pitdemon_ESO wrote: »Well to be fair, you actually could easily replace an entire impulse raid with a simple multiboxing script.
Looking at the responses in this thread, that's the cause of most people's ire (overly simplistic, boring gameplay that is)
quakedawg_ESO wrote: »pitdemon_ESO wrote: »
Well to be fair, you actually could easily replace an entire impulse raid with a simple multiboxing script.
Looking at the responses in this thread, that's the cause of most people's ire (overly simplistic, boring gameplay that is)
To be honest, with that same argument you can replace any class with a script. I can make one to spam crystal fragment like no other on a Sorc. His DK buddy to spam talons. Throw in Emperor buffs and I don't even need a keyboard! Apparently that takes skill for some people to pull off. Keep in mind not all bomb groups are created equal. Some run much different than people realize.
In summary, everyone is entitled to their opinion though. If you find a style boring, I strongly suggest not playing that way. If you find a style simplistic, feel free to find another.
There is ALWAYS going to be guilds who find ways to kill you in whatever manner. This will ALWAYS result in a niche of players complaining and using the 'skill card' as if that makes them sleep better at night.
*shrug*
ThyIronFist wrote: »I see a lot of people suggesting negate, we often try and negate impulse trains... oh wait, that´s right, they all use immovable so our negate is pretty much useless.
sevcik.miroslaveb17_ESO wrote: »In another topic one player suggested disabled AOE for ONE campaign. Only AOE would be from siege equipment.
I don't know how about you, but I would love to see PVP with more tactics, flanking longer fight times. I would love it!
I would really like to see one campaign like that for testing purpose.
Just to see if it is more fun than AOE fest in normal campaigns.
NookyZooky wrote: »well, its pretty f***** annoying, when all your enemies do, is clump together, and spam their pathetic, gods forsaken pulsar the whole time:/ some of us like small skirmishes and 1v1s. I myself wont even charge into battle most of the time. ill wait for an enemy to walk out, then jump them, because I have a lot more fun in smaller fights than huge gigantic fights. but when all your enemies want to do, is clump together and do..... that... as ill call it... its frustraiting for some of us. If that's the way you want to play, cool. I don't like it, but im not going to try to be one of those "you cant do it" people.
p_tsakirisb16_ESO wrote: »Impulse isn't the problem.
It's morph Pulsar is.
I would agree with everyone above. AoE in PvP screws this game.
All AoE should be capped to 1 target at the time. All. From Pucturing Sweep, Nova, to Standard of Might and Talons, to Impulse/Pulsar, to Carve and Bow AoE.
With that alone going to fix the imbalance between Stamina and Magicka builds in PvP. As as Stamina I do not mean the AoE bow wielder, but those who want to fight with swords, wear full set of heavy armour and smash each other to pieces.
I find myself more and more, thinking that War of Roses has better PvP than TESO nowadays.
Something that wasn't the case in beta, because none had those high level abilities, since we were all around level 10-16. And all the issues with PvP at Cyrodiil occured after the big untested, in beta, power creep of the late level abilities.
Like Impulse/Pulsar, Vampire Ultimate, high Magicka/Spell power Standard of Might drop with Ultimate reduction to make it spamable etc.
Yeah, that's the problem with the trains. There is no means or skills available to counter them. Only way to stop them is bringing a bigger impulsebatswarmbarrierblob.
(...)
But than again, there's also bad Impulse trains. They die very fast, because they aren't buffstacking. So It's not the actual Impulse that's destroying PvP, it's the fact that you can be immune to pretty much everything when stacking. Than literately run people down without having to target anything.
rich_nicholsonb16_ESO wrote: »Because it's easy mode?
All you guys are doing is running around spamming heals to build up ultimates and running over everything using ults ( being one button wonders ). Because of the low area cap it's abusing the system as your safe until you meet a Zerg bigger than you, it's a numbers game atm.
Two ways to combat it..
1. Remove area cap
2. Players who don't Zerg ball quit the game so the zergballers dont have anyone to kill.
Sadly I can see the second option happening before the first one.
IcyDeadPeople wrote: »rich_nicholsonb16_ESO wrote: »Because it's easy mode?
All you guys are doing is running around spamming heals to build up ultimates and running over everything using ults ( being one button wonders ). Because of the low area cap it's abusing the system as your safe until you meet a Zerg bigger than you, it's a numbers game atm.
Two ways to combat it..
1. Remove area cap
2. Players who don't Zerg ball quit the game so the zergballers dont have anyone to kill.
Sadly I can see the second option happening before the first one.
In my view the "zergs" are the disorganized groups with large numbers getting owned by smaller, organized guild groups coordinating with good leadership on voice comms and using smarter tactics.
I've had the opportunity to participate in a number of battles between two organized guild groups on opposing factions, resulting in some of the most fun and challenging combat gameplay I've experienced in this game.
If you think you can just spam impulse and win, try it. I've been fortunate to group together with some very skilled PVP group leaders who have succeeded against overwhelming odds, and I know what they did was absolutely not easy.
Armor active abilities should require a majority of your armor being of that type.
In other words to even use Immovable you should have to have at least four heavy equipped.
I personally lead a bomb group / impusle group (whatever you want to call it) where we are very tight together, use aoe and and synergise our builds to have different aoe damage spells and ultimates. Only people on teamspeak are allowed in the group and this is why we win because we stay together and use spells / ultimates at the right time. When we fight another organised raid that spreads out they can really hurt as we cant centre our damage but if you are a random group with no co-ordination you will just run in and die to both groups should it be a AOE group or an organised single target raid. You moan that these AOE damage groups kill you but it just because you are not a good unit where you play everyday and speak on a mic without having to type. Using ultimates like soul assualt and single target spells over barriers and group orientated spells (that require you to be close togethe)r what hope do you think you will have?
quakedawg_ESO wrote: »For a long time I've felt if Dev is going to do anything it will be to push Immovable up the heavy armor ladder. Not a terrible idea.
quakedawg_ESO wrote: »For a long time I've felt if Dev is going to do anything it will be to push Immovable up the heavy armor ladder. Not a terrible idea.
Agrippa_Invisus wrote: »quakedawg_ESO wrote: »For a long time I've felt if Dev is going to do anything it will be to push Immovable up the heavy armor ladder. Not a terrible idea.
Too bad the rest of the heavy armor skill line is in desperate need of buffing.
Agrippa_Invisus wrote: »quakedawg_ESO wrote: »For a long time I've felt if Dev is going to do anything it will be to push Immovable up the heavy armor ladder. Not a terrible idea.
Too bad the rest of the heavy armor skill line is in desperate need of buffing.
Yeah, but heavy armor has the best active ability by far.
It should not be possible to have the heavy armor active and the full effect of all the light armor passives at the same time. As several people have suggested recently, the best solution is to require 5 pieces to use an active armor ability of a given type.
sevcik.miroslaveb17_ESO wrote: »Removing caps imho does not help anything. Instead of 24 player trains there will be 4 man trains killing large numbers of players.
I really don't get why people are so fond of AOE spells. It is the biggest sh*t ever introduced in PvP.
It's like starting up Battlefield and EVERYBODY is using granade launchers. (fun...)
I am getting old or something, but I really prefer standard military tactics involving possitioning on the battlefield flanking at the right time etc.
ESO had insanly great potential to make Cyrodiil like battlefield on Total War games. (that strategy) unfortunately none of this can happen thanks to OP AOE abilities.
xsorusb14_ESO wrote: »
Because we all played this little ole game called Dark Age of Camelot, that had incredibly powerful AOE, and let small mans take out large zergs, which controlled zerging in the game...and also lead to a fantastic group vs group meta that hasn't be rivaled by any game so far.