I felt the 6/12 Healing/AoE caps introduced over the weekend improved play. I didn't notice any problems either.
MincMincMinc wrote: »What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.
Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.
The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
MincMincMinc wrote: »What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.
Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.
The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
MincMincMinc wrote: »What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.
Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.
The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
Respectfully, I strongly disagree with your viewpoint and "facts" here.
example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.
MincMincMinc wrote: »MincMincMinc wrote: »What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.
Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.
The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
Respectfully, I strongly disagree with your viewpoint and "facts" here.
example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.
For starters I never claimed any "facts"
We cant exactly pretend GH is a welcoming environment for new pvp players to engage with and return to day after day. The current live cyrodil is just not conducive to new player retention. By leave I obviously don't mean over night, its been a decade now of a declining pop due to the game's current state and balance. Remember earlier on we had multiple 900+ servers near pop locked each night. Now we are down to a single 300 pop server with closer to a 50person que that takes an hour, and 80-150 player que is a bit generous for most PCNA GH nights unless you mean combined for all the factions.
I just don't get the notion that we shouldn't have a place for newer players in pvp, I see this take all the time.....it only leads to a lower declining population. We are better off having the pugs catered to in some controlled aspect like them running the emp ring in obscenely large zergs. Then us better players can play around and farm them while inevitably dying. Current cyro ballgrouping just seems so watered down and a joke compared to fending off vengeance sized zergs like we used to early on in the game. To me its like old COD zombies or horde games in general. Most of the fun is seeing how far you will get knowing you will die at some point. Once you are at a point where you just win half the time because the zombie horde is 1/3 the size, its a different game and seems to have lost its luster. IDK maybe its just an old player point of view, I would probably think the same way if I didn't have the experiences I had in the 2014-2017 days.
MincMincMinc wrote: »MincMincMinc wrote: »What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.
Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.
The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
Respectfully, I strongly disagree with your viewpoint and "facts" here.
example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.
For starters I never claimed any "facts"
We cant exactly pretend GH is a welcoming environment for new pvp players to engage with and return to day after day. The current live cyrodil is just not conducive to new player retention. By leave I obviously don't mean over night, its been a decade now of a declining pop due to the game's current state and balance. Remember earlier on we had multiple 900+ servers near pop locked each night. Now we are down to a single 300 pop server with closer to a 50person que that takes an hour, and 80-150 player que is a bit generous for most PCNA GH nights unless you mean combined for all the factions.
I just don't get the notion that we shouldn't have a place for newer players in pvp, I see this take all the time.....it only leads to a lower declining population. We are better off having the pugs catered to in some controlled aspect like them running the emp ring in obscenely large zergs. Then us better players can play around and farm them while inevitably dying. Current cyro ballgrouping just seems so watered down and a joke compared to fending off vengeance sized zergs like we used to early on in the game. To me its like old COD zombies or horde games in general. Most of the fun is seeing how far you will get knowing you will die at some point. Once you are at a point where you just win half the time because the zombie horde is 1/3 the size, its a different game and seems to have lost its luster. IDK maybe its just an old player point of view, I would probably think the same way if I didn't have the experiences I had in the 2014-2017 days.
You are speaking as what you say are "facts" - same thing.
Im not sure if you're not reading my posts or... have me mistaken for someone else but... I've said multiple times GH isn't the most welcoming (this is where Vengence is a good thing). I've literally made multiple posts saying the following:
- GH is difficult (it needs to be)
- Ball groups are way OP and need to be resolved
- Pull sets perform terrible in lag and need to be removed or reworked significantly
- Shieldstacking/heal stacking needs a good hard look
There are many reasons the player caps keep dropping - most of that can be directly tied to performance. When the servers got refreshed and things improved for a period the pop skyrocketed back up.
"Catering" to the pugs/casuals is the worst thing a studio can do. Look at every studio that has made massive overhaul design decisions based around pugs/casuals... their PvP dies out.
Casuals are simply that - casuals.. they come and they go... but your loyal PvPers (which there are good pvpers and bad pvpers loyal doesn't mean ballgroups/try hards FYI) are the ones that stick it out.
Balances passes and listening to feedback can reduce the frustrating around GH while still keeping core systems in place that allows everyone to play as they want - not forced to pick some Battlefield 6 style loadout system.
And I've been here since beta... and ran with ball groups. You're not going to get 2014-2017 experience/performance with the insane amount of complex skills/cp/sets they added. If you want that, vengence is for you.. but I hate to tell you.. you're still not going to get it because the core player base, the ones who log in day after day, aren't going to fill it. Its going to be filled with the, casuals as you put it, that simply want the rewards/end of camp bonuses.
Enjoy.
GrimsforgeGaming wrote: »
11: Bring a monthly weekend Whitestrakes to Vengeance. Drive players there!
12: Double the Major Resolve buffs for each class. Less buff simulator and more punching and kicking!
Would love to talk to someone about all this. I speak to A LOT of pvpers of all skillsets
Grimsforge first forum post complete!
/runsoffintothesunset