This might sound strange and come as a surprise but some people are good players and some people are bad players. Like any other activity on planet earth.
Artorias24 wrote: »The idea of 1 vs X is very simple:
1) You never fight with those, who play beter than you.
2) You look for good players in enemy group, and run from them.
Wait when some new players try to strike you and try to one shot them. Always run from good players and kill weak first.
Than try to kill good one 1 on 1, or run, untill friends come to help to outnumber him.
1 vs X is not that 1 kill X good fighters.
In reality it is impossible to fight against 2 good players if you are alone.
3) So we have 1 - 2 good players and 3-4 weak as example.
There are skills that heal more or strike more if they hit a lot of targets, you use them. So you charge your heal and damage with this 4 weak players, and always run.
Weak players will try to controll you, so it will be hard for good one make one shot combo, they can not stun you, when they need it.
4) Newer fight in field, always run near some stone, wall, tree 🎄 and etc.
About sets:
You get 1 protective set, that heals or regens you, and 1 proc set, that makes your attack do a lot of dps in small window.
It is hard to kill you, because you are fat, you regen when you run.
And when your dps window is ready, you try to kill enemy with ultimate as examle in this small window. Than run again.
I am not 1 vs X
Just as example, my build heals 4 k hp per second.
I do not use one shot combo, but i can do 5-7 k dps in standing target.
So if it will be 2 like me, we kill enemy in 2 - 3seconds (1 dethink = dead) It is not possible to fight 2 players like that
If you run, we can not do dps, so you heal more than we dps.
If you run near some stone asexample, we get lugs - so we can not hit you.
We try to use attack, server or ping is not perfect, so attack do not land, you run, we can not hit, becouse skills do not work. You get full HP, and try to one shot us.
If you do it is ok.
If you do not, run again.
Some builds is impossible to kill 1 on 1, so you run, untill you outnumber them
A lot of players will not run near stone (they know how, but they will not).
So they choose to die, not run vs X isabout to kill new players, not some good group.
The only one 1 vs X that can kill group is Mana bomber.
They use low level players to acamulate dps.
As example:
Group 6 players, 2 are good and 4 with low level.
You use sets that give you dps in small window as example:
Mechanikal Accuty, balorgh, some + to crit or dps and vicious death set.
You are in full dps mode and buffs.
In 5 seconds all your attacks are crits and do 1,5 dps of base.
Mana bomb that will hit 1 player in normal condition will do:
2 k damage, with all buffs and proc sets active 4 k damage.
With 5 more people 8 k damage.
You use it + ultimate (damage+ stun)+ some hard hitting strike.
24 k dps in me. But a lot of players are not as tanky.
And for them it will be 30 k as example.
If he die near me he deals me damage as example 5k. If 2 low level players die, 10 k dps from them will kill me.
So all 6 peoples are dead.
Low level players like to stuck on players, that they think are strong.
It makes them feel save.
So you kill the stronger one with them
The setslike this are: Azur blight, Vicious death, Dragonstar 2 handed and etc.
Kinda feels you hate players that 1vX.
FatherDelve wrote: »RDMyers65b14_ESO wrote: »I am going to have to disagree with the title of the post. The problem is that the players are grouping up in groups of 30+ to zerg the map. The more players with skills and armor sets, the more calculations that is being made by the server and thus more lag. ZOS is on the right track with the group size limit in the last two weeks of the testing but it does NOT go far enough. When we have guilds bragging about getting 70+ players into one zerg, it is causing the problem. ZOS can fix the problem by limiting the AP earned by the players based on the size of the group they are using for PVP. But for some reason, ZOS is not listening. All that needs to be done is zero out the AP if there is more than a certain number of players on one side of the battle. ZOS supposedly knows how many players are in what battle. If you pvdoor Dragonclaw with maybe 2 or three defenders with 30 players, then you should not be gaining AP. It is player vs player, not player vs zerg.
Something else, ZOS, please look at the server populations. (I know the answer to this next question already). But, do you have one server that is nearly always poplocked during prime time while other servers have little to no populations? If so, that means that is the rules set that people want to play. (Here is a huge hint: Grayhost). Perhaps maybe open a second server with the very same rules set as the most populated server even if you have to close a less popular server to do it. It was shown at the last MYM that even if it is not the top server in the list that it was the most popular server. So it is not the position on the list that caused the popularity. It is the ruleset. If we have two identical rules on two different campaigns, maybe, just maybe, the population would spread out to the different campaigns and the performance of the servers would improve.
It is NOT the 30 man /lfg zerg causing the issues, it is the on 5m multiple aoe spamming, perma purging safespace pvp group, that drags a) alot of aoes into and onto them and b) alot of aoes themselves, that is causing this *** night over night over night. A small part of the population is destroying the performance for everyone else, if its solos, smallscales or even /lfg zergbois.
And yes, fixing the server or upgrading or whatever you need to fix that would be a great solution. But we know that wont happen, so this AOE Changes need to happen.
Fengrush killed me once. It was awesome.


