ZOS_BrianWheeler wrote: »@xsorusb14_ESO Ah crap I worded that wrong...The merchants there now sell better Vet gear for 1.3 with better prices, but in 1.4 there will be new merchants with even more better gear. Sorry about the confusion there.
This actually has me worried somewhat... I'm here to PvP, some amount of gearing up is fine.. but I'm worried about this turning into a gear grind game (if I'm not mistaken the panel session mentioned season gear, which has me VERY worried -- unless a season is like 6-12 months).
demonlkojipub19_ESO wrote: »Dont see why it needed a cooldown in the first place. How rapidly do they expect dual wielders to be killing peopleNot staffers.
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Game does need Rez Sickness
My opinion is maybe Porting to a Forward Camp will give Rez sickness, porting to keep not under attack might not give rez sickness.
Also something needs to be done with Resources at keep, most of the time people are just blowing through the wall incredibly quickly while completely ignoring the resources.
There should be more incentive to take those resources first before knocking down the walls.
Right now taking resources just serves as a giant warning bell that the keep's about to be under attack. It only matters on a recently taken keep you want to retake (to keep the level low) or if you know there are defenders in there and you want to cut the transit before you hit the walls.
Yeap...
Hence why you just have people setup 20 Ballista's and break down the wall in about 2 to 3 minutes.
Whats sad is, if the Forward Camps didn't exist like they did right now, There would be no way to defend a keep in time before the walls got knocked down.
So its 2 separate issues, both are bad for the game, but both are needed right now to counter the other.
xsorusb14_ESO wrote: »demonlkojipub19_ESO wrote: »Dont see why it needed a cooldown in the first place. How rapidly do they expect dual wielders to be killing peopleNot staffers.
Steel Tornado Is actually one of the Best AOE's in the game for killing people.
bruceb14_ESO5 wrote: »RE: AOE limits in the notes and mentioned by Jessica, I wouldn't want to go back to AOE hitting all in their path. It leaves the opening for a few to handle larger numbers which can limit competition. If the AOE being talked about is the Destruction staff elemental stacking I see the validity in considering changes.
demonlkojipub19_ESO wrote: »xsorusb14_ESO wrote: »demonlkojipub19_ESO wrote: »Dont see why it needed a cooldown in the first place. How rapidly do they expect dual wielders to be killing peopleNot staffers.
Steel Tornado Is actually one of the Best AOE's in the game for killing people.
Seriously? Why havent I seen it then, ever.
Mojomonkeyman wrote: »@ZOS_BrianWheeler
Awesome, thanks for the replies. Now could we maybe after months of reporting in forums and ingame get a response on the bugs that frustrate each and everyone of us everytime we go to Cyrodiil, mainly the unbreakable CC caused by different forms of CC on the same target?
Thanks in advance.
demonlkojipub19_ESO wrote: »xsorusb14_ESO wrote: »demonlkojipub19_ESO wrote: »Dont see why it needed a cooldown in the first place. How rapidly do they expect dual wielders to be killing peopleNot staffers.
Steel Tornado Is actually one of the Best AOE's in the game for killing people.
Seriously? Why havent I seen it then, ever.
Agreed Leo. I have gotten off a horse in the middle of a green field with no mobs or enemy players in sight - hit maneuvers - BAM I am in combat. so frustrating at this point I run a lot of places because I just know I am not gonna mount anytime soon.
Halrloprillalar wrote: »This is not a thread about bugs.
With that out of the way, there are major pvp issues that cause a detrimental experience in Cyrodiil and should get the devs' attention.
1. Aoe caps causing zergballs. A whole thread about it here. Basically, the current meta is 'follow the leader, press 1-2 buttons, win game' is stale and unfun for many people.
2. Home vs. guesting, and pvp buffs. Firstly, pvp buffs should only apply in pvp, having them for pve is silly - and I say this despite knowingly using first round AB/DB for my leveling buffs. It encourages guester zergs from unicolor campaigns to destroy real, contested campaigns due to buffs and the former emperor nonsense. There should only be buffs from the current campaign, or no guesting.
3. Emperor trading/former emperor buffs. The former buffs are small but significant enough that a whole raid of FEs will be more effective in both pvp and pve. Former emp should be only available in the campaign it was obtained, IMO. Other solutions possible, thread can be found here and here and others
4. Forward camps. Supply lines and map coverage currently mean nothing when you can suicide port to any place on the map with a camp. Also, having random people use up your camps (which are pricey) and not replace them is frustrating, especially if those people have no concept of what it is you are trying to accomplish. It also allows cross faction trolls/spies to interfere by abusing the overlap radius. More can be found in the main thread here
5. The rewards/AP/gear system. This is getting some changes to it, which is nice, but the 'send you random bag of nonsense' for every chunk of AP method is really inconvenient for many people, as can be seen here
These are the most important (in order of priority) and we as a community would love it if there was an actual response to these
@ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_SandraF @ZOS_GinaBruno
Halrloprillalar wrote: »This is not a thread about bugs.
With that out of the way, there are major pvp issues that cause a detrimental experience in Cyrodiil and should get the devs' attention.
1. Aoe caps causing zergballs. A whole thread about it here. Basically, the current meta is 'follow the leader, press 1-2 buttons, win game' is stale and unfun for many people.
2. Home vs. guesting, and pvp buffs. Firstly, pvp buffs should only apply in pvp, having them for pve is silly - and I say this despite knowingly using first round AB/DB for my leveling buffs. It encourages guester zergs from unicolor campaigns to destroy real, contested campaigns due to buffs and the former emperor nonsense. There should only be buffs from the current campaign, or no guesting.
3. Emperor trading/former emperor buffs. The former buffs are small but significant enough that a whole raid of FEs will be more effective in both pvp and pve. Former emp should be only available in the campaign it was obtained, IMO. Other solutions possible, thread can be found here and here and others
4. Forward camps. Supply lines and map coverage currently mean nothing when you can suicide port to any place on the map with a camp. Also, having random people use up your camps (which are pricey) and not replace them is frustrating, especially if those people have no concept of what it is you are trying to accomplish. It also allows cross faction trolls/spies to interfere by abusing the overlap radius. More can be found in the main thread here
5. The rewards/AP/gear system. This is getting some changes to it, which is nice, but the 'send you random bag of nonsense' for every chunk of AP method is really inconvenient for many people, as can be seen here
These are the most important (in order of priority) and we as a community would love it if there was an actual response to these
@ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_SandraF @ZOS_GinaBruno
AoE caps is always your biggest problem, and not that pulsar does -10% health PLUS 600+ AOE damage... Yea right cap is the biggest problem.... It should do half damage first.
Halrloprillalar wrote: »This is not a thread about bugs.
With that out of the way, there are major pvp issues that cause a detrimental experience in Cyrodiil and should get the devs' attention.
1. Aoe caps causing zergballs. A whole thread about it here. Basically, the current meta is 'follow the leader, press 1-2 buttons, win game' is stale and unfun for many people.
2. Home vs. guesting, and pvp buffs. Firstly, pvp buffs should only apply in pvp, having them for pve is silly - and I say this despite knowingly using first round AB/DB for my leveling buffs. It encourages guester zergs from unicolor campaigns to destroy real, contested campaigns due to buffs and the former emperor nonsense. There should only be buffs from the current campaign, or no guesting.
3. Emperor trading/former emperor buffs. The former buffs are small but significant enough that a whole raid of FEs will be more effective in both pvp and pve. Former emp should be only available in the campaign it was obtained, IMO. Other solutions possible, thread can be found here and here and others
4. Forward camps. Supply lines and map coverage currently mean nothing when you can suicide port to any place on the map with a camp. Also, having random people use up your camps (which are pricey) and not replace them is frustrating, especially if those people have no concept of what it is you are trying to accomplish. It also allows cross faction trolls/spies to interfere by abusing the overlap radius. More can be found in the main thread here
5. The rewards/AP/gear system. This is getting some changes to it, which is nice, but the 'send you random bag of nonsense' for every chunk of AP method is really inconvenient for many people, as can be seen here
These are the most important (in order of priority) and we as a community would love it if there was an actual response to these
@ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_SandraF @ZOS_GinaBruno
AoE caps is always your biggest problem, and not that pulsar does -10% health PLUS 600+ AOE damage... Yea right cap is the biggest problem.... It should do half damage first.
I would add faction balance to the list.
The only times campaigns are balanced now is when all three factions are capped. But even on Wabba there are times where two factions are locked while one is at 2 bars. When that happens the 2 bar faction just gets steamrolled.
Exploits.
I'm sick to death of the amount of people who immediately jump on the next known exploit bandwagon every time a new one appears.
Currently there are:
1) mist/swarm exploiters running multiple swarms in a row
2) groups of people purposefully setting their skills up to induce unbreakable cc
3) people inducing the speed bug on themselves
4) macros
5) animation cancelling
There needs to be a quicker response to these violations... and actual bans. Maybe not perma-bans... but some form of viable discouragement nonetheless.
ThyIronFist wrote: »Exploits.
I'm sick to death of the amount of people who immediately jump on the next known exploit bandwagon every time a new one appears.
Currently there are:
1) mist/swarm exploiters running multiple swarms in a row
2) groups of people purposefully setting their skills up to induce unbreakable cc
3) people inducing the speed bug on themselves
4) macros
5) animation cancelling
There needs to be a quicker response to these violations... and actual bans. Maybe not perma-bans... but some form of viable discouragement nonetheless.
Bans for animation cancelling?
LOL
Trayyacakes wrote: »demonlkojipub19_ESO wrote: »xsorusb14_ESO wrote: »demonlkojipub19_ESO wrote: »Dont see why it needed a cooldown in the first place. How rapidly do they expect dual wielders to be killing peopleNot staffers.
Steel Tornado Is actually one of the Best AOE's in the game for killing people.
Seriously? Why havent I seen it then, ever.
Mainly because it uses stamina. You can't spam it and keep immovable up. You can't spam it and block for long at all. Less stam for "break free." Less stam for rolling out of roots.
You know all the main reasons stamina builds suck compared to magicka builds. Also It would work best with a medium armor build which gives up a ton of spell penetration.
Agreed Leo. I have gotten off a horse in the middle of a green field with no mobs or enemy players in sight - hit maneuvers - BAM I am in combat. so frustrating at this point I run a lot of places because I just know I am not gonna mount anytime soon.
Yep. I have even been a corpse before waiting for a rez and watched myself go in and out of combat while dead.
PlagueMonk wrote: »You want 3 issues that bug the hell out of me?
1) Slaughter fish EVERYWHERE. Many times even in the shallows where they should never be. Imho, there should be no slaughter fish in Cyrodiil. This is not the open sea and there is no chance of swimming somewhere we shouldn't be (which is essentially what they are there for). Why the hell should I not be allowed to swim across a lake to flank an enemy group? It's completely ridiculous.
2) I can't speak for DC since I don't get there too often but the AD mile gates along with many AD choke points seem set up more to the advantage of the defender. One mile gate in particular is nothing but a steep upward slope meaning it's impossible to place/use siege since there is no level ground and what there is is too far away to be effective. Higher ground gives the defender a decided advantage. Both of EP's mile gates on the other hand have numerous spots to place siege and are nothing more than gentle slopes.
Choke points need to be reassessed imho to give BOTH the attacker and defender opportunities to use siege.
3) Keeps are WAY too easy to take. The constant keep flipping is often times impossible because of how quickly a small organized group can drop a wall(s) and take the keep. Small groups can also go in late at night and surgical strike the keeps necessary to open the mile gates and take the scrolls with little resistance
Now I'm not saying boost ALL keeps defenses but the closer you get to the mile gates the more difficult it should be. This can be done by paying points to upgrade guards, having thicker/more resistant walls and the like.
As to the initial presented issues.....
Sorc AoE spamming groups (TP in and AoE bomb) or DK groups with SoM make a mockery of trying to defend positions like the inner keep flags.
Forward camps I like when my side uses them but HATE them when the enemy just drops one so people can die and keep coming back to the fight, even though we have shut down porting in. So I would be more than happy if they were removed. It should be MUCH more difficult to keep and maintain your forces the closer you get to an enemy home.
This would also make rezzing people much more important.
Question for devs and people in pts:
Are the fps problems totally resolved in 1.3?
Cause there's still a lot of people with good machines that drops to 8/15 fps near the big fights.
1. Zergs are an awful strategy and easy to wipe out because of the mindless mentality behind it. Have wiped massive zergs while in a raid of 24 just because we had players who were on Team Speak and could communicate and work as Military force to combat other players. Not just spam spells.Halrloprillalar wrote: »This is not a thread about bugs.
1. Aoe caps causing zergballs. A whole thread about it here. Basically, the current meta is 'follow the leader, press 1-2 buttons, win game' is stale and unfun for many people.
2. Home vs. guesting, and pvp buffs. Firstly, pvp buffs should only apply in pvp, having them for pve is silly - and I say this despite knowingly using first round AB/DB for my leveling buffs. It encourages guester zergs from unicolor campaigns to destroy real, contested campaigns due to buffs and the former emperor nonsense. There should only be buffs from the current campaign, or no guesting.
3. Emperor trading/former emperor buffs. The former buffs are small but significant enough that a whole raid of FEs will be more effective in both pvp and pve. Former emp should be only available in the campaign it was obtained, IMO. Other solutions possible, thread can be found here and here and others
4. Forward camps. Supply lines and map coverage currently mean nothing when you can suicide port to any place on the map with a camp. Also, having random people use up your camps (which are pricey) and not replace them is frustrating, especially if those people have no concept of what it is you are trying to accomplish. It also allows cross faction trolls/spies to interfere by abusing the overlap radius. More can be found in the main thread here
5. The rewards/AP/gear system. This is getting some changes to it, which is nice, but the 'send you random bag of nonsense' for every chunk of AP method is really inconvenient for many people, as can be seen here