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ZERG fix

vultar
vultar
Soul Shriven
Fix ZERG issue!


Hard to consistently find small group or solo pvp without 10-20 people jumping you during the fight. Most everyone just runs around following each other to take the next keep in line and it gets BORING!

Recommendations:
1. Make keeps MUCH more difficult to take
2. Create better keep ownership with keep upgrades.
Stronger Guards
Deadly Archers
Powerful Mages
Healing Templar's that can Resurrect other NPC's
3. UN-LINK keeps and promote random keep taking.
4. Allow guilds to bind at a keep that they own.
5. Add guild colors, cloaks, banners, and crest.
6. [IMPORTANT] Add leveling and farming in the frontier!
7. Grant some sort of resource to keep holding guilds.
Not all the same.
Mining nodes
Buffs
Other resources for crafting
9. Give timer before a keep can be sieged similar to DFO.

Thanks for reading!
  • Glurin
    Glurin
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    I hear siege tanks are good against zerg. Have you tried one of those?
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Avidus
    Avidus
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    Today I experience a zerg of 40 players, these were actually skilled players, they just got complacent and zerg our keep flag, we had 4-5 people defending and used Oil, Meat Cata and fire balli. combined with healing the honor guards.

    We wiped them very quickly, and had the keep repaired before they returned.

    Zergs are so easy to beat its not funny, you just have to use strategy.
  • Kililin
    Kililin
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    Remove AoE Cap.
  • Cody
    Cody
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    stronger guards? the guards are already OP! the PvP has turned into a huge zerg fest because its really hard(almost impossible) to do small man raids anymore, and its mainly due to the increase in guard strength. You want zergs to end? put the guards back at lvl 50, but then, you will have to deal with max vet rankers 3 player capping a keep with AOE spams:/. This is not easy to fix.
    Edited by Cody on 5 June 2014 11:24
  • Avidus
    Avidus
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    NookyZooky wrote: »
    stronger guards? the guards are already OP! the PvP has turned into a huge zerg fest because its really hard(almost impossible) to do small man raids anymore, and its mainly due to the increase in guard strength. You want zergs to end? put the guards back at lvl 50, but then, you will have to deal with max vet rankers 3 player capping a keep with AOE spams:/. This is not easy to fix.

    I personally think, level 50 guards with AoE resistance. And more of them.
    That way a small group can still kill them with proper coordination.
    And they are not too OP.
    But due to numbers and AoE resistance they can stand against a zerg.
    Well, with decent AI anyways.

    Even then.. Its a long shot to say that it would work.
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
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    I'm pretty sure all of these things will encourage larger groups, not smaller.
  • bitaken
    bitaken
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    I think the keep difficulty is fine where it is. However, some of your ideas are ringing true to my DAOC forged heart of RvR.

    1) Guild claimed keeps should mean guild spam when guards die - or when walls reach 75% - giving the claiming guild a chance to port to the keep if the enemy does not take resources tipping their hat to the enemy in Cyro. There should also be a guild warning when a resource for a keep is captured.

    2) Binding to a keep that is guild claimed is probably overkill - but I like the idea of fast travel to your guild claimed keep somehow. Maybe for 1K AP you get to TP to your guild claimed keep not under siege - from Cyrodil. That might work to help bolster defenses with players - instead of NPC's.

    3) I like the layout of Cyrodil but far too often we get stuck in a rut. I would really love to see something like the old mage portal ceremony where to attack EP as a DC player - you have to go to their frontier - and as an EP you have to port to the AD frontier. A portal ceremony would probably be overkill - but it would allow us to bust zergs by counter attacking instead of weathering the storm.

    4) 5. Add guild colors, cloaks, banners, and crest. Well first they have to add guild colors to the game. As of right now I think that might add to the server load - and I really don't want them to make the lag issue any worse than it is, so this may be more complicated than it seems. However, it is definitely something I would love to see :smile:
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • Kiljaz
    Kiljaz
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    VR5 guards are so easy... Any good 4 man could clear a keep easily if it wasn't defended... I don't understand why people think the guards are OP. I think they're a joke personally.
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
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    Kiljaz wrote: »
    VR5 guards are so easy... Any good 4 man could clear a keep easily if it wasn't defended... I don't understand why people think the guards are OP. I think they're a joke personally.
    Because most people aren't organized vr12 four man groups?
  • Taonnor
    Taonnor
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    Wait 1-2 months and all will cry: "Make guards stronger"...
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    Gildenleiter von Lux Dei (EU/AD). Offizieller Gildenspotlight für ESOTU!
    Guild leader of Lux Dei (EU/AD). Official Guild Spotlight for ESOTU!

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