objective(not the dailies), and don't have them placed next to the main road or keep. This to prevent players attacking from the spawnpoints, while others are trying to quest and PvP freely. And place all three alliance spawnponts the same distance from the flag, for fairness.
3: *Second most important one!* Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use. Now a cooldown would also affect players in PvE, so personally I am mostly for removing resourcecosts from movement skills completely. This would also make PvP more fun, and more exciting. As other players will be able to chase the zoom-ers. As it is right now is completely unfair, and allows for abuse. Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resourcefree in my opinion, for all classes!
4: Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fail! Place a 10 second cooldown on re-stealthing after leaving stealth, to make this fair and give players the chance to fight back. This also stops the multiple bonus damage usages from stealth, and would allow players to defend their sewers-exit more easily.
5: Stealth detection needs to be different. Change the mages guild skill magelight and it's morphs to show EVERY invisible player as regular players for it's duration, and at any range. The short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range. This would also provide a huge QoL in stealth vs no-stealth player fairness in the Imperial City.
5: Ranged skills should all be the same range. It is strange some players can attack you while you can't even target them yet. This should be more fair. Any and all high-ranged skills should have the same maximum range in PvP.
6: Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this! Every other class takes damage, but for some reason they do not. And barely take damage once you get through their shields. They are also the only ones I ever see walking around with the blue beam(4k+ tel var).
7: Mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing. Maybe change it to a 20% damage reduction while in PvP zones, so it still has use. But so it won't be too overpowered for a PvP area.
8: After dying, make players respawn with full health and resources!
Wanted to respond to this. Whenever I respawn in the sewersbase I have 0% mana left, and spawn with 15% health left. So NOT a player resurrection, but an actual release! The first week of the event this was no issue, as regen covered it all. But the final day, I became a vampire, level 4. Meaning no health regen, and had to keep healing myself up to 100%, after respawning without mana, and with higher mana costs for regular skills. Which was a major hindrance.Joy_Division wrote: »8: After dying, make players respawn with full health and resources!
Don't they already? If rez at a camp, 100% resources! I guess you mean if you get rezed by another player, you have to wait a second or two to get to 100% resources. That I think is an extremely generous resurrection mechanic. There's no "sickness," no debuff, no real penalty for dying aside from a blow to the ego. The resurrected can act immediately and in a very short amount of time have full resources, undoubtedly in a better state than the player who just defeated them. I'm generally fine with rezzing (a lot of players hate it), but I don't agree with you here.