In a matter of weeks if not days this zone will be ruined by gold farming zergs. It is not meant to be a zerg zone though it became one more and more over time with the condensing of servers. Get rid of large grouping capability and make it self healing only.
That or I personally think the flags should be removed entirely, the zone made free for all, or reducing grouping to 3 per group, or things along these lines would be awesome for the zone. Also with changes like these make the central sewer subzone and the 3 faction oriented sewer subzones closest surrounding it should have bosses with telvar rewards closer to that of above ground. The sewers have hardly ever been used when farming molag bal in the center for caches was removed.
Imperial city is by far one of the best pvp zones I have ever played in any game. It's so good that diablo 4 is blatantly copying its mechanics and a new game is being created (dark and darker) that is vastly poppular and highly emulates it other than the massive zergs. Please zos don't let this great zone be ruined by gold farming zergs or zergs in general. Make these changes or similiar changes. Anyone who agrees or has ideas of their own on a similiar note please share so that zos maybe thinks about doing something about this.
It's been a while since pvp has gotten any content love.
edit: title adjustment
IC events are the only time that noobs will dip a toe into IC, and that's only becaue they feel less vulnerable due to being surrounded by a big group. Killing big groups in IC will basically eliminate the one time anyone new tries out the zone. You'll just have to deal with the one week out of the year that solo/small group gankers are at risk of dying and their victims have a chance to survive a gank.
Also, calling them "gold farming", when they're actually after telvar just like you, is pretty funny.
VaranisArano wrote: »Imperial City shares the same ruleset as Cyrodiil in far more cramped quarters.
I suggest that you try out bombing builds for the duration of the time that lots of squishy PVEers who don't know to hold block and spread out are grouping up on flags and waiting for bosses.
IC events are the only time that noobs will dip a toe into IC, and that's only becaue they feel less vulnerable due to being surrounded by a big group. Killing big groups in IC will basically eliminate the one time anyone new tries out the zone. You'll just have to deal with the one week out of the year that solo/small group gankers are at risk of dying and their victims have a chance to survive a gank.
Also, calling them "gold farming", when they're actually after telvar just like you, is pretty funny.
with the current tank meta that is an impossible task in cp with such easy access to broken tank sets such as maras. also in cp they can simply collectively build tanks which cannot be killed at all. right now they mostly consist of tanks and trifocus exploiters. so if you get near any pve monsters you die instantly from empower lightning staff splash damage and you cannot stop their unkillable tanks from taking the flags. they arent good players but they are not exactly noobs persay. in no cp i have been actually able to cull their zergs and i have swapped to that like many other og 1vx players that still play the game have aswell. so they rarely go to no cp but that still leaves half of the imperial city servers completely zerged out by a gold farming guild.
they are gold farming guilds because they collectively buy stuff to sell for gold with the telvar. the reason i refer to them as such is because rumor around imperial city is that the central zerg guild that does it are actually rmt gold traders. there is little sense to farm telvar in mass numbers of 20-30+ zergs otherwise because it is way less profitable.
the reason these imperial city changes make sense is because the central reason why most longstanding ic players stick to imperial city is because of the small scale pvp/duels that includes a gold farm that enables them to test and change different pvp builds. it has never been a zerged area until the recent rather disgusting tank meta and trifocus exploit because a lot of these pvp players could in the past indivually or in a group of 2 or 3 take down these large zergs. but when its 30+ players all running maras/immortal 0 damage tank builds or trifocus exploit that task is on the impossible side of things. i think if ZOS decides to keep a tank meta in pvp they have to change imperial city accordingly to keep it how it has always been. a lot of high skill curve and content creation pvp players have left the game due to the tank meta, if imperial city is further ruined by these gold farmers then a lot more players will leave from that as well
Necrotech_Master wrote: »surface zerging became a LOT more common when they added the respawn restrictions to where you had to own a flag to respawn in that district
it still happens even during normal activity
i dont think the flags should be removed, but i dont think respawning should be tied to them
Necrotech_Master wrote: »surface zerging became a LOT more common when they added the respawn restrictions to where you had to own a flag to respawn in that district
it still happens even during normal activity
i dont think the flags should be removed, but i dont think respawning should be tied to them
So you want change one of only 2 open world PvP zones in game into a PvE zone althought there already are 30-40 PvE zones?IC should be a non-alliance area, as it always should have been, where the enemies are the roaming monsters, dremora, xivkyn etc. Make them a little tougher to compensate and then you can join up with people from other alliances to defeat them.
Necrotech_Master wrote: »surface zerging became a LOT more common when they added the respawn restrictions to where you had to own a flag to respawn in that district
it still happens even during normal activity
i dont think the flags should be removed, but i dont think respawning should be tied to them
So you want change one of only 2 open world PvP zones in game into a PvE zone althought there already are 30-40 PvE zones?IC should be a non-alliance area, as it always should have been, where the enemies are the roaming monsters, dremora, xivkyn etc. Make them a little tougher to compensate and then you can join up with people from other alliances to defeat them.
Most of the time you are not fighting for your alliance in Imperial City but for your group or yourself/your own telvar gain, but alliances are still important to make sure you hqve friendly players you can follow even if you dont have a group (common in IC).Necrotech_Master wrote: »surface zerging became a LOT more common when they added the respawn restrictions to where you had to own a flag to respawn in that district
it still happens even during normal activity
i dont think the flags should be removed, but i dont think respawning should be tied to them
Yeah having to own a flag to respawn in this district doesnt make sense when every alliance has an own spawn point that is accessible from base any time and not 1 spawn point per objective like cyro castles.
Big zergs shouldnt exist in a zone like IC that is created for solo/smallscale PvP, they zerg down all solo and smallscale players on sight without giving them a chance to escape and rarely fight each other and they are very popular althought the tel var gain is too low and divided between too many players to be worth it, but seems like these players dont care about tel var but want to feel great for winning fights even when it is 60v1. Every npc and zone boss is soloable, only molag bal and a few sever bosses need multiple players to kill them, people usually group to outnumber other players to easy kill them or to not get outnumbered by first groups. Xv1 ganking is not effektive ap/telvar farming but griefing.
So you want change one of only 2 open world PvP zones in game into a PvE zone althought there already are 30-40 PvE zones?IC should be a non-alliance area, as it always should have been, where the enemies are the roaming monsters, dremora, xivkyn etc. Make them a little tougher to compensate and then you can join up with people from other alliances to defeat them.
Most of the time you are not fighting for your alliance in Imperial City but for your group or yourself/your own telvar gain, but alliances are still important to make sure you hqve friendly players you can follow even if you dont have a group (common in IC).Necrotech_Master wrote: »surface zerging became a LOT more common when they added the respawn restrictions to where you had to own a flag to respawn in that district
it still happens even during normal activity
i dont think the flags should be removed, but i dont think respawning should be tied to them
Yeah having to own a flag to respawn in this district doesnt make sense when every alliance has an own spawn point that is accessible from base any time and not 1 spawn point per objective like cyro castles.
Big zergs shouldnt exist in a zone like IC that is created for solo/smallscale PvP, they zerg down all solo and smallscale players on sight without giving them a chance to escape and rarely fight each other and they are very popular althought the tel var gain is too low and divided between too many players to be worth it, but seems like these players dont care about tel var but want to feel great for winning fights even when it is 60v1. Every npc and zone boss is soloable, only molag bal and a few sever bosses need multiple players to kill them, people usually group to outnumber other players to easy kill them or to not get outnumbered by first groups. Xv1 ganking is not effektive ap/telvar farming but griefing.