I assume this poll is asking about the solo queue, in which I'd say, yes, it's fun.
However, that's neglecting a entire queuing population that also deserve to have a functioning and enriching playing experience.
The group queue is 99% composed of casual duo queuers. Games are really fun when the lobby is a mixture of casual and more advanced skilled duos.
yes and no...8v8 is sometimes a lot of fun as a casual experience but I often find myself in lopsided matches. If one team doesn't have a healer then the game is usually decided before it starts, especially in deathmatch but also in the objective modes. I don't even bother with 4v4 on anything other than a healer because of this issue as it is even more prevalent there.
I've experienced plenty of spawn camping when one team has a better composition than the other. I was in a chaosball match this weekend where a warden on the enemy team went 44-0 running around with the winter storm ult. They were virtually unkillable under all the heals and shields provided by their team. In the end, the warden was near the bottom of their team's scoreboard cause he never picked up the chaosball, actively ignoring the objective just to wipe my squishy team of what I assume were new players. They couldn't get out of spawn with their 20k health pools.
IMO, the game has too many defensive options. A healer should not be able to keep their whole team alive while themselves being a tank, that just doesn't make sense. Sure if I was in a coordinated team we could all focus the healer but that doesn't happen in solo queue. As it is, healers can play a pivotal role in solo queue which is great for those players to feel useful but they create either two outcomes: a stalemate or a lopsided victory.
Part of this problem is some of the small map sizes for 8v8. I keep getting the same couple maps: the town with the funneling streets that brings everyone to the center, the dungeon map (so many games on the dungeon map), and the two tiny arenas where you can almost shoot each other from spawn. I haven't played on the map with the big tree and the boat since the update launched. With only two teams now, spawn camping is practically encouraged as their is no 3rd team to keep the spawn campers in check.
I would say I'm 50/50 on this new update. I like the refreshing change, it shakes things up. But their are plenty of kinks to work out in this new system and I feel it was implemented too quickly without proper foresight. I don't know how they didn't foresee spawn camping being an issue and put something in place to remedy it from the start.
Aggrovious wrote: »yes and no...8v8 is sometimes a lot of fun as a casual experience but I often find myself in lopsided matches. If one team doesn't have a healer then the game is usually decided before it starts, especially in deathmatch but also in the objective modes. I don't even bother with 4v4 on anything other than a healer because of this issue as it is even more prevalent there.
I've experienced plenty of spawn camping when one team has a better composition than the other. I was in a chaosball match this weekend where a warden on the enemy team went 44-0 running around with the winter storm ult. They were virtually unkillable under all the heals and shields provided by their team. In the end, the warden was near the bottom of their team's scoreboard cause he never picked up the chaosball, actively ignoring the objective just to wipe my squishy team of what I assume were new players. They couldn't get out of spawn with their 20k health pools.
IMO, the game has too many defensive options. A healer should not be able to keep their whole team alive while themselves being a tank, that just doesn't make sense. Sure if I was in a coordinated team we could all focus the healer but that doesn't happen in solo queue. As it is, healers can play a pivotal role in solo queue which is great for those players to feel useful but they create either two outcomes: a stalemate or a lopsided victory.
Part of this problem is some of the small map sizes for 8v8. I keep getting the same couple maps: the town with the funneling streets that brings everyone to the center, the dungeon map (so many games on the dungeon map), and the two tiny arenas where you can almost shoot each other from spawn. I haven't played on the map with the big tree and the boat since the update launched. With only two teams now, spawn camping is practically encouraged as their is no 3rd team to keep the spawn campers in check.
I would say I'm 50/50 on this new update. I like the refreshing change, it shakes things up. But their are plenty of kinks to work out in this new system and I feel it was implemented too quickly without proper foresight. I don't know how they didn't foresee spawn camping being an issue and put something in place to remedy it from the start.
You're complaining about MMO pvp problems and not really BG. Healers feel tanky because they block and have a build. They should heal their whole team because its an MMO. They are tanky because its ESO PVP, not just BG. I only see one issue about BG that you mentioned and that is spawn killing. But if its one guy, players need to play smarter... You can escape it and force players to retreat from your base. Players wont though because a lot of these guys are PVEers.
Sure we can add a protective zone, but players will still camp it if they are allowed to by your team. This happens in MOBAs often.
That's the elephant in the room that all the people claiming 2 teams and 4v4 are better than the 4v4v4 setup don't seem to want to acknowledge. Yes, ESO combat has it's problems.... and whether or not people want to admit it, some of those problems are just fundamental issues that cannot be fixed this far into the games existence (ie spammy combat with no cooldowns).... but it's funny how suddenly a whole new level of complaints about healing, overall sustain, tank metas, and etc flooded the forums following the removal of 4v4v4.Chilly-McFreeze wrote: »If ESO‘s pvp issues and imbalances are far more apparent in the new 8v8 Mode than in the old BGs, the new mode is likely part of the problem.
That's the elephant in the room that all the people claiming 2 teams and 4v4 are better than the 4v4v4 setup don't seem to want to acknowledge. Yes, ESO combat has it's problems.... and whether or not people want to admit it, some of those problems are just fundamental issues that cannot be fixed this far into the games existence (ie spammy combat with no cooldowns).... but it's funny how suddenly a whole new level of complaints about healing, overall sustain, tank metas, and etc flooded the forums following the removal of 4v4v4.
8v8 isn't always bad because of the bigger team sizes, but I still see way more one-sided fights in this mode where teams just get stuck in spawn/give up compared to 4v4v4. The last 8v8 match I did my whole team basically ended up leaving because there was just no fighting back, it got so bad that there was a point where only 3 players were on our side and we were all just sitting in spawn. And it was crazy king, a mode where an underdog team could still strategize to try to win objectives or simply feel like their time in the match still mattered.... but with 2 teams? Nope, impossible. Then the 8v8 before that my team was just dominating over the other. And 4v4 entirely just super highlights everything wrong with ESO PvP.
I'd say no matter how you look at it, 4v4v4 complemented ESO combat far better. I can see why some enjoy 8v8 since the bigger team sizes can take some of the stress off of a single player and doesn't require the strategizing playing against two enemy teams did. And I can even understand how some people who do play mostly grouped and/or enjoy the mini ballgroup style fighting like 4v4.... but what I can't understand is how they claim it's a better alternative to the 4v4v4 BGs and shouldn't have just been it's own PvP feature (deathmatch arenas being the obvious choice).
Who knows, anytime I join it times out and removes me.