Nathanbreakfast wrote: »Go out to a enemy rss solo to cap. Unkillable 50k health tank responds and just stands on flag buffing and self healing, no intention of playing PVP. Move on to Vlast, 50k unkillable tank with pocket healer stands on flag, again no fight. Try to move on to somewhere else, cant mount stuck in combat 5 minutes. Show up to keep under attack. NB attacks me, I get the the upper hand, he runs away. Sorc attacks me, I get the upperhand for a moment, runs away. Bombed by 12 man ballgroup pulled from 20 meters away while I have CC immunity. Respawn. Go out to a enemy rss solo to cap. Unkillable 50k health tank responds and just stands on flag buffing and self healing, no intention of playing PVP. This game has turned into absolute garbage.
PvP has become garbage in this game.
gariondavey wrote: »Forgot to mention professional siegers. Go to attack a keep with a few friends in the hopes of getting some people to come out to attack you, instead 20 siege appears on the walls manned by the most accurate point-and-click coldfire fanatics you've ever seen, bombarding you until you say screw it and go somewhere else.
Counter siege is definitely an art. Proper oils/meatbags inside the inner FD and over the OFD are good examples, but cold fire is also definitely fun. Its all in the game
Sure, but if you break through the door they frequently scatter like rats, disappearing before they can actually engage in actual pvp combat, as opposed to siege vs player.
The most entertaining part of this are the ones jumping from the D-ring of inner keeps/outposts to avoid getting killed and end up falling to their deaths. Lol, still got your AP, gg nice try
joshisanonymous wrote: »So people don't allow you to capture objectives or to kill them and you think this means they're not PvPing?
These people are partaking in the type of PvP Cyrodiil is about way more than the people who just want to run circles around rocks and walls so they can "1vX" over locations that mean absolutely nothing to the overall war. IMO, everything a player does in Cyrodiil should be in support of the overall war objective in some way: e.g., capturing objectives, defending objectives, killing enemies en route to objectives, etc.
joshisanonymous wrote: »So people don't allow you to capture objectives or to kill them and you think this means they're not PvPing?
These people are partaking in the type of PvP Cyrodiil is about way more than the people who just want to run circles around rocks and walls so they can "1vX" over locations that mean absolutely nothing to the overall war. IMO, everything a player does in Cyrodiil should be in support of the overall war objective in some way: e.g., capturing objectives, defending objectives, killing enemies en route to objectives, etc.
So this is what's bugs me most about this comment because it's not just this game that this mentality is an issue.
There are numerous ways to play any and every game. And while yes everyone definition of fun is different, there are healthy and unhealthy mechanics for every game. I'm going to compare two very different games.
Call of Duty. We'll even include objectives for the sake of this argument.
There is a very common disliked playstyle in this game called... Camping.
Let's say the game mode is Domination. You get points for holding each of the 3 objectives. Each team has 5 players.
Two players are camping A, Two players of the opposing team are Camping C.
Of the remaining 6 players 2 from each team are hard scoped on objective B, and the last player from each side gets killed anytime they touch objective B.
The two players that keep getting killed leave the game.
Now nothing is happening the entire match. You have 8 people camping different angles falling asleep at the keyboard.
It's not fun if EVERYONE does it. Those that like to camp say "I'm playing strategically." Okay well the only reason you're having "fun" is because you have other players that refuse to play like that. If everyone plays like you, no one has fun. That's extremely selfish and not HEALTHY for the overall experience of the game.
Now let's take ESO.
You have 2 "tanks" with mediocre damage in each alliance.
All 4 players walk up to an enemy Resource and... No one dies... Flags don't get captured, because there is equal numbers. You have the choice of waiting the other players out or leaving yourself cuz you're bored.
No one had fun in that scenario.
This is PvP. You're gonna die. Over and over and over. You know how many times I get 10v1'd by WoF (zergy guild) in blackreach? A lot. But I'll gladly walk into that fight every time because getting 2 kills in a 1v10 is satisfying.
So yes you can play however you want. But when what you're doing is "easy" ask yourself, if everyone did the same thing would you still be having fun? If the answer is no then what you are doing isn't healthy for the game.
Thanks for coming to my Ted Talk.
Joy_Division wrote: »gariondavey wrote: »Forgot to mention professional siegers. Go to attack a keep with a few friends in the hopes of getting some people to come out to attack you, instead 20 siege appears on the walls manned by the most accurate point-and-click coldfire fanatics you've ever seen, bombarding you until you say screw it and go somewhere else.
Counter siege is definitely an art. Proper oils/meatbags inside the inner FD and over the OFD are good examples, but cold fire is also definitely fun. Its all in the game
Sure, but if you break through the door they frequently scatter like rats, disappearing before they can actually engage in actual pvp combat, as opposed to siege vs player.
The most entertaining part of this are the ones jumping from the D-ring of inner keeps/outposts to avoid getting killed and end up falling to their deaths. Lol, still got your AP, gg nice try
It's especially gratifying to get them while they are trying to pack up their siege :P
A big part of the issue here that people fail to grasp is the effort/skill required to survive as a pvp tank compared to the effort required to dps well, and how in the current state of the game a properly built tank would have to go completely afk to die to the best DPS player.
It wasn't always the case that tanks were completely untouchable the way they are now. You used to be able to wear them down sustain wise, pressure their HP with due to their lack of any real self healing/shielding, catch them when their block dropped on barswaps which was removed, etc. Tanks could feasibly die 1v1 in the past if they played poorly and the DPS trying to kill them played well.
This is no longer the case. Now the most inept tank can effortlessly and endlessly survive the highest DPS player flawlessly parsing them if they equip the right sets and skills. They never run out of sustain, many of them have access to strong defensive scaling heals (polar wind, necro scythe, nightblade dark cloak, healthsorc hardened ward, arc impervious runeward), etc. This allows for boring and toxic scenarios like the one OP described, where they'll show up to a resource or a flag in IC and just stand there, preventing you from flipping it. Or when they'll do nothing but spam resurrect people in a fight, without you being able to do anything to punish them because they're completely untouchable. Or when theyll stand on a relic in a BG spamming bash so nobody can pick it up. This would be all fine if there was counterplay to it, but there isn't. The counterplay is quite literally "have 3-4x players to kill one tank"..
The game disproportionately rewards players who don't care about actually participating in PVP, and this in turn hurts the experience for those who do.
All Tel Var in IC is created by killing NPCs, nothing by killing players, it just changes owner. Because nobody farms Tel Var and everyone zergs other players nobody gives much Tel Var when killed. In 2018 you could easily farm NPCs and sometimes 1v1 another player, nowadays as a solo player you dont get threw a district without getting jumped by a full group and with a group you have to split your tel var from killing soloable NPCs and still get zerged by bigger groups. Got zerged probably few hundred times in a IC Event and not a single time attacked solo and it is not because I am unkillable 1v1 but because noone had any interest to 1v1.Arizona_Steve wrote: »I would say the same of Imperial City. Pretty sure a lot of players are there for the quests and other PVE aspects and couldn't care less about PVP. I'm one of them.
To be fair IC is PvPvE zone and I would only cheer if they increased incentives to actually do PvE there due to the dangers that this zone put on a player.
joshisanonymous wrote: »So people don't allow you to capture objectives or to kill them and you think this means they're not PvPing?
These people are partaking in the type of PvP Cyrodiil is about way more than the people who just want to run circles around rocks and walls so they can "1vX" over locations that mean absolutely nothing to the overall war. IMO, everything a player does in Cyrodiil should be in support of the overall war objective in some way: e.g., capturing objectives, defending objectives, killing enemies en route to objectives, etc.
Bushido2513 wrote: »A big part of the issue here that people fail to grasp is the effort/skill required to survive as a pvp tank compared to the effort required to dps well, and how in the current state of the game a properly built tank would have to go completely afk to die to the best DPS player.
It wasn't always the case that tanks were completely untouchable the way they are now. You used to be able to wear them down sustain wise, pressure their HP with due to their lack of any real self healing/shielding, catch them when their block dropped on barswaps which was removed, etc. Tanks could feasibly die 1v1 in the past if they played poorly and the DPS trying to kill them played well.
This is no longer the case. Now the most inept tank can effortlessly and endlessly survive the highest DPS player flawlessly parsing them if they equip the right sets and skills. They never run out of sustain, many of them have access to strong defensive scaling heals (polar wind, necro scythe, nightblade dark cloak, healthsorc hardened ward, arc impervious runeward), etc. This allows for boring and toxic scenarios like the one OP described, where they'll show up to a resource or a flag in IC and just stand there, preventing you from flipping it. Or when they'll do nothing but spam resurrect people in a fight, without you being able to do anything to punish them because they're completely untouchable. Or when theyll stand on a relic in a BG spamming bash so nobody can pick it up. This would be all fine if there was counterplay to it, but there isn't. The counterplay is quite literally "have 3-4x players to kill one tank"..
The game disproportionately rewards players who don't care about actually participating in PVP, and this in turn hurts the experience for those who do.
So what's the tank's reward for giving up all damage if they can't tank players that decide to engage them?
How is there no counterplay when just two players who care to kill tanks can do so fairly easily with the right setup? There are sets and poisons that are there just to kill tanks.
But again why should a tank or healer fold so easily when they have no way to kill a player?
Also since when was pvp just about kills? Player vs player doesn't strictly translate to player kill player. If a player is denying you something then I'd say you could call them your adversary. If you didn't bring the numbers or kit to beat them then so be it move on to the next thing, they won this round lol
Maybe the first 2 successfully defended an object, but did not even try to kill OP in a fight and just stalemated him. They only engaged in PvP if you define PvP as taking objects but not if you define it like OP as fighting to kill other players which is definitely also a form of PvP in which these players do not engage making his statement true.The first two examples are very successful defenses of the objective to prevent another player from taking it. Cyrodiil is an objective-based PvP.
The second two are great examples of players who did not want to give AP to another alliance, so they successfully evaded. It is good to stop their retreat and kill them, but it is what it is.
It sounds like 100% of the people are engaged in PvP. A big part of PvP is figuring out how to overcome challenges. Good luck with that.
Maybe the first 2 successfully defended an object, but did not even try to kill OP in a fight and just stalemated him. They only engaged in PvP if you define PvP as taking objects but not if you define it like OP as fighting to kill other players which is definitely also a form of PvP in which these players do not engage making his statement true.The first two examples are very successful defenses of the objective to prevent another player from taking it. Cyrodiil is an objective-based PvP.
The second two are great examples of players who did not want to give AP to another alliance, so they successfully evaded. It is good to stop their retreat and kill them, but it is what it is.
It sounds like 100% of the people are engaged in PvP. A big part of PvP is figuring out how to overcome challenges. Good luck with that.
Second 2 players disengaging after failing to kill OP is logical because why would you fight someone you cant kill but who can kill you?
There is no way to overcome challenge of a full tank, they are absolutely unkillable 1v1 and if they stand on flag you cant take it and your attempt to take ressoursse has failed, they do not have to kill you but just stalemate until guards respawn which is easy with a build that can tank 10-20 players.
go 2h ultimate, run shattered fate or shell splitter. be a tank hunter run jerrals build to fight these specific people be the Bane of any man with a shield.
CameraBeardThePirate wrote: »People in here saying "Just group up and kill the tank" clearly have no idea how overtuned some tank builds are. You can very easily build in a way that nothing short of a ballgroup or faction stack will kill you. All you have to do is go to Alessia on Grey Host and you'll see this, or go into CP IC to see people that literally spend 2+hours standing on 1 single flag so that no one else can cap it. It's ridiculous.
joshisanonymous wrote: »These people are partaking in the type of PvP Cyrodiil is about way more than the people who just want to run circles around rocks and walls so they can "1vX" over locations that mean absolutely nothing to the overall war.
A big part of the issue here that people fail to grasp is the effort/skill required to survive as a pvp tank compared to the effort required to dps well, and how in the current state of the game a properly built tank would have to go completely afk to die to the best DPS player.
It wasn't always the case that tanks were completely untouchable the way they are now. You used to be able to wear them down sustain wise, pressure their HP with due to their lack of any real self healing/shielding, catch them when their block dropped on barswaps which was removed, etc. Tanks could feasibly die 1v1 in the past if they played poorly and the DPS trying to kill them played well.
This is no longer the case. Now the most inept tank can effortlessly and endlessly survive the highest DPS player flawlessly parsing them if they equip the right sets and skills. They never run out of sustain, many of them have access to strong defensive scaling heals (polar wind, necro scythe, nightblade dark cloak, healthsorc hardened ward, arc impervious runeward), etc. This allows for boring and toxic scenarios like the one OP described, where they'll show up to a resource or a flag in IC and just stand there, preventing you from flipping it. Or when they'll do nothing but spam resurrect people in a fight, without you being able to do anything to punish them because they're completely untouchable. Or when theyll stand on a relic in a BG spamming bash so nobody can pick it up. This would be all fine if there was counterplay to it, but there isn't. The counterplay is quite literally "have 3-4x players to kill one tank"..
The game disproportionately rewards players who don't care about actually participating in PVP, and this in turn hurts the experience for those who do.
Bushido2513 wrote: »So what's the tank's reward for giving up all damage if they can't tank players that decide to engage them?
How is there no counterplay when just two players who care to kill tanks can do so fairly easily with the right setup? There are sets and poisons that are there just to kill tanks.
But again why should a tank or healer fold so easily when they have no way to kill a player?
Also since when was pvp just about kills? Player vs player doesn't strictly translate to player kill player. If a player is denying you something then I'd say you could call them your adversary. If you didn't bring the numbers or kit to beat them then so be it move on to the next thing, they won this round lol
All Tel Var in IC is created by killing NPCs, nothing by killing players, it just changes owner. Because nobody farms Tel Var and everyone zergs other players nobody gives much Tel Var when killed. In 2018 you could easily farm NPCs and sometimes 1v1 another player, nowadays as a solo player you dont get threw a district without getting jumped by a full group and with a group you have to split your tel var from killing soloable NPCs and still get zerged by bigger groups. Got zerged probably few hundred times in a IC Event and not a single time attacked solo and it is not because I am unkillable 1v1 but because noone had any interest to 1v1.Arizona_Steve wrote: »I would say the same of Imperial City. Pretty sure a lot of players are there for the quests and other PVE aspects and couldn't care less about PVP. I'm one of them.
To be fair IC is PvPvE zone and I would only cheer if they increased incentives to actually do PvE there due to the dangers that this zone put on a player.
There is zero risk for the attacker and no chance to survive for the victim in most IC fights.